Time |
Nick |
Message |
00:32 |
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00:39 |
lumberJ |
Teckla, in general a game should work out of the box. An exact error will help answer your question |
00:49 |
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01:01 |
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01:54 |
Teckla |
Missing init.lua :O |
02:10 |
lumberJ |
Teckla, did you install it in the games folder? |
02:10 |
lumberJ |
sounds like you tried to put it in the mods folder |
02:12 |
lumberJ |
anyways, it sounds it is not installed properly. refer to the wiki how install games. |
02:12 |
lumberJ |
i got to go for now. bbl |
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Ruslan1 |
Out`Of`Control: |
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13:13 |
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13:13 |
Stix_ |
@Shara i have a question about 0.5 if your online |
13:13 |
Stix_ |
and if you dont mind me asking |
13:14 |
Krock |
Maybe also other people can answer your question. Hello. |
13:15 |
Stix_ |
Hello, |
13:15 |
Stix_ |
What kind of a selection box does seaweed use? ive noticed it doesnt collide with water, does it use an entity? |
13:16 |
Stix_ |
@Krock |
13:16 |
Krock |
seaweed - kelp? |
13:17 |
Stix_ |
i guess so, i thought the new waterplants in 0.5 was called seaweed, but i guess im wrong |
13:18 |
Stix_ |
no idea, it hasnt been anounced yet |
13:19 |
Krock |
Stix_, kelp is actually the node which is at the bottom of the sea. i.e. sand. https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1695 |
13:19 |
Krock |
timokoesters[m], after 0.4.17 |
13:19 |
Stix_ |
@Krock, but when looking at it the kelp has a selection box and you can mine it without rooting up sand |
13:20 |
Stix_ |
theven though the wiki says otherwise.... |
13:20 |
Stix_ |
*even |
13:20 |
Krock |
still, you dig the sand underneath it. If it flows perfectly in water without visual air gaps, then there's actually no kelp where you look at |
13:21 |
Krock |
and when you dig it, the bottom node is replaced by regular sand |
13:21 |
Krock |
reference: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1744 |
13:21 |
Krock |
so after all: It looks like a very tall node. It looks, but it isn't. In fact it's only a tall selectionbox and some rendering magic |
13:21 |
Stix_ |
really? so the sand just has a special collision box thats around the kelp? how does that not cause any issues with water? |
13:22 |
Krock |
the collision box is limited to the sand node underneath. what you see is the selectionbox |
13:23 |
Stix_ |
im so relived that you dont root up sand with the kelp, it would feel so clunky and unnatural |
13:23 |
Krock |
if you still collide with the kelp in water, then we're looking at the wrong node |
13:23 |
Stix_ |
no players dont collide with kelp |
13:23 |
Stix_ |
they swim through it, way better than the old seapack mods imo |
13:24 |
Stix_ |
will coral slabs be added? |
13:24 |
Stix_ |
they would be great for building |
13:24 |
Krock |
open an issue |
13:24 |
Stix_ |
hmmm, i have to figure out how first |
13:25 |
Shara |
Stix_: It uses the root plantlike drawtype |
13:26 |
Shara |
rooted* |
13:26 |
Stix_ |
a new drawtype? |
13:26 |
Stix_ |
never seen it before |
13:26 |
Shara |
Yes, it's not in current stable |
13:28 |
Stix_ |
@Shara, wouldnt it look better if there was glowing floating particles for a lightning bug? but im guess theres no way to "catch" a particle, maybe checking line_on_sigh and if theres a glowing particle add a bug to your inv? |
13:28 |
Stix_ |
*sight |
13:29 |
Stix_ |
or is it impossible to detect particles? |
13:30 |
Stix_ |
@Shara you still there? |
13:31 |
Krock |
Stix_, the OP image is already up to date. |
13:31 |
Stix_ |
oh, ok, but i didnt see the newe 16px shop textures there.... |
13:32 |
Krock |
what new textures? it's the old 16px shop texture from the currency mod. My own "artwork" was just horrible |
13:32 |
Stix_ |
oh ok |
13:33 |
Krock |
Also look at the last edit date of the topic. It's pretty much when I posted the update |
13:34 |
Stix_ |
oki will do |
13:34 |
Shara |
Stix_: I'm assuming you are talking about fireflies. I have no interest in using particles for them. |
13:34 |
Stix_ |
yes i was |
13:34 |
Shara |
If someone else wants to try, they are welcome to, but I doubt you could get them functioning the same way. |
13:35 |
Stix_ |
but still, is it possible to detect particles? |
13:35 |
Shara |
No idea. Never worked with them. |
13:35 |
Stix_ |
oh, okay |
13:35 |
Stix_ |
well thx anyway |
13:35 |
Shara |
No problem :) |
14:12 |
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14:13 |
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14:18 |
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14:18 |
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14:23 |
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14:27 |
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14:28 |
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14:33 |
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14:34 |
ircSparky |
are you able to use russian characters with minetest.chat_send_player ? |
14:34 |
ircSparky |
they work with formspecs, but they arent right for sending chat messages |
14:36 |
Krock |
ircSparky, Lua does handle them byte-wise. So multibyte characters can run quickly into problems |
14:36 |
Krock |
but I'd say it's possible if you convert them correctly |
14:37 |
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14:38 |
ircSparky |
if that was the root of the problem I'd think that the formspec charatcers would have the same problems, but they dont seem to |
14:40 |
ircSparky |
the formspec looks just fine |
14:40 |
ircSparky |
the chats have weird "D" and 1/2 and 1/4 symbols |
14:41 |
ircSparky |
and some weird "N"s and upside down question marks |
14:41 |
ircSparky |
ill see if i can find them in the character list in my irc client :P |
14:42 |
Krock |
ircSparky, I'm pretty sure there's a charmap installed by default on your distro |
14:43 |
ircSparky |
Ä Â¼ ½ ¾ Ñ ¿ |
14:43 |
ircSparky |
those kind of things |
14:43 |
ircSparky |
when it should be something more like "повеÑелиÑÑŒ!" |
14:44 |
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14:45 |
ircSparky |
yea, I have no idea how I would get at it |
14:45 |
ircSparky |
hexchat has a nice chatacter list |
14:46 |
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14:47 |
ircSparky |
how do you convert characters like that? |
14:47 |
ircSparky |
correctly |
14:48 |
ircSparky |
I just copied and pasted from Google Translate :P |
14:49 |
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17:12 |
luizrpgluiz |
hi |
17:27 |
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18:45 |
clavi |
h-hi |
18:46 |
Krock |
h-hello |
18:46 |
clavi |
(was responding to the earlier user :D) |
18:47 |
Krock |
(who has left an hour ago) |
18:47 |
clavi |
should've stuck around |
18:50 |
clavi |
is there anyone with a really big map on postgres here? how much storage does it use? |
18:50 |
Krock |
about the same as a sqlite3 map since the data contained is compressed with the same algorithm |
18:51 |
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20:14 |
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20:14 |
clavi |
do people really leave the inventory key on 'I'? |
20:14 |
clavi |
I think that's horribly inconvenient |
20:14 |
clavi |
tab is so much better |
20:15 |
sfan5 |
personal preference obviously |
20:18 |
clavi |
of course, but if movement is WASD, having an often-used function like inventory on I seems not intuitive |
20:19 |
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20:21 |
Hawk777 |
Mine is on E. |
20:22 |
rubenwardy |
disgusting |
20:22 |
rubenwardy |
:D |
20:22 |
Hawk777 |
There is an E in the word invEntory! |
20:22 |
Hawk777 |
:D |
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23:42 |
luizrpgluiz |
hi |