Time |
Nick |
Message |
00:03 |
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00:09 |
Oil_boi_minetest |
Wait building minetest on windows is really this easy? |
00:12 |
rubenwardy |
:O |
00:12 |
rubenwardy |
said no one, ever |
00:16 |
kaeza |
5,99[22:45] ,99 7,99<5,99kaeza>,99 Compilation under Windows is not hard if you base off buildbot.sh |
00:16 |
Oil_boi_minetest |
No seriously: https://forum.minetest.net/viewtopic.php?f=42&t=17797# This still works :D |
00:16 |
kaeza |
5,99[22:47] ,99 7,99<5,99kaeza>,99 Last time I compiled under w32 I only had to compile Irrlicht myself. |
00:17 |
Oil_boi_minetest |
Oop kaeza I spoke too soon, few libraries missing :T |
00:19 |
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00:19 |
Oil_boi_minetest |
no wait again! they were just in the packages directory! I unzipped them all and moved them to bin and it all works. It's weird to see minetest start up with an irrlicht icon |
00:21 |
kaeza |
https://i.kym-cdn.com/entries/icons/original/000/005/600/its-something.jpg |
00:24 |
zaphraud |
is there a depth where the sun finally doesn't reach to, if you are digging straight down? |
00:24 |
Fixer |
i only build minetest on windows, nothing else |
00:24 |
zaphraud |
Emerald: yeah I know I can get the latest lots of ways I just lazily did an apt-get minetest. |
00:25 |
zaphraud |
at some point I suppose I ought to start installing it from source |
00:25 |
Fixer |
i don't build irrlicht or smth, i have it precompiled |
00:25 |
Fixer |
from sfan server |
00:26 |
Emerald2 |
Adding the ppa is one command though. It's easy. :) |
00:27 |
zaphraud |
the /time command returns military time right? with 13 being like the middle of the day? |
00:27 |
zaphraud |
The sun doesn't seem to shine at depth. |
00:28 |
kaeza |
It should extend infinitely down. |
00:32 |
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00:33 |
zaphraud |
Maybe I accidently dug to the side at some point. Hmm. |
00:35 |
zaphraud |
..hmm "fly mode enabled" in advanced settings still doesn't set the priv. |
00:36 |
zaphraud |
it seems to have the same effect as hitting "k", rather. |
00:39 |
Emerald2 |
You need to use a command in game to grant privs. |
00:40 |
zaphraud |
something even more bizarre happened. I flew back up and somehow, there's a piece of unmined stone above me! While falling and mining it seems I was able to pass thru one! |
00:40 |
zaphraud |
got the priv, thanks. |
00:41 |
zaphraud |
no there were several pieces blocking the sun. Apparently a block of changes got lost during my decent. about 4 of them. |
00:47 |
zaphraud |
I went back thru the list of actions on the CLI from where I launched it and judging from the height, I think what I did to trigger it was, I had a bunch of crud around me cause inventory was full, I was mining down with a diamond pickaxe and taking screenshots as I drilled down because why not, lots of stuff on screen. |
00:50 |
zaphraud |
https://ibb.co/swMfc3p this is about where the blocks that didn't save was. |
00:50 |
zaphraud |
any idea why taking a screenshot in ubuntu might impede saving? |
00:51 |
zaphraud |
coincidence? I can try to reproduce it later on a newest version |
00:52 |
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00:53 |
kaeza |
Disk full? :P |
00:54 |
Oil_boi_minetest |
is there any way to change fly speed? |
00:55 |
zaphraud |
...and sunlight is fading out at around -720 or so when its 16:00 time. Interesting. |
00:55 |
zaphraud |
Nah disk wasn't full I was thinking it might have been a one-off file access error that the app should have responded to by making the request again, but didn't. |
00:56 |
zaphraud |
there's a "fast" priv too |
00:58 |
kaeza |
And "noclip" too. |
00:58 |
Oil_boi_minetest |
kaeza: https://pastebin.com/raw/Dy7vg8YC Why wouldn't this create a biome in the sky?? |
00:59 |
kaeza |
Oil_boi_minetest: I have no idea about mapgen stuff, sorry. |
01:00 |
Oil_boi_minetest |
Damn |
01:15 |
zaphraud |
so the entire biome is supposed to be between 100 and 256? .. it looks like you've got values set both ways. Should one or the other be commented out? |
01:21 |
zaphraud |
...just turned freemove off over a body of water and almost died. didn't realize it needed depth. |
01:30 |
Oil_boi_minetest |
zaphraud: yeah? Should I have no max?? |
01:32 |
zaphraud |
I dunno but maybe they need to match? |
01:33 |
zaphraud |
Diamond hoe you make me feel |
01:33 |
zaphraud |
Like I am farming when you are near |
01:33 |
zaphraud |
You activate dirt with your blade |
01:33 |
zaphraud |
Hoe you make this game get played |
01:33 |
zaphraud |
Ooh oh diamond hoe |
01:33 |
zaphraud |
That's my diamond hoe |
01:33 |
zaphraud |
Ooh oh diamond hoe |
01:33 |
zaphraud |
That's my diamond hoe |
01:33 |
zaphraud |
heh |
01:34 |
zaphraud |
so you can make a biome where it always, always rains and limit it to only being in the north west... |
01:38 |
Oil_boi_minetest |
I dunno, maybe the engine just doesn't support anything but the floatlands? |
01:40 |
zaphraud |
https://github.com/Rui914/creeper the creeper is 404? |
01:43 |
zaphraud |
...and the creeper forum post requires an activated account to view. oh well. |
01:43 |
zaphraud |
https://wiki.minetest.net/Mods/Creeper was what i wanted |
01:44 |
Oil_boi_minetest |
Oh my |
01:44 |
Oil_boi_minetest |
The creeper is 404 wooo |
01:45 |
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01:52 |
zaphraud |
"You are not authorised to read this forum." |
01:53 |
zaphraud |
What the fuck happened to the Creeper? |
01:53 |
zaphraud |
It's like.. someone classified it. |
01:59 |
zaphraud |
https://github.com/AntumMT/mod-sneeker good enough |
02:00 |
zaphraud |
Might as well re-skin it and add an "Allahu Ackbar!" sound and call it Muslim instead. That would be a fine mob! Very fitting. |
02:00 |
zaphraud |
I mean if we can't call it creeper, why bother with "sneeker". |
02:00 |
zaphraud |
sigh |
02:06 |
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02:06 |
kaeza |
There's also mob framework's what was it..."boomers"? |
02:08 |
kaeza |
And also j4i's(?) exploding mushroom thingies. |
02:09 |
swift110 |
hey all |
02:09 |
kaeza |
Can't find them. |
02:09 |
Helwyr |
hello |
02:09 |
kaeza |
Greetings, swift110. |
02:11 |
Oil_boi_minetest |
I accidentally created the minecraft farlands :( https://i.imgur.com/RwMbGOL.jpg |
02:11 |
zaphraud |
oooh |
02:12 |
zaphraud |
thats awesome |
02:12 |
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02:12 |
zaphraud |
its working tho, there's that. |
02:13 |
zaphraud |
I got a weird error |
02:13 |
zaphraud |
Failed to enable mod "basic_materials-master" as it contains disallowed charact |
02:14 |
zaphraud |
ers. Only characters [a-z0-9_] are allowed. |
02:14 |
kaeza |
Remove "-master". |
02:22 |
zaphraud |
yeah that fixed it. renaming the directory. Bizarre because the directory named "pipeworks-master" doesn't generate this issue. Oh well. |
02:25 |
zaphraud |
welp looks like zombies continue to take damage even if they get in the water. |
02:25 |
zaphraud |
I just saw two keel over after running into a river |
02:26 |
kaeza |
Pipeworks may have a mod.conf file specifying the "real" name of the mod, while basic materials doesn't. |
02:27 |
zaphraud |
Oh ok |
02:37 |
Oil_boi_minetest |
DUDE I figured out 3d perlin noise in the API :O |
02:37 |
Oil_boi_minetest |
https://i.imgur.com/a9JEABA.jpg |
02:37 |
zaphraud |
cme has creatures/functions.lua that deals with zombie damage. It should be added at line 639 but I am not sure what to check to find out if the zombie is currently swimming. |
02:38 |
zaphraud |
whoa.. its like a sponge. thats nice looking |
02:39 |
zaphraud |
gotta go. peace out! |
02:50 |
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03:00 |
kaeza |
Note to self: WiFi doesn't have infinite range. |
03:03 |
NathanS21 |
You just need a longer Ethernet cable. ;) |
03:03 |
kaeza |
Heh. |
03:07 |
Oil_boi_minetest |
If I can't use the biome api to make sky islands I'll do it myself :D https://i.imgur.com/2BUpYNl.jpg |
03:15 |
kaeza |
Nice. |
03:26 |
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03:58 |
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04:06 |
Oil_boi_minetest |
Why is there always "413 Request Entity Too Large" when posting on the forum? :( |
04:07 |
kaeza |
Wut |
04:08 |
Oil_boi_minetest |
I dunno, I get that when creating new mod topics |
04:08 |
Oil_boi_minetest |
It's an NGINX error |
04:15 |
swift110 |
hey all |
04:20 |
rubenwardy |
Oil_boi_minetest: upload the mod using git instead of an attachment |
04:24 |
Oil_boi_minetest |
rubenwardy: What? |
04:25 |
Oil_boi_minetest |
Which one? |
04:30 |
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05:17 |
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05:39 |
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06:15 |
kaeza |
Got to go. Goodnight o/ |
06:15 |
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11:21 |
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11:23 |
asterope |
Can I write a npc with the same capabilities as a player using the lua api? |
11:24 |
rubenwardy |
roughly |
11:24 |
rubenwardy |
yes |
11:29 |
asterope |
I mean, if a mod adds hunger, then I want it to affect my npc... |
11:29 |
asterope |
I'm not sure if I will need to reimplement some things myself |
11:30 |
rubenwardy |
you will need to reimplement a lot of things yourself |
11:30 |
asterope |
And how hard would it be to create a fake player? |
11:32 |
asterope |
I mean, I hardly know the engine. So I'm asking, before wasting multiple hours on reading the whole wiki and more |
11:33 |
rubenwardy |
it depends on what functionality you want |
11:33 |
rubenwardy |
fairly easy to get something that looks like a player with a nametag |
11:34 |
rubenwardy |
easy but painful to make it be able to dig and interact with thing |
11:34 |
rubenwardy |
hard to make it support all mods out there |
11:34 |
asterope |
ideally it should be treated as a player by the server |
11:35 |
rubenwardy |
not really possible |
11:35 |
rubenwardy |
players and entities are already both objects |
11:35 |
rubenwardy |
like, they inherit from the same thing |
11:35 |
asterope |
so what's the problem? |
11:35 |
rubenwardy |
but the server can't treat them the same because there's nothing to send packets to, and it shouldn't load areas |
11:36 |
rubenwardy |
the API should probably treat them similarly, though |
11:36 |
rubenwardy |
the API is currently based on players, but should be based on objects really |
11:36 |
rubenwardy |
the problem is if callbacks are assuming that they are given a player and not an entity |
11:37 |
rubenwardy |
so if in a callback a mod does player:get_player_name() then the game would crash |
11:37 |
rubenwardy |
so to get around that, you'd need to make a fake player to pass in |
11:37 |
asterope |
So I would need to make something like my own client for what I want... |
11:37 |
rubenwardy |
by doing something like |
11:37 |
rubenwardy |
no, you can do this in Lua, but you will need some hack |
11:38 |
rubenwardy |
local myobj = entity.object |
11:38 |
rubenwardy |
local fake_player = {} |
11:38 |
rubenwardy |
setmetatable(fake_player, myobj) |
11:38 |
rubenwardy |
some_callback(fake_player) |
11:38 |
rubenwardy |
oh, and also add fake methods to fake_player |
11:38 |
rubenwardy |
ie: a get_player_name implementation that won't crash |
11:39 |
asterope |
So, reimplementing the player? |
11:39 |
rubenwardy |
TL;DR: some mods will rely on methods which are in players and not in entities, work around that by defining those methods for your object |
11:39 |
asterope |
how would that interact with mods that add things like hunger etc |
11:40 |
rubenwardy |
those mods will do things like minetest.get_connected_players() and minetest.get_player_by_name() |
11:40 |
rubenwardy |
it's probably best to implement hunger for yourself |
11:41 |
rubenwardy |
!book entity |
11:41 |
MinetestBot |
rubenwardy: Nothing found. |
11:41 |
rubenwardy |
!book entit |
11:41 |
rubenwardy |
!book entit |
11:41 |
MinetestBot |
rubenwardy: Objects, Players, and Entities - https://rubenwardy.com/minetest_modding_book//en/map/objects.html |
11:42 |
rubenwardy |
that chapter introduces the three classes relevant to this |
11:43 |
rubenwardy |
!mod aliveai |
11:43 |
MinetestBot |
rubenwardy: more ai for aliveai[ai_more] by Diamond knight - https://forum.minetest.net/viewtopic.php?t=16858 |
11:43 |
rubenwardy |
!mod npc |
11:43 |
MinetestBot |
rubenwardy: Larry Builder [schemlib_builder_npcf] by bell07 - https://forum.minetest.net/viewtopic.php?t=18085 |
11:43 |
rubenwardy |
!mod npc frame |
11:43 |
MinetestBot |
rubenwardy: NPC Framework [npcf] by stu - https://forum.minetest.net/viewtopic.php?t=7321 |
11:43 |
rubenwardy |
some relevant mods |
11:43 |
rubenwardy |
!mod [aliveai] |
11:43 |
MinetestBot |
rubenwardy: Alive AI V26.1 [aliveai] by UjEdwin - https://forum.minetest.net/viewtopic.php?t=16083 |
11:43 |
rubenwardy |
not the first aliveai |
11:44 |
rubenwardy |
the last two mdos |
11:45 |
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11:54 |
Emerald2 |
Ugh the forum is being weird again. It says I'm browsing the forum but it also says I need to log in. |
11:56 |
Emerald2 |
Not sure how I'm both not logged in, but also listed as browsing the forum in the past 5 minutes, lol. |
11:56 |
* Emerald2 |
sighs, logs in for the 2nd time today. |
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12:52 |
asterope |
eh, I'm giving up for now. I should make some mobs before anything more complicated. |
12:52 |
asterope |
Thanks for help |
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21:36 |
Emerald2 |
Wow. Forum logged me out again and suddenly this morning I can't get my password right. I'm smart. XD |
21:36 |
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21:37 |
Emerald2 |
Oh der I registered with my gmail account. Password reset time. :P |
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21:41 |
MinetestBot |
paramat: Feb-01 21:00 UTC <sofar> watershed looks insanely good |
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21:49 |
Emerald2 |
The old one. That I forgot the password for. Fail. |
21:50 |
Wikiwide |
In the list of mods, there are white (disabled), green (enabled), and blue (not installed). Why does it say that "carts" mod is not installed? I unpacked zip from github, just like whinny, and renamed directory to "carts", as init.lua expects. |
21:50 |
Wikiwide |
"carts" doesn't have any dependencies except for "default". |
21:52 |
sfan5 |
blue means they are part of the game |
21:53 |
zaphraud |
So the mod is redundant? |
21:53 |
Wikiwide |
What do I do with this carts mod, then? It apparently adds detector rails. |
21:56 |
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21:57 |
Wikiwide |
Start/stop rails would be nice as well. |
22:02 |
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22:03 |
Wikiwide |
Ahh, I am forgetful in the morning. The carts was still in Downloads, I haven't moved the directory to mods location yet. |
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22:28 |
paramat |
!tell Oil_boi_minetest a registered biome can only add biome nodes to stone that is already placed by a core mapgen (mgv7 has an option to place floatlands). also, your 3D noise mod seems to have discontinuities at mapchunk edges, these can be avoided |
22:28 |
MinetestBot |
paramat: I'll pass that on when Oil_boi_minetest is around |
22:32 |
zaphraud |
if I go really high in the air then let myself fall, I appear to hit many bumps on the way down. they never stop me but they take all the speed out of the fall. any idea what that could possibly be? |
22:32 |
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22:34 |
zaphraud |
I hit them ascending too, if I hold down the space bar, I will just ..stop going up.. at some points. can't place blocks. sometimes i keep going sometimes i have to let go then press again. what are these obstacle blocks? |
22:37 |
paramat |
"ignore" nodes, in unloaded or ungenerated mapblocks |
22:38 |
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22:38 |
paramat |
in MT 5.0.0 player velocity is used to predict movement and mapblocks are loaded/generated accordingly, so stopping while falling almost never happens |
22:41 |
paramat |
before that, mapblocks were loaded in view direction, so looking up while falling would cause many halts |
22:51 |
zaphraud |
Here's the console log from a quick run up, then falling. Something is happening and whatever it does, it erases the downward velocity when that error is triggered. |
22:51 |
zaphraud |
2019-02-01 14:28:35: ACTION[Server]: singleplayer respawns at (-32,7,50) |
22:51 |
zaphraud |
2019-02-01 14:28:36: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. |
22:51 |
zaphraud |
2019-02-01 14:29:02: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. |
22:51 |
zaphraud |
2019-02-01 14:29:02: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. |
22:51 |
zaphraud |
2019-02-01 14:29:02: ACTION[Server]: singleplayer damaged by 42 hp at (-10.3,0.502,110.666) |
22:52 |
zaphraud |
Is there a way to preserve the downward velocity if that error is triggered? |
22:57 |
Wikiwide |
42hp, that's landing? |
22:58 |
Wikiwide |
Why did player respawn in the first place? And does respawning preserve velocity? For example, if player is catapulted like a cannon ball through a wall of fire, what happens? |
22:59 |
Wikiwide |
And I don't know how to read coordinates, sorry |
23:07 |
paramat |
that warning is unrelated and harmless |
23:07 |
paramat |
the halting isn't an error, it's expected as explained |
23:08 |
paramat |
i assume you're not using MT 5.0.0-dev? the halting is much reduced in that |
23:13 |
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