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MinetestBot |
[git] paramat -> minetest/minetest: Biomemap: Avoid empty biomemap entry to fix failing biome dust (#7393) 99143f4 https://git.io/vhWm7 (2018-06-02T02:20:09Z) |
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02:38 |
Ruslan1 |
I need fix I open 2 Minetest and it fail |
02:40 |
blaise |
log? |
02:41 |
Ruslan1 |
Yes |
02:41 |
blaise |
use pastebin to show us the log |
02:43 |
Ruslan1 |
I open 2 Minetest and 1 show gray |
02:43 |
Ruslan1 |
It did |
02:45 |
Ruslan1 |
Is there way to fix it |
02:46 |
blaise |
this is where showing the log of the client that went gray would be handy becuase we could find out why... |
02:47 |
blaise |
but if we don't know why it went gray we can't fix it, yes? |
02:47 |
blaise |
in such a circumstance it would be good to have two copies of minetest so each one has it's own log file |
02:47 |
blaise |
Da? |
02:47 |
Ruslan1 |
Da |
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MinetestBot |
[git] poikilos -> minetest/minetest_game: Add optional bones messages for player and log e376d57 https://git.io/vhWc1 (2018-06-02T07:54:45Z) |
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11:57 |
Wuzzy |
hey we're playing GunsXXL. shoot everyone with guns, grenades or molotov cocktails. who wants to join? :D |
11:57 |
ANAND |
Meeee!! :D |
12:14 |
entuland |
there is something I don't understand in the behavior of facedir nodes and the way minetest rotates them |
12:14 |
entuland |
I have a node with paramtype2 set to facedir |
12:15 |
entuland |
if I don't explicitly rotate it, the node will always face me by rotating only around the Y axis |
12:15 |
entuland |
and that's fine for stuff like chests or furnaces |
12:16 |
entuland |
if I want to make a node behave like a plaque / sign, which I can put on the floor, ceiling or a wall, I need bot facedir _and_ to explicitly rotate it when the node itself gets placed |
12:16 |
entuland |
so I bind on_place and call rotate_node on it |
12:17 |
entuland |
problem is, when I do that, the nodes placed against a wall seem to be rotated funky |
12:17 |
entuland |
what I mean is that the face that would normally point to me, when I place them on the ground, should point to the bottom when placed on a wall |
12:17 |
entuland |
instead, that face points to my left |
12:17 |
entuland |
and I need to use the screwdriver to account for that |
12:18 |
entuland |
am I simply doing something stupid or should I handle this case from my code by intercepting the case of a node placed agaist a wall and rotate it accordingly myself? |
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13:27 |
entuland |
uhm... actually, I don't think I should rotate it at all, cause it would alter the behavior my mod had in the past with full blocks |
13:28 |
entuland |
yep, I will not try to orient it, it shall be placed just like chests and furnaces get placed |
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16:09 |
entuland |
implemented automatic collision boxes as simple cuboids and some other stuff, pushed to https://github.com/entuland/wesh |
16:09 |
entuland |
it's now possible to create slabs, frames, carpets and so forth |
16:17 |
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16:17 |
skibur |
Good Morning |
16:18 |
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16:19 |
skibur |
I'm having issues with starting minetest@.service via CentOS 7. The error is Failed to start minetest@.service: Unit name minetest@.service is missing the instance name. |
16:19 |
skibur |
Any suggestions? |
16:20 |
sfan5 |
you need to provide an instance name, as the message says |
16:20 |
sfan5 |
your distro has it set up so you can enable multiple mt servers from a single .service file |
16:20 |
sfan5 |
to find the paths it expects data at look at the .service file itself |
16:21 |
skibur |
So any name? |
16:28 |
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18:02 |
sfan5 |
skibur: yes, any name is fine |
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18:22 |
paramat |
entuland "if I don't explicitly rotate it, the node will always face me by rotating only around the Y axis" no, code is needed to do that. by default nodes are given param2 = 0 so are orientated to the north |
18:23 |
paramat |
hm maybe i'm wrong on that .. |
18:24 |
entuland |
that seems to get handled by paramtype2 set to "facedir" |
18:24 |
entuland |
if I don't do anything, setting it to facedir will do its job |
18:25 |
entuland |
my curiosity about the way stuff gets rotated when placed against a wall still stands, but I don't technically need it anymore due to the way I implemented my solution in my mod |
18:25 |
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18:25 |
entuland |
cause facedir alone works as I wanted it to |
18:27 |
Krock |
it's minetest.rotate_node (or similar) which does that |
18:27 |
Krock |
it adjusts the facedir of the placed node to the player look dir |
18:27 |
entuland |
yes, but it's doing it funky, Krock |
18:27 |
entuland |
if I call rotate_node, what faces me (placing on the ground) faces left (placing on a wall) |
18:27 |
entuland |
I would expect that placing on the wall that face points down, not left |
18:29 |
Krock |
works fine with tree trunks here |
18:29 |
Krock |
placing on ground makes them vertical upwards pointing |
18:30 |
entuland |
I am explicitly calling it to arrange for flat meshes |
18:30 |
entuland |
tree trunks get placed with the "cut" face pointing up no matter what, IIRC |
18:30 |
entuland |
which would be the same behavior of furnaces and chests |
18:31 |
entuland |
oh no I recalled wrong |
18:31 |
entuland |
they get rotated |
18:31 |
entuland |
eh |
18:31 |
entuland |
now the question is: how do I achieve that? |
18:31 |
entuland |
cause the way I am using it, behaves wrong |
18:32 |
entuland |
you can see that in my tpad mod |
18:32 |
entuland |
the T looks fine when placed on the wall and is sideways when placed on the floor |
18:32 |
Krock |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L647 |
18:33 |
entuland |
ah no |
18:34 |
entuland |
now I see that |
18:34 |
entuland |
it's doing funky with the trunks as well |
18:34 |
entuland |
place one vertical, then one right behind to it, horizontal (by placing it on the wall) |
18:34 |
entuland |
so that you can check the pattern of the "cut" side |
18:34 |
entuland |
you'll see that the rotation is different |
18:34 |
entuland |
let me screenshot that |
18:35 |
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18:39 |
entuland |
https://imgur.com/a/Ho2jVpA |
18:39 |
entuland |
in my opinion the red line should be horizontal in both cases |
18:39 |
entuland |
(red and black markers are added just to mark the pattern I refer to in the texture) |
18:40 |
entuland |
those are placed one pointing the ground, the other pointing the wall, I didn't screwdrive them |
18:43 |
Krock |
with other textures it might've been easier to see how they're rotated |
18:43 |
Krock |
but I see what you mean. |
18:43 |
entuland |
sorry, I wanted to use trunks cause you pointed them out :) |
18:44 |
entuland |
that's what is making my tpads look funky when placed on the ground or on the ceiling |
18:44 |
entuland |
it simply feels unnatural |
18:44 |
entuland |
for the wesh mod I don't have that problem, cause I am not rotating them |
18:49 |
entuland |
off for dinner, have fun everybody |
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20:30 |
MinetestBot |
[git] paramat -> minetest/minetest: Biomemap: Simplify code of recent commit (#7398) f4ca830 https://git.io/vhW1d (2018-06-02T20:28:26Z) |
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22:11 |
entuland |
uhm... the API is lacking docs for "collision_box"? |
22:11 |
entuland |
I have found "collisionbox" but it makes an example different from all the others I've seen |
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23:24 |
paramat |
i noticed this too |
23:25 |
paramat |
adding a note |
23:26 |
entuland |
tx |
23:26 |
paramat |
i had to guess when i made a custom box for snow |
23:26 |
entuland |
I've deduced from the examples that I can create multiple bounding boxes (the way stairs do, for example) |
23:27 |
entuland |
I wonder what I could put in there instead of "fixed" though |
23:27 |
entuland |
s/from the examples/from the way modules use it/ |
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23:33 |
paramat |
i'm not sure the other options will work for collision box, they seem to be for nodeboxes |
23:33 |
entuland |
okay |
23:33 |
entuland |
I was just curious, for now "fixed" will be fine for my needs |
23:34 |
entuland |
uhm... we don't have a clone helper that copies over values from arbitrarily nested tables, or do we? |
23:36 |
entuland |
oh well I'll hack a recur myself |
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