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cafee__ |
hey guys, how can I simultaneously get values from multiple node formspec elements without saving it to node metadata? For example, I'm doubleclicking an entry in a table, and then I'm clicking another button and checking for "fields." values of both |
01:20 |
entuland |
cafee__: you can store it in a local table of your mod (keyed on the playername) |
01:20 |
entuland |
every time you receive the fields you store the data, when you're ready (you have all the data) you process it |
01:21 |
entuland |
not sure if it fits with your case, but it should work |
01:21 |
cafee__ |
No, that would be a bad design in my case |
01:21 |
entuland |
okay |
01:21 |
entuland |
somewhere you have to store it |
01:21 |
cafee__ |
Metadata it is then |
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bulk_bogan |
included in original game |
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Ruslan1 |
hello |
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bulk_bogan |
several times |
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VanessaE |
+ |
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06:34 |
Alexand{er|ra} |
I've been trying to make a palette-based wool node for several says now, but I've run into a problem. Because the palette is applied using multiplication instead of addition, the wool pattern has too much contrast on the white wool, but too little contrast on the black wool. It seems to be an inherent problem in using palates multiplicatively instead of additively, but the doc file specifically mentions |
06:34 |
Alexand{er|ra} |
palettes as being a good way to define multicolour wool. Wool, specifically, is the one example given. Is the doc file just wrong, and Minetest palettes aren't usable for multicolour nodes in which the brightness can vary so much? |
06:37 |
Alexand{er|ra} |
I mean, I think I could make a working multi-colour node with this if I confined the colours to some mono-luminosity curve, such as 255 == cube_root(r^3+ g^3 + b^3), but that doesn't allow for wool to work because of drastically different colours of it such as black and white. |
06:38 |
Alexand{er|ra} |
I can do something else, but I'd have to throw out all the current dyes and make them incompatible with my node to make that work. |
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15:03 |
cafee__ |
hey guys, do I have to emerge map blocks to set_pos entities to not loaded (or generated) locations? |
15:03 |
rubenwardy |
not sure on what you mean |
15:03 |
rubenwardy |
but moving an entity to a notloaded position will cause the entity to be saved and become inactive |
15:04 |
rubenwardy |
it won't load the position |
15:04 |
cafee__ |
Well I want to set_pos for entities to a distant (unloaded) location and make sure that they are preserved (not destroyed) |
15:05 |
rubenwardy |
they won't be destroyed, but they may be unloaded |
15:05 |
cafee__ |
Yes, good, that's the behavior I want |
15:06 |
cafee__ |
But for setting nodes I will have to load map block first? |
15:14 |
rubenwardy |
yes |
15:15 |
cafee__ |
Well it seems that setting pos for entities to unloaded map blocks (that weren't loaded before this session) segfaults the server |
15:17 |
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15:38 |
Astrobe |
"Euclidean metric"... That's a pretty mean way to say things. |
15:40 |
Astrobe |
And it actually says nothing at all, because what you want to know is: What.Are.The.Freaking.Units.Godamit. |
15:41 |
Astrobe |
Also "maximum metric". brb, getting my PhD. |
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16:41 |
hisforever |
Hi I have a Question . Can worldedit make blocks dark? |
16:41 |
Alexand{er|ra} |
Does anyone have any experience working with Minetest palettes? If so, is it possible to have dark colours and light colours on the same palette (like black and white for a wool node) without making the node look like garbage? |
16:42 |
Alexand{er|ra} |
hisforever: Probably. It wouldn't surprise me. |
16:42 |
Alexand{er|ra} |
We've got light glitches, and I don't know what all triggers them. |
16:42 |
Alexand{er|ra} |
I think there's a command to fix that. I'll look it up. |
16:43 |
Astrobe |
The question is ambiguous: do you want to make block darks, or do you see drak blocks and wonder why? |
16:43 |
Alexand{er|ra} |
hisforever: It looks like you want "/fixlight". |
16:43 |
hisforever |
Alexander |
16:44 |
Alexand{er|ra} |
Alexand(er|ra), not Alexander. Or Alex, if you want something shorter. |
16:44 |
hisforever |
I knoe Alex but when I eather use the fix light in world edit it gets worse |
16:45 |
Alexand{er|ra} |
Huh. Sorry, I don't know then. |
16:45 |
hisforever |
even the code // replace air air makes the build darker |
16:46 |
Alexand{er|ra} |
I don't have much experience with worldedit. Hardly any. |
16:46 |
Alexand{er|ra} |
My guess is that it's setting the param1 to zero when it replaces. |
16:46 |
Alexand{er|ra} |
Which would mean zero light. |
16:47 |
hisforever |
ing when you build something that reakky looks great on the out side then go in and find a mess lolI understand Alex its just upsetto |
16:47 |
Alexand{er|ra} |
Yeah, I imagine so. |
16:47 |
Alexand{er|ra} |
Have you tried placing and removing torches? |
16:48 |
Alexand{er|ra} |
Sometimes that fixes light errors. Not always. |
16:48 |
hisforever |
hummm no I haven't ty |
16:49 |
Alexand{er|ra} |
I'd try that near the top of the shadow. Build up to the top of the shadow if it's taller than your building. |
16:50 |
hisforever |
i had a bunch of stuff on an external hd but had to format it to get it too work in Linux mint grrr |
16:51 |
Alexand{er|ra} |
That's strange. Mint should be able to read the drive without formatting, unless it was in the OS X format. Mint reads Windows-based and Linux-based formats. |
16:51 |
Alexand{er|ra} |
I think BSD uses the same formats as Linux, not sure on that. |
16:51 |
hisforever |
Alex I thank you for your thoughts so God bless I have to go |
16:52 |
Alexand{er|ra} |
Alright. Good luck! |
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18:54 |
Astrobe |
"Adds a command to bring up a formspec that allows mobile users to put on armor". I guess you really need armor to play survival on mobile. |
19:01 |
Alexand{er|ra} |
Why is that not just added to the main menu using sfinv? |
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20:52 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Boats: Use driver name string instead of objectref ee72bc7 https://git.io/fNYuQ (2018-07-15T20:50:07Z) |
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23:02 |
hisforever |
Hi Can anybody tell me what the heck I'm doing wrong https://imgur.com/a/8H6ZDdH |
23:02 |
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23:03 |
hisforever |
Trying to get rid od darksopts https://imgur.com/a/8H6ZDdH |
23:04 |
hisforever |
I've trirf //replace air air without any sucess |
23:06 |
hisforever |
trirf = tried lol |
23:23 |
entuland |
how did you build that, hisforever? |
23:23 |
entuland |
from code? |
23:24 |
entuland |
if so, tried resetting the lighting or simply placing and removing torches to trigger the light recalculation? |
23:24 |
entuland |
I wonder if you're expected to actually place lights there - my experience is that windows don't really work as in real life there |
23:27 |
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23:29 |
hisforever |
entuland: I used the stacj tool for most of it |
23:29 |
entuland |
try placing and removing some torches |
23:29 |
entuland |
you'll see at once if lighting gets recalculated |
23:30 |
entuland |
if removing them will bring you back to the dark spots, I guess you just need to add interior lights |
23:30 |
entuland |
or replace the ceiling with glasses :) |
23:30 |
hisforever |
just torches? |
23:31 |
hisforever |
ok thanks |
23:31 |
hisforever |
brb |
23:32 |
entuland |
yw |
23:34 |
hisforever |
guess I'll have to have torches all ofer lol |
23:34 |
entuland |
well, there are better lights |
23:34 |
entuland |
such as the mese lamps |
23:35 |
hisforever |
tried removing torches , dark came back |
23:35 |
entuland |
then you need lights, yes |
23:35 |
entuland |
you could as well cheat and make your own light emitting nodes |
23:35 |
entuland |
or have "transparent" ceiling blocks (transparent only to the light) |
23:35 |
entuland |
still looking like ceiling |
23:36 |
entuland |
but in the end, putting some lamp holders here and there, and lights on the ceiling, won't harm and would decorate |
23:37 |
hisforever |
entuland ty you've been a big help |
23:37 |
entuland |
yw |
23:38 |
hisforever |
I have to go I have to use phone wify Hod bless |
23:38 |
entuland |
ehehehe |
23:53 |
sur3 |
Shara ach du bist op deswegen hab ich dich in der liste übersehen.. xD |
23:53 |
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23:54 |
Shara |
:D |
23:54 |
sur3 |
btw I'm kurktu ^^ |
23:54 |
Shara |
I worked that out now :) |
23:54 |
sur3 |
:) |