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03:37 |
cimbakahn |
Hello Everyone! |
03:41 |
cimbakahn |
I am having trouble with the 'teleport pad'. It reads "teleport pad coordinates failed". What am i doing wrong? I made sure i typed in the coordinates exactly. |
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cimbakahn |
Never mind. I figured it out. You only use whole numbers on it. Like -890.4 would be -890 |
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MinetestBot |
deltasquared: Jul-08 16:46 UTC <paramat> "yet other code begins executing immediately" that's because other code isn't 'async' so it's run immediately. when you start a world the server is very busy and 'emerge area' is low priority so is delayed a little. "that suggests someone put a delay in as a half-assed fix" um no we wouldn't |
13:32 |
deltasquared |
!tell paramat I see. I didn't think that server start-up would take so long - if that is the case, I'll have to re-work my strategy anyway, it would seem starting and stopping servers quickly would not be the right approach to what I'm trying to do. |
13:32 |
MinetestBot |
deltasquared: I'll pass that on when paramat is around |
13:32 |
deltasquared |
meanwhile |
13:33 |
deltasquared |
it seems CSMs don't have an equivalent to get_modpath() just yet. was just wondering if there's something I've missed as it would be convenient not to have to lump everything together in init.lua. |
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13:36 |
Krock |
deltasquared: preview/init.lua |
13:36 |
Krock |
> dofile("preview:example.lua") |
13:37 |
deltasquared |
Krock: oooh, that's cool |
13:37 |
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13:37 |
deltasquared |
I actually like that approach better than the current get_modpath().."/foo.lua" boilerplate |
13:39 |
deltasquared |
hmm, completely throws my modns loader thing out of the window for CSMs... that relies on paths as-is |
13:39 |
deltasquared |
maybe I could override the impl for that as well... hmm |
13:39 |
* deltasquared |
goes away to tinker |
13:40 |
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13:40 |
Krock |
maybe you need 5.0.0-dev for that |
13:41 |
Krock |
not sure when it was added |
13:42 |
Krock |
I see. No such line in 0.4.17.1 |
13:45 |
deltasquared |
Krock: I don't actually see the preview CSM in the file list for my distro's minetest package(s), so it seems not |
13:46 |
Krock |
original source is there to help. https://github.com/minetest/minetest/blob/stable-0.4/clientmods/preview/init.lua |
13:47 |
deltasquared |
Krock: I see what you mean, I don't see any lines utilising that syntax |
13:48 |
deltasquared |
in that version anyways |
13:49 |
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15:26 |
LMD |
Hello ! Im looking for the easiest solution to get inventory image of node. |
15:27 |
LMD |
node is given by nodename |
15:27 |
LMD |
EDIT : https://appgurueu.github.io/lua_api.html#gheader63 solves my problem |
15:28 |
ANAND |
Advertising? :) |
15:28 |
LMD |
of course :P but I really like to use my own HTML Version. its true |
15:29 |
ANAND |
For the sake of completeness, let me provide a solution here... |
15:29 |
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15:30 |
LMD |
so like minetest.registered_items[minetest.registered_nodes[nodename]].inventory_image ??? |
15:30 |
ANAND |
Assuming that I can find one.. |
15:30 |
ANAND |
ah yes |
15:30 |
ANAND |
but that will only return inventory_image.png |
15:31 |
LMD |
then wieldimage ? |
15:32 |
ANAND |
you could access the image by doing this (hacky solution): |
15:32 |
LMD |
of course we could also minetest.registered_nodes[nodename] and feed that into invcube : https://appgurueu.github.io/lua_api.html#gheader43 - inventorycube texture modifier |
15:32 |
ANAND |
local image = minetest.get_modpath("") .. "/textures/" .. minetest.registered_nodes[name].inventory_image |
15:32 |
LMD |
using the tiles of the Node :) |
15:33 |
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15:33 |
ANAND |
Yes, that could also be useful |
15:33 |
LMD |
are you sure a png img is generated and stored on fs ? |
15:33 |
ANAND |
An inventory image supplied to minetest.register_node is a png file |
15:34 |
LMD |
ah, you got me wrong I guess ! I mean those automatically generated inv_imgs |
15:34 |
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15:34 |
LMD |
so u dont supply it, MT generates it! |
15:34 |
LMD |
then I could use item.inv_img ? |
15:37 |
ANAND |
invcube can only be used for cubical items like nodes |
15:39 |
LMD |
yes thatz true - but custom models for nodes arent existant in our game... |
15:39 |
LMD |
oops - torches & plants :P |
15:47 |
LMD |
This is far harder than I thought... |
15:49 |
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MinetestBot |
paramat: Jul-09 13:32 UTC <deltasquared> I see. I didn't think that server start-up would take so long - if that is the case, I'll have to re-work my strategy anyway, it would seem starting and stopping servers quickly would not be the right approach to what I'm trying to do. |
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MinetestBot |
[git] ClobberXD -> minetest/minetest: Builtin/../misc.lua: Replace minetest. with core., improve codestyle … 498078b https://git.io/fNJuL (2018-07-09T18:11:35Z) |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: core.spawn_falling_node: Keep metadata (#7476) 0cf3645 https://git.io/fNJ5d (2018-07-09T21:33:21Z) |
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