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swift110 |
not sure ls |
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huesal |
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03:25 |
Genshin |
Looks like I had too much fun making this https://www.youtube.com/watch?v=nOjLGty2qW8 |
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06:49 |
ANAND |
Hello! My mod has to check whether a word exists in a list of words on certain callbacks. Keeping this in mind, would I be able to make use of mod_storage? |
06:49 |
ANAND |
If yes, how would I be able to check whether that word exists or not? |
06:50 |
ANAND |
Is there a option more elegant than using the words as keys with dummy values, and checking whether the value is "xyz" or ""? |
06:51 |
ANAND |
Or should I forget mod_storage and just go for a custom implementation? |
06:52 |
sofar |
is it going to be a very large map? |
06:52 |
ANAND |
Not really |
06:52 |
sofar |
can the map remain in memory or does it need to be written to mod_storage after a modification immediately? |
06:53 |
ANAND |
Not required, it could be written on_shutdown |
06:54 |
sofar |
then use mod_storage, and use write_json / parse_json to serialize and deserialize a table with dummy values |
06:55 |
ANAND |
Right, that'll do. Thanks! :) |
06:55 |
sofar |
https://github.com/minetest-mods/filter/blob/master/init.lua is an example that you can use |
06:55 |
ANAND |
Ok |
06:55 |
sofar |
it does pretty much just that |
06:56 |
sofar |
except it does a set_string() to mod_storage when the word list is *modified* by a chat command |
06:57 |
sofar |
you can also just save it on server shutdown, though |
07:14 |
ANAND |
Yes, I've seen the filter mod before :) |
07:14 |
ANAND |
This might be far-fetched, but would I be able to store lua patterns the same way? |
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10:15 |
Azlux |
hi all, small help needted here. How can I rename a user ? |
10:16 |
Azlux |
I saw the name into the world folder , file players, auth.txt and homes |
10:16 |
ANAND |
Simply create a new one |
10:16 |
ANAND |
Renaming isn't possible as of now |
10:17 |
Azlux |
ANAND: I want to change the uppercase, the server think it's the same name |
10:17 |
Azlux |
grep see match into the sqlite database, but I didn't search into the database for now |
10:18 |
sfan5 |
pretty much your only option is to rename it manually everywhere |
10:18 |
Azlux |
sfan5: indeed, but I don't know the struture of the sqlite |
10:19 |
sfan5 |
the most user-friendly way of editing a database is to open it in sqlitebrowser (a GUI program) |
10:19 |
rubenwardy |
renaming isn't possible really |
10:19 |
rubenwardy |
as things like chests and protection mods will store username |
10:20 |
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10:20 |
sfan5 |
hm, right |
10:21 |
Azlux |
look like it's working without editing the sqlite database |
10:21 |
Azlux |
the other 3 are enought |
10:22 |
rubenwardy |
you can kinda do it,however you'll end up losing access to chestsand such |
10:22 |
rubenwardy |
so, inventory and auth: yes, can rename and keep |
10:22 |
rubenwardy |
chests, area protection, etc: no, will need some sort of migration in world |
10:23 |
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10:24 |
Azlux |
rubenwardy: that why it's work, I just that this worl, no protection and chests |
10:24 |
Azlux |
world * |
10:24 |
Azlux |
I just have created this world 2 days ago * |
10:24 |
Azlux |
english meessing into my head , sorry |
10:25 |
rubenwardy |
then using SQLite or editing files will work |
10:25 |
rubenwardy |
basically: |
10:25 |
rubenwardy |
1. shutdown server |
10:25 |
rubenwardy |
2. edit entry in auth.text to change username |
10:25 |
rubenwardy |
3. if players.sqlite: UPDATE user SET username='new' WHERE username='old'; |
10:26 |
rubenwardy |
(I forget the exact schema, the table name and column may be different) |
10:26 |
rubenwardy |
4. if files: rename file from old to new name, look in file for any mentions of all name |
10:26 |
rubenwardy |
5. Profit |
10:26 |
rubenwardy |
for 3, open it with sqlite3 players.sqlite |
10:27 |
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11:45 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix the /shutdown command (#7431) 409d043 https://git.io/vhVvl (2018-06-11T11:43:12Z) |
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12:09 |
Genshin |
Lo guys o/ |
12:11 |
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12:58 |
Genshin |
Lo guys o/ |
13:01 |
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13:04 |
Krock |
* Genshin tries again in 50 mins* |
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13:43 |
Genshin |
Lol Krock |
13:43 |
Genshin |
Well I'm back :P |
13:52 |
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13:52 |
Krock |
Next message expected in 40 minutes from now on 8) |
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14:09 |
Genshin |
tfw you're at a place with bad wifi connection |
14:10 |
Genshin |
Krock, have you seen this yet? :D https://youtu.be/nOjLGty2qW8 |
14:12 |
Krock |
nice. jebaiting the boss |
14:15 |
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14:33 |
Genshin |
Krock, if I wasn't wearing god-tier armor I would have been flying all over the place and most likely die during that battle lol. |
14:34 |
Genshin |
Anyway what are your thoughts about this experimental conscept boss? |
14:35 |
Krock |
It looks great - but would probably slow down busy servers a lot |
14:36 |
Genshin |
True, would be great to test this out when the server gets busy. |
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16:15 |
twoelk |
Genshin maybe you can convince some of them mapping bots to vist an experimental server and keep generating new terrain while you test your stuff on it :-D |
16:17 |
Krock |
uhm.. emerge_blocks can do that too |
16:18 |
Krock |
the boss however needs a player position prediction to make it harder to escape |
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16:35 |
johann_ |
hi, my son plays minetest since a while (standalone) |
16:35 |
johann_ |
since latest debian update, he can't craft bronze from steel and copper |
16:36 |
sfan5 |
from which version did you upgrade to? and to which? |
16:36 |
sfan5 |
upgrade from* |
16:37 |
johann_ |
and there's is no tin lump in his world (maybe created before tin) |
16:38 |
sfan5 |
if you have created a world before an ore was added, you'll need to visit a region that was not previously explored to find these |
16:39 |
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16:39 |
johann_ |
sfan5: basically it's jessie 4.10 -> stretch 4.16 |
16:41 |
johann_ |
ok, new region are dynamically computed, but it's quite as starting a new place from scratch (bit less steps but ...) |
16:41 |
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16:42 |
johann_ |
the weird part, is on my gentoo box, crafting bronze the old way still works |
16:43 |
Krock |
outdated minetest_game, legacy leftovers or additional mods are the explanation for that |
16:43 |
sfan5 |
^ most likely |
16:43 |
johann_ |
with the same 4.16 (maybe is there a compatibity option in the configure part ?) |
16:44 |
sfan5 |
I don't see any changes to bronze crafting between 0.4.10 and 0.4.16's minetest_game |
16:44 |
sfan5 |
oh wait |
16:44 |
sfan5 |
Date: Wed Apr 19 02:48:00 2017 +0100 |
16:44 |
sfan5 |
Craft bronze from tin and copper instead of steel and copper. |
16:44 |
Krock |
https://github.com/minetest/minetest_game/commit/266861963 |
16:48 |
sfan5 |
johann_: check that you have upgraded minetest_game (if that's even packaged separately) on your gentoo machine too |
16:49 |
johann_ |
from what I see in the commit, the old way shouldn't work. |
16:49 |
sfan5 |
yes |
16:51 |
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16:52 |
johann_ |
no custom patch applied in the gentoo package, so surely coming from an outdated mod |
16:53 |
johann_ |
the problem, for my son is more, to find tin, as he'll have to explore other parts of the world |
16:54 |
johann_ |
even the game was generated maybe two years ago, he just came to the point of crafting bed this week (he is quite young to play this) |
16:55 |
johann_ |
I was wondering if there was a way to regenerate some part of the map, maybe near his mines |
16:56 |
sfan5 |
/deleteblocks |
16:56 |
johann_ |
thanks |
16:57 |
johann_ |
by the way, I'll come back with an updated version of the french wiki page for bronze crafting |
16:58 |
johann_ |
If it can help in any way, I'll try to do it before satursday |
16:59 |
sfan5 |
it's nice enough that someone puts some work into the translated pages, no hurry |
17:00 |
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17:08 |
johann_31 |
better, to force myself doing it fast, else I may forget about it until a while |
17:08 |
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17:19 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Android: fix tools versions 2b30f8b https://git.io/vhV1b (2018-06-11T17:19:06Z) |
17:19 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Android: fix assets cleanup 956a0ba https://git.io/vhV1N (2018-06-11T17:18:34Z) |
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18:39 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Android: gradle 3.1.3 is not available on mavenCentral 142ce6a https://git.io/vhV5D (2018-06-11T18:38:31Z) |
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20:13 |
mazes_80 |
sfan5: Some hours before, I ended my question about new bronze crafting method, saying that I'll send an update for the bronze ingot french wiki page |
20:14 |
mazes_80 |
updated translation page seats here: https://paste.pound-python.org/show/6QS5lwazN8Uyf6w9CNnY/ |
20:16 |
mazes_80 |
This should work, but I didn't even created an account to check if it's rendering properly |
20:18 |
sfan5 |
looks good to me |
20:19 |
sfan5 |
changes applied https://wiki.minetest.net/Bronze_Ingot/fr |
20:29 |
Krock |
mazes_80, you can request a wiki account if you'd like to correct something in the future |
20:31 |
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20:39 |
mazes_80 |
Krock: who knows. But I tend not to open much accounts, as keeping my password manager up to date, take even longer than the few lines I touched. |
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22:20 |
GreenDimond |
Hey VanessaE, you have made a lot of models for homedecor and stuff, and all of your models have crisp edges, but I am having a problem with this "seam" sort of thing as if the UV map is shifted up by a smidge. No idea what's causing it. |
22:20 |
VanessaE |
screenshot? |
22:20 |
GreenDimond |
(It looks fine in Blender, the UV map is set to pixel snap, but inside Minetest it screws up) |
22:20 |
GreenDimond |
oh right |
22:20 |
GreenDimond |
https://media.discordapp.net/attachments/369123175583186964/455849281971027969/unknown.png |
22:21 |
VanessaE |
um. |
22:21 |
VanessaE |
I can't really tell what I'm looking at |
22:21 |
VanessaE |
but, |
22:21 |
GreenDimond |
I can get a better one |
22:21 |
VanessaE |
maybe you need to snap the vertexes to pixels, in the UV editor |
22:21 |
GreenDimond |
> the UV map is set to pixel snap |
22:21 |
VanessaE |
oh right |
22:21 |
VanessaE |
but did you actually snap? |
22:21 |
GreenDimond |
ill get you a better screenshot |
22:22 |
GreenDimond |
and yes, I did |
22:22 |
GreenDimond |
and I checked the vertex locations |
22:22 |
VanessaE |
as in move all the vertexes after setting that option |
22:22 |
GreenDimond |
all of them are proper numbers |
22:22 |
GreenDimond |
yes |
22:22 |
VanessaE |
ok. |
22:22 |
GreenDimond |
I always set it to snap first thing |
22:22 |
GreenDimond |
:P |
22:22 |
GreenDimond |
getting that shot.. |
22:22 |
VanessaE |
over in 3d view, edit mode, try triagulating the polys that look like they're affected |
22:23 |
VanessaE |
sometimes irrlicht will interpret the model differently from how blender does. |
22:24 |
GreenDimond |
heres a (hopefully) better screenshot https://pasteboard.co/HpsxYng.png |
22:25 |
GreenDimond |
Can I use the "triangulate faces" option when exporting the OBJ instead? |
22:25 |
VanessaE |
not necessarily, and you don't want to anyway |
22:25 |
VanessaE |
just triangulate the affectced polys |
22:25 |
VanessaE |
affected* |
22:26 |
GreenDimond |
ok |
22:26 |
GreenDimond |
triangulating had no effect |
22:26 |
GreenDimond |
and I think all(?) faces are affected? |
22:27 |
GreenDimond |
well |
22:27 |
VanessaE |
try it and see? |
22:27 |
GreenDimond |
its kinda hard to tell given the rest of it is a semi-trans texture |
22:27 |
GreenDimond |
> triangulating had no effect |
22:28 |
VanessaE |
then I got nuthin' :) |
22:28 |
GreenDimond |
the format doesnt matter either |
22:28 |
GreenDimond |
obj, .b3d, .x, they all do it |
22:28 |
GreenDimond |
but there has to be a solution, most every other model is just fine D: |
22:29 |
GreenDimond |
Jordach had suggested making sure the units were correct, but after re-doing them, it still didnt have an effect Dx |
22:30 |
GreenDimond |
Alright, time to see if Google has any ideas. |
22:32 |
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22:35 |
VanessaE |
wait |
22:35 |
VanessaE |
you're not by chance measuring in 1/10ths are you? |
22:35 |
GreenDimond |
No, but it doesnt matter anyway. |
22:36 |
VanessaE |
it matters. open the properties sidebar ("n") and check your subdivisions setting. |
22:36 |
GreenDimond |
As Jordach suggested, I checked the unit sizes. I re-did the model to go by 1/16ths and it still had the problem |
22:36 |
VanessaE |
it should be 16 for minetest. |
22:36 |
GreenDimond |
yes |
22:36 |
GreenDimond |
and I did that |
22:37 |
GreenDimond |
but it had no effect |
22:37 |
VanessaE |
check it anyway, your model might not be exactly on a subdivision |
22:37 |
GreenDimond |
I will check subdivs |
22:38 |
GreenDimond |
Where is subdivisions?.. |
22:38 |
VanessaE |
open the properties sidebar ("n") and check your subdivisions setting. |
22:38 |
VanessaE |
^^ |
22:38 |
GreenDimond |
I dont see it in the properties bar |
22:38 |
VanessaE |
scroll it :) |
22:38 |
GreenDimond |
I did |
22:39 |
GreenDimond |
I know how to use Blender, thankyou :P |
22:39 |
VanessaE |
(fwiw, lines 20, scale 10.0, subdiv 10 is good for 3d printing, gives you a 20cm build area, with subdivs at 1mm and 0.1 mm) |
22:39 |
VanessaE |
it's there, I'm looking right at it. |
22:39 |
VanessaE |
in the Display section |
22:39 |
GreenDimond |
that would have heled |
22:39 |
GreenDimond |
helped* |
22:39 |
GreenDimond |
Display was collapsed :P |
22:39 |
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22:40 |
GreenDimond |
lines is 16, scale is 1, subdivs is 10. |
22:40 |
VanessaE |
that's your prob. |
22:40 |
VanessaE |
subdivs has to be set to 16 before you start drawing the model |
22:40 |
GreenDimond |
oof |
22:40 |
GreenDimond |
so I have to redo it to get it to work right> |
22:40 |
GreenDimond |
?* |
22:41 |
VanessaE |
nah |
22:41 |
GreenDimond |
cuz it didnt change anything |
22:42 |
GreenDimond |
> before you start drawing the model |
22:42 |
VanessaE |
here's a trick: snap your cursor to center, set the pivot to "cursor". select a face that needs moved. [S]cale along [X], [Y], or [Z] depending on which way it faces, press 0, enter then translate [G] and move while holding ctrl. |
22:43 |
VanessaE |
[S]cale [X] 0 enter will snap the selected vertexes to the X origin, then when you snap-move with ctrl, it'll follow the grid. |
22:44 |
GreenDimond |
er |
22:44 |
GreenDimond |
using ctrl to move faces always has the wrong thing for me |
22:44 |
GreenDimond |
it moves it in huge increments |
22:45 |
VanessaE |
zoom in with the mouse wheel until you can see the first level of subdivs |
22:46 |
GreenDimond |
oh huh |
22:46 |
GreenDimond |
I see now |
22:46 |
GreenDimond |
alright, ill see if this works out. |
22:46 |
GreenDimond |
*please hold* |
22:46 |
VanessaE |
heh |
22:50 |
GreenDimond |
:') nope |
22:50 |
GreenDimond |
still not working |
22:53 |
GreenDimond |
VanessaE, I must be cursed :P |
22:53 |
VanessaE |
sorry :) |
22:53 |
VanessaE |
do any of my models look wrong? |
22:54 |
GreenDimond |
maybe your arcade machine |
22:54 |
GreenDimond |
I couldnt tell |
22:54 |
VanessaE |
eh, RBA made that |
22:54 |
GreenDimond |
ook |
22:54 |
GreenDimond |
uhhh |
22:55 |
GreenDimond |
pretty much all of your models are fine xD |
22:55 |
GreenDimond |
I see no seam artifacts |
22:55 |
GreenDimond |
maybe im missing an export setting |
22:55 |
rubenwardy |
dafaq https://github.com/Treer/cloudlands/blob/master/cloudlands.lua#L641 |
22:56 |
GreenDimond |
agree |
22:57 |
GreenDimond |
VanessaE: Are these UV seams? https://pasteboard.co/HpsLp4J.png |
22:58 |
VanessaE |
I couldn't say. |
22:58 |
GreenDimond |
Thats your desk modl |
22:58 |
GreenDimond |
model* |
22:58 |
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22:59 |
VanessaE |
image is too cropped for me to tell, but those are sharp edges |
22:59 |
VanessaE |
a signal to the renderer not to wrap the "smooth" effect around that edge |
22:59 |
GreenDimond |
https://pasteboard.co/HpsMg5t.png |
22:59 |
GreenDimond |
there :P |
23:00 |
GreenDimond |
would that have any effect perhaps? |
23:01 |
GreenDimond |
yeah no that didnt do anything |
23:01 |
VanessaE |
not in your model, no. |
23:01 |
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23:02 |
GreenDimond |
I am so confused |
23:03 |
GreenDimond |
there should be no reason for it to fail :x |
23:05 |
GreenDimond |
My other models are just fine aswell |
23:05 |
GreenDimond |
its just this one that wants to have a fit |
23:08 |
GreenDimond |
VanessaE: Would you care to take a look at the Blend and try it yourself? If not I can ask elsewhere. |
23:08 |
VanessaE |
not now, kinda busy |
23:08 |
GreenDimond |
No problem, I shall ask elsewhere. |
23:09 |
GreenDimond |
Thanks for your help though :D |
23:23 |
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