Time |
Nick |
Message |
00:12 |
kurtzmusch |
can i multiply a vector by a number like this? player.get_look_dir()*5 |
00:24 |
kurtzmusch |
nevermind, found vector.multiply |
00:33 |
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01:08 |
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01:20 |
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01:25 |
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01:27 |
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01:33 |
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02:20 |
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trom_ joined #minetest |
02:20 |
trom_ |
MT crash witout any logs when I do vm:set_lighting({day=12, night=14}) |
02:20 |
trom_ |
is it magic ? |
02:37 |
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ANAND joined #minetest |
02:52 |
Emerald2 |
I wonder if paramat's volcano will get more conical shaped eventually. |
03:31 |
VanessaE |
trom_: that isn't how you use that function. |
03:31 |
VanessaE |
as far as I know anyways |
03:32 |
VanessaE |
hm, maybe it is. |
03:32 |
VanessaE |
meh, whatever :P |
03:33 |
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03:46 |
trom_ |
VanessaE: but if I do vm:set_lighting({day=15, night=14}) no problem there all works |
03:47 |
VanessaE |
oh, because you tried to set day darker than night heh |
03:49 |
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milkt joined #minetest |
03:50 |
trom_ |
VanessaE: but vm:set_lighting({day=12, night=7}) crash MT anyway |
03:52 |
VanessaE |
hm |
03:52 |
VanessaE |
I dunno.. |
03:52 |
VanessaE |
file a bug report :) |
04:24 |
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useruser_ joined #minetest |
04:25 |
useruser_ |
hi all, my most recent map (carpathian, minetest 5.0.1) doesnt appear to have any iron ore - is this normal, is there any way to generate some? |
04:30 |
Emerald2 |
How deep in the world have you gone? |
04:31 |
Emerald2 |
I've been on a couple new servers recently where the iron ore was around -200 |
04:33 |
useruser_ |
not quite -200 yet, but deep enough to see copper, tin, silver. |
04:33 |
Emerald2 |
Yeah I encountered a lot of silver before I hit the iron level. Also copper and tin. |
04:34 |
useruser_ |
interesting |
04:34 |
useruser_ |
guess i'll keep digging! :D |
04:35 |
Emerald2 |
You should find some iron soon. |
04:37 |
walle303 |
kaeza, thanks |
04:37 |
walle303 |
i solved it already though by reducing max active mapblocks to whatever a player is standing in and let them manually remove them |
04:38 |
walle303 |
what kept happening is that the server would lock up because of too many active blocks |
06:26 |
humhumhum |
so, can i split inventory into two types of items? |
06:26 |
humhumhum |
or do I have to change its size on inventory change? |
06:28 |
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06:42 |
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CWz joined #minetest |
06:48 |
humhumhum |
also, does item_eat trigger player_inventory_change? |
06:58 |
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nezby joined #minetest |
07:02 |
nezby |
AHOJ JSOU TU ČEŠI ? |
07:03 |
VanessaE |
huh? |
07:05 |
Emerald2 |
Google translate said that's Czech. |
07:05 |
Emerald2 |
I think they want to know if anyone else here speaks that. |
07:06 |
VanessaE |
that'll be a no. |
07:06 |
VanessaE |
:) |
07:09 |
humhumhum |
ahoy, are there czechs he said |
07:09 |
humhumhum |
slavic languages are similar enough to understand 95% common and 50% uncommon words |
07:10 |
Emerald2 |
Google translate has been known to mangle things. :) |
07:10 |
Emerald2 |
Seems to do better with more related languages, and then makes a mess of others. |
07:10 |
humhumhum |
allah is a bycicle |
07:11 |
VanessaE |
nezby: just ask your question |
07:11 |
* Emerald2 |
blinks. |
07:11 |
sofar |
bicycle? |
07:11 |
sofar |
bycycle? |
07:11 |
sofar |
bicicle? |
07:11 |
humhumhum |
ah yeah old mistranslation |
07:11 |
humhumhum |
famous one |
07:12 |
humhumhum |
bicycle ofc |
07:12 |
Emerald2 |
Wow. What was that supposed to say? |
07:12 |
humhumhum |
allah is great |
07:13 |
Emerald2 |
Bicycle is pretty random. |
07:13 |
humhumhum |
its wasnt done by google translate but still |
07:13 |
humhumhum |
technically it was correct |
07:14 |
humhumhum |
it just didnt consider the context |
07:16 |
Emerald2 |
That's... weird. |
07:19 |
humhumhum |
so, does eating trigger inventory change? |
07:21 |
Emerald2 |
Check out the volcano. https://imgur.com/a/2K9iKRZ |
07:26 |
humhumhum |
rubenwardy: on your ctf server crafting grid is replaced with recipe list, is it some separate mod or a part of ctf? |
07:27 |
humhumhum |
i haven't found a separate mod on content db at least |
07:27 |
ANAND |
humhumhum: It's a separate mod |
07:28 |
humhumhum |
which one? |
07:28 |
ANAND |
https://github.com/rubenwardy/crafting |
07:28 |
ANAND |
Originally developed for another game in development, but found its way into CTF |
07:28 |
humhumhum |
that's the stuff yeah |
07:29 |
humhumhum |
i was just thinking on how to prevent people from carrying stuff in the crafting grid when i remembered this mod |
07:30 |
ANAND |
Btw, I'm 99% sure eating doesn't trigger the inventory change callbacks |
07:30 |
humhumhum |
Ehm, that's bad. |
07:30 |
ANAND |
Those callbacks are executed only for those inv. changes that happen in C++ |
07:31 |
ANAND |
Yea, agreed |
07:31 |
ANAND |
Eating is defined in Lua, so... |
07:31 |
ANAND |
See #8390 for why that callback isn't called for certain actions |
07:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/8390 -- minetest.register_on_player_inventory_action ignores many inventory changes |
07:34 |
humhumhum |
mm crap |
07:34 |
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07:36 |
humhumhum |
ok, say I wanted to make player be colored red when his inventory is not empty and green when his inventory is empty |
07:36 |
humhumhum |
is there no way to do that other than checking player's inventory all the time? |
07:38 |
ANAND |
No other way at present, unfortunately |
07:45 |
humhumhum |
is there a way to forbid climbing up by ladders and such? |
07:46 |
humhumhum |
temporarily, depending on the player's state |
07:54 |
Nezrok |
Does setting their jump to 0 prevent going up ladders? I never tried |
07:55 |
humhumhum |
hmm |
07:56 |
humhumhum |
technic radio hazard suit reduces jump but ladders can still be climbed normally if i'm not mistaken |
08:00 |
humhumhum |
doing anything with entities and inventories is such a pain in the ass |
08:05 |
ANAND |
Nezrok: I don't think so |
08:06 |
ANAND |
Ladders themselves disable players from jumping, which seems to indicate that climbing is different from jumping. |
08:08 |
humhumhum |
modding minetest is easy they said, you can do anything there they said |
08:09 |
ANAND |
:) |
08:09 |
humhumhum |
i guess i'll try back when 6.0 comes out |
08:09 |
humhumhum |
if i will live till then |
08:11 |
Nezrok |
You could make it so that if their y value changes positively, they are automatically sent back down one block |
08:11 |
Nezrok |
I dunno |
08:12 |
humhumhum |
i think ladders and water are similar, is there a swimming speed or something? |
08:12 |
Nezrok |
Yeah, something to do with the viscosity |
08:13 |
humhumhum |
are ladders viscous? |
08:13 |
Nezrok |
I don't think so :c |
08:13 |
Nezrok |
It only applies to liquids |
08:16 |
ANAND |
> You could make it so that if their y value changes positively, they are automatically sent back down one block |
08:16 |
ANAND |
That experience won't be great |
08:17 |
ANAND |
Throw lag into this, and you will be guaranteed of an empty server |
08:17 |
ANAND |
-of |
08:18 |
Nezrok |
Youuuuu could write an abm that swaps out ladders near affected individuals with identical but non-functional ones, and swap them back when they leave |
08:18 |
ANAND |
Wut |
08:19 |
humhumhum |
what if two people try to climb the same ladder? |
08:19 |
Nezrok |
It's doable |
08:19 |
Nezrok |
Oh right |
08:19 |
ANAND |
lol :) |
08:20 |
Nezrok |
You could attach the player to an invisible entity that overrides player controls, like a boat, with no up/down functionality |
08:20 |
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08:21 |
Nezrok |
up/sneak rather* |
08:21 |
ANAND |
Laggy |
08:21 |
Nezrok |
How's that laggy? |
08:22 |
ANAND |
Player movement is handled client-side. Player-controlled entity movement on the other hand happens server-side |
08:22 |
ANAND |
Think carts |
08:22 |
ANAND |
and boats, oc |
08:22 |
ANAND |
ofc* |
08:22 |
Nezrok |
Yes, and? |
08:22 |
humhumhum |
ah, you'd run around and see yourself drifting into walls and jerking at the corners |
08:22 |
ANAND |
They're laggy and the movement is sluggish |
08:22 |
Nezrok |
Hmm |
08:23 |
ANAND |
As I said, player movement is client-side and everything happens instantaneously. |
08:23 |
ANAND |
Not the case with player-controlled entities |
08:24 |
ANAND |
Carts and boats are notorious for causing even more lag than there already is |
08:24 |
Emerald2 |
lol carts |
08:24 |
ANAND |
Bc, they check for player keypresses every step |
08:24 |
Emerald2 |
So many times I've had my cart get stuck in the ground or in midair. |
08:24 |
ANAND |
Operate a cart and Minetest will turn into a slideshow |
08:24 |
ANAND |
sorta |
08:25 |
ANAND |
Entities are messed up... |
08:27 |
humhumhum |
so, no way without killing performance? |
08:27 |
ANAND |
Sadly, correct |
08:28 |
ANAND |
Unless SSCSMs are fully implemented and are released in 5.1.0 |
08:28 |
ANAND |
i.e. Server-Sent Client-Side Mods |
08:29 |
ANAND |
Server controls what the mod does, but the mod itself is run client-side |
08:29 |
ANAND |
Running client-side opens up a metric ton of new possibilities and features |
08:30 |
ANAND |
Bc there won't be any performance hit due to latency or lag |
08:30 |
humhumhum |
is there an api for doing that or something |
08:30 |
humhumhum |
so i can start making stuff now |
08:31 |
ANAND |
Not yet |
08:31 |
Nezrok |
Might be easiest simply to modify how the ladders work, where if they have whatever effect you are applying to them, they simply can't use them |
08:32 |
ANAND |
But it should be similar to CSMs for the common features. So the CSM API reference might be of help |
08:32 |
ANAND |
https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt |
08:37 |
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09:06 |
humhumhum |
server-sent client-side bitcoin miners when? |
09:11 |
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proller joined #minetest |
09:48 |
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Krock joined #minetest |
09:56 |
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ensonic joined #minetest |
10:02 |
MinetestBot |
[git] starling13 -> minetest/minetest: util/hex.h: Reserve result space in hex_encode() 1db4ae9 https://git.io/fjLjQ (2019-04-07T10:01:42Z) |
10:02 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: Add deprecation warnings for ObjectRef:get/set_attribute (#8443) 3deaa7c https://git.io/fjLj7 (2019-04-07T10:00:57Z) |
10:04 |
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10:08 |
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10:24 |
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10:33 |
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10:46 |
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10:53 |
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11:11 |
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11:12 |
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11:16 |
p_gimeno |
humhumhum: maybe physics override while in a ladder helps? there isn't a lot of things you can change in a player to make it behave differently to other players, but maybe that one helps |
11:20 |
p_gimeno |
also, http://irc.minetest.net/minetest-dev/2018-12-17#i_5461377 |
11:23 |
humhumhum |
i see |
11:31 |
humhumhum |
its easier to just ignore the ladders |
11:31 |
humhumhum |
let them climb em i don't cacre |
11:31 |
humhumhum |
care |
11:37 |
humhumhum |
is there a way to determine whether player moved on his own or was teleported/taken somewhere by a cart or by boat? |
11:42 |
oil_boi_minetest |
Oh boy |
11:42 |
oil_boi_minetest |
https://i.imgur.com/SIUzv7r.png |
11:42 |
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11:42 |
oil_boi_minetest |
I found a hole in the map :T |
11:42 |
ANAND |
humhumhum: A hacky way would be to override set_pos and move_to to track the latest position. Then you could check if the player's position matches the position stored by the modified methods set_pos and move_to. |
11:43 |
humhumhum |
that's too smart for me |
11:43 |
humhumhum |
just say no |
11:43 |
ANAND |
:P |
11:43 |
ANAND |
It's actually quite simple though |
11:44 |
humhumhum |
i'm doing iq40 scripting |
11:44 |
ANAND |
Hmm, it isn't as simple bc set_pos and move_to are defined in the C++ side |
11:45 |
ANAND |
It'd be much easier if these were defined on the Lua side |
11:45 |
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11:48 |
humhumhum |
why are there differences between client and server chunks even in singleplayer? |
11:49 |
humhumhum |
e.g. i have 1 block in my hand, i place it somewhere but for some reason two blocks are placed and remain. If I mine one I get a block back, but if I mine another I get nothing, also one block disappears if I restart the game. |
11:50 |
humhumhum |
I've experienced blocks blinking when mining on laggy servers, but eventually the correct mined state prevails, but when placing blocks they remain indefinitely. |
11:50 |
humhumhum |
you can even walk on them |
11:50 |
humhumhum |
even though they technically don't exist |
11:52 |
ANAND |
I've experienced this issue quite a few times, but not in singleplayer o_O |
11:52 |
humhumhum |
I've had it during intentse mapgen yesterday |
11:53 |
ANAND |
Server was too busy to ignore events like these, in singleplayer? :O |
11:53 |
humhumhum |
yes |
11:54 |
humhumhum |
i guess |
11:54 |
humhumhum |
i dunno, but it happened |
11:55 |
humhumhum |
also, is it possible to forbid dropping items? |
11:55 |
humhumhum |
with 'q' |
11:58 |
oil_boi_minetest |
Is there a way to make random particles from a texture like how the digging particles are? |
11:58 |
oil_boi_minetest |
Like random sections of the texture |
12:00 |
ANAND |
humhumhum: Override minetest.item_drop |
12:00 |
Krock |
humhumhum: register a player inventory callback |
12:01 |
Krock |
but you cannot figure out where the "take" action goes to :/ |
12:01 |
ANAND |
Only dropping items have no "take" action, right? |
12:02 |
ANAND |
The callback might be able to detect a drop by checking if take doesn't exist |
12:05 |
Krock |
uh, I'm not sure because there was a change in the code to handle the amount of dropped items in Lua instead of C++ |
12:05 |
ANAND |
:( |
12:07 |
humhumhum |
to be precise I want behaviour like this: craftitems and stuff like saplings can be dropped and taken, tools can be dropped and taken, nodes can't be dropped even after mining (they should tranform into a mined node instead, then drop like sand). |
12:08 |
ANAND |
So they shouldn't even be diggable in the first place, right? |
12:09 |
ANAND |
i.e. They should be transferred to the player's inv after digging |
12:09 |
ANAND |
shouldn't* |
12:09 |
ANAND |
ugh, my English is getting worse by the day >.< |
12:09 |
humhumhum |
well, they should transfer if there's space |
12:09 |
ANAND |
But they shouldn't be placed? |
12:09 |
humhumhum |
if there isn't they should drop down like sand |
12:10 |
ANAND |
They already do |
12:10 |
ANAND |
Not as falling nodes like sand, but as item entities |
12:10 |
humhumhum |
yes, but if you mine stone with full inventory it drops a cobble item |
12:10 |
humhumhum |
I want stone instead to create cobble which will drop down like sand |
12:11 |
ANAND |
Ah I see |
12:11 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L515 |
12:12 |
Krock |
called by core.node_dig |
12:12 |
Krock |
the issue is that the digging result and the actual dropping is handled separately |
12:12 |
ANAND |
You ninja'd me :P |
12:13 |
humhumhum |
well i'm ok with digging result as they are now |
12:13 |
humhumhum |
i just want the item which digging would normally yield to drop down and if possible (if its not a piece of ore or coal) to transform into a block |
12:15 |
humhumhum |
i have very vague idea of what that function does tbh |
12:15 |
ANAND |
handle_node_drops creates the item entities. |
12:15 |
Krock |
^ i.e. the small objects to pick up |
12:15 |
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12:15 |
Emerald2 |
Like if you dig stone it turns into a cobble that drops down as though it were a sand? |
12:16 |
ANAND |
You'll have to register the falling nodes for each node, and override handle_node_drops to create falling nodes instead |
12:16 |
ANAND |
Emerald2: If I understand correctly, yes |
12:16 |
* Emerald2 |
is reminded of nodecore. |
12:16 |
ANAND |
I was stuck trying to craft ladders |
12:16 |
ANAND |
in NodeCore |
12:17 |
Emerald2 |
I am *terrible* at figuring out the crafts. I just ask Lone_Wolf. |
12:17 |
ANAND |
lol |
12:17 |
ANAND |
Spent around 15 minutes trying to craft ladders, and rage-quit |
12:17 |
Emerald2 |
Just wait until you start trying to figure out optics. I just can't. |
12:17 |
humhumhum |
what's nodecore about, figuring recipes out? |
12:17 |
Emerald2 |
Haha. I joined the nodecore server so I could REEEEEEEEE at Warr. |
12:18 |
Emerald2 |
humhumhum, the crafting doesn't use a craft grid like normal minetest. You have to create the items in the world by putting things together the right way. |
12:18 |
Emerald2 |
Or pummeling them with the right thing. |
12:19 |
humhumhum |
oh hmm sounds like what I'd like to create, where's warr1024 now? |
12:19 |
Emerald2 |
I'll see if he's around. |
12:21 |
humhumhum |
i'm trying to make a mod for realism, i'm still considering how to implement crafting when you can only carry 1 block at a time |
12:21 |
humhumhum |
if you can craft by placing them on a ground together that'd be cool |
12:22 |
Emerald2 |
Like nodecore? :P |
12:22 |
humhumhum |
in nodecore you also carry one block at most? |
12:22 |
Emerald2 |
Warr said you can add nodes to the falling_node group and they fall. |
12:22 |
Emerald2 |
THe inventory was restricted to 8 or so, last I looked. |
12:22 |
humhumhum |
nah, thats not realistic |
12:23 |
humhumhum |
i bet you can even stack em |
12:23 |
Emerald2 |
Otherwise good luck collecting things. |
12:23 |
Emerald2 |
Some things stack. |
12:23 |
Emerald2 |
I mean you *could* shrink the inventory if you wanted, I'm sure. |
12:23 |
humhumhum |
well its not hard |
12:23 |
humhumhum |
i didnt really shrink it completely, i think you should be able to carry like 10-20 sticks without problems |
12:24 |
humhumhum |
but carrying 1 cubic meter of stone is only possible because there is no way around it if i want to make it playable at all |
12:24 |
Emerald2 |
I've seen items have restricted stack sizes on servers before. |
12:25 |
humhumhum |
i tried splitting inventory into "heavy" and "light" item slots, but didnt know ho |
12:25 |
humhumhum |
how* |
12:26 |
humhumhum |
so I just added weights to all items and now if you walk around you get slowed and damaged depending on how heavy a load you carry, carrying 2 blocks of coble kills you in a few seconds |
12:26 |
humhumhum |
and i wanted to prevent climbing ladders but its too hard |
12:28 |
humhumhum |
and if I manage to forbid dropping items out of inventory you would have to carry a block outside every time you mine it and drop into a pile |
12:30 |
humhumhum |
well, also need to reduce chests for that, otherwise people would just dump thousands of tonnes of stone into a single chest |
12:34 |
humhumhum |
does anyone play catadda? |
12:34 |
Emerald2 |
Never heard of it. |
12:34 |
humhumhum |
eh you're missing out |
12:35 |
humhumhum |
basically i want to making something like catadda's inventory and crafting in minetest |
12:35 |
humhumhum |
to make* |
12:35 |
humhumhum |
your char has a weight limit below which it can carry without trouble, if going above it you get damaged and slowed |
12:36 |
humhumhum |
also you have only one slot by default - hand slot - which can fit item of any size |
12:36 |
humhumhum |
for other slots you need to wear clothes with pockets, backpacks, etc, they all add volume which you can stuff with any amount of items which fit |
12:38 |
humhumhum |
but among wearable items only power armor in powered state adds additional carrying weight |
12:38 |
humhumhum |
backpacks add volume but don't increase maximum weight |
12:40 |
rubenwardy |
that's certainly possible |
12:41 |
rubenwardy |
you'll need to have something to check the inventory |
12:41 |
rubenwardy |
it's painful to handle all cases, as there's no callbacks for mod actions |
12:41 |
rubenwardy |
in crafting, I make a hash of the inventory to check for changes |
12:45 |
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12:47 |
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12:47 |
humhumhum |
I'm just not sure how to go about volume limit |
12:47 |
humhumhum |
Just cutting and increasing/decreasing amount of slots doesn't work as required. |
12:48 |
humhumhum |
I mean, a person can hold 1 big rock, or a heap of sticks, flowers, leafs and seeds. |
12:48 |
humhumhum |
1st takes 1 stack, 2nd takes 4 stacks |
12:49 |
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12:50 |
humhumhum |
If I just let them have 5 stacks of anything people would often die from getting 5 blocks of stone and forgetting that walking like that damages heavily |
12:52 |
humhumhum |
inventory could be dynamically resized but by picking up items in a different order you'd get lots of corner cases and create more troubles than solve |
12:53 |
humhumhum |
i guess it can be alleviated by adding volume stat to all items? and then counting when counting weight |
12:54 |
humhumhum |
nope still doesn't work |
12:54 |
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12:56 |
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12:56 |
humhumhum |
is it possible to forbid certain items from being transferred to another inventory? |
13:06 |
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13:06 |
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13:14 |
ANAND |
Only via the inventory change callbacks, AFAIK |
13:25 |
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oil_boi_minetest |
Is there a way to make random particles from a texture like how the digging particles are? |
13:43 |
oil_boi_minetest |
Like random sections of the texture |
13:43 |
oil_boi_minetest |
<-repasted |
13:50 |
oil_boi_minetest |
actually, where is the mining particle definition stored in the source code? :O |
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oil_boi_minetest |
https://github.com/minetest/minetest/blob/master/src/client/particles.cpp#L612 Hmmm I think! |
13:54 |
oil_boi_minetest |
I didn't realize I could actually read c++ :O |
13:55 |
oil_boi_minetest |
That should be a function :D random selection of particle! |
13:55 |
Krock |
you could use texture modifiers to get a specific area from the input texture |
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14:31 |
oil_boi_minetest |
Krock: What is BS? https://github.com/minetest/minetest/blob/master/src/client/particles.cpp#L607 |
14:31 |
oil_boi_minetest |
Block Size? :O |
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14:37 |
ANAND |
Been wondering the same |
14:37 |
Krock |
https://github.com/minetest/minetest/blob/master/src/constants.h#L74 |
14:38 |
Krock |
no, it's just some number to reduce floating point to integer inaccuracy |
14:38 |
ANAND |
Cool, thanks |
14:38 |
Krock |
!next |
14:38 |
MinetestBot |
Another satisfied customer. Next! |
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14:43 |
oil_boi_minetest |
Krock: Thanks! |
14:49 |
oil_boi_minetest |
Krock: How do I find a texture size? :O |
14:49 |
Krock |
you can't, and that's a pity |
14:55 |
oil_boi_minetest |
That's okay! I translated the c++ into lua then rewrote it again to work with the particle api and it works :D |
14:56 |
oil_boi_minetest |
Krock: https://pastebin.com/WyuKMvdy |
14:57 |
oil_boi_minetest |
the size variable on line 26 will be for the loop I'm going to run instead of a particle spawner so it mimicks the engine |
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15:38 |
Krock |
nice |
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15:51 |
oil_boi_minetest |
Krock: Here is the fully developed version https://forum.minetest.net/viewtopic.php?f=47&t=22500&p=348267#p348267 |
15:51 |
oil_boi_minetest |
I love it :D |
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16:04 |
trom_ |
Halp ! Why vm:set_lighting({day=12, night=7}) crash MT ? |
16:05 |
ANAND |
trom_: Are there any errors in debug.txt? |
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16:11 |
trom_ |
ANAND: no one error. Last line is - 2019-04-07 20:03:22: VERBOSE[Main]: Saving registered mod storages. |
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16:12 |
trom_ |
singleplayer mode. client crash silently after show me someyhing https://i6.imageban.ru/out/2019/04/06/50e261c07beebe93ac094ed150d549b0.jpg |
16:14 |
stormchaser3000 |
looks like some bots posted spam on the forums... https://forum.minetest.net/viewtopic.php?f=42&t=22498 https://forum.minetest.net/viewtopic.php?f=42&t=22497 |
16:15 |
stormchaser3000 |
oddly enough, they made those posts in the builds section |
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16:46 |
MinetestBot |
[git] adrido -> minetest/minetest: Find PostgreSQL correctly (#8435) 25f231a https://git.io/fjtIU (2019-04-07T16:45:25Z) |
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16:53 |
oil_boi_minetest |
For some reason you can only use the top left of a texture when modifying it?? I can't move it to the right :O |
16:54 |
oil_boi_minetest |
OH |
16:54 |
oil_boi_minetest |
You have to do a negative value! :O |
16:54 |
CWz |
does "minetest.run_server_chatcommand" not work anymore? |
17:01 |
ANAND |
CWz: Is it in client_lua_api.txt? If not, it probably wouldn't. |
17:01 |
CWz |
it worked in 0.4 |
17:02 |
ANAND |
Some of the more-abusable CSM features were removed for 5.0.0 IIRC |
17:05 |
Krock |
before you open an issue: it's intended. the CSM API isn't stable yet anyway |
17:10 |
MinetestBot |
[git] osjc -> minetest/minetest: Optimize random turns in dungeongen (#8129) 0c90ab4 https://git.io/fjtIK (2019-04-07T17:08:27Z) |
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17:37 |
p_gimeno |
oil_boi_minetest: I've been thinking, can't you just use object:set_yaw() to make the object face the desired direction instead of having it done automatically by the engine? that's what many mods do, e.g. carts, advtrains, vehicles |
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17:39 |
kurtzmusch |
guise, i looked into the API doc on github but couldnt find the option to make facedir not mess with the texture orientation... |
17:43 |
sfan5 |
texture orientation? |
17:44 |
oil_boi_minetest |
p_gimeno: I dunno I'll just wait until it's fixed, I'm just working on balancing the alpha game |
17:45 |
kurtzmusch |
sfan5 vanessae toldd me its now possible to rotate the mesh without rotateing the textures |
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17:49 |
kurtzmusch |
looking into mtg, it seems to be something like align-style="world" |
17:49 |
kurtzmusch |
oh, nvm found it in the api |
17:54 |
Multi__ |
Hola Is anyone able to come join a IRC or discord and guide my friend through port forwarding a minetest server |
17:54 |
MinetestBot |
Multi__: Apr-04 21:52 UTC <nri> You can test my server out ask me for the keyword if you go on its called Nri_Creative and its on v5. i will build the spawn and rules on saturday |
17:54 |
Multi__ |
Thats nice |
17:55 |
oil_boi_minetest |
Is there an api call for when player's get hurt? |
17:55 |
oil_boi_minetest |
minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier) Oh okay |
17:55 |
sfan5 |
Multi__: there's lots of guides available on the web, wouldn't that work? |
17:56 |
Multi__ |
sfan5 for some reason they want a guide through message |
17:57 |
Multi__ |
... |
18:20 |
MinetestBot |
[git] paramat -> minetest/minetest: Android settings: Use 'simple' leaves instead of 'fancy' (#8440) a222ff4 https://git.io/fjttv (2019-04-07T18:20:00Z) |
18:27 |
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18:36 |
oil_boi_minetest |
I wish the server thing that doublechecks your password would auto focus to the text bar so I can just type in my password again :T |
18:36 |
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18:36 |
rubenwardy |
oil_boi_minetest: platform? |
18:36 |
rubenwardy |
it does for me |
18:36 |
oil_boi_minetest |
arch linux |
18:37 |
rubenwardy |
weird, same |
18:37 |
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18:37 |
rubenwardy |
nvm, it doesn't |
18:37 |
oil_boi_minetest |
You are about to join this server with the name "oilboi" for the first time. |
18:37 |
oil_boi_minetest |
If you proceed, a new account using your credentials will be created on this server. |
18:37 |
oil_boi_minetest |
Please retype your password and click 'Register and Join' to confirm account creation, or click 'Cancel' to abort. and then I have to click the box to type |
18:37 |
oil_boi_minetest |
First world problems |
18:37 |
oil_boi_minetest |
I am the master of nit picking |
18:40 |
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18:40 |
paramat |
!tell useruser_ all ores were made deeper in MTGame 5.0.0. iron ore starts at y = -128 at low density, higher density at y = -256 |
18:40 |
MinetestBot |
paramat: I'll pass that on when useruser_ is around |
18:41 |
paramat |
that registration confirmation menu is going to be reworked, there's an issue |
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18:43 |
AceNovo |
On my family server, everyone is walking around in the floor. Hit boxes are correct, but avatars are standing on the bottom of the current block rather than the top |
18:44 |
rubenwardy |
AceNovo: make sure to update Minetest Game |
18:44 |
rubenwardy |
and 3D Armor |
18:44 |
AceNovo |
OK, I updated Minetest, but forgot that game was a separate update. Tx |
18:47 |
kurtzmusch |
tfw lua has no += |
18:48 |
AceNovo |
ikr? I was also expecting != instead of ~=. Took forever to relearn that |
18:49 |
rubenwardy |
because -- are comments |
18:52 |
paramat |
trom_ "Why vm:set_lighting({day=12, night=7}) crash MT ?" it's a known issue, but the cause is unknown |
18:54 |
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18:54 |
paramat |
#4399 |
18:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4399 -- Mintest crashes when vm:set_lighting({day = 7, night = 7}) or higher |
19:00 |
trom_ |
paramat: thanks ) |
19:01 |
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19:08 |
p_gimeno |
looks like a stack overflow |
19:20 |
kurtzmusch |
why player.eye_height returns nil ? |
19:21 |
rubenwardy |
Missing :get_properties() |
19:22 |
kurtzmusch |
huum |
19:22 |
kurtzmusch |
noice i think i understand now |
19:23 |
kurtzmusch |
it seems lua doesnt have objects, right? only nested tables that can contain functions... |
19:37 |
rubenwardy |
tables are lua's objects |
19:37 |
rubenwardy |
this is exactly the same as Javascript |
19:37 |
rubenwardy |
Lua is a prototype-based OOP language rather than class-based OOP |
19:38 |
rubenwardy |
just like JS |
19:38 |
rubenwardy |
here's a class in the prototype pattern: https://github.com/CapitalismGame/capitalism_game/blob/master/mods/capitalism/company/company.lua |
19:39 |
nri |
I'm Back |
19:39 |
nri |
Multi__: can you please join NRI_Creative |
19:39 |
Multi__ |
I am |
19:39 |
Multi__ |
nri join #NRI-Creative so I can talk to you |
19:48 |
kurtzmusch |
thanks ruben |
19:48 |
jluc |
what about people's power ? |
19:49 |
jluc |
i mean : citizens |
19:50 |
rubenwardy |
? |
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19:53 |
jluc |
ethic and high moral orientated agendas |
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20:24 |
Fixer |
rubenwardy: minetest ingame content window needs Installed category for sure, to update them all in one view |
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20:41 |
Lone-Star |
got a question for any scripting gurus. i made a script to update/build minetest dev and stable. anyways, is there a way to stop the script if "git pull origin" returns already up to date? |
20:43 |
nri |
I'm Back |
20:51 |
p_gimeno |
Lone-Star: I don't use git pull myself. Does it output nothing when there are no changes, as fetch does? |
20:52 |
Lone-Star |
when i do a git pull origin, if my sources are up to date, console displays "Already up-to-date". i want to stop the script and not continue to compile if Already up-to-date |
20:55 |
Lone-Star |
use to know all this back 30yrs ago, not so much now |
20:55 |
p_gimeno |
ah hmm... well maybe you can switch to fetch + merge, as I know how to do it with these, though that's somewhat off-topic here... want to talk in PM? |
20:55 |
Lone-Star |
sure |
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nri |
I'm Back |
21:24 |
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21:27 |
diemartin |
Hi Back. Nice to meet you. |
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23:39 |
MinetestBot |
[git] paramat -> minetest/minetest: daynightratio.h: Improve codestyle, minor optimisations (#8453) 0cc85a7 https://git.io/fjt3K (2019-04-07T23:37:52Z) |