Time |
Nick |
Message |
00:41 |
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00:50 |
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00:50 |
skibur |
Hello |
00:53 |
skibur |
Which mapgen is between v6 and flat? |
00:53 |
skibur |
sorry v7 and flat? |
00:58 |
solrac |
Offtopic; is it possible to compile irrlicht without GLX? |
01:00 |
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01:06 |
solrac |
Or well, is there a GLX that doesn't depend on X11? :v |
01:08 |
nephele |
I highly doubt that, glx is, after all ment for opengl on X11 :) |
01:09 |
solrac |
Well, I'm trying to compil irrlicht for AArch64 (Switch) and DKP does not provide it. So Maybe I'm missing something or doing it thr wrong way |
01:12 |
nephele |
not sure what DKP is but i see no reason why X11+opengl would not run on aarch64 barring driver support |
01:12 |
nephele |
if you want to use opengl you are going to need some way to get an opengl context anyhow :) |
01:16 |
solrac |
Hmmm... someone suggested to use it with SDL instead, I'm not exactly sure how that might help for context since, well it still uses OpenGL :v and that still needs context |
01:21 |
nephele |
Yeah sure, but sdl2 might have better platform support than irrlicht itself on some platforms |
01:21 |
nephele |
so in that case it may be usefull |
01:34 |
nephele |
I have a question, are decorations supposed to be available in minetest.register_on_generated ? I have one registered via minetest.register_decoration that i inteded to use to spawn trees, but they don't seem to show up in the code i am using |
01:35 |
nephele |
(using latest git, if that is relevant, although had the same behaviour last time i tried before 5.1.0 or so) |
01:47 |
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03:01 |
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03:43 |
solrac |
Is there a minimal Irrlicht version? |
04:10 |
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04:41 |
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05:18 |
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05:18 |
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05:18 |
sakana_ |
hello folks |
05:19 |
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05:20 |
sakana_ |
i have a newbie question, hope you forgive me... so, i've modified my player skin but it doesn't show in the server i'm playing, i get the default skin instead. i can see other people using skins. what am i doing wrong? |
05:30 |
oil_boi_ |
sakana_: You have to request the server admin to put your skin in if they have the skins mod enabled |
05:30 |
oil_boi_ |
Otherwise everyone has the same skin |
05:32 |
sakana_ |
oh, many thanks to you! |
05:33 |
oil_boi_ |
No problemo |
05:42 |
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05:43 |
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05:46 |
oil_boi_ |
And the award for the most hackjob abuse of the api goes to https://0bin.net/paste/KvcOPMsHbP+WL27R#SehjW6ylAS-o7nFO70XUWry4s8sNNCDL/GRrPdyiaY+ |
05:48 |
Extex |
Uhhh? Lol |
05:49 |
oil_boi_ |
Extex: That's what happens when you prototype garbage Shortened to return(minetest.facedir_to_dir(minetest.dir_to_facedir(vector.direction(pos,pos2)))) |
05:49 |
oil_boi_ |
I dunno how to do math ¯\_(ツ)_/¯ |
05:49 |
Extex |
Lol where did you find that? |
05:50 |
oil_boi_ |
I literally wrote that out before I figured out I can just use the false 4 directional facedir to get a binary value, I was laughing for like 5 minutes straight |
05:52 |
Extex |
I love looking back on my own ancient code... lol sometimes I don't even understand it |
05:52 |
solrac |
Thats always fun |
05:52 |
Extex |
Sometimes it's brilliant sometimes it absolutely awfull |
05:53 |
Extex |
Lol |
05:53 |
oil_boi_ |
Oh god, I like to stay away from that. Usually when you do that you find a teetering mountain of variables all linearly coded and the slightest mishap...oof |
05:56 |
Extex |
Yeah trying to fix them can be disastrous |
06:15 |
solrac |
I've another question regarding Irrlicht... how the heck does one set the platform? I get the platform not recognized error. I can't find a defined setting in the source or in the Makefile |
06:16 |
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06:48 |
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07:11 |
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07:35 |
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07:37 |
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07:48 |
oil_boi_ |
The blender documentation is frustratingly out of date. I'm not sure why they even removed .x exporting |
07:50 |
oil_boi_ |
Thank goodness they have an archive of the old versions of blender |
07:59 |
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08:12 |
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11:06 |
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11:40 |
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11:42 |
spook79 |
hi, my client is doing some weird things when rendering entity textures (like players but also happens with mobs and minecarts), the textures seem stretched and wrongly mapped: https://files.catbox.moe/oudby6.png anyone know's what's up (using opengl video_driver)? |
11:44 |
sfan5 |
https://www.reddit.com/r/Minetest/comments/fpv5x9/mobs_and_player_graphics_broken/ is this your post? |
11:51 |
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11:54 |
spook79 |
sfan5: not my post, but seems to be the same issue |
11:55 |
sfan5 |
operating system, graphics card? did you notice this issue after upgrading minetest? |
11:56 |
spook79 |
also on void linux, intel integrated graphics, it's been a long time since i've played, just started playing again. |
11:58 |
sfan5 |
minetest version? |
11:58 |
spook79 |
minetest --version |
11:58 |
spook79 |
Minetest 5.1.1 (Linux)Using Irrlicht 1.8.4BUILD_TYPE=ReleaseRUN_IN_PLACE=0USE_GETTEXT=0USE_SOUND=1USE_CURL=1USE_FREETYPE=1USE_LUAJIT=1STATIC_SHAREDIR="/usr/share/minetest" |
12:04 |
sfan5 |
hm |
12:05 |
sfan5 |
suspiciously sounds like void linux somehow broke the graphics driver (mesa, in this case) |
12:07 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Travis: Correct Linux dependencies so that PostgreSQL is found by CMake c6d6358 https://git.io/JvQYg (2020-03-28T12:04:15Z) |
12:07 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix crash on wielditem/item entities 0496149 https://git.io/JvQYa (2020-03-28T11:56:48Z) |
12:11 |
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12:15 |
spook79 |
sfan5: just built the game manually, everything seems to work now :o, maybe an issue with the void package? |
12:15 |
sfan5 |
did you build 5.2.0-dev? if so, the bug somehow unintentionally might've been fixed in the meantime |
12:17 |
spook79 |
oh yeah, it's 5.2.0-dev now, seems to have fixed the issue |
12:28 |
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12:28 |
sfan5 |
mind testing if the issue is present if you compile 5.1.1 from source? |
12:29 |
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12:29 |
spook79 |
i'm on to it! |
12:39 |
spook79 |
nope, issue is back, 5.2.0 seems to have unintentionally fixed the issue |
12:41 |
sfan5 |
interesting, thanks for testing |
12:42 |
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13:06 |
nephele |
I had asked this tonight: are decorations supposed to be available in minetest.register_on_generated ? I have one registered via minetest.register_decoration that i inteded to use to spawn trees, but they don't seem to show up in the code i am using (using this to try and build a forest; using recent git of minetest if that is relevant but same behaviour since the last time i tried this (like half a year or so)) |
13:07 |
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13:12 |
sfan5 |
did you call minetest.set_gen_notify |
13:17 |
nephele |
No, i don't think so? |
13:19 |
nephele |
The description is really confusing me, i am not using any notifications i am just scanning the generated mapchunks and don't find any decorations |
13:19 |
nephele |
you mean there is a different way to get that info with this? |
13:23 |
nephele |
can't find anything in that doc section about what those notifications are or how one could retrieve them (also have no idea what a flag field is supposed to be) |
13:25 |
sfan5 |
as I understand it, you need to call set_gen_notify to get the position of placed decorations as an argument to register_on_generated |
13:26 |
nephele |
that function just takes a function as argument, you mean like call it before that? |
13:27 |
nephele |
I can try calling it before the register_on_generated call, can you tell me what a flag field is though? |
13:27 |
nephele |
Just an array or something? |
13:30 |
nephele |
oh it's in the section "Flag specifier format"... that's easy to search for .-. |
13:33 |
sfan5 |
https://github.com/minetest/minetest_game/blob/88114a74e90dc7ac3a81f47ba93916e1dc925324/mods/fireflies/init.lua#L268 |
13:35 |
nephele |
Thank you |
13:43 |
MinetestBot |
[git] sfan5 -> minetest/minetestmapper: Improve --help output 2ae790c https://git.io/JvQsg (2020-03-28T13:02:27Z) |
13:55 |
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14:03 |
ircSparky |
if anyone wants to play some Trouble in Terrorist town with minetest and mumble let me know |
14:13 |
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20:54 |
MinetestBot |
[git] v-rob -> minetest/minetest: Formspec: Mark `hypertext` and markup language as unstable 9953145 https://git.io/JvQE7 (2020-03-28T20:54:19Z) |
20:54 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: Ignore near_plane setting on non-Android platforms (#8749) 13b2285 https://git.io/JvQE5 (2020-03-28T20:53:55Z) |
20:59 |
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22:47 |
nephele |
for `minetest.add_entity(pos, name, [staticdata]) where is the definition of the staticdata? I had assumed it was a ObjectRef but the function wants a string |
22:48 |
nephele |
Do i have to create luaobjects beforehand maybe to use here? |
22:51 |
nephele |
Ah, i found it now, via register_entiry |
22:51 |
nephele |
entity* |
22:51 |
sfan5 |
staticdata is a string that is stored when the object gets inactive and is saved to disk |
22:51 |
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22:51 |
sfan5 |
its use is entirely up to the code that implements the entity |
22:54 |
nephele |
so, i can leave it empty? |
22:55 |
sfan5 |
almost all entities should support being spawned with empty staticdata to start "from scratch" |
22:57 |
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22:57 |
nephele |
Ah, so, it's like it's initialization value? |
22:57 |
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22:57 |
sfan5 |
it can be used that way, yes |
22:59 |
nephele |
Okay, another question, how can i enable physics for entites? |
23:01 |
nephele |
seems the physics overide is only for players, i assume my entites should be falling but they just stay in the air anyhow |
23:01 |
sfan5 |
physical = true property and set the acceleration appropriately for gravity |
23:04 |
nephele |
Ah, i already had physical set, Thanks, you have been very helpfull (again) :) |
23:16 |
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