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 00:04 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. 00:28 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 00:49 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. 01:42 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 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 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 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 16:45 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Content store: Use composite key to track installations (#8054) 13944e9f5 https://git.io/fhM25 (152019-01-30T16:43:28Z) 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 21:24 Oil_boi_minetest I have too many questions :( 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 21:43 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 21:51 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 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 22:53 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 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 23:14 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 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 jas_ like Settings has get_bool, but store does not 23:37 ChimneySwift you can use minetest.serialize to store tables 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 ^