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IRC log for #minetest, 2019-04-03

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Time Nick Message
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00:05 JDCodeIt what's the best skins mod for unified_inventory? seems u_skins has gone belly-up
00:06 GreenDimond skinsdb
00:06 JDCodeIt OK, I'll check it. Thanks!
00:06 GreenDimond Yep
00:07 GreenDimond I modified my copy to make usage even easier; uses auto-generated skin previews instead of supplying files.
00:07 GreenDimond That way I can just wget/curl the skin file and create a meta txt file
00:11 JDCodeIt Did you post your changes anywhere?
00:11 GreenDimond No, I probably should
00:12 JDCodeIt ...so no blender script then?
00:12 GreenDimond Blender script?
00:12 GreenDimond Why would you need that?
00:12 JDCodeIt to generate previews
00:12 GreenDimond Minetest does the generating
00:12 JDCodeIt ahh, good one less part
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00:23 GreenDimond JDCodeIt: Alright, uploaded my changes. https://github.com/GreenXenith/skinsdb Note, I havent tested without character_creator and I dont know if it works with anything other than unified_inventory
00:27 JDCodeIt using formspec_escape - very nice, I'll test it out
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00:47 JDCodeIt Thanks GreenDiamond - only two issues to get it running - my intllib was out of date, and my 3DArmor is older - missing run_callbacks function
00:48 JDCodeIt Dropping this into an existing test world, the player's skin reverts to the original, then choosing a new one is a breeze
00:55 JDCodeIt Sorry for the misspelling GreenDimond
00:55 GreenDimond No worries, glad it works for you :)
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01:56 trom_ need an example for heightmap use but no one here https://github.com/minetest/minetest/blob/a4677496f347a3c9bd66b39ca535f8346bac1708/doc/lua_api.txt#L3322
01:56 trom_ and here too https://dev.minetest.net/Mapgen_objects#heightmap
01:57 trom_ I'm interesting in table of pos of  ground nodes
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07:51 oil_boi_minetest Is there any walk through, or spoon feed, or tutorial on how to create a game mode?
07:51 norkle mode! ftw
07:52 oil_boi_minetest norkle, What?
07:52 ANAND oil_boi_minetest: If you mean `mod`, there's a tutorial series on the YouTube channel of MinetestVideos
07:54 oil_boi_minetest No no, I know how to creat mods, ANAND, but where is the documentation on creating game modes. Like the settings for them, and how to structure the data, etc. the basics
07:55 oil_boi_minetest Time to wing it :D
07:55 ANAND May I know what "game modes" are?
07:57 oil_boi_minetest ANAND, https://forum.minetest.net/viewforum.php?f=48
07:58 ANAND Oh, they're just called "games"
07:58 ANAND :)
07:58 ANAND Basically games are just collections of mods and modpacks that work together towards a common theme.
07:59 ANAND e.g. The theme of Minetest Game is survival in the medieval age, and as you can see, all the mods in MTG are made to fit that theme.
07:59 oil_boi_minetest ANAND, oh okay well thanks! Is there any documentation on creating custom api elements, or maybe making a main menu theme for games? Or anything?
08:00 ANAND https://dev.minetest.net/Games
08:01 ANAND That dev wiki article covers basic things like folder structure and details about the conf files.
08:02 ANAND Not sure what you mean by custom API elements, but a main menu theme is just a png image that's placed into the `menu` sub-folder of the game
08:02 ANAND It should be (re)named header.png
08:02 oil_boi_minetest ANAND, could I give the main menu a song? Or sounds? Or anything like that
08:02 ANAND That's not possible at the moment :)
08:03 ANAND Only the background can be modified
08:04 ANAND wait, the background should be named background.png
08:04 ANAND header.png is the name of the game that's plastered across the top of the screen
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08:48 oil_boi_minetest ANAND, can I randomize the pitch of a soundspec? Or the sound of a node being dug?
08:49 oil_boi_minetest I see there's https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L865 a pitch option but how to randomize parameters
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09:00 ANAND You can use math.random for randomizing stuff
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09:20 norkle randoms ftw¬
09:20 norkle !!
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09:45 oil_boi_minetest The only problem is you can't randomize node sounds
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10:14 oil_boi_minetest Hey Wuzzy
10:14 Wuzzy hi
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10:18 VanessaE oil_boi_minetest: you kinda can.
10:18 VanessaE oil_boi_minetest: if you just provide a bunch of sounds named properly for e.g. dig or place sounds, the engine will randomize them.
10:19 VanessaE I think foomod_blahsound_1.ogg, _2.ogg, etc..
10:19 oil_boi_minetest VanessaE, Oh I already have that. I'm talking about randomizing the pitch in engine
10:19 VanessaE oh
10:19 VanessaE nope, you'll have to fake it :)
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10:23 VanessaE well actually, can't you just play the sounds manually?
10:23 VanessaE i.e. inside on_punch, after_dig, after_place, etc?
10:29 oil_boi_minetest VanessaE, Nah, for now I'll just do the 1.ogg 2.ogg thing!
10:30 VanessaE come on, you can do it ;)
10:30 VanessaE (and I would assume it'll be barely any different than letting the engine do it, in this case)
10:37 ANAND VanessaE: Manually playing sounds isn't possible with respect to footsteps, though :)
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10:40 p_gimeno manually playing sounds has the problem of lag
10:41 p_gimeno node digging sounds are started by the client; if it's the server that starts them, there will be a lag
10:41 VanessaE ANAND: true.
10:42 VanessaE ok, I guess lag would be an issue too :P
10:42 VanessaE oh well, so much for that idea
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11:23 oil_boi_minetest Now I copied the default desert biome registration into my custom game and deserts look like this, it's the only biome :( https://i.imgur.com/Hx1Jkpr.png
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11:51 oil_boi_minetest Damn this api is very confusing :T
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12:00 oil_boi_minetest Ohhhhhhhh you have to use aliases first! https://i.imgur.com/JWFoBEx.png
12:01 oil_boi_minetest No wonder
12:08 oil_boi_minetest It's like I created a 3D plastic model of a Minetest world :O https://i.imgur.com/XDJHW10.png
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13:02 Emerald2 AspireMint, hi!
13:02 AspireMint Hello Emerald2 o/
13:02 VanessaE hwy AspireMint
13:03 AspireMint hwy VannessaE (idk what is hwy x))
13:03 VanessaE er hey
13:03 VanessaE :)
13:04 AspireMint aah
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13:07 AspireMint Is there callback function for adding item to inventory (or detached inv) ? All i see are callbacks when player put/take from inventory. I want to use it when i dig stone (or other nodes) without overriding node definition.
13:07 AspireMint (this is for player action: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6750 )
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13:17 ANAND AspireMint: https://github.com/minetest/minetest/blob/a4677496f347a3c9bd66b39ca535f8346bac1708/doc/lua_api.txt#L3843
13:18 ANAND minetest.register_on_player_inventory_action
13:27 AspireMint thanks, but that is called only when player click and move item inside of inventory. I mean callback when player dig node and node is added to inventory. It can be done with minetest.register_on_dignode , parameter is OLDNODE, but still there is missing something : NEWNODE that is added to inventory (if is not full). For example if you dig stone, you will get cobble.
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13:39 ANAND Ah I see
13:40 ANAND See #8390 for why that callback isn't called for certain actions
13:40 ShadowBot https://github.com/minetest/minetest/issues/8390 -- minetest.register_on_player_inventory_action ignores many inventory changes
13:40 ANAND incl. digging and placing
13:42 oil_boi_minetest What is this "probability_list" in minetest.create_schematic? It's not referenced anywhere else in the api :T
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13:50 AspireMint ANAND, thank you!
14:06 ANAND Hope you found that useful :)
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14:39 p_gimeno oil_boi_minetest: it's not overly clear in the description, but it seems to me it's the probability that the node is placed (or replaced if >127)
14:41 p_gimeno Useful e.g. for trees that have a probability of placing leaves, so that the tree is not a dense block of leaves but has some holes.
14:41 p_gimeno That's my understanding, but I can't tell for sure.
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16:06 nri Hello, does anyone know how to change the point where new players come in to game? I changed the static_spawnpoint in minetest.conf but new players still come in at the old point.
16:08 rubenwardy what mods?
16:08 rubenwardy also, you need to restart the server after changing minetest.conf
16:12 nri rubenwardy: I did restart it but new players still go to the old point
16:16 oil_boi_minetest Ooo rubenwardy I was looking at your tutorial handbook, and thanks to you this chaos was possible! https://youtu.be/t3zNj5XMlQM
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16:45 AceNovo Mood today: Updating to the latest version because looking for a bug report is too much like work
16:46 Calinou nri: how does the static_spawnpoint line you wrote look like?
16:46 Calinou coordinates need to be formatted like this: X,Y,Z
16:46 Calinou (only integer values are allowed)
16:47 Calinou so, something like `static_spawnpoint = 20,0,-150`
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17:25 p_gimeno but it's taking the old value, so chances are that either the wrong config file was changed, or a mod is overriding the spawnpoint
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18:34 clavi can't you handle authentication in Postgres too?
18:34 clavi https://wiki.minetest.net/Database_backends#Comparison_table
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18:49 nri Thanks Calinou
18:50 oil_boi_minetest Is there a forum moderator online?
18:56 kaeza Yes.
18:57 kaeza What's up?
18:59 kaeza oil_boi_minetest
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19:00 oil_boi_minetest Can you move this to wip games? https://forum.minetest.net/viewtopic.php?f=9&t=22479 kaeza
19:03 nri Calinou: my static_spawnpoint is 2027,17,179 but new players still do not go to the correct location.
19:03 kaeza oil_boi_minetest: moved.
19:03 oil_boi_minetest Thanks kaeza
19:03 kaeza Yw.
19:04 nri Can anyone else help my static_spawnpoint is 2027,17,179 but new players do not go to the correct location.
19:04 nri ?
19:04 p_gimeno [0403 19:25:39] <p_gimeno> but it's taking the old value, so chances are that either the wrong config file was changed, or a mod is overriding the spawnpoint
19:05 nri what config file should be changed?
19:07 nri These are my mods dreambuilder_modpack          tps_signs          u_skinsdb
19:07 nri mail                  spawnpoint            unifieddyes        warp_potions
19:07 nri mapserver             tps_keyword_interact  unified_inventory  worldedit
19:07 nri the spwanpoint one is set to the same value
19:07 nri *spawnpoint
19:08 p_gimeno I think mod "spawnpoint" defines the spawn point with /setspawn
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19:10 nri yes butplayers still go to the old point
19:11 p_gimeno it used to use a separate config file, see if you have some file in the world files with a name like that
19:11 p_gimeno spawnpoint.conf
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19:21 nri thanks
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19:39 makayabou hi, i see that minetest.from_file() exists but is experimental. Is it working? Can I use it to read a modstorage file from another one ?
19:39 makayabou *from another mod
19:40 sfan5 from_file appears to be a method of AreaStoren
19:40 sfan5 not sure how this relates to mod storage
19:41 makayabou euh...you just made me discover AreaStore..
19:41 makayabou which is great
19:43 makayabou and ok, i didn't see i was reading chapter Area. thanks
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20:01 trom_ is example (where - sets every air node below y = 31) here https://dev.minetest.net/VoxelManipulator wrong ?
20:01 trom_ I have no effect
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20:05 p_gimeno trom_: are you generating new map when checking?
20:07 p_gimeno if it's a test world where you don't have anything of value, you can use /deleteblocks to regenerate the area you're at
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20:35 jrmiller__ hey rubenwardy, can you hop on your ctf irc channel??
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20:36 jrmiller__ hang on i gtg brb
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20:38 MinetestBot [git] rubenwardy -> minetest/minetest: Change pitch fly binding to 'P', add to change keys menu (#8314) 4f7674d https://git.io/fjIdt (2019-04-03T20:37:30Z)
20:39 jrmiller ?
20:40 jrmiller oh a post
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20:53 oil_boi_minetest rubenwardy, your nodebox editor doesn't run on windows 10 :T
20:55 oil_boi_minetest rubenwardy, it's error 0xc000007b :T
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21:29 trom_ p_gimeno: I'm using minetest.register_on_generated with example inside
21:29 p_gimeno trom_: I know your mod is doing that, but when testing, are you making sure that new world is being generated, or are you just looking at the existing world
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21:41 trom_ p_gimeno: I'm creating new singleplayer world then connect my example mod and press a play button
21:44 p_gimeno so you delete and recreate it every time?
21:46 kaeza Just deleting map.sqlite should do the trick BTW.
21:59 trom_ p_gimeno: yes due testing mod
22:28 p_gimeno trom_: it doesn't work for me either, and I don't see why it shouldn't. I've checked that the data[i] = c_cobble line is executing, yet the map won't change. Perhaps paramat can shed some light.
22:31 p_gimeno hmm, I think I know what may be wrong
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22:45 paramat can't see anything wrong at a quick look but those LVM examples might be quite old. make sure your mod depends on default
22:48 p_gimeno and I was wrong on knowing what's wrong
22:50 p_gimeno yeah, adding depends.txt did it for me
22:52 paramat lol
23:03 trom_ but why ?
23:03 trom_ how depends.txt may salently and partialy crash mod functionality ?
23:04 * trom_ adding depends.txt ant have fun too
23:05 trom_ p_gimeno: thank you )
23:05 p_gimeno well, thank paramat, not me :)
23:06 trom_ paramat: thank you very much ) but why depends.txt ?
23:19 paramat 'default' mod needs to run to define 'default:cobble'
23:19 paramat *needs to run first
23:23 trom_ ahh I see. Thanks )
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23:31 oil_boi_minetest Damn I can't believe automatic_face_movement_dir is broken :(
23:34 p_gimeno broken how?
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23:48 p_gimeno oil_boi_minetest: broken how?
23:52 oil_boi_minetest It doesn't seem to work in latest github
23:58 oil_boi_minetest Oh fixer it's not that bad
23:59 oil_boi_minetest But on the plus size I made a super alpha version of physical minecarts
23:59 oil_boi_minetest https://youtu.be/AlEf2cjQEj4
23:59 VanessaE p_gimeno: broken.  you know, the opposite of working.  I mean, duh :)

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