Time |
Nick |
Message |
00:06 |
sovetskiy |
textarea element in formspec does not show vertical scrollbars if these is much text. why? |
00:08 |
entuland |
cause formspecs are imperialist and don't like you :P |
00:08 |
sovetskiy |
very funny! |
00:09 |
entuland |
:P |
00:11 |
entuland |
you could though create some kind of interaction by using button_exit (I think you can also try and have the handler for the doubleclick close and reopen the whole form) |
00:11 |
entuland |
my workaround there is to store in a table what element the player doubleclicked on the list, so that I can look it up when rebuilding the form |
00:12 |
entuland |
not the best UX, but doable |
00:13 |
sovetskiy |
reopen form? screen will blink? |
00:13 |
entuland |
dunno, you should try it |
00:13 |
entuland |
the transition will most likely be noticeable |
00:14 |
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00:14 |
entuland |
didn't face that specific scenario because I close the form on doubleclick and teleport the player (I use that technique to remember the last chosen station in my tpad mod) |
00:15 |
entuland |
I think I'll fiddle with that just for curiosity |
00:35 |
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00:54 |
entuland |
oh too bad sovetskiy left... my test seems to say that you can reopen the form and it works as if you didn't reopen it at all |
00:54 |
entuland |
meaning you _can_ actually pretend that a click on a list is updating a field live |
00:55 |
entuland |
without any noticeable flickering |
00:57 |
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00:57 |
entuland |
https://gist.github.com/entuland/4390231d607221b96eed6c1a0eb5e7ca |
01:02 |
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01:03 |
entuland |
is the bot here able to dispatch messages to users when they log in again? |
01:05 |
sofar |
use memoserv |
01:05 |
sofar |
but minetestbot also can do things, yes |
01:07 |
entuland |
thanks sofar, I'll read up about memoserv, never known about that feature |
01:17 |
ircSparky |
so, to make stone take longer to mine, you'd increase or decrease cracky? also why does override item seem to mess up fences? |
01:18 |
entuland |
from the api: ### Digging time calculation specifics |
01:18 |
entuland |
Groups such as `crumbly`, `cracky` and `snappy` are used for this |
01:18 |
entuland |
purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies |
01:18 |
entuland |
faster digging time. |
01:19 |
ircSparky |
ok |
01:19 |
entuland |
0.4.16 api |
01:19 |
entuland |
about fences I have no idea, sorry, never messed with them |
01:23 |
ircSparky |
would there be a way in a lua mod to make all the group ratings slower? |
01:24 |
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01:24 |
ircSparky |
I guess i could do it like rnds lab, and have stone be replaced with stone1 on dig, then stone 2, 3, and then air |
01:28 |
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01:31 |
entuland |
oh nice I just found out I have a memo dating back one year or so ahahahah |
01:31 |
entuland |
I tried checking whether you can alter that value for the whole group but you only can change the amount of wear on the tool or something |
01:31 |
entuland |
each node requires setting a value separately upon registration as it seems |
01:34 |
BillyS |
Didn't someone write a flat mapgen for minetest? |
01:34 |
BillyS |
I can't seem to find it . . |
01:35 |
entuland |
isn't that bundled with the game? |
01:35 |
entuland |
I have a flat option when generating |
01:35 |
entuland |
guess the code should be lying there somewhere |
01:35 |
BillyS |
Ah, found it |
01:36 |
entuland |
in the bundled stuff or somewhere else? |
01:37 |
BillyS |
https://github.com/SmallJoker/flatgen/blob/master/init.lua |
01:38 |
paramat |
there is an inbuilt flat mapgen |
01:38 |
paramat |
much less server lag and more options |
01:39 |
BillyS |
I'll go with that, then |
01:39 |
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01:39 |
paramat |
let me know if you need info on that |
01:39 |
BillyS |
Hmm, how can I set the minimum world height? |
01:40 |
paramat |
? ground level? |
01:40 |
BillyS |
No, minimum world height. The height after which there are no blocks |
01:40 |
BillyS |
I'm making a skyblock map, or something like it |
01:41 |
paramat |
ah, 'mapgen_limit', but that acts in all axes |
01:41 |
BillyS |
Oh, rats. |
01:41 |
BillyS |
Hm |
01:41 |
entuland |
those generators (v6, v7, flat, etc) are written in C++ and expose an API to the Lua mods, correct? |
01:41 |
BillyS |
I think so |
01:42 |
BillyS |
Hmm, could I make the flat mapgen generate blocks which killed the player on contact? |
01:42 |
paramat |
so you want a flat layer of nodes of full world width but without nodes down to -31000? |
01:42 |
BillyS |
(Bascially, can I make it spawn custom blocks?) |
01:42 |
BillyS |
I'd prefer that |
01:42 |
paramat |
yes you can |
01:43 |
entuland |
I've searched the advanced settings for "flat" and found a bunch of params (specific flags, ground level, threshold and so forth) how would I force it _not_ to create any forests? |
01:43 |
paramat |
use the Biome API to defne a biome with your custom nodes for 'node_stone' |
01:43 |
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01:43 |
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01:43 |
paramat |
0.4.16 stable? |
01:43 |
BillyS |
Yep |
01:43 |
entuland |
0.4.16 here as well |
01:44 |
BillyS |
Is the biome API documented in lua_apt.txt? |
01:44 |
BillyS |
*lua_api.txt |
01:44 |
paramat |
yes |
01:44 |
BillyS |
I would assume it is, but if it's a mod |
01:44 |
BillyS |
Ok |
01:44 |
paramat |
https://github.com/minetest/minetest/blob/04f79623a7276a5a09390ac910795ab6c1889dee/doc/lua_api.txt#L821 |
01:44 |
paramat |
you can remove any biome with that |
01:44 |
paramat |
use a mod that depends on 'default' |
01:45 |
entuland |
removing biomes would be the way to get rid of forests? |
01:45 |
paramat |
also, the 'ask mapgen questions here' thread in the forum (modding discussion) has lots of advice |
01:45 |
paramat |
yes |
01:45 |
entuland |
good, thanks |
01:46 |
BillyS |
Looks like "minetest.clear_registered_biomes()" is what I need |
01:46 |
paramat |
the biome list is here https://github.com/minetest/minetest_game/blob/18956c7f69bd7783b657b50201ab6938f3480282/mods/default/mapgen.lua#L536 |
01:46 |
BillyS |
Then I can register my own biome, I assume |
01:46 |
paramat |
well, that clears all biomes |
01:46 |
paramat |
yes |
01:47 |
paramat |
clear then define your own |
01:48 |
entuland |
uhm... there is something I don't get about the broad picture... that's not stuff I would mess with in a mod, I'd need to create a separate game for tweaking generation for new worlds, correct? |
01:49 |
entuland |
reading how that registration is done inside minetest_game I guess so |
01:49 |
twoelk |
some mods take over mapgen |
01:50 |
BillyS |
When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined? |
01:51 |
entuland |
but you can't do that in a mod running in the root /mods folder I guess, that mod needs to be in the subgame folder, twoelk? |
01:51 |
BillyS |
I don't think so, iirc technic has its own mapgen |
01:51 |
entuland |
oh |
01:51 |
twoelk |
nope |
01:51 |
entuland |
interesting |
01:52 |
entuland |
last question: so I can mess with that stuff on an existing world and any chunk that needs to be generated / regenerated will use the new settings? |
01:52 |
twoelk |
ethereal, or australia are extensive examples, valleys started as lua mod |
01:53 |
twoelk |
https://wiki.minetest.net/Mods:Mapgen |
01:54 |
twoelk |
declare singlenode as mapgen and then take over the show |
01:54 |
entuland |
cool, thanks :) |
01:55 |
entuland |
ah crap several links in that page require some higher auth or somehitng |
01:56 |
yetanother2elk|3 |
? |
01:56 |
entuland |
"You're not authorised to read this forum" |
01:56 |
yetanother2elk|3 |
eh? |
01:56 |
rubenwardy |
paramat's mods which have been deleted |
01:57 |
entuland |
links such this (meseor) https://forum.minetest.net/viewtopic.php?f=11&t=5930 |
01:57 |
entuland |
"this post has been deleted" would have been better :P |
01:58 |
rubenwardy |
well, posts don't get deleted - they just get moved to a trash forum which only moderators can view |
01:58 |
rubenwardy |
which is why you get that message |
01:58 |
rubenwardy |
you're not allowed to read the trash forum |
01:58 |
entuland |
I see |
01:58 |
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01:58 |
entuland |
that's okay, at least now I know what that _could_ mean |
01:58 |
rubenwardy |
still confusing, regardless of the reason |
01:59 |
* twoelk |
wonders what his nick is this time |
01:59 |
* twoelk |
is mighty confused |
02:00 |
entuland |
O_o |
02:01 |
entuland |
you're speaking about the yetanother2elk|3 handle, twoelk? |
02:01 |
twoelk |
hm, yeah that and another in another channel - all active at the same time |
02:02 |
VanessaE |
so there are six elks instead of two? |
02:02 |
VanessaE |
:P |
02:02 |
twoelk |
can't remember how long my alias list was |
02:05 |
twoelk |
got disconnected and tried to nuke the old nick, wich didn't work and after time out reclaimed it - but by then two others had reconnected - and the changed nick multiplied ... and I got a little confused |
02:05 |
VanessaE |
heh |
02:08 |
BillyS |
Hmmm |
02:08 |
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02:08 |
BillyS |
How can I disable cave systems? I want the map to be perfectly flat. |
02:08 |
paramat |
"When registering a biome, if I don't want a node (eg. node_dust), do I just leave it undefined?" yes. but some undefined nodes will fallback to default nodes, like 'node_stone' falls back to default:stone |
02:09 |
BillyS |
Hmm, I see |
02:10 |
BillyS |
Maybe I have to use is_ground_content = false |
02:10 |
BillyS |
On the nodeds |
02:10 |
paramat |
https://github.com/minetest/minetest/blob/80dc961d24e1964e25d57039ddb2ba639f9f4d22/minetest.conf.example#L1198 |
02:10 |
BillyS |
*nodes |
02:11 |
paramat |
mg_flags = nocaves,dungeons,light,decorations in .conf or advanced settings when you create the world |
02:11 |
BillyS |
Ah |
02:11 |
paramat |
add 'no' to anything you don't want |
02:11 |
BillyS |
Heh, I'm gonna have to give you credit for the map. :P |
02:12 |
paramat |
or, you can set mapgen params in lua code in a mod |
02:13 |
BillyS |
What does nolight do? |
02:15 |
paramat |
makes it dark hehe |
02:15 |
paramat |
no joke |
02:15 |
paramat |
that's for lua mapgens |
02:15 |
BillyS |
Ah |
02:16 |
paramat |
so that light calculation can be delayed until after the lua mapgen places stuff |
02:16 |
paramat |
avoids doing it twice |
02:16 |
BillyS |
Hmm ... I'm writing my own MT game, not a mod. When I include the "default" mod the mapgen sorta works, but when I don't it doesn't work at all . . . |
02:17 |
* entuland |
waves |
02:17 |
* BillyS |
waves back |
02:18 |
BillyS |
Hmm, it /looks/ like it doesn't do anything I don't . . . |
02:22 |
BillyS |
Hmm, dpecified node_filler and node_Stone, and now it works. |
02:22 |
BillyS |
*specified |
02:27 |
paramat |
ah in a game you need to define the 'mapgen aliases' |
02:28 |
paramat |
see the start of default/mapgen.lua in MTG |
02:28 |
BillyS |
I see . . . thanks! |
02:28 |
paramat |
that will define the nodes used by core mapgen |
02:29 |
paramat |
apart from the custom nodes you have defined for a biome |
02:30 |
BillyS |
Also, is there a way to cause a player to be damaged when standing on a node? |
02:30 |
BillyS |
damage_per_second only works when they are inside the node |
02:30 |
paramat |
hmm |
02:31 |
paramat |
you could reduce the size of the collisionbox so that a player sinks into it a little |
02:31 |
BillyS |
And I could define a custom function, but considering that I will have thousands of these nodes, I don't that that's very smart. |
02:31 |
BillyS |
s/custom function/ABM/ |
02:31 |
BillyS |
Hmm . . that could work . . . |
02:31 |
paramat |
it may only need a very tiny reduction in the collisionbox height |
02:31 |
BillyS |
rn, I just set walkable to flase |
02:31 |
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02:31 |
BillyS |
*false |
02:32 |
BillyS |
So they just start falling through the nodes |
02:32 |
BillyS |
They continue for some 1000 blocks deep, so no worry of lag preventing them from dying |
02:33 |
paramat |
or add dust nodes that are 'airlike' drawtype and do damage |
02:34 |
BillyS |
Hmm . . good idea |
03:01 |
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11:36 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Formspec verification: Fix show_formspec inside callbacks (#7374) bb4f0fd https://git.io/vhqnt (2018-05-26T10:50:44Z) |
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11:43 |
Joe-e19 |
Does Minetest work for Intranet? But it's slow here and it looks like Minetest uses the Internet instead of the Intranet. I'm playing Minetest with my sister from one router. |
11:47 |
NathanS21 |
If you are hosting the server on one of your computers it will go over intranet |
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12:16 |
sy |
minetest has no such distinction |
12:17 |
sy |
an address is an address |
12:17 |
sy |
if you specify an internal one |
12:17 |
sy |
that's what it'll use |
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17:44 |
Genshin |
anybody knows what is causing this to happen? https://cdn.discordapp.com/attachments/317789365222899712/449714959375400980/screenshot_20180526_002145.png |
17:46 |
entuland |
qualify "this" better |
17:46 |
entuland |
you mean the clipped horse or whatever your ride is? |
17:47 |
Genshin |
"this" as in "A model texture bug" |
17:47 |
entuland |
the purple-ish thing? |
17:47 |
Genshin |
yes |
17:47 |
Genshin |
even the player hand |
17:47 |
entuland |
is that stuff you can test in the latest stable? I see you're running 0.5 |
17:48 |
Genshin |
Well im not the one running this, its a screenshot from a friend of mines reporting a issue |
17:48 |
entuland |
trying the same thing in 0.4.16 would be my first test |
17:48 |
entuland |
cause 0.5 is far from stable |
17:49 |
Krock |
could also be a backface culling issue |
17:49 |
entuland |
knowing what that thing exactly is, and having access to the model, would help |
17:50 |
entuland |
to rule out stuff like the one Krock just pointed out |
17:50 |
Genshin |
My friend is running a 0.5.0-dev from sfan5 |
17:50 |
entuland |
debugging by proxy :) |
17:51 |
Genshin |
not quite, he's using this build "minetest-0.5.0-22ebbe1-win64" |
17:51 |
Krock |
so with 0.4.16 and 0.4.17-dev it's ok but not with 0.5.0-dev? |
17:52 |
Genshin |
Perhaps, maybe lol |
17:53 |
Krock |
perhaps it's a model issue |
17:53 |
Genshin |
Im just running a standard 0.5.0-dev build |
17:53 |
Genshin |
And it's fine on my end, even to others that had joined my server |
17:54 |
Genshin |
but apparently this is afecting omnly to one person so far |
17:54 |
Genshin |
*only* |
17:54 |
Krock |
is it public so I could check whether the issue persists on today's build? |
17:54 |
Krock |
i.e. fresh baked 0.5.0-dev |
17:54 |
Genshin |
It's public |
17:54 |
sfan5 |
!server legacy |
17:54 |
MinetestBot |
sfan5: Genshin - Legacy Forge [ALPHA tu-3.0] | genshin.mt.ds4.mytekegaming.com:40000 | Clients: 2/60, 1/2 | Version: 0.5.0-mytekegaming / legacy_forge | Ping: 76ms |
17:55 |
Krock |
ah there we go, thanks :) |
17:58 |
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18:00 |
paramat |
Genshin the grass textures are buggy in that screenshot, see https://github.com/minetest/minetest/issues/5600 same bug |
18:00 |
sfan5 |
oh I know this |
18:01 |
Genshin |
interesting |
18:01 |
sfan5 |
Genshin: your friend does not have a graphics driver installed |
18:01 |
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18:01 |
sfan5 |
this is how it looks on the windows default, which is OpenGL 1.0 |
18:02 |
Genshin |
I'll notify him to install his graphics driver then |
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21:40 |
Out`Of`Control |
hi! |
21:40 |
Out`Of`Control |
anyone know what is default key for "console" in minetest? |
21:41 |
Shara |
f10? |
21:41 |
Genshin |
F10 my dude |
21:41 |
Out`Of`Control |
its F10? |
21:42 |
Out`Of`Control |
thanks Shara Genshin |
21:42 |
Shara |
No problem :) |
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