Time |
Nick |
Message |
00:01 |
Oil_boi_minetest |
I can't really find anything in the docs that say anything along that line |
00:01 |
paramat |
https://github.com/minetest/minetest/blob/d9f5ff42a1c309fde9637aed99f696c499561ddb/doc/lua_api.txt#L3125 |
00:01 |
|
bodqhrohro joined #minetest |
00:04 |
Oil_boi_minetest |
Thank you so much |
00:06 |
zaphraud |
adjusting the range to make the staircase fade in and out, its between 300 and 350 voxels away now. pretty big cave. |
00:11 |
Xiong |
zaphraud you want ropes. |
00:14 |
|
tuedel_ joined #minetest |
00:17 |
|
Unioll joined #minetest |
00:19 |
|
tuedel joined #minetest |
00:28 |
Oil_boi_minetest |
Is there a way to change the speed that a tile changes the frame on a node?? |
00:29 |
Oil_boi_minetest |
Oh length, my bad |
00:31 |
galaxie |
How difficult is it to compile MineTest on Windows? Mac? |
00:31 |
galaxie |
Would I have to cross-compile from Linux or something? |
00:44 |
Oil_boi_minetest |
Let's try to make snow happennn https://youtu.be/0lysZc6a1jU |
00:48 |
|
ANAND joined #minetest |
00:49 |
Emerald2 |
Wow somebody spammed the heck out of the forum. |
00:54 |
galaxie |
There is this one mod, irc, that looks like it might complicate compilation to Windows/Mac. |
01:04 |
|
illwieckz joined #minetest |
01:42 |
kaeza |
Emerald2: what spam? ;-) |
01:43 |
Emerald2 |
Buncha posts about essays. |
01:43 |
Emerald2 |
Oh, you took care of it? :D |
01:44 |
Oil_boi_minetest |
damn I guess snow using particles just isn't possible because it's super laggy :( |
01:44 |
kaeza |
galaxie: there are some attempts in the irc topic, even a custom client with built-in luasocket |
01:45 |
kaeza |
Compilation under Windows is not hard if you base off buildbot.sh |
01:47 |
kaeza |
Last time I compiled under w32 I only had to compile Irrlicht myself. |
01:48 |
kaeza |
The rest I borrowed from sfan 5's server. |
01:48 |
Oil_boi_minetest |
kaeza: is there any way to get a node to go through it's animation more randomly?? |
01:49 |
zaphraud |
Which ropes should I download? |
01:49 |
zaphraud |
It looked like it installed a bunch of vines too is that the right one? |
01:50 |
kaeza |
Oil_boi_minetest: other than manually cycling nodes, don't think so. |
01:51 |
kaeza |
E.g. via an ABM. |
01:53 |
* kaeza |
wonders if it's possible to compile Mindy under Termux. |
01:53 |
kaeza |
Bleh |
01:53 |
kaeza |
s/Mindy/Minetest/ |
02:12 |
zaphraud |
Ooh who's mindy? |
02:13 |
zaphraud |
Comes up in the autocorrect frequently eh :-) |
02:14 |
zaphraud |
There's a free version of visual studio if you want a c compiler for the Windows 10 OS. |
02:15 |
zaphraud |
Although you can't just drop Linux stuff into it can you? |
02:15 |
zaphraud |
I died. |
02:16 |
zaphraud |
at -1600 deep. I fell from like -1550 or so too, oops |
03:04 |
|
Cornelia joined #minetest |
03:21 |
|
Lia joined #minetest |
03:26 |
|
oil_boi_minetest joined #minetest |
03:43 |
|
kaeza joined #minetest |
04:02 |
|
Helwyr joined #minetest |
04:15 |
|
kuldeep joined #minetest |
04:34 |
|
cafee__ joined #minetest |
04:38 |
|
norkle joined #minetest |
04:46 |
|
zaphraud joined #minetest |
04:47 |
zaphraud |
going multiplayer on vanessa's server. First time. |
04:47 |
zaphraud |
it gonna eventually load that media i think. stuck at 58% |
04:48 |
zaphraud |
ahh |
04:51 |
zaphraud |
it says i need to do a quest of digging dirt but every time i try it says the dirt is protected and owned by system hmmm |
04:51 |
zaphraud |
i gotta find other dirt i guess |
04:59 |
|
ssieb joined #minetest |
05:26 |
|
oil_boi_minetest joined #minetest |
05:39 |
oil_boi_minetest |
I did it :D |
05:39 |
oil_boi_minetest |
https://youtu.be/y-yKSn8ayj4 |
05:39 |
oil_boi_minetest |
Snow and rain! :D |
05:46 |
|
Hawk777 joined #minetest |
07:00 |
|
dch joined #minetest |
07:29 |
|
CWz joined #minetest |
07:31 |
|
SanskritFritz joined #minetest |
07:39 |
|
CWz joined #minetest |
07:39 |
|
ichoquo0Aigh9ie joined #minetest |
07:40 |
|
aheinecke joined #minetest |
08:15 |
|
nowhere_man joined #minetest |
10:18 |
|
Beton joined #minetest |
10:31 |
|
calcul0n joined #minetest |
10:39 |
|
ssieb joined #minetest |
10:48 |
|
proller joined #minetest |
10:52 |
|
Beton_ joined #minetest |
10:59 |
|
ssieb joined #minetest |
11:12 |
|
jas_ joined #minetest |
11:15 |
|
riff-IRC joined #minetest |
11:17 |
|
NathanS21 joined #minetest |
11:17 |
|
proller joined #minetest |
11:27 |
|
jluc joined #minetest |
11:30 |
|
Fixer joined #minetest |
11:47 |
|
Ruslan1 joined #minetest |
11:51 |
|
SanskritFritz joined #minetest |
11:53 |
|
rtjure joined #minetest |
12:31 |
|
Markow joined #minetest |
12:52 |
|
troller joined #minetest |
12:58 |
|
Hirato joined #minetest |
13:10 |
|
ANAND joined #minetest |
13:15 |
|
proller joined #minetest |
13:51 |
|
NathanS21 joined #minetest |
13:54 |
|
LMD joined #minetest |
13:54 |
|
entuland joined #minetest |
13:56 |
|
entuland_ joined #minetest |
14:06 |
|
nowhereman joined #minetest |
14:12 |
|
NathanS21 joined #minetest |
14:43 |
|
cafee__ joined #minetest |
15:12 |
|
DI3HARD139 joined #minetest |
15:33 |
|
Ruslan1 joined #minetest |
15:44 |
|
orwell96_mt joined #minetest |
15:49 |
|
orwell96_mt joined #minetest |
15:53 |
ircSparky |
I'm guessing the reason dirextx9 with minetest dosnt have transparency or lighting is due to it not being maintained? or is there some fixable issue? |
15:53 |
ircSparky |
oh wit |
15:53 |
ircSparky |
wait* |
15:53 |
Ruslan1 |
Hello |
15:53 |
ircSparky |
disabling the shaders fixed it |
15:55 |
sfan5 |
it's due to shaders not working on d3d |
15:58 |
|
orwell96_mt joined #minetest |
16:08 |
|
proller joined #minetest |
16:45 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Content store: Use composite key to track installations (#8054) 944e9f5 https://git.io/fhM25 (2019-01-30T16:43:28Z) |
16:48 |
|
nowhereman joined #minetest |
17:09 |
|
proller joined #minetest |
17:17 |
|
jluc joined #minetest |
17:27 |
|
galaxie left #minetest |
17:29 |
|
Gael-de-Sailly joined #minetest |
18:42 |
|
sur3 joined #minetest |
18:45 |
|
entuland joined #minetest |
18:52 |
|
Darcidride_ joined #minetest |
18:54 |
|
sur3 joined #minetest |
18:55 |
|
Darcidride_ joined #minetest |
18:55 |
|
Tux[Qyou] joined #minetest |
18:58 |
|
sur3 joined #minetest |
19:39 |
|
sur3 joined #minetest |
19:41 |
|
ssieb joined #minetest |
19:44 |
|
sur3 joined #minetest |
19:54 |
|
sur3 joined #minetest |
19:58 |
|
sur3 joined #minetest |
20:21 |
|
troller joined #minetest |
20:24 |
|
cafee__ joined #minetest |
20:32 |
|
fwhcat joined #minetest |
20:33 |
|
cafee__ joined #minetest |
20:35 |
|
Markow joined #minetest |
20:37 |
|
cafee__ joined #minetest |
20:37 |
|
filpAM joined #minetest |
20:40 |
|
filpAM left #minetest |
20:42 |
|
sadsnork joined #minetest |
20:51 |
|
Oil_boi_minetest joined #minetest |
20:56 |
Oil_boi_minetest |
Is there a way to set a node's draw type to spritelike or something? So it's always facing you |
20:58 |
|
scr267a joined #minetest |
21:18 |
|
Oil_boi_minetest joined #minetest |
21:24 |
Oil_boi_minetest |
I have too many questions :( |
21:27 |
|
paramat joined #minetest |
21:28 |
paramat |
no, nodes cannot be spritelike |
21:29 |
Oil_boi_minetest |
Should I just make an entity that's like 50 nodes tall and make it so it uses the sprite over and over like I currently have for snow, but instead of making a whole bunch of them, they just cover the surface? Or do you thing the game would noooot like that? |
21:29 |
Oil_boi_minetest |
I dunno how well entity performance would be in a 25 node radius |
21:29 |
Oil_boi_minetest |
like a single entity on the y axis for a 25 node radius, shouldn't be too much hit on performance right? |
21:31 |
Oil_boi_minetest |
Then instead of using abms or voxel manip to delete them when the weather changes I could just call something like snow.kill_weather_entities and it'll remove the snow fall entities |
21:31 |
paramat |
my attempt at this method https://forum.minetest.net/viewtopic.php?f=11&t=9915 |
21:32 |
Oil_boi_minetest |
paramat: Oooooo that was also an idea, real clouds, I'm sure I'll try that down the road. That looks really cool |
21:33 |
paramat |
1 entity per column? |
21:33 |
Oil_boi_minetest |
Exactly! |
21:33 |
paramat |
lots of entities, i think using nodes is less intensive, and FPS likely similar |
21:33 |
Oil_boi_minetest |
Maybe I could spawn them in and instead of killing them and creating them, I could move them with the player to the new area as to conserve performance |
21:34 |
Oil_boi_minetest |
Time to experiment :D |
21:36 |
paramat |
my use of node-clouds added issues, now i would prefer to have no node-clouds and just modify the skybox |
21:37 |
paramat |
and yes the particle approach of snowdrift has other issues, particle count has to be low |
21:37 |
Oil_boi_minetest |
paramat: do particles use opengl collision detection or cpu? |
21:39 |
Oil_boi_minetest |
Wait wait wait, is it even possible to create animated textures for entities? See so many questions :P |
21:40 |
|
Helwyr joined #minetest |
21:43 |
paramat |
entities can have animations, but probably a 5.0.0-dev feature |
21:43 |
paramat |
oh hang on |
21:43 |
paramat |
i'm thinking about particles sorry |
21:44 |
Oil_boi_minetest |
Lucky me I have 5.0 dev |
21:45 |
paramat |
particles use MT's own collision code https://github.com/minetest/minetest/blob/944e9f5acbac8971643553eb6e351abe362c4c17/src/client/particles.cpp#L136 |
21:45 |
paramat |
not sure if entities can have animations, might depend on the 'visual' type |
21:48 |
|
Tux[Qyou] joined #minetest |
21:51 |
Oil_boi_minetest |
paramat: yeah it's looking like I can't remap the texture to repeat down the sprite unless I do something ridiculous like copy the frame how ever many times I need it (ie how many nodes tall per column) which would make the already 14400 pixel tall sprite sheet 288000 pixels tall |
21:51 |
|
FreeFull joined #minetest |
21:51 |
Oil_boi_minetest |
I'm just going to throw the abm code into the voxelmanip code and call it |
21:56 |
Oil_boi_minetest |
Dead ends at every turn, what I'm trying to do is make the texture a column that's upright but acts as an up right sprite so it always faces you, so the texture doesn't look repetitive |
22:04 |
|
troller joined #minetest |
22:17 |
|
TC01 joined #minetest |
22:29 |
|
kaeza joined #minetest |
22:46 |
|
paramat joined #minetest |
22:53 |
Oil_boi_minetest |
is there a way to force the server to stay open for a few seconds on shutdown to write voxelmanip data? :( |
22:56 |
Oil_boi_minetest |
Ooops if you try to force load on shutdown the whole game crashes |
22:57 |
ChimneySwift |
are you shutting down via lua? |
23:00 |
|
Tux[Qyou] joined #minetest |
23:00 |
Oil_boi_minetest |
ChimneySwift: yerp |
23:00 |
Oil_boi_minetest |
Oh, no I'm not |
23:01 |
Oil_boi_minetest |
ChimneySwift: I'm trying to call this when the player exits the world in singleplayer, basically trying to clear weather on exit |
23:01 |
ChimneySwift |
use vm:set_data() within minetest.register_on_shutdown(func())? |
23:04 |
Oil_boi_minetest |
I'm calling a function that does that, but it seems to not work ChimneySwift |
23:05 |
ChimneySwift |
try putting a console log in that callback to see if it's getting called on shutdown of a singleplayer world? I thought it does get called but not sure now |
23:11 |
|
riff-IRC joined #minetest |
23:14 |
Oil_boi_minetest |
It doesn't write to debug.txt if the game crashes, I'm going to try to dump the whole function into the shutdown sequence |
23:16 |
Oil_boi_minetest |
ChimneySwift: nothing, but minetest.set_node works? maybe I can just do it like that, it'll slow down the whole sequence but it seems to work |
23:17 |
Oil_boi_minetest |
I used to play a long time ago and set_node used to be really, really slow but maybe that changed |
23:23 |
Oil_boi_minetest |
Oooo, maybe I can use mod storage to store the last position and then clear weather on startup! |
23:31 |
|
NathanS21 joined #minetest |
23:31 |
Oil_boi_minetest |
ChimneySwift: is there docs on mod storage? |
23:35 |
jas_ |
local store = minetest.get_mod_storage(). yes, there's documentation on it, search lua_api.txt for mod storage. |
23:35 |
jas_ |
then store:get(), or :get_string, or :set_string, and some other stuff, but not bools, maybe ints. |
23:35 |
jas_ |
yes ints |
23:36 |
jas_ |
I think it's like most meta stuff, but there's differences |
23:36 |
|
argyle77 joined #minetest |
23:36 |
jas_ |
like Settings has get_bool, but store does not |
23:37 |
ChimneySwift |
you can use minetest.serialize to store tables |
23:38 |
|
cyberarm joined #minetest |
23:45 |
paramat |
set_node is still slow when used in large numbers, inevitably, because it is a full map access for one node |
23:59 |
rubenwardy |
!book storage |
23:59 |
MinetestBot |
rubenwardy: Storage and Metadata - https://rubenwardy.com/minetest_modding_book//en/map/storage.html |
23:59 |
rubenwardy |
Oil_boi_minetest ^ |