Time |
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Message |
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07:40 |
* timokoesters[m] |
sent a long message: timokoesters[m]_2018-05-13_07:40:53.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/mSNfqCqddYoBigUmCpxRXtTp> |
07:55 |
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08:02 |
sfan5 |
yeah looks like a scaling problem |
08:03 |
sfan5 |
timokoesters[m]: try this setting https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L809 |
08:15 |
sfan5 |
alternatively, https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L730 |
08:29 |
sfan5 |
sounds like broken dpi detection |
08:34 |
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09:53 |
andirc8000 |
Hi all, I've opened a bug for signs_lib https://github.com/minetest-mods/signs_lib/issues/31 (wanted to do this myself but my opengl knowlegde is weak, so my eta for this would be half-a-year probably or so .. so since cyrillic support has been added to signs_lib recently I thought someone else might be also interested in fixing this...) |
09:54 |
andirc8000 |
Btw, thanks a lot for adding cyrillic text support to signs_lib! |
10:17 |
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10:17 |
Krock |
andirc8000, try copy&pasting cyrillic text from one written book to a new one. this is most likely an irrlicht issue |
10:20 |
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10:22 |
andirc8000 |
Krock: ok, right, I've just tried to copy paste text from one wooden sign to another (without using 'signs_lib' mod) and it was garbled. |
10:27 |
Krock |
to solve this issue you'd probably have to build Minetest with Irrlicht 1.9-dev (unstable) to get better key handling |
10:44 |
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10:45 |
Astrobe |
Just get that stupid idea out of my head: could seasonal leave colors be implemented as a super-slow texture animation? |
10:53 |
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10:55 |
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11:01 |
Krock |
Astrobe, nice idea. could actually work. try it :) |
11:06 |
Astrobe |
Actually I'm busy with another stupid idea right now: make liquid_alternative_flowing="water_source" for water_source so that I don't see water-walls anymore :-D |
11:09 |
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11:10 |
ANAND |
Q #1: Can a CSM over-ride a chat-command? |
11:27 |
Astrobe |
I think texture animation for seans won't work because when the engine starts animating a texture, |
11:27 |
Krock |
A #1: It can over-ride a CSM chat-command |
11:27 |
Astrobe |
it probably starts at frame 0. So when you enter a new block, it's all spring again. |
11:28 |
Astrobe |
One would need a special global animation offset, for one thing. |
11:31 |
ANAND |
Krock, how 'bout builtin commands? |
11:34 |
Krock |
ANAND, any builtin chat comand |
11:34 |
Krock |
which is CSM |
11:35 |
Krock |
but it can't overwrite commands that start with / |
11:35 |
ANAND |
aww :/ |
11:35 |
ANAND |
ok thanks! |
11:36 |
ANAND |
Q #2: Is it possible to modify a specific player's model? |
11:36 |
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11:37 |
ANAND |
AFK for a bit |
11:39 |
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11:40 |
Astrobe |
You know what a nightmare is when you've seen a giant spider jump over an appletree. |
11:44 |
xerox123_ |
I think you're looking for a subgame, which is a collection of mods |
11:44 |
Astrobe |
What your're looking for is a "subgame" rather than a "modpack" |
11:48 |
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11:49 |
Astrobe |
I've only really tried "Farlands". There's also "Wastelands" that looks nice. |
11:50 |
Astrobe |
There's also many survival servers if you can play online. |
11:54 |
Astrobe |
Find the post on the forum and follow the instructions. There's no builtin mod manager so there's no standard way. |
11:54 |
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11:56 |
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11:58 |
Krock |
timokoesters[m], git clone the stuff into your mods directory if it's a mod |
11:58 |
Krock |
so you can run "git pull" to update it quickly |
11:59 |
Krock |
or even use an update script which looks out for git clones in your mod directory to update them all together |
11:59 |
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12:01 |
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12:07 |
Krock |
it's the fastest way :) --depth 1 might be desired for faster download |
12:11 |
Astrobe |
"games" folder |
12:14 |
ANAND |
Krock, is it possible to modify the player model of only one specific player? |
12:15 |
Astrobe |
... and its "directory" for Linux freaks ;-) |
12:16 |
Astrobe |
execution privilege is not required I think. I'm on Windows myself. |
12:16 |
Krock |
ANAND, you can tell each player to use another provided model |
12:16 |
ANAND |
timokoesters[m], there's no such thing called "cheating" in singleplayer |
12:16 |
Krock |
like Jordach made a mod to have a Sam and Samine (M/F) version |
12:17 |
ANAND |
Krock, is that possible using lua? |
12:17 |
Krock |
ANAND, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4044 |
12:17 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5003-L5004 |
12:18 |
Krock |
whereas "model" is the file name of the model in your model directory |
12:18 |
Krock |
player_api also supports registering models that have the same animations as the regular one |
12:19 |
ANAND |
and 'texture' is a skin like the default character.png? |
12:19 |
Krock |
yes |
12:20 |
Krock |
example: https://github.com/minetest/minetest_game/blob/master/mods/player_api/api.lua#L43-L50 |
12:20 |
ANAND |
ah cool |
12:20 |
Astrobe |
timokoesters[m], just try it. If it's too difficult then grant yourself whatever seems appropriate. |
12:21 |
Astrobe |
Did you play the tutorial and some minetest_game already? |
12:21 |
ANAND |
so would this work? |
12:22 |
ANAND |
player.set_properties({mesh = "model", texture = "character.png"}) |
12:23 |
ANAND |
Krock ^ |
12:23 |
Krock |
mesh = "my_own_player_model.b3d" |
12:24 |
ANAND |
can it be a .blend? |
12:24 |
Krock |
and visual = "mesh" to tell Minetest to use the mesh |
12:24 |
Krock |
dunno. try it |
12:24 |
ANAND |
ok |
12:24 |
ANAND |
visual can also be set using player.set_properties() right? |
12:25 |
Astrobe |
yes there is. |
12:26 |
Krock |
yes there are. |
12:26 |
Krock |
ANAND, please look at the lua_api first |
12:26 |
ANAND |
ok |
12:29 |
Krock |
/time 6000 if that doesn't help, you're probably trapped in stone |
12:30 |
Astrobe |
From what I remember Farlands is not too difficult, so it might be normal you don't see enemies there. |
12:30 |
Krock |
there are also some settings you can tune to make it brighter |
12:31 |
ANAND |
Krock, last question: Does the player skin have to be 64x32 px in size? Can it be larger with the same aspect ratio? |
12:32 |
Krock |
depends on the model |
12:32 |
ANAND |
the aspect ratio? |
12:32 |
Krock |
maybe. I don't know anything about modelling - maybe it works with scale 2 |
12:33 |
ANAND |
hmm... alright |
12:33 |
ANAND |
Thanks for all the help! :) |
12:33 |
ANAND |
!next |
12:33 |
MinetestBot |
Another satisfied customer. Next! |
12:34 |
ANAND |
:D |
12:34 |
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12:41 |
Krock |
/reveoke |
12:41 |
Krock |
*/revoke |
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13:52 |
Ruslan1 |
Hi sfan5 I can’t chat in #minetest-hub |
13:53 |
sfan5 |
i'm not responsible for -hub |
13:53 |
Ruslan1 |
Ok |
13:54 |
Ruslan1 |
Now what |
13:55 |
Shara |
Maybe do some reading: http://hub.minetest.net/info |
13:55 |
Ruslan1 |
Ok |
13:57 |
Ruslan1 |
I did |
14:00 |
Ruslan1 |
Shara: can you +v in #minetest-hub I already read it |
14:01 |
Shara |
Do you contribute to MT? |
14:02 |
Ruslan1 |
Yes |
14:02 |
Shara |
How? |
14:02 |
Ruslan1 |
I don’t know |
14:02 |
Shara |
Then no, I can't +v |
14:03 |
Ruslan1 |
Ok whatever |
14:04 |
Krock |
Ruslan1, did you create a mod or host a server? that's also contributing |
14:05 |
Ruslan1 |
I created game for my own |
14:06 |
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14:11 |
entuland |
oh didn't know about that channel, joined out of curiosity :) |
14:24 |
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14:42 |
Out`Of`Control |
hi |
14:42 |
Out`Of`Control |
what is purpose of minetest-hub? |
14:43 |
Out`Of`Control |
Shara: can i get voice in hub? |
14:44 |
Shara |
Out`Of`Control: maybe identify the purpose before asking for voice? |
14:44 |
Out`Of`Control |
Shara: i have read info on hub page |
14:44 |
Shara |
And do you contribute? |
14:45 |
Out`Of`Control |
Shara: i run server report bugs. Sugest solution. code a bit |
14:45 |
Shara |
If you make mods, run a server, contribute to either MT or MTG or anything else like that, then you can have voice. |
14:45 |
Shara |
Okay. |
14:45 |
Out`Of`Control |
Shara: i run Liberty Land server |
14:46 |
Shara |
That's fine then :) |
14:46 |
Out`Of`Control |
k thanks |
15:05 |
Astrobe |
when the engine creates a flowing node next to a source node, it seems it calls none of the node's construction callbacks. Can someone confirm? |
15:10 |
Astrobe |
I guess it's part of "bulk node placement". |
15:10 |
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15:11 |
Astrobe |
:wa |
15:12 |
Astrobe |
sry, nvm. |
15:17 |
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15:26 |
Miner_Joe |
Hey guys, trying to build a minetest server for i386 and I'm following this guidelines on Ubuntu 16.04: http://dev.minetest.net/Compiling_Minetest#Compiling_on_GNU.2FLinux |
15:26 |
Miner_Joe |
*guide |
15:29 |
Miner_Joe |
Anyway, when it comes time to compile the game, I get a CMAKE error that the directory minetest/-j2 doesn't exist. I'd copy and paste but Putty's being an ***. |
15:30 |
Astrobe |
-j2 looks like a make/cmake option. You must be missing a space somewhere. |
15:37 |
Miner_Joe |
I copied and pasted from the website. |
15:37 |
Miner_Joe |
and checked that. |
15:38 |
Miner_Joe |
Putty allows c&p from external. You just can't c&p from putty to somewhere else, which is kind of weird. |
15:38 |
Ruslan1 |
Out`Of`Control: |
15:41 |
ANAND |
-j is an argument passed to make which specifies the number of CPU cores to use for building the project |
15:41 |
ANAND |
-j2 tells make to utilise two cores |
15:44 |
Astrobe |
Do you have a line like this in your copy/paste: |
15:44 |
Astrobe |
make -j$(grep -c processor /proc/cpuinfo) |
15:46 |
Miner_Joe |
rotflmbo! I was copying both the cmake and the make into the same command. I've had no sleep all night and I think this is a sign of sorts :D. |
15:48 |
Miner_Joe |
Since it's a server, do I need to compile without Irrlicht? |
15:49 |
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15:51 |
Astrobe |
It looks like it's _optional_ in this case. |
15:58 |
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16:01 |
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16:03 |
Krock |
Miner_Joe, set -DBUILD_SERVER=1 and -DBUILD_CLIENT=0 but you'll need irrlicht anyway |
16:04 |
Krock |
looks like it'll only need the header files |
16:05 |
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16:14 |
entuland |
uhm... ERROR[Server]: suspiciously large amount of objects detected: 84 in (4. -1, -15); removing all of them |
16:14 |
entuland |
what could have caused it? |
16:14 |
entuland |
I just cut down a bunch of trees and farmed my cotton field |
16:15 |
Astrobe |
falling nodes. |
16:15 |
Astrobe |
Too many of them falling. |
16:15 |
entuland |
it's strange cause my current position is 79, 3, -265, I'm pretty far from that position |
16:16 |
entuland |
I'll teleport there to see what's there |
16:17 |
Astrobe |
More generally, it means that the limit of 64 objects inside of a node has been exceeded. |
16:18 |
entuland |
weird... that position was buried under the ground, it seems to be around my spawn point for that world |
16:18 |
entuland |
pretty sure I haven't been around there lately |
16:20 |
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16:27 |
entuland |
am I right in thinking that the only "legit" way to convert an isolated patch of "dirt" into "dirt with grass" is to connect it to an existing "dirt with grass" block and patiently wait for grass to spread? |
16:28 |
zorman2000 |
That or planting grass on it |
16:28 |
entuland |
you mean the weak "grass" block that normally grows on the "dirt with grass" blocks? |
16:29 |
zorman2000 |
Yes |
16:29 |
zorman2000 |
If you put any grass node on top of a dirt node eventually will become dirt with grass |
16:29 |
entuland |
neat, thanks |
16:29 |
zorman2000 |
Np |
16:29 |
entuland |
making a large grass patch and planting flowers on it, then waiting for them to spread, is the expected way to farm them, correct? |
16:30 |
zorman2000 |
Yes |
16:30 |
entuland |
good |
16:30 |
entuland |
thanks again |
16:30 |
zorman2000 |
For flowers there are no seeds so you can only wait them to spread |
16:30 |
zorman2000 |
Np again |
16:33 |
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16:46 |
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16:49 |
entuland |
uhm... |
16:49 |
entuland |
2018-05-13 18:47:36: WARNING[Server]: ServerEnv: Trying to store id = 468 statically but block (4,-1,-15) already contains 64 objects. Forcing delete. |
16:49 |
entuland |
2018-05-13 18:47:41: ERROR[Server]: suspiciously large amount of objects detected: 75 in (4,-1,-15); removing all of them. |
16:50 |
entuland |
I'm not doing anything at all there |
16:50 |
entuland |
I'm still far away |
16:50 |
entuland |
I have several lines readin that "trying to store" |
16:53 |
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16:54 |
Astrobe |
It might be that a mod is generating those objects because of a bug. |
16:55 |
entuland |
Sounds reasonable, yes |
16:58 |
entuland |
I'll keep an eye on it and I'll try to understand what's happening |
17:07 |
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18:03 |
cimbakahn |
Is gabriel or Trump or Survivalg around? |
18:04 |
cimbakahn |
I can not connect to www.linux-forks.de |
18:06 |
cimbakahn |
stormchaser3000, Hello! |
18:07 |
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18:11 |
cimbakahn |
fireglow, Hello! |
18:12 |
cimbakahn |
lumberJ, Hello! |
18:14 |
cimbakahn |
popey, Are you the same popey that works for Canonical? |
18:15 |
cimbakahn |
Telesight, Hello! |
18:15 |
Telesight |
Hello.... |
18:17 |
cimbakahn |
Telesight, How are you? |
18:19 |
cimbakahn |
Telesight, I am involved in a huge project. I will be back on the server tomorrow. |
18:19 |
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18:20 |
entuland |
I thought about asking in the hub but I'm not voiced. I tried registering a node and its recipe _after_ the mod has been loaded (that is, in a callback I can trigger) and it chokes on checking the current mod name |
18:20 |
entuland |
I tried disabling such a check to see what could happen, and other things went havoc |
18:20 |
entuland |
I guess there is no way to register new nodes after the mod has loaded |
18:21 |
entuland |
point is, I'd like to try a mod able to create new nodes (.obj mesh, texture and whatnot) but if I can't register new nodes while the game is running I don't think it will work as I would like it to |
18:22 |
entuland |
if I can write to my mod subfolder I could make it pick up new nodes upon relaunching the world |
18:22 |
entuland |
but that would be suboptimal for the idea I have |
18:31 |
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18:33 |
fireglow |
who the heck was that |
18:35 |
entuland |
uh? |
18:35 |
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20:09 |
Miner_Joe |
Hey guys, is there anywhere I can get minetest 5 for Windows. After compiling my server, 4.5 is incompatible and it's the only one listed on your site. |
20:10 |
Miner_Joe |
*4.16 |
20:11 |
rubenwardy |
*0.5 |
20:11 |
rubenwardy |
*0.4.16 |
20:11 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=42&t=17439 |
20:11 |
rubenwardy |
!title |
20:11 |
MinetestBot |
rubenwardy: [Windows] Daily development build [0.5-dev] - Minetest Forums |
20:12 |
Miner_Joe |
Thanks. |
20:14 |
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20:39 |
entuland |
is there any documentation about how the "^" char in a tile definition like this works? {name = "default_dirt.png^default_grass_side.png", |
20:39 |
entuland |
the "tile definition" section in the API doesn't mention it |
20:40 |
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20:41 |
rubenwardy |
texture modifiers |
20:41 |
paramat |
Astrobe liquids probably don't do callbacks to improve performance, and because they rarely need callbacks (especially flowing) |
20:41 |
rubenwardy |
default_grass_side.png is drawn on top of default_dirt.png to produce the resulting image |
20:42 |
paramat |
liquid processing is intensive |
20:44 |
Astrobe |
Not after you've set liquid_alternative_flowing="default:water_source" for the water_source node itself :-D |
20:44 |
entuland |
oh wow lots of stuff to fiddle with the textures there, thanks rubenwardy, found that section |
20:44 |
Astrobe |
Makes beautiful diamonds wehn you place a water source on a mountain top :D |
20:45 |
rubenwardy |
:) |
20:46 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Update contentdb_url to content.minetest.net 9cc341e https://git.io/vp92h (2018-05-13T20:41:02Z) |
20:50 |
Astrobe |
Anyway now in my subgame, lightning strikes on water create a water source that self-replicates with this hack. |
20:51 |
Astrobe |
That makes beautiful tidal waves or tsunamies. |
20:52 |
Astrobe |
Of crouse, I've removed buckets. I hope I didn't miss other ways to carry water. |
20:53 |
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20:53 |
Astrobe |
I am correct that mg v7 doest generate water above see level without highland pools? |
20:53 |
paramat |
entuland see https://github.com/minetest/minetest/blob/9cc341e91face2c999a96e023ba43444c689164d/doc/lua_api.txt#L347 |
20:53 |
paramat |
correct |
20:53 |
paramat |
only mgvalleys has sloping rivers |
20:54 |
entuland |
thanks paramat, rubenwardy pointed out "texture modifiers" which was enough to direct me to the right spot in the api :) |
20:59 |
entuland |
ah, one thing I noticed but I forgot about pointing out: https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L56 |
20:59 |
entuland |
why is it allowed to create nodes without a mod namespace (that is, leading with a colon)? |
20:59 |
entuland |
and why no sanity check in such a case? |
21:00 |
entuland |
I just registered ":whatever!!!" and it allowed me to do it |
21:00 |
entuland |
but then the node itself failed to load the texture |
21:02 |
paramat |
erm i think a ':' prefix is used when overriding a node from another mod? |
21:02 |
paramat |
nope |
21:02 |
paramat |
i should check before typing |
21:03 |
paramat |
so i don't know |
21:03 |
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21:04 |
paramat |
oh see L329 below |
21:05 |
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21:06 |
entuland |
I see |
21:07 |
entuland |
I think that section should though be refactored to ensure validity checks are run for names leading with a colon as well |
21:07 |
entuland |
assuming mods are meant to be allowed defining such names |
21:07 |
entuland |
or prevent them from doing it |
21:08 |
Astrobe |
the ':' prefix does allow to define a node in a different module. I'm pretty sure I used this. |
21:09 |
Astrobe |
or I've seen the message hitting me to do so often enough. |
21:09 |
entuland |
the ability to define names with a leading colon, or to override them, whatever its purpose, is fine |
21:10 |
entuland |
my point here is just that the code that checks the chars doesn't run in such a case |
21:11 |
paramat |
ah yes |
21:16 |
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22:12 |
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22:13 |
Miner_Joe |
Sorry guys. It's been a while since I've ran my own server. Where can I find a reference to how to configure world.mt? |
22:24 |
Miner_Joe |
Nvrmnd guys. Found what I was looking for. |
22:25 |
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22:26 |
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22:29 |
swift110 |
hey all |
22:43 |
entuland |
yo |
22:52 |
swift110 |
how are you entuland |
22:53 |
entuland |
fine thanks, just very very sad because my plan about the next mod isn't going to work :/ |
22:54 |
entuland |
I think I'll implement it anyway, but it's sad that it will require a world restart every time a new block gets created |
22:54 |
swift110 |
oh why wont it work |
22:54 |
swift110 |
I hope to play some minetest today as its been quite a while |
22:55 |
entuland |
it isn't going to work cause the plan is to make a mod where you create new block types inside the game itself |
22:56 |
entuland |
since I can only register new nodes at mod loadtime I'll need to restart the world to have them added |
22:56 |
Astrobe |
One of my linux programs exec() itself to reboot itself on demand. Quite handy. |
22:56 |
entuland |
I thought about using a single existing block and swapping the textures / meshes, but I strongly doubt I'll be allowed doing so |
22:56 |
Astrobe |
Maybe try to sneak that in a PR? :D |
22:57 |
entuland |
oh well if I plan to release the mod I can't expect people to reboot the world just for adding such blocks |
22:57 |
entuland |
the idea would be to have it working right away |
22:57 |
entuland |
what is a PR? |
22:58 |
Astrobe |
"Pull Request". Basically submit a patch for a program. |
22:58 |
entuland |
ah I see |
22:58 |
entuland |
well, I suspect it's a limitation of the engine itself or something |
22:59 |
entuland |
someone else here spoke about the inability to load media at runtime or something |
22:59 |
entuland |
or is it? |
22:59 |
entuland |
is it possible to read a new mesh and a new texture while the world is running? |
22:59 |
entuland |
I mean, as an engine possibility, not as a minetest possibility |
23:01 |
paramat |
yeah it's an engine limitation |
23:03 |
paramat |
node properties can't be updated in-game |
23:04 |
entuland |
damn |
23:04 |
entuland |
can't update node properties, can't register new nodes while the game is running... |
23:05 |
entuland |
oh well, I think I could find a workaround :) |
23:06 |
entuland |
actually, I think I will. I can fake the new blocks till the world gets restarted with some trickery, then have such fake blocks be replaced with the real one when the world restarts... |
23:06 |
entuland |
may work |
23:09 |
paramat |
there are 2 issues requesting those features, and a half finished PR, but it's complex to do and has run into problems |
23:10 |
entuland |
uhm... no. faking the block isn't going to work. Such blocks could theoretically reach up to 4096 sub-voxels each so I doubt it's going to work. |
23:10 |
entuland |
you mean a PR to irrlicht, paramat? |
23:16 |
paramat |
a PR to MTEngine |
23:17 |
paramat |
'meta set nodedef' |
23:18 |
paramat |
plus there's an issue requesting updating textures in-game |
23:18 |
entuland |
uhm... but if irrlicht doesn't allow it how could MTEngine work it around? maybe I'm misunderstanding how the various pieces fit together |
23:20 |
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23:22 |
Guest32175 |
I'm very curious as to what minetest is... anyone wanna fill me in? I would love any reply. |
23:23 |
Astrobe |
L-system trees look sort of like meshes generated at runtime. Could they fit your bill by any chance? |
23:24 |
Astrobe |
Guest32175: Did you visit the Website? |
23:24 |
entuland |
they surely sound like they could, I'll look it up Astrobe |
23:25 |
entuland |
uhm.. that's about creating stuff with multiple blocks... my plan involves that step, but with a twist: |
23:26 |
entuland |
the player places down a special canvas block, which occupies one block, but whose mesh actually covers a cube of 16 blocks in side to delimit the building space |
23:26 |
entuland |
then the player places down various colored wood blocks to build his own new block |
23:26 |
Guest32175 |
Okay I will |
23:27 |
entuland |
wool, not wood |
23:27 |
entuland |
the canvas block will then read the various positions of the wool blocks and their color and will build an .obj definition and UV mapping against a default texture |
23:28 |
entuland |
such an .obj will become the mesh for the new block (16 times smaller than the thing the player has built with wool, of course) |
23:28 |
entuland |
that's the idea in a nutshell |
23:28 |
entuland |
but it involves restarting the world in order to have it pick up the new mesh |
23:35 |
Guest32175 |
Ahh investing concept! I'd love to dig in. What's the best way to get started? |
23:35 |
entuland |
you mean getting started with minetest in general, Guest32175? |
23:36 |
entuland |
or what in particular? |
23:37 |
Guest32175 |
The scripting! |
23:37 |
entuland |
know anything about Lua? |
23:37 |
Guest32175 |
I suppose just b playing on it would be similar to mine craft |
23:38 |
Guest32175 |
...I can learn! |
23:38 |
entuland |
okay |
23:38 |
entuland |
I'm a newb myself, I can tell you a few things: |
23:38 |
Guest32175 |
Ooh wonderful! |
23:38 |
Guest32175 |
Thx entuland |
23:39 |
entuland |
you're welcome, hang on a sec |
23:39 |
entuland |
dev.minetest.net for the game hooks and objects and whatnot, as a general guide |
23:40 |
entuland |
www.lua.org/manual/5.1/ for the language reference (Lua is currently 5.3, but minetest uses 5.1.something) |
23:40 |
entuland |
since it's all Lua (or so, I'm simplifying) you'll get access to the internals of the game itself in the files you'll be downloading, installing and running |
23:41 |
entuland |
that means you can actually go and alter the source, restart the world and you'll have changed even stuff that is built-in the game |
23:41 |
entuland |
not advising doing that unless you know what you're doing, of course :) |
23:41 |
entuland |
you are mostly expected to start by reading other's mods and making your own, for starters |
23:42 |
paramat |
what is not possible in irrlicht? |
23:42 |
entuland |
that's what I did and I learnt a lot in a few days (but I'm also a programmer since 20 years or so) |
23:42 |
paramat |
no l-system trees are not meshes |
23:42 |
entuland |
not sure paramat, I'm very ignorant about the whole framework, my target would be to register a node while the world is running, or at least change its mesh |
23:43 |
entuland |
as far as I have understood there currently is no way for doing that, can't say whether it's a minetest limitation or a irrlicht limitation |
23:43 |
Guest32175 |
Very useful stuff entuland I'll be hanging around those websites you suggested :D |
23:45 |
paramat |
hmm i'm not sure if registering a node in-game is possible, but i'll link you to the PR .. |
23:46 |
Guest32175 |
Wow its a whole book, nice! |
23:46 |
paramat |
https://github.com/minetest/minetest/pull/1118 |
23:46 |
entuland |
you're welcome Guest32175 :) |
23:46 |
entuland |
thanks paramat |
23:47 |
paramat |
that PR might only enable changing nodedef in-game, instead of creating a new node |
23:47 |
rubenwardy |
Guest32175: https://rubenwardy.com/minetest_modding_book/ |
23:48 |
entuland |
ah yes, that as well, couldn't find the link :P |
23:50 |
paramat |
then the PR was taken over by another person in https://github.com/minetest/minetest/pull/5895 but later abandoned |
23:51 |
paramat |
it's our oldest issue https://github.com/minetest/minetest/issues/36 from 2011 |
23:52 |
entuland |
oh wow, I got to the core pretty soon this time ahahahah |
23:52 |
entuland |
means that my dissect-fu is holding up decently despite the age :P |
23:52 |
entuland |
anyway, I'm glad that I'm not the only one interested in such things |
23:54 |
entuland |
that could be a good motivation to actually download the C++ sources, fiddle with them and compile them myself |
23:54 |
Guest32175 |
Thx again entuland I will get cracking on those manuals soon. Hope to chat again! |
23:54 |
paramat |
it looks like it doesn't allow a new node to be created in-game though, but if you had a dummy node ready to change .. |
23:54 |
entuland |
I think I'll first create my mod despite the limitation of having to restart the world, perhaps it could help gathering some more attention to it :P |
23:55 |
entuland |
yep, I thought about a node where the actual mesh to be used gets stored in the metas or something |
23:55 |
entuland |
so that the players, once they'll have created their meshes, can right-click on any of those and change the mesh |
23:55 |
entuland |
or even animate them with an ABM? may be an idea |
23:56 |
entuland |
considering the potential complexity of the meshes it's going to generate, they're meant for decoration and not for building in large amounts |
23:56 |
paramat |
and see https://github.com/minetest/minetest/pull/5919 |
23:58 |
entuland |
I'm wondering about pipeworks, where multiple small non colliding blocks move along the space of a colliding block (the pipe)... I should investigate how that's achieved as well |