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entuland |
I found out what the problem was with those cyan thin borders added to some pixels of my texture: the transparent pixels around arent "transparent black", so to say: they have leftover colors in some spots (cyan, in fact) and for some reason the game is picking them up |
00:55 |
Out`Of`Control |
how did you fix it? |
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MinetestBot |
[git] Dumbeldor -> minetest/minetest: Fix crash guiConfirmRegistration quit menu (#7313) a292d19 https://git.io/vp1CJ (2018-05-10T11:50:06Z) |
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12:31 |
entuland |
Out`Of`Control: I didn't really fix it (I could remove the alpha channel from the image, ensure that all transparent pixels are set to pure black and revert them to transparent, or something like that) |
12:31 |
entuland |
instead I am trying to use a full mesh with texture, in place of that simple texture on a single surface |
12:32 |
entuland |
but I'm banging against a bad problem right now, and perhaps VanessaE or someone else could shed light (this is also in reference to https://github.com/minetest/minetest/pull/6900) |
12:33 |
entuland |
the point is: in order to have my tpad placed according to the floor, wall or ceiling, I'd need the facedir value on the paramtype2 property in register_node |
12:33 |
entuland |
inspecting the code about the test_slopes mod by VanessaE (IIRC) I should bind on_place to minetest.rotate_node |
12:33 |
entuland |
but the fix I've linked seems to be preventing my after_place_node callback |
12:34 |
entuland |
and that means that I have no place to set the owner name in the meta of the placed pad (cause my after_place_node doesn't get called |
12:34 |
entuland |
I'm not really sure how I'm supposed to work around this problem |
12:36 |
entuland |
afk a few minutes for duties |
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12:49 |
entuland |
back |
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13:03 |
entuland |
uhm... seems like the commit I linked shouldn't be affecting me (I'm using 0.4.16 and I don't have prevent_after_place in my misc_helpers.lua) |
13:21 |
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13:22 |
entuland |
posted on the forums about my current problem: https://forum.minetest.net/viewtopic.php?f=6&t=20085 |
13:23 |
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13:24 |
Krock |
entuland, either your mod or vanessa's mod will need some glue to make it work as expected |
13:25 |
Krock |
you can however use minetest.rotate_and_place, which triggers after_place_node |
13:26 |
Krock |
you'll however need 0.4.17-dev (backport-0.4 branch on GitHub) to run the callback |
13:29 |
entuland |
uhm... so right now there is no way in 0.4.16 to do what I am trying to do? |
13:29 |
entuland |
either I get the node rotated properly or I set the metas? |
13:29 |
Krock |
it's hacky to do so. you can still call after_place_node manually |
13:30 |
entuland |
that wouldn't be a problem, but I have no info on the pos within on_place |
13:30 |
entuland |
and I need the pos to get the metas of the placed node |
13:30 |
entuland |
sorry, I know I know very little about the whole thing and I am not armed with the workarounds :) |
13:31 |
entuland |
maybe I can compute the pos depending on the pointed_thing? |
13:31 |
Krock |
entuland, how about on_construct ? |
13:32 |
entuland |
let me check the signature |
13:32 |
entuland |
dang |
13:32 |
entuland |
that's columbus' egg |
13:32 |
entuland |
I'm actually using that callback |
13:33 |
Krock |
check pointed_thing.under whether it's buildable_to. if it's true, then is the placed position pointed_thing.under, otherwise pointed_thing.above |
13:33 |
entuland |
ah no wait: in on_construct I don't have the info about the placed :/ |
13:34 |
entuland |
okay so I check above and under, but what about pointing at a side? |
13:34 |
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13:35 |
entuland |
I don't have the info about the placer*, so I can't know the owner of the node (the signature only gives me the pos) |
13:35 |
Krock |
you don't need to care about the side. pointed_thing does that already |
13:36 |
Krock |
below the pointed face is "below", above is "above" |
13:37 |
entuland |
okay let me dissect: I have a 3x3 wall, I aim at the center node's side, pointed_thing would be the wall's node or the air node in front of the top wall's central node? |
13:38 |
Krock |
both. pointed thing contains two positions |
13:39 |
entuland |
I see, then I'll have to dump some stuff there and see if I can work the position I need properly, thanks a lot |
13:39 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1572 |
13:39 |
Krock |
!next |
13:39 |
MinetestBot |
Another satisfied customer. Next! |
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14:20 |
MinetestBot |
scr267: Sep-24 05:05 UTC <w_laenger> I guess everyone is sleeping at 1:45 UTC |
14:20 |
scr267 |
anyone know where i can find the no_spill mod? |
14:20 |
scr267 |
for some reason I can't seem to find it. |
14:22 |
Krock |
!mod spill |
14:22 |
MinetestBot |
Krock: Could not find anything. |
14:22 |
Astrobe |
would it be that one? https://pastebin.com/BeNyjsTq |
14:23 |
scr267 |
its name is mod_spill? |
14:24 |
Astrobe |
nvm it's an old bucket mod |
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15:27 |
entuland |
oh nice |
15:27 |
entuland |
!mod tpad |
15:27 |
MinetestBot |
entuland: Teleporter Pads [tpad] by entuland - https://forum.minetest.net/viewtopic.php?t=20081 |
15:27 |
entuland |
aahhaha |
15:27 |
entuland |
great |
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16:04 |
entuland |
holy crab... |
16:07 |
Krock |
no, this is Patrick |
16:08 |
entuland |
Krock: so, pointed_thing is actually the face. "above" is always the node in front of the pointed face, "under" is the node owning the pointed face. In normal situations "above" will be buildable and "under" will not be buildable. Aiming at something weak such grass, they will both be buildable, and such weak node will always be in the "under" position. |
16:08 |
entuland |
am I getting all of this right? |
16:11 |
entuland |
so getting the position where my pad is getting placed is matter of checking whether under is buildable (and that would be my position), then check if above is buildable (which would make that my position), and bail out in the rare case where both aren't buildable |
16:23 |
Krock |
entuland, yes. |
16:23 |
entuland |
great |
16:24 |
entuland |
actually, apart from the helper function that works the position out of the pointed thing, this fix seems to be improving the code itself |
16:24 |
entuland |
thanks again, much appreciated |
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16:41 |
entuland |
something funky is happening. Every time I right-click on a pad "on_place" gets triggered even though I linked "on_rightclick". I'll have to alter the logic and check whether under is actually one of my pads |
17:04 |
entuland |
all right, seems I have fixed all of the current issues, new version pushed using a mesh that gets stashed against the pointed to face regardless of the direction |
17:05 |
entuland |
still, something funky is happening (but at least now you could install the latest version and check the whole thing out) |
17:06 |
entuland |
I have a T in the texture of the mesh, when I place it on the wall the T is in the right position, but I would have expected it to be in the right position even when placing it on the floor or on the ceiling |
17:06 |
entuland |
instead, the leg of the T points sideways :) |
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17:19 |
Krock |
on_place is for items in the inventory, on_rightclick for nodes that are already placed |
17:23 |
entuland |
eh but I'm getting on_place called even when I'm right clicking on one of my pads, I would have expected it to get triggered only on an actual place action |
17:24 |
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17:24 |
Krock |
if you hold something else in your hand, then only on_rightclick will be called |
17:24 |
entuland |
yep |
17:25 |
Krock |
because on_place overwrites the on_rightclick trigger for nodes |
17:25 |
Krock |
IIRC ^ |
17:26 |
entuland |
I'm using both and they both get called (when I click on a pad holding another pad, as you correctly specified) |
17:26 |
entuland |
luckily I stumbled on this scenario cause it was leading to ghost pads getting recorded in my storage |
17:26 |
entuland |
and hopefully fixed all of it |
17:27 |
scr267 |
!mod ethereal |
17:27 |
MinetestBot |
scr267: Ethereal NG [ethereal] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=14638 |
17:27 |
entuland |
the only pending thing right now is the funky way pads look when placed on the floor / ceiling, but it's just cosmetics that can be worked around aiming from a different direction |
17:27 |
scr267 |
!mod no_spill |
17:27 |
MinetestBot |
scr267: Could not find anything. |
17:27 |
scr267 |
heh, neat feature |
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17:33 |
Astrobe |
So rats tend to spawn near chests, furnaces and shop boxes, but cats tend to spawn near tables and chairs. It looks that I've found a use for tables and chairs. |
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17:35 |
entuland |
with what mod, Astrobe? |
17:35 |
Astrobe |
with my hands :-) |
17:36 |
Astrobe |
It seems that setting stepheight above 1 is a bad idea and the reason why bats were so often stuck in walls. |
17:37 |
entuland |
uhm. I deduce that you're not using a mod. You've created one (or more) |
17:38 |
entuland |
unfortunately my connection is crappying out and I can't browse to check if I hit or missed |
17:38 |
entuland |
!mod mobs redo |
17:38 |
MinetestBot |
entuland: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 |
17:39 |
Astrobe |
My hobby is to butcher others's mod. |
17:39 |
entuland |
that's okay :) |
17:40 |
Astrobe |
Yep, I used mobs_redo and mobs_animal an tables. |
17:41 |
Astrobe |
I craated a "furniture" group so as to not have to specifiy zillions on tables and chairs for the cat spawning def. |
17:41 |
entuland |
sometimes I'll try my hands at mobs as well. I think I would be better improving my (nonexistant) blending first |
17:42 |
entuland |
quick curiosity: does it require rigging of some sort or those things get handled in minetest using static meshes? |
17:44 |
Astrobe |
The engine understands meshes. |
17:46 |
entuland |
I know about the engine, I'm asking whether minetest as a game using that engine will use animated/rigged meshes or whether it uses some other mechanism defining animations in Lua or something |
17:47 |
entuland |
not a big deal, when my connection gets better I'll eventually test out those mods |
17:47 |
entuland |
or not. better that I focus on my schedule and get a better grip on modeling first |
17:48 |
entuland |
better yet, I'll go get food |
17:48 |
* entuland |
waves |
17:49 |
Astrobe |
I don't know much about that stuff, but I've not seen animation done in Lua. |
17:50 |
entuland |
uhm... you mean that the mobs you're using are just moving meshes? no moving limbs or something? |
17:50 |
entuland |
bats don't flap the wings? |
17:51 |
Astrobe |
They do. |
17:51 |
entuland |
good, then it's either rigged / animated meshes or it has to be done in Lua |
17:51 |
Astrobe |
But in Lua, it's more like a configuration specification rather than moving the limbs one by one. |
17:52 |
entuland |
that's okay, thanks for clearing out the curiosity, much appreciated :) |
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20:46 |
Ruslan1 |
Hello |
20:50 |
entuland |
hey there Ruslan1 |
20:50 |
Ruslan1 |
How are you |
20:51 |
entuland |
fine thanks |
20:51 |
entuland |
how about you? |
20:52 |
entuland |
I'm banging my head against a silly thing I've just found out about blender: |
20:52 |
entuland |
I cannot loop cut and slide snapping to a custom amount of steps - control-sliding snaps every 20th of the edge length no matter what |
20:53 |
entuland |
the grid and its subdivisions seems to be just cosmetics :/ |
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Ruslan1 |
Out`Of`Control: here |
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23:13 |
Ruslan1 |
entuland: |
23:14 |
entuland |
Ruslan1, |
23:14 |
Ruslan1 |
Have you make Minetest game |
23:15 |
Ruslan1 |
? |
23:16 |
entuland |
not sure I get what you're asking |
23:16 |
Ruslan1 |
I’m making my own |
23:18 |
entuland |
you mean you're creating a game with your own mods on top of the basic Minetest framework (that is, not relying on the minetest_game stuff)? |
23:20 |
Ruslan1 |
Yes |
23:20 |
ThomasMonroe |
that's supposed to be the general idea of the project isn't it? |
23:22 |
entuland |
so it seems, ThomasMonroe :) |
23:22 |
entuland |
Ruslan1, no, I'm definitely far from doing a game of my own |
23:22 |
entuland |
I've barely started learning about it and making some simple mod |
23:23 |
entuland |
I've discovered about Minetest only a few days ago, and I'm completely unexperienced with Lua, I still have to look up simple things such as string splitting and table concatenation / sorting |
23:24 |
Ruslan1 |
Ok |
23:26 |
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