Time |
Nick |
Message |
00:08 |
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00:33 |
a1fa |
are there any pre-made worlds with buildings and castles? |
00:33 |
NathanS21 |
Take a look at the maps topic on the forums. |
00:34 |
a1fa |
thanks |
00:34 |
NathanS21 |
https://forum.minetest.net/viewforum.php?f=12 |
00:37 |
a1fa |
what happens if you dont have all the mods? |
00:38 |
a1fa |
that the world requires |
01:02 |
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01:15 |
NathanS21 |
those nodes will show as unknown nodes |
01:15 |
NathanS21 |
the world should still load. |
01:33 |
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02:32 |
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03:02 |
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03:35 |
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04:12 |
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04:22 |
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04:22 |
Khyrberos |
Hello there |
04:31 |
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04:32 |
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04:32 |
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05:03 |
Khyrberos |
Alright, heading off |
05:05 |
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05:45 |
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06:36 |
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06:45 |
wt |
Hey there. Anyone around? |
07:17 |
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07:42 |
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07:45 |
user__ |
Hey Guys, does anybody havea copy of the Cactus Mod. I cant find it |
07:55 |
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08:39 |
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09:08 |
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09:26 |
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09:37 |
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09:46 |
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10:01 |
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10:01 |
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10:01 |
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10:06 |
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10:10 |
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10:27 |
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10:45 |
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11:11 |
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11:11 |
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11:29 |
MinetestBot |
[git] zaoqi -> minetest/minetest_game: Rename `core` to `minetest` (#2552) 1082466 https://git.io/JeNDW (2019-12-29T11:28:30Z) |
11:49 |
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11:54 |
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11:58 |
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11:59 |
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12:07 |
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12:16 |
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12:18 |
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12:19 |
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13:00 |
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13:01 |
deltasquared |
hmm... whereabouts are the colour tints for daylight and node-emitted light calculated? I'm thinking of playing with the hues a bit |
13:01 |
deltasquared |
my first guess would be one of the shaders... source time |
13:05 |
deltasquared |
... oh, would you look at that, daylight colour is a uniform. huh. |
13:05 |
deltasquared |
artificial light is right there as a constant at least |
13:07 |
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13:12 |
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13:14 |
rubenwardy |
Shaders I think |
13:17 |
deltasquared |
rubenwardy: I've found it. it's an interesting split |
13:17 |
deltasquared |
the daylight colour is passed to the shader via a uniform. you can still access the time of day from the looks of it though |
13:18 |
deltasquared |
the node colour is just there as a hardcoded value, so I guess I could try tinkering with it. |
13:36 |
deltasquared |
... oh that's interesting. I stand corrected. it seems the node colours for node light is pre-computed for the node. that kinda makes sense for a space/time tradeoff I guess, though that means I have to go diving further to find where node light colour is applied. |
13:48 |
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14:04 |
deltasquared |
strange, how come I'm not getting any output from the shader cache with loglevel verbose |
14:07 |
deltasquared |
so I'm not entirely sure my shaders are being loaded. |
14:08 |
deltasquared |
I set shader_path to be $HOME/.minetest/shaders, made a nodes_shader dir in there, and copied in opengl_vertex.glsl from /usr/share/minetest to tweak it... but I'm not sure it's having any effect (even after full game restart) |
14:08 |
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14:10 |
deltasquared |
any way I can diagnose where the shader is getting loaded from? (alternatively dumping the thing would work if that's possible) |
14:14 |
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14:15 |
deltasquared |
... I'm an eejit it seems. completely missed the shader tickbox in my settings menu. :/ |
14:33 |
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14:39 |
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15:03 |
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15:06 |
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15:16 |
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15:22 |
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15:49 |
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16:08 |
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16:22 |
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16:24 |
Wuzzy |
Does the "place" sound for items (NOT NODES!) actually work? In my tests, it doesn't |
16:32 |
deltasquared |
interesting. the place sound in the definition table is mentioned in both sections. in the generic one (apparently including non-node things) it doesn't explicitly say node only... |
16:33 |
deltasquared |
I have a suspicion that's a documentation bug, but without looking at the source I couldn't say for certain |
16:33 |
deltasquared |
(both sections being the item definition and node definition sections in the api manual) |
16:49 |
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16:52 |
Genshin |
Working on checkpoint controllers for the dungeon crawl addon https://cdn.discordapp.com/attachments/309071642276134912/660887634184503296/Screenshot_at_2019-12-29_11-51-00.png |
16:56 |
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17:06 |
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17:16 |
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17:18 |
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17:33 |
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17:56 |
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18:23 |
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18:29 |
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18:32 |
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18:56 |
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18:56 |
texmex |
That’s some serious HUD stuff Genshin :) |
19:16 |
Genshin |
texmex Thank you, so far that's been working like as charm :) |
19:17 |
Genshin |
HUD and stats work alongside a player numerical leveling addon |
19:17 |
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19:19 |
Genshin |
planning to release the player numerical leveling mod soon |
19:24 |
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19:27 |
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19:31 |
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19:38 |
texmex |
Genshin: Any HUD helper mod? |
19:39 |
Genshin |
texmex: Define HUD helper, any example? |
19:39 |
Krock |
library to make it look nice |
19:40 |
Krock |
after all these are just many custom textures in combination with regular text to make it look good |
19:41 |
Genshin |
As in a Guide, right? |
19:41 |
Krock |
I hope it scales well with the gui_scale setting |
19:42 |
* Krock |
tells Genshin to use the Terminal or Console Window to print debug lines |
19:43 |
Genshin |
I've been using that Krock |
19:43 |
Genshin |
How else can I check if things are working properly via backend? X) |
19:44 |
texmex |
Not a lib to make it look nice, a lib to easier create, update, stack etc elements. |
19:45 |
Genshin |
It does have a update stats function which updates the HUD's stats and player's stats |
19:45 |
Genshin |
and stats info is stored in world directory |
19:47 |
Genshin |
each Statbar from this HUD is measured via percent |
19:49 |
Genshin |
0% to 100% |
19:50 |
Genshin |
It's counter tells you the actual stat number along with it's current max |
19:50 |
Wuzzy |
if i would take a guess, you did not use [hudbars] for this |
19:50 |
Genshin |
no |
19:53 |
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20:05 |
Genshin |
This is where stats are being saved Wuzzy, https://cdn.discordapp.com/attachments/306656385754464258/660936299842240560/Screenshot_at_2019-12-29_15-04-35.png |
20:06 |
Genshin |
And it's stored table data https://discordapp.com/channels/306156497912594434/306656385754464258 |
20:07 |
Genshin |
^wrong link |
20:07 |
Genshin |
Fixed: https://cdn.discordapp.com/attachments/306656385754464258/660936055666638859/Screenshot_at_2019-12-29_15-03-09.png |
20:08 |
Genshin |
exp bar relies on the player leveling addon |
20:10 |
Krock |
looks like Thunar |
20:12 |
Genshin |
Krock: it's actually MATE, although does look like Thunar X) |
20:14 |
Genshin |
Correction, it's "Caja" nevermind |
20:34 |
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20:35 |
deltasquared |
does anyone know where the colour information for node vertexes is generated in the engine code? the meaning of the alpha channel in gl_Color isn't too clear to me from the comments in the node vertex shader, so I was hoping to find where it was set. |
20:36 |
deltasquared |
I imagine somewhere in the code that does mapblock meshing, but not having much luck locating it thus far |
20:38 |
Wuzzy |
Genshin: did you know minetest supports player meta? you dont neet to write manual files for player data anymore |
20:39 |
Genshin |
i'm aware, for the release versions I will use the normal methods |
20:39 |
Genshin |
at the moment, I'm just messing around at the lab |
20:44 |
Genshin |
Still brainstorming about how I would make checkpoint barriers for the dungeon crawl addon so players can't move on in a dungeon until all specified mobs that were spawned on it list |
20:44 |
Genshin |
are all defeated X) |
20:45 |
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20:47 |
Genshin |
So far when a player dies during a dungeon session, they would respawn at the Dungeon's spawn point until either the Dungeon is cleared or if session time reaches 0 |
20:51 |
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20:56 |
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21:03 |
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21:11 |
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21:34 |
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21:42 |
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22:07 |
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22:33 |
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22:44 |
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23:01 |
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23:26 |
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23:26 |
Multi_Coder |
Hello everyone |
23:27 |
Multi_Coder |
I've got CURL complied and I'm not getting any errors on my server log do you all see an issue that would prevent me my server from showing up on the server list? |
23:27 |
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23:27 |
Multi_Coder |
https://0bin.net/paste/c2CkzFntXPPdjHgU#1IwS8tkvOocjveuWlloruIYyMGPMPmIxzr2QYCGBrMM |
23:28 |
Multi_Coder |
*would prevent my server, sorry its been a long day here. |
23:34 |
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23:45 |
rubenwardy |
Multi_Coder: do you have ipv6 on the server machine? |
23:45 |
Multi_Coder |
I do not have ipv6 enabled on my network |
23:46 |
rubenwardy |
try |
23:46 |
Multi_Coder |
Ok, one moment |
23:46 |
rubenwardy |
!up rubenwardy.com 30001 |
23:46 |
MinetestBot |
rubenwardy.com:30001 is up (95ms) (IPv6) |
23:46 |
rubenwardy |
but with your server IP |
23:47 |
rubenwardy |
you can do that in a PM with MinetestBot if you wish |
23:47 |
Multi_Coder |
!up codex.nerdygnomes.com |
23:47 |
MinetestBot |
codex.nerdygnomes.com:30000 seems to be down |
23:48 |
Multi_Coder |
!up codex.nerdygnomes.com:9000 |
23:48 |
MinetestBot |
codex.nerdygnomes.com:9000 is up (119ms) (IPv4) |
23:49 |
Multi_Coder |
I set the server to ipv6 true, but I may have to reconfigure my routers to get ipV6 up, I'll try that. |
23:54 |
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23:54 |
Multi_Coder |
!up fe80::ea6f:f2ff:fe13:9000 |
23:54 |
MinetestBot |
OSError: [Errno 22] Invalid argument (file "/home/sfan5/mtbot/modules/serverup.py", line 22, in check) |
23:55 |
rubenwardy |
!up fe80::ea6f:f2ff:fe13 9000 |
23:55 |
MinetestBot |
OSError: [Errno 22] Invalid argument (file "/home/sfan5/mtbot/modules/serverup.py", line 22, in check) |
23:55 |
sfan5 |
(that's a local ipv6 address and not reachable on the internet) |
23:57 |
Multi_Coder |
Ok, I'm honestly not too familar with ipv6. I was raised on a C64. What pattern am I looking for when it comes to non local ipv6? |
23:59 |
sfan5 |
begins with 2xxx |
23:59 |
Multi_Coder |
Ok, I did a bit of reading. It appears my internet provider does not provide ipv6 addresses. |
23:59 |
sfan5 |
but chances are if you can't immediately find a global IPv6 in your settings then you don't have one |
23:59 |
Multi_Coder |
ok |