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MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Update carts from boost_cart ecea536 https://git.io/fNvfY (2018-07-07T01:08:36Z) |
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06:41 |
cafee |
Hey guys, how can I get a scrollbar added in a textarea formspec element? The lua_api says that it's automatically added if the text overflows https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1941 |
06:41 |
cafee |
But it doesn't happen to me |
06:49 |
lumberJ |
cafee not sure if that comment refers to text added in game or default text. could be the problem |
06:49 |
lumberJ |
you should be able to manually add a scrollbar though |
06:49 |
lumberJ |
L2049 |
06:50 |
lumberJ |
haven't had to use that myself though so i can't comment how well that works |
06:51 |
cafee |
I tried both |
06:51 |
cafee |
It doesn't add a scrollbar in any way |
06:58 |
lumberJ |
someone was here talking about that recently. seems like they didn't have the coordinate just right, so it didn't show up |
06:59 |
lumberJ |
you could search the irc logs and see if they resolved it: https://www.google.com/search?q=site%3Airc.minetest.ru+inurl%3Aminetest |
07:02 |
lumberJ |
i wasn't paying especially close attention but i want to say that it was in the last week or so. i think the coordinate for the scroll bar had to be at the top and left of the left edge of the text area, but don't quote me on that |
07:04 |
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cafee |
http://irc.minetest.net/minetest/2018-06-28#i_5345246 |
07:05 |
cafee |
this? |
07:09 |
lumberJ |
that looks like it |
07:09 |
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07:09 |
cafee |
Well it's about the scrollbar element itself |
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cafee |
Hey guys, how can I enforce a formspec window? Or at least respawn it if it was closed? I'm displaying it to newly joined players with register_on_joinplayer, but players can dismiss the window with esc key so register_on_player_receive_fields is not called |
09:16 |
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09:18 |
Astrobe |
cafee: checkout https://forum.minetest.net/viewtopic.php?f=47&t=20315 |
09:19 |
Astrobe |
Also, there's a mod for that already. retrieving it... |
09:21 |
cafee |
Yes, it works, thanks |
09:22 |
Astrobe |
ok. |
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12:50 |
Andrey01 |
hi |
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12:51 |
Andrey01 |
Has anybody tested minetest.hud_replace_builtin() function? At least this function doesn`t work at all |
12:52 |
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12:53 |
Andrey01 |
I even saw statbar.lua file in builtin and i saw the table definition of "healthbar" is same i have, but it doesn`t work |
12:53 |
entuland |
Andrey01, could you share your code and the code you're comparing yours with? |
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12:55 |
Andrey01 |
yes, of course |
12:55 |
Andrey01 |
wait |
12:57 |
Andrey01 |
https://gist.github.com/Andrey2470T/4b9fcc6088eec63eaf51ba568b951766 |
12:57 |
Andrey01 |
I`ve uploaded it to gist |
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13:01 |
entuland |
Andrey01, and how your code is misbehaving exactly? |
13:02 |
Andrey01 |
It doesn`t dispaly new HUD healthbar texture |
13:02 |
entuland |
where did you put the texture exactly? |
13:03 |
Andrey01 |
http://www.imageup.ru/img208/3118212/screenshot_20180707_160220.jpg |
13:03 |
entuland |
no I mean where you placed the PNG file in your mod's folder structure |
13:04 |
Andrey01 |
in "textures" file |
13:04 |
Andrey01 |
folder* |
13:04 |
entuland |
can you share the texture as well so that I can repro your scenario? |
13:04 |
Andrey01 |
and texture name is correct exactly |
13:05 |
Andrey01 |
https://ufile.io/pdg4y |
13:05 |
Andrey01 |
here you can download my texture |
13:07 |
entuland |
remind me the exact file you pulled that code from |
13:07 |
entuland |
statbar.lua but in what folder exactly? |
13:08 |
entuland |
/builtin/game/statsbar.lua? |
13:08 |
Andrey01 |
yes |
13:08 |
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13:08 |
entuland |
k |
13:09 |
quater |
Hello, I'm trying to use minetest.sha1 but type(minetest.sha1) is nil, how can I use it ? |
13:10 |
entuland |
I see that the definition is the same, yes, but the way you're actually applying it is different from that file |
13:10 |
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13:11 |
entuland |
you're using the facility that file provides, though |
13:11 |
entuland |
and should work |
13:11 |
entuland |
I'm testing that out |
13:11 |
sfan5 |
quater: update to a version that provides it |
13:11 |
quater |
0.4.17 ? |
13:12 |
sfan5 |
for example |
13:13 |
entuland |
I think I found out the issue, Andrey01 |
13:13 |
entuland |
cause it works for me |
13:13 |
Andrey01 |
what is the issue? |
13:13 |
entuland |
make sure you have damage enabled when running the world |
13:14 |
Andrey01 |
but damage is enabled |
13:15 |
Andrey01 |
and if i fall i will get damage, but healthbar doesn`t display |
13:15 |
Andrey01 |
i am checking now it |
13:16 |
entuland |
can't say, I've just tested it and it works for me |
13:17 |
entuland |
are you running your override at the global level of your file or inside some function? |
13:17 |
entuland |
it should be at the global level |
13:17 |
entuland |
or, better, run at mod's load time |
13:17 |
entuland |
so it can be inside a function as well |
13:17 |
entuland |
assuming that function is an init function that gets run at load time |
13:18 |
entuland |
just wildguessing here |
13:19 |
Andrey01 |
i run this function inside global function |
13:21 |
entuland |
and that function gets run when? |
13:21 |
entuland |
just move it out from any function, put it on top of your file |
13:21 |
entuland |
exactly as you shared it in your fiddle |
13:22 |
entuland |
gist* |
13:22 |
Andrey01 |
it gets run in process of the game |
13:23 |
entuland |
that may be the difference |
13:23 |
entuland |
cause the bar gets set at player login |
13:23 |
entuland |
if you're running your override while you're already playing, that is probably what is not making it to work |
13:23 |
Andrey01 |
but what to move out it on top of file for, then this function won`t call minetest.hud_replace_builtin() because it will separate |
13:24 |
entuland |
uh? |
13:24 |
entuland |
could you paste your _entire_ init.lua? |
13:24 |
entuland |
cause I am just using what you shared |
13:24 |
entuland |
and it works fine |
13:24 |
entuland |
without anything more than that in the init.lua file |
13:24 |
Krock |
*paste your _entire_ init.lua to pastebin.com or similar |
13:24 |
entuland |
ehhe, eh used gist already, Krock :P |
13:25 |
entuland |
but it's good to have the reminder :) |
13:25 |
entuland |
please just don't advertise pastebin.com :) |
13:26 |
Krock |
entuland: not everybody has a GitHub account |
13:26 |
Andrey01 |
https://gist.github.com/Andrey2470T/c14d6acfc2a4e07b888b560ccd9fbdac |
13:26 |
entuland |
correct, but there are many more free services way better than pastebin.com that don't get firewalled or the alike :) |
13:26 |
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13:27 |
entuland |
just move lines 15 - 23 outside |
13:27 |
entuland |
it will work just fine |
13:27 |
jluc |
I use http://pastebin.fr |
13:27 |
jluc |
it has a LUA highlighter when required |
13:28 |
Krock |
*Lua |
13:28 |
Krock |
or did you really mean LUA? https://github.com/mniip/LUA |
13:28 |
Andrey01 |
will it really work if i move that outside? |
13:28 |
Andrey01 |
well ok |
13:28 |
entuland |
just try it, I just did that and it worked for me |
13:29 |
entuland |
after all, all you're doing is overriding a table, then its statsbar.lua doing the actual work of applying it when the player logs in |
13:30 |
Andrey01 |
no, this is not what i wanted, i`ve moved it outside and it has been changed at once when i`ve logged in |
13:31 |
entuland |
ah |
13:31 |
Andrey01 |
but i wanted it to change in process of the game |
13:31 |
entuland |
then you want a different approach I guess |
13:31 |
Andrey01 |
for example, when i have eaten toxic apple and i get new HUD |
13:32 |
entuland |
look at statsbar.lua |
13:32 |
entuland |
line 126 |
13:32 |
Krock |
statbars.lua |
13:33 |
entuland |
yep, statbars.lua |
13:35 |
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13:35 |
entuland |
actually, now that I read that code better... it _should_ work even if you run it while the player is already in |
13:36 |
entuland |
I have no idea why it's not working to replace the bar at runtime |
13:36 |
entuland |
but I didn't test that, so I'll test it myself |
13:37 |
Andrey01 |
it looks like this function runs only when a player has joined, it can not run in process of the game |
13:37 |
entuland |
uhm.. no, it runs |
13:37 |
Andrey01 |
there is core.register_on_joinplayer() |
13:37 |
entuland |
it simply doesn't the work properly |
13:38 |
entuland |
doesn't _do_ the work properly |
13:38 |
Andrey01 |
but how to do it to run in game process then? |
13:38 |
entuland |
I have no idea |
13:38 |
rubenwardy |
try a minetest.after |
13:38 |
Andrey01 |
what for? |
13:39 |
entuland |
checking |
13:39 |
entuland |
nope, same effect rubenwardy |
13:39 |
entuland |
the normal hearts dissappear |
13:39 |
entuland |
but the new ones don't load |
13:39 |
entuland |
the same call works fine if ran at mod load time |
13:40 |
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13:40 |
entuland |
and shows the hearts with the new texture |
13:41 |
rubenwardy |
ohh |
13:41 |
rubenwardy |
right |
13:41 |
entuland |
found the culprit? |
13:41 |
rubenwardy |
move minetest.hud_replace_builtin to before the player joins |
13:41 |
rubenwardy |
maybe during load time |
13:41 |
entuland |
eh but he wants to replace the bar after eating some poisonous stuff or the alike |
13:41 |
entuland |
is it doable at all? |
13:41 |
rubenwardy |
you can't do minetest.hud_replace_builtin per player |
13:42 |
rubenwardy |
notice the minetest. |
13:42 |
rubenwardy |
you need to do stuff using player: things |
13:42 |
entuland |
oh |
13:42 |
entuland |
so he should replicate what statbars.lua actually does internally |
13:42 |
entuland |
to a specific player |
13:43 |
rubenwardy |
looks like you should do hud_set_flags({ health = false }) |
13:43 |
rubenwardy |
then add your own health hud |
13:43 |
rubenwardy |
kinda ew |
13:43 |
entuland |
Andrey01, try that :) |
13:43 |
rubenwardy |
you'll have to use register_on_hpchange to change the number when it changes |
13:44 |
Andrey01 |
ok |
13:45 |
rubenwardy |
ffs |
13:47 |
Andrey01 |
do i need to use minetest.register_on_hpchange() you have written? |
13:48 |
Andrey01 |
minetest.register_on_player_hpchange() |
13:48 |
Andrey01 |
only it looks like it will cal if player hp is changed |
13:49 |
Andrey01 |
https://dev.minetest.net/minetest.register_on_hpchange |
13:49 |
entuland |
If I got that right, Andrey01, you need to do two separate things: |
13:50 |
entuland |
one is disable the regular health bar and replace it with a new hud created by you, using the new texture |
13:50 |
entuland |
and |
13:50 |
entuland |
to update that new hud element |
13:50 |
rubenwardy |
correc |
13:50 |
entuland |
hook into that on-hp-change |
13:50 |
rubenwardy |
you'll need to update it when the health changes |
13:50 |
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13:50 |
rubenwardy |
unfortunately |
13:51 |
Andrey01 |
ah, i have understood all |
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Topic for #minetest is now Welcome to the official Minetest channel | Latest version: 0.4.17.1 (2018-06-10) | General, player, and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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Topic for #minetest is now Welcome to the official Minetest channel | Latest version: 0.4.17.1 (2018-06-10) | General, player, and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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14:33 |
adfeno |
Is there an admin of Xanadu here? |
14:34 |
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14:34 |
tenplus1 |
hi folks |
14:34 |
Krock |
adfeno: ^ |
14:34 |
tenplus1 |
whassup adfeno |
14:36 |
Krock |
inb4 timed out |
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14:55 |
Andrey01 |
hi |
14:56 |
Andrey01 |
get_meta() doesn`t work for player, why? at least, it is written in lua_api.txt |
15:00 |
Andrey01 |
and someone said this is new feature, what a version does support it? |
15:01 |
sur3 |
hi I saw a swappable armor stand with redstones and wonder if something similar is possible with mesecons, but I have 2 problems.. 1. the stands dont fall 2. how to through a stand upwards multiple blocks? Is there an easy solution? |
15:01 |
sur3 |
*to throw |
15:06 |
Krock |
Andrey01: you need 5.0.0-dev or later to use get_meta() on players |
15:07 |
Andrey01 |
where can i download that version? |
15:08 |
Krock |
https://forum.minetest.net/viewforum.php?f=42 https://gitlab.com/minetest/minetest/pipelines or compile it yourself (TM) |
15:12 |
sur3 |
I read something about native functions in minetest to make nodes fall like "minetest.check_for_falling" or "nodeupdate", is there a config option to make nodes fall or do i need a mod? |
15:14 |
Krock |
nodeupdate is deprecated |
15:14 |
Krock |
you can use spawn_falling node |
15:14 |
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15:16 |
sur3 |
ah ok thanks, but falling nodes are not included in minetest_game? thought I was just missing the config option.. |
15:16 |
Krock |
however, minetest.check_for_falling(pos) will be as if you'd dig a node to let the sand above fall |
15:17 |
Krock |
yes, they're not included in MTG because it's a part of the minetest core |
15:17 |
adfeno |
sur3: also gravel |
15:17 |
sur3 |
What would be need would be a sticky falling node, like a falling node where you can attach stuff on top that falls together with it.. |
15:17 |
sur3 |
*neat |
15:22 |
sur3 |
ok i found the fallen_nodes mod, I'll suggest the sticky falling node idea there.. ^^ |
15:29 |
sur3 |
I wonder is the oposite of falling nodes also implemented in minetest, similar to the octorok balloons in zelda botw, that rise in hight.. |
15:33 |
adfeno |
sur3: If i recall correctly, default fallen nodes already behave that way |
15:34 |
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15:34 |
sur3 |
ohh ok ill test that ^^ |
15:36 |
sur3 |
nope seems not to work, I placed an armor stand on top of sand and let the sand fall but the armor stand stayed in the air ^^ |
15:36 |
adfeno |
sur3: Hm... seems to be fault of the armor_stand properties then. |
15:37 |
sur3 |
but with cobblestone it also does not work.. |
15:38 |
adfeno |
If i recall correctly, in terms of development, items above blocks that suffer from gravity also have to suffer from gravity for that to work |
15:38 |
adfeno |
both the armor stand and the cobblestone don't suffer from gravity |
15:39 |
adfeno |
but if you stack gravel or sand on top of either one of gravel or sand, and dig the bottom, they will fall together |
15:39 |
sur3 |
yeah ok with sand or gravel only it works that is true, but not useful when building a complex mesecon machine ^^ |
15:40 |
Astrobe |
combine with the attached_node property |
15:40 |
Astrobe |
a node attached to another node will fall if its attached node disappears. |
15:40 |
Astrobe |
or rather, drop as an item. |
15:41 |
sur3 |
ah ok |
15:43 |
sur3 |
i wonder if there is a node move command like move node at position something to position somethingelse with all its metadata? |
15:44 |
Astrobe |
Is it me or images won't display in Shara's Hedge mod post? |
15:45 |
Shara |
They display for me |
15:45 |
Shara |
And the site I host them on is definitely up |
15:46 |
Shara |
Maybe you have something that blocks it? |
15:46 |
adfeno |
Or they force people to run some script (not simply linking to images)? |
15:47 |
Shara |
They are simple links |
15:47 |
Shara |
They're on my own site |
15:47 |
adfeno |
could you share the link to the minetest forum post, please? |
15:48 |
Shara |
https://forum.minetest.net/viewtopic.php?f=11&t=20427 |
15:49 |
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15:50 |
Shara |
One of the images can also been seen here: https://content.minetest.net/packages/Shara/hedges/ |
15:52 |
jluc |
i see the images |
15:52 |
Shara |
Thanks. So do some others I've checked with. |
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15:55 |
Astrobe |
wow, weird. I had to click on the "image" text label to see the image, and now I see them in the post. Looks like my browser has an issue. Sorry for the trouble. |
15:56 |
adfeno |
Astrobe: Don't worry :D |
15:56 |
Shara |
It's no problem at all :) |
15:56 |
Shara |
I'm just happy people were interested enough to care :D |
15:57 |
adfeno |
It is a good idea to watch out for pesky image hosting websites that make people pass through a wall of autoexecuted non-free software in JavaScript in order to see stuff. But this case wasn't like that :D |
15:58 |
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15:58 |
Shara |
It was a surprisingly tricky little mod to get right, so hoping someone finds it useful. |
15:58 |
adfeno |
I like it very much Shara |
15:58 |
Shara |
And yes... that's why I don't like to use free image hosting sites for the most part. |
15:59 |
Shara |
I do use a free domain name (which could potentially cause issues for people who think those only have bad content), but that's mostly because I could never settle on a name I liked enough and was available. I make sure the actual hosting is somewhere okay though. :) |
16:04 |
Astrobe |
In theory MediaGoblin could be used for that kind of thing. |
16:05 |
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Astrobe |
Will we have to wait for the 22nd century to have easy decentralized file hosting? Or will something like ipfs take over the world? Find out in the next episode. |
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16:34 |
Ruslan1 |
Hi sur3 |
16:34 |
sur3 |
Hi Ruslan1 |
16:35 |
Ruslan1 |
You play hameer server |
16:35 |
Ruslan1 |
? |
16:36 |
Ruslan1 |
sur3: you play hameer server |
16:37 |
sur3 |
yes, but Lisaking destroyed everything :-/ |
16:38 |
Ruslan1 |
My lighthouse is gone |
16:38 |
Ruslan1 |
It happened |
16:38 |
sur3 |
Yes my Rainbowhouse is also gone |
16:38 |
Ruslan1 |
And also mesecon is rip |
16:39 |
sur3 |
I build a new one but I'll probably concetrate more on Edolas ^^ |
16:40 |
sur3 |
yes rip mesecons, I dont think I wil play much on hameers server anymore, I have enough work with Edolas and there my buildings are save ^^ |
16:40 |
Ruslan1 |
Do you know hacker |
16:40 |
sur3 |
what do you mean? |
16:40 |
sur3 |
a player named hacker? |
16:41 |
Ruslan1 |
Nobody |
16:41 |
Ruslan1 |
That he hack my privs |
16:42 |
sur3 |
No hameer said Lisaking had all privs and abused it to revoke others. ^^" |
16:43 |
Ruslan1 |
What happened my privs |
16:44 |
sur3 |
my privs were rovoked by Lisaking, probably yours have been revoked as well? Should I contact hameer to check it? |
16:46 |
Ruslan1 |
So you hate Lisaking |
16:46 |
sur3 |
Lol no where did you read that? xD |
16:46 |
Astrobe |
A propos, what is the logic for attribution of full priviledges? When I run my server, sometimes I get all privs, sometimes basics. |
16:47 |
Astrobe |
Even when I play singleplayer, sometimes I don't get full privs. |
16:47 |
Astrobe |
I thought the first local player to connect gets them, but apparently this is not the case. |
16:48 |
Ruslan1 |
Astrobe: you need do /grantme all |
16:48 |
Astrobe |
True, but you need to have the /grant privilege for that. |
16:49 |
Ruslan1 |
Yeah I know |
16:50 |
sur3 |
I just change the privs in auth.txt when running remotely.. |
16:50 |
Ruslan1 |
How |
16:50 |
Astrobe |
ssh. |
16:50 |
sur3 |
yes :) |
16:52 |
sur3 |
I think there is also something in the config file where you can set the name of the admin/singleplayer.. |
16:52 |
Ruslan1 |
Oh ok |
16:53 |
sur3 |
https://github.com/minetest/minetest/blob/55b6bc085bee68ab8c2809cb87b16327e3ef0771/minetest.conf.example#L1469 |
16:53 |
Ruslan1 |
Ok I already did |
16:55 |
sur3 |
but i always confuse which options belong in world.mt and which options in minetest.conf.. |
16:55 |
Ruslan1 |
It easy to make server |
16:57 |
Astrobe |
Ah thanks, sur3, that will be helpful. |
16:57 |
sur3 |
you're welcome :) |
16:57 |
Ruslan1 |
:) |
16:57 |
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16:58 |
Ruslan1 |
Hi paramat |
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17:10 |
Ruslan1 |
sur3: I save my privs |
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18:04 |
MinetestBot |
[git] TumeniNodes -> minetest/minetest_game: Add fence rails 7e1b07f https://git.io/fNvE8 (2018-07-07T18:03:33Z) |
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19:20 |
GNU[BDC] |
sur3: world.mt is more for what mods to load and map format, rest is in mt.conf |
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19:57 |
sur3 |
GNU[BDC], yeah but for example I put some stuff like "server_description" in both files but its using the server_description from minetest.conf, so if I would run a seoncs world it would have the same description, I feel some options I minetest.conf would be better in world.mt |
19:58 |
sur3 |
*second |
19:59 |
GNU[BDC] |
i don't have description in world.mt only conf |
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20:02 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Boats: Properly use 'dtime' for consistent responsiveness 5c8bd34 https://git.io/fNvg4 (2018-07-07T20:00:31Z) |
20:02 |
sur3 |
yeah I just in the concept of seperation between these file is a bit confusing, dont know how that will be in 5.0 with diffferent realms, will the worlds just become realms? |
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21:00 |
Astrobe |
If perlin/voronoi noise functions are tiling, and you do a modulus 2^16 on all X/Z coordinates, you get a round world, right? |
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21:06 |
paramat |
round world as in terrain repeats? no, noise never repeats over any interval |
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21:09 |
Astrobe |
I've seen perlin noise used to create planetary textures. I know that at least these textures can self-tile horizontaly. |
21:09 |
paramat |
hmm actually |
21:09 |
Astrobe |
for the vertical dimension I'm not sure because of the deformation of the spherical projection. |
21:10 |
paramat |
it probably can depending on how it is coded |
21:10 |
paramat |
but i doubt MT noise is coded to tile on a scale equal or smaller than a world |
21:10 |
Astrobe |
yeah, I'm not sure if it's an intrisic property for perlin. |
21:11 |
Astrobe |
And even less sure for voronoi. |
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21:23 |
Astrobe |
Bah, one would have to implement timezones in this world. Too much trouble. |
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21:33 |
paramat |
there is a PR for per-player time offset |
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21:40 |
Astrobe |
Don't accept it. Next thing you know, they'll want daylight saving time. |
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