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IRC log for #minetest, 2018-05-21

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All times shown according to UTC.

Time Nick Message
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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
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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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03:00 Ruslan1 Out`Of`Control:
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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 :)
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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
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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 Đ ¼ ½ ¾ Ñ ¿
14:43 ircSparky those kind of things
14:43 ircSparky when it should be something more like "повеселись!"
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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
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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
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17:12 luizrpgluiz hi
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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
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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
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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

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