Time |
Nick |
Message |
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07:09 |
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07:20 |
Andrey01 |
Hello, I seem can`t hunt out a file where the air node registration occurs, maybe does it happen engine-side at all? |
07:23 |
nephele |
game/register.lua:345 |
07:24 |
ANAND |
It happens both in builtin and in the engine |
07:24 |
ANAND |
IIRC |
07:24 |
sfan5 |
https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L345 |
07:24 |
sfan5 |
https://github.com/minetest/minetest/blob/5cf6318117edcae6bf30d829d9e9dd9dbf1d4bf7/src/nodedef.cpp#L966 |
07:25 |
Andrey01 |
Thanks |
07:42 |
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09:27 |
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09:35 |
rdococ |
hmm, how do I get access to the output of minetest.log()? I looked in debug.txt but I don't think it shows up there |
09:35 |
Krock |
it does, if the minetest.conf log level is low enough |
09:36 |
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09:37 |
rdococ |
is the default level high enough? I want to see if there's an "error" |
09:38 |
rdococ |
(those quotes weren't meant to be sarcastic lol) |
09:38 |
sfan5 |
errors and warnings show by default |
09:39 |
rdococ |
ah |
09:53 |
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10:14 |
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12:38 |
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12:49 |
sagax |
how to wrap video to blocks? |
12:50 |
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12:53 |
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13:07 |
Krock |
sagax: currently not possible. For animated textures, take this as an example: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2229 |
13:24 |
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13:27 |
kagi |
hi, just wanting to vent frustration about all those moreblocks slices cluttering up unified inventory even though theres a separate section for them~ wondering how hard it would be to fix~ |
13:29 |
VanessaE |
there is a config option to keep the cut shape out of the creative inv. |
13:30 |
VanessaE |
but I don't recall what it is offhandf |
13:30 |
VanessaE |
-f |
13:32 |
Krock |
https://github.com/minetest-mods/moreblocks/blob/master/settingtypes.txt#L3 |
13:32 |
Krock |
^ kagi |
13:32 |
Krock |
minetest.conf setting moreblocks.stairsplus_in_creative_inventory = false |
13:52 |
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14:18 |
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14:21 |
Gael-de-Sailly |
Hi, how do you increase the mapblock loading distance ? Setting 'max_block_send_distance = 30' doesn't help for me. |
14:26 |
nephele |
i think kp_plus or so to increase the vision range? |
14:31 |
Gael-de-Sailly |
kp_plus? |
14:32 |
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14:36 |
Gael-de-Sailly |
ah ok the key + |
14:36 |
Gael-de-Sailly |
it's not what I mean |
14:37 |
Gael-de-Sailly |
it increases the distance at which the blocks are rendered if they are loaded, but it doesn't load them beyond 160 nodes |
14:39 |
Krock |
so the server needs to send them |
14:39 |
Krock |
max_block_send_distance = 10 |
14:39 |
Krock |
and if they're not yet generated: max_block_generate_distance = 10 |
14:40 |
Krock |
use latter with caution. range 10 creates a lot of unused mapblocks in your world |
14:40 |
Gael-de-Sailly |
I set max_block_send_distance = 30 and there is no difference with 10, loading distance is still ~160 nodes |
14:43 |
Gael-de-Sailly |
i'm on singleplayer |
14:44 |
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14:53 |
Krock |
maybe there's an engine limit somewhere |
14:54 |
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14:59 |
Gael-de-Sailly |
sounds like |
14:59 |
Gael-de-Sailly |
just tested by reducing this setting to 5 and this actually reduces the loading range |
15:00 |
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15:41 |
Touchatonku |
hi |
15:53 |
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16:02 |
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16:53 |
jas_ |
hello |
16:54 |
Zughy |
hey there |
17:04 |
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17:06 |
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17:24 |
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17:36 |
Corey[m]1 |
Hey, I have a lighting question, is there a way to prevent lights from progating outside of a closed box (or did I misconfigure my node somehow), the issue is light appears outside of an enclosed concrete box, where the light is placed inside the box |
17:42 |
sfan5 |
how does the box look? |
17:47 |
Corey[m]1 |
one moment |
17:47 |
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17:47 |
Corey[m]1 |
I'll see if I can whip up a screenshot |
17:48 |
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17:48 |
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17:49 |
Corey[m]1 |
and I forgot I have no way to upload it |
17:49 |
Corey[m]1 |
great |
17:56 |
Krock |
sunlight_propagates = false |
17:56 |
Krock |
paramtype (1) may not be "light" |
17:58 |
Corey[m]1 |
Well my mod is currently broken, my tests are failing and I'm kinda impatient to fix it atm |
17:58 |
Corey[m]1 |
The issue is a node as a light source inside an enclosed cube (made of nodes) is somehow lighting outside of that cube |
17:59 |
Corey[m]1 |
I'll double check if the enclosing nodes have sunlight_propogates set |
17:59 |
Corey[m]1 |
The paramtype is set to light for the node |
18:00 |
Krock |
if it shines through node edges, update Minetest. |
18:00 |
Krock |
this was fixed somewhen during 0.5.0-dev period (IIRC) |
18:04 |
Corey[m]1 |
welp, this was 5.1 built from source |
18:04 |
Corey[m]1 |
but it's windows... |
18:04 |
Corey[m]1 |
so.,anything is possible |
18:04 |
Corey[m]1 |
I'll try the latest on my linux machine (once I fix these tests) |
18:04 |
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18:07 |
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18:28 |
Corey[m]1 |
Welp, the problem persists even on the latest master |
18:28 |
Krock |
please don't blame me. it's your mod. |
18:29 |
* Krock |
runs |
18:29 |
Corey[m]1 |
Here are some screenshots: https://yatm.icedragon.space/assets/screenshots/uploads/screenshot_20200503_131843.png |
18:29 |
Corey[m]1 |
Nah I'm not blaming you, I know the engine has some... rough edges |
18:29 |
Krock |
definitely wrong node definition |
18:29 |
Krock |
replace that with cobble and it'll be dark |
18:29 |
Corey[m]1 |
one sec |
18:29 |
Corey[m]1 |
I forgot the filename for the other |
18:30 |
Krock |
//replace whatever:node default:cobble |
18:30 |
Corey[m]1 |
Inside: https://yatm.icedragon.space/assets/screenshots/uploads/screenshot_20200503_131853.png |
18:31 |
Corey[m]1 |
Inside of replacing the node, I can always just steal parts of the cobble definition for my concrete |
18:31 |
Corey[m]1 |
inside > instead |
18:31 |
Krock |
try updating the light within the mapblock |
18:31 |
Krock |
maybe it's just buggy and outdated |
18:32 |
NetherEran |
I think I recreated you bug |
18:32 |
Corey[m]1 |
So, in short just replace the lights and see if that resolves it? |
18:32 |
NetherEran |
does it have paramtype = "light" in its definition? |
18:32 |
Corey[m]1 |
Yep |
18:32 |
Krock |
<Corey[m]1> The paramtype is set to light for the node |
18:32 |
Corey[m]1 |
I define all my nodes with it.. |
18:33 |
Krock |
I told you to not do that |
18:33 |
Corey[m]1 |
Is that an issue |
18:33 |
NetherEran |
if you want light to not go through them it is |
18:33 |
Krock |
naah, it's just that light shines through |
18:33 |
Corey[m]1 |
Welp, TIL |
18:34 |
Corey[m]1 |
I'll remove it and give it a twirl again |
18:35 |
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18:39 |
Corey[m]1 |
Well, removing the paramtype didn't solve it... |
18:39 |
Corey[m]1 |
I'll try setting it to none and try again |
18:42 |
NetherEran |
did you use /fixlight on the nodes? If not they'll keep glowing until they're replaced |
18:47 |
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18:57 |
Corey[m]1 |
I just did |
18:57 |
Corey[m]1 |
and nothing changed |
18:57 |
Corey[m]1 |
Huh |
19:01 |
Corey[m]1 |
Well now it works, for some reason the world I was in refused to fix the lights |
19:01 |
Corey[m]1 |
Even placing new nodes had the same light issue |
19:01 |
Corey[m]1 |
but at least it works now |
19:01 |
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19:03 |
Corey[m]1 |
Thanks for the help @NetherEran and @Krock, I shall now return to lurking |
19:15 |
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20:14 |
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20:16 |
freelikegnu |
ugh I |
20:17 |
freelikegnu |
I'm so frustrated, what can I use to store data of things my mobs do while my mod is running? minetest.get_mod_storage() only works when the mod starts up :P |
20:19 |
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20:20 |
NetherEran |
you can use the storage object that get_mod_storage returns not only when the mod starts up |
20:24 |
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20:31 |
rubenwardy |
You should store it in a file local |
20:31 |
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20:41 |
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20:51 |
Zughy |
what was the mod to show player nicknames only if they weren't behind a block? |
20:56 |
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20:58 |
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20:58 |
rubenwardy |
Zughy: |
20:58 |
rubenwardy |
!mod [playertag] |
20:58 |
MinetestBot |
rubenwardy: Entity based nametags [playertag] by sparky - https://forum.minetest.net/viewtopic.php?t=19401 - https://github.com/Elkien3/playertag |
20:59 |
sfan5 |
perhaps that should be added as a client-side feature for nametags |
20:59 |
Zughy |
yes pls |
20:59 |
sfan5 |
scaling them with size + obscuring them |
21:00 |
sfan5 |
though if you add that you are very close to a general "render this text onto this texture pls" feature |
21:00 |
sfan5 |
(which is also heavily requested) |
21:02 |
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21:11 |
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21:22 |
Zughy |
well it'd be great, especially because translations right now don't work on signs_lib ( :( ) |
21:26 |
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