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rubenwardy |
what for? |
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frabbit |
rubenwardy: what do u mean with what for? |
00:46 |
rubenwardy |
frabbit: are you talking about codes to verify the downloads? |
00:46 |
rubenwardy |
they're downloaded over HTTPS |
00:46 |
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00:46 |
rubenwardy |
there's your cert |
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06:58 |
luvo |
about my yesterday problem I found a mod by BlockMan in GitHub (https://github.com/BlockMen/invtweak/) that maybe can help me find the way of comparing to itemstacks! I'll keep you posted |
06:58 |
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07:02 |
luvo |
yesterday, sfan5 was talking about this I think https://github.com/BlockMen/invtweak/blob/master/init.lua#L208: the get_wild_index method. I'll check more in-depth this time |
07:16 |
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08:15 |
MinetestBot |
oil_boi: May-13 21:30 UTC <texmex> The pigs are getting more boar-like with each iteration. Love it! |
08:15 |
oil_boi |
Thanks texmex, 22i has created all the mobs I want to use, and blockmen has a perfect ghost model so there is no longer any need to pull my hair out learning blender |
08:17 |
oil_boi |
Also, I'd like to ask, does automatic_face_movement_dir use -math.pi to math.pi or 0 to math.pi*2 ? |
08:24 |
oil_boi |
Oooh no, I just tested it, it's not looking good, it's -math.pi/2 to math.pi*1.5 |
08:39 |
oil_boi |
Easy fix body_yaw = self.object:get_yaw()-math.pi/2 |
08:48 |
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08:57 |
oil_boi |
Also I found that set_bone_position with {x=0,y=0,z=0} or nil as the position completely destroys the local location of the bone :L |
09:24 |
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10:28 |
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10:31 |
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10:31 |
sfan5 |
!tell oil_boi you might wanna enable deprecated_lua_api_handling = log while developing, there's quite a few deprecated calls in Crafter that should be replaced |
10:31 |
MinetestBot |
sfan5: I'll pass that on when oil_boi is around |
10:48 |
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10:53 |
MinetestBot |
oil_boi: May-15 10:31 UTC <sfan5> you might wanna enable deprecated_lua_api_handling = log while developing, there's quite a few deprecated calls in Crafter that should be replaced |
10:55 |
oil_boi |
Ooo, thanks |
11:02 |
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11:17 |
oil_boi |
sfan5, I see in this line https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4767 it requires "name", what exactly is that referring to? |
11:18 |
sfan5 |
e.g. minetest.get_mapgen_setting("mgv7_flags") |
11:18 |
oil_boi |
Ahh, ty |
11:19 |
oil_boi |
Aw man, still returns nil with https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4775 "mgv7_flags" |
11:20 |
sfan5 |
you wouldn't use it with mgv7_flags |
11:20 |
sfan5 |
but e.g. mgv7_np_dungeons |
11:20 |
sfan5 |
(take a look into map_meta.txt) |
11:23 |
oil_boi |
Holy crap we can directly access the mg settings now that's crazy |
11:24 |
sfan5 |
btw |
11:25 |
sfan5 |
https://user-images.githubusercontent.com/1042418/82045239-09700180-96af-11ea-9e6d-09d7a5b12841.png |
11:25 |
sfan5 |
https://user-images.githubusercontent.com/1042418/82045242-0d038880-96af-11ea-8a7a-c8dde15680a2.png |
11:25 |
sfan5 |
do you see a difference here and which do you prefer? |
11:35 |
oil_boi |
Number 2 seems to have better color and shadows |
11:37 |
sfan5 |
the colors are exactly the same but yeah I agree |
11:38 |
oil_boi |
It looks more alive, also the saturation seems to look better even though the colors are exactly the same, shadows have that effect |
11:38 |
oil_boi |
Is this an upcoming merge? |
11:39 |
sfan5 |
just a different default value for a setting we've had since 2016 |
11:39 |
oil_boi |
How would I try this in my own client? |
11:39 |
sfan5 |
ambient_occlusion_gamma = 1.4 |
11:43 |
oil_boi |
https://i.imgur.com/Z6MZL3J.png 0.25 https://i.imgur.com/rQpNIqt.png 1.4 |
11:45 |
oil_boi |
Err, 0.25 = default, this is 0.25 https://i.imgur.com/ikaJWNg.png |
11:45 |
sfan5 |
0.25 is a bit extreme yeah |
11:50 |
oil_boi |
It looks like an ENB |
11:55 |
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12:01 |
oil_boi |
Hopefully this gets rid of most of the deprecated calls and the Aether, Void, and Nether now have seeds that match the world generation, or completely random if fails |
12:01 |
oil_boi |
https://github.com/oilboi/Crafter/commit/269bce7c4c3d21206f3d0ba51b3967338ad45e70 |
12:04 |
sfan5 |
with mob spawning disabled it gets a lot harder to find food |
12:05 |
sfan5 |
or is that because I ran /clearobjects? |
12:08 |
oil_boi |
No spawning is disabled currently, I'm completely rewriting everything in the api to make mobs actually intelligent and use pathfinding, also going to implement a global mob table so that spawning gets disabled once a certain amount of mobs are loaded based on the number of players currently in the game |
12:09 |
oil_boi |
You gotta make a farm for now |
12:16 |
sfan5 |
>stone how is made from stone not cobble |
12:16 |
sfan5 |
???? |
12:16 |
sfan5 |
hoe* |
12:22 |
oil_boi |
Whoops, welp that's fixed now |
12:23 |
* oil_boi |
wonders if the hoes break too fast |
12:23 |
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12:24 |
oil_boi |
also sfan5 if you'd like to test the head tracking you can do /spawn creeper or /spawn pig or even /spawn phyg |
12:25 |
sfan5 |
looks its working |
12:25 |
sfan5 |
it walks in circles and directly looks at me for half the circle |
12:25 |
oil_boi |
You might have to git pull and you must have the server privelage, they kinda just go in a circle for now |
12:25 |
oil_boi |
W000 |
12:25 |
sfan5 |
you added mob spawners for dungeons yet? |
12:29 |
luvo |
> it walks in circles and directly looks at me |
12:29 |
luvo |
that's a little creepy |
13:02 |
oil_boi |
sfan5 just wait until they have pathfinding, then you're really gonna think they're creepy |
13:03 |
oil_boi |
Also no, I was trying to find a way to bake that into the engine dungeon spawning, maybe a decoration? |
13:05 |
sfan5 |
not sure that would work |
13:05 |
sfan5 |
https://github.com/minetest/minetest_game/blob/master/mods/dungeon_loot/mapgen.lua |
13:12 |
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13:13 |
luvo |
hahahahahaha |
13:15 |
luvo |
I feel like a kid watching two adults talk |
13:18 |
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13:31 |
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13:35 |
oil_boi |
Well good! Programming should be fun |
13:42 |
luvo |
it is, for sure! |
13:45 |
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13:45 |
texmex |
oil_boi: You're adding uphill water streams now? :) |
13:50 |
oil_boi |
texmex uphill waterstreams? |
13:51 |
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13:51 |
texmex |
Ah no, it was just https://i.imgur.com/ikaJWNg.png looking like it when in fact it was the rain. |
13:52 |
oil_boi |
Hahaha, that might be possible actually |
13:52 |
texmex |
Yes, just spawn some individual water nodes into stone, I guess. |
13:53 |
texmex |
On that note, how do you feel about stream water eroding the top grass layer so that hills don't get overflown by water? |
13:54 |
texmex |
Basically this thing http://g.recordit.co/zxJRNB8141.gif , instead of this thing https://i.imgur.com/MHkQcdo.jpg |
13:55 |
luvo |
it looks interesting texmex |
13:56 |
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13:57 |
texmex |
I've always wanted a decorations-like node placement function but in 3D instead of topview 2D. Basically it would be nice to be able to "place water in stone, with air neighbour nodes in horizontal direction" and you'll target vertical surfaces etc. |
13:57 |
texmex |
Would certainly be useful in this case, but other cases too ofc. |
13:58 |
oil_boi |
That might eat up a bit of CPU, but I can try to make it efficient, how is that done? I couldn't find a way for a "on_construct workaround" to implement something like that for lava cooling |
13:59 |
sfan5 |
on_flood exists, but it doesn't get called for air |
13:59 |
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14:00 |
sfan5 |
so what you *could* do is register an airlike node that is always placed above lava, this node will then have its on_flood called which you can use to implement lavacooling |
14:00 |
sfan5 |
it's not a very good workaround tho |
14:03 |
oil_boi |
I just wish there was a way to hook into the liquid flow algorithm, or to have it done in c++, so that when the liquid flows, it will call the on_flow function, but I do not know how that code works so I could be misinterpreting it |
14:03 |
texmex |
The gif is made with this old geezer https://github.com/tacotexmex/floodables |
14:04 |
texmex |
It makes the node floodable, which is of course destructive when applied to normal water but perhaps hill streams could be made of a special water node. |
14:05 |
oil_boi |
Hmmm, very interesting implementation, what if the water itself was floodable? |
14:06 |
ANAND |
I remember reading somewhere that setting liquids as floodable would cause issues |
14:06 |
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14:06 |
NetherEran |
imma try out quickly what actually happens |
14:06 |
ANAND |
:D |
14:07 |
texmex |
Remember safety glasses |
14:08 |
luvo |
and mask... at least this days |
14:09 |
texmex |
sfan5: Why even fake air? Why not just a certain logic when the on_flood runs? The on_flood doesn't even have to flood the floodable necessarily. |
14:10 |
sfan5 |
on_flood of what exactly? it is only called when liquid replaces a node that is not air |
14:14 |
oil_boi |
huh self.object:get_texture_mod() is a nil value |
14:15 |
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14:16 |
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14:16 |
texmex |
Uh, right. Lava is liquid too xD |
14:16 |
texmex |
Too slow in the head. |
14:17 |
NetherEran |
ok I tried it |
14:17 |
NetherEran |
I instantly caught fire |
14:18 |
NetherEran |
Actually I didn't notice a difference |
14:23 |
texmex |
Seems like on_flood calls are not executed when applied to liquids. |
14:26 |
ANAND |
That's interesting |
14:26 |
ANAND |
Here's the warning: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7182 |
14:26 |
ANAND |
Probably outdated |
14:28 |
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14:32 |
texmex |
Would be useful to be able to define what specific liquid a node was to be floodable by. |
14:33 |
texmex |
…but that can probably be baked into the on_flood function itself. |
14:33 |
ANAND |
Yeah |
14:37 |
yrungr |
is it correct that a minetest server only runs on a single core, but can use threads? |
14:40 |
sfan5 |
not exactly |
14:40 |
sfan5 |
(depending on what exactly you mean by that terminology) |
14:40 |
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14:41 |
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14:41 |
sfan5 |
The main business of a server happens in a single thread but Minetest makes use of multi-threading for e.g. map generation and loading the map from disk. |
14:41 |
yrungr |
gotcha. |
14:41 |
yrungr |
thanks sfan5. |
14:45 |
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14:46 |
oil_boi |
Oof oof oof |
14:48 |
_Zaizen_ |
Hi everyone I'm having a little bit of troubles with entities. I want to be able to spawn an entity with some properties and after that spawn the same entity but this time i've changed some properties. the problem is that if i change the properties in the register entity it changes the properties of all enemies included the ones already spawned of that type. |
14:48 |
_Zaizen_ |
Does anyuone have an idea on how to handle this problem? |
14:51 |
NetherEran |
In the on_activate callback you can do a local props = self.object:get_properties() and change what you want to change. Then you can self.object:set_properties(props) to apply the changes. |
14:53 |
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14:53 |
_Zaizen_ |
Thanks for the suggestion, I will try this and see if it works for what I have to do. |
14:56 |
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14:59 |
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15:09 |
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15:09 |
Miniontoby |
hello |
15:09 |
Miniontoby |
hows it going guys? |
15:10 |
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15:11 |
luvo_ |
Hello! |
15:12 |
Miniontoby |
hey |
15:12 |
Miniontoby |
https://forum.minetest.net/viewtopic.php?f=11&t=3905&p=372834#p372834 |
15:12 |
Miniontoby |
I need help |
15:13 |
Miniontoby |
plz someone |
15:14 |
Miniontoby |
who knows to what channel rubenwardy's servers are connected to |
15:15 |
* ANAND |
hides |
15:15 |
Miniontoby |
lol |
15:15 |
oil_boi |
sfan5 I thought you'd like this https://youtu.be/H1E-CPS4X94?t=157 |
15:15 |
* Miniontoby |
will roll a dice |
15:16 |
ANAND |
Ho ho ho, that's sweet! |
15:17 |
Miniontoby |
wowo |
15:17 |
sfan5 |
oil_boi: just like in the old days :D |
15:18 |
* Miniontoby |
subscribed |
15:18 |
ANAND |
> phyg |
15:19 |
ANAND |
!! :O |
15:19 |
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15:19 |
Miniontoby |
back |
15:19 |
* Miniontoby |
Gooit een dobbelsteen met 6 vlakken en krijgt 4 |
15:20 |
* Miniontoby |
roll a dice |
15:20 |
* Miniontoby |
Rolls a 6 sided dice and gets 5 |
15:20 |
luvo_ |
lol, that creeper is a catapult |
15:20 |
Miniontoby |
yes |
15:20 |
Miniontoby |
lol |
15:20 |
Miniontoby |
yes |
15:20 |
oil_boi |
sfan5 Yeah :D I'm sure there's a way to create stages for the flashing to happen faster as it ticks down |
15:20 |
Miniontoby |
a kind of like angrybirds |
15:20 |
oil_boi |
luvo_ creeperpult! |
15:20 |
Miniontoby |
lol |
15:21 |
Miniontoby |
but can anyone help me with https://forum.minetest.net/viewtopic.php?f=11&t=3905&p=372834#p372834 |
15:21 |
Miniontoby |
I want to let it be working |
15:21 |
Miniontoby |
it is on an rpi |
15:22 |
Miniontoby |
I have my own local irc server |
15:22 |
Miniontoby |
where I want it to be connected to |
15:22 |
Miniontoby |
and if I buy a server then thats inpossible |
15:22 |
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15:23 |
Miniontoby |
lol |
15:23 |
Miniontoby |
/cycle is funny |
15:23 |
Miniontoby |
need to stop for now |
15:24 |
oil_boi |
toby noooo it was right here https://github.com/minetest-mods/irc#installing |
15:24 |
luvo_ |
too late... |
15:24 |
luvo_ |
:( |
15:26 |
_Zaizen_ |
NetherEran: unfortunately it doesn't work really well for what i'm doing because I need a timer on the entities so there is still the problem that when an entity change it's timer every timer change. |
15:29 |
_Zaizen_ |
Oh, maybe I found the solution. |
15:32 |
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15:34 |
luvo__ |
oil_boi love the bounce of the arrow when it impacts with a node haha |
15:39 |
oil_boi |
Thanks! I wish I could find an easy way to make it get stuck in the node, I'll have to look in my old code from mystic |
15:40 |
luvo__ |
mystic was an old mod you did? |
15:40 |
luvo__ |
is it the mod you talks in the video about "testing mod"? |
15:45 |
oil_boi |
Yes it was this junk https://github.com/jordan4ibanez/Mystic |
15:47 |
oil_boi |
I wonder if there is a way for me to hack in players skins downloading automatically when they join the game, I don't know if the game engine can dynamically load in textures though |
15:49 |
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15:49 |
luvo__ |
all I know is that unified_inventory lets you change your skin in-game (don't really now if that is what you are asking) |
15:55 |
texmex |
oil_boi: If you’re pulling a texture defined with with only texture modifiers I don’t see why you wouldn’t be able. |
15:57 |
luvo__ |
I just realized (re-reading the api) that what sfan5 told me about (get_wield_index) is a method for the user (hurray for me!), but I tried `get_wield_list`, `get_wielded_item` and `get_wielded_index`: the first two methos worked, but the index one, says "attempt to call method 'get_wielded_index' (a nil value)". Any idea why it is reporting me nil? (I'm using this in the `after_use` tool callback thanks in advance! |
15:57 |
sfan5 |
I believe it's called get_wield_index instead |
15:58 |
luvo__ |
yeah, nice re-reading, Luvo |
15:58 |
luvo__ |
thank you again sfan5 |
15:58 |
luvo__ |
sorry for that |
16:00 |
luvo__ |
like, I just wrote right at the start of the question |
16:00 |
luvo__ |
smh |
16:02 |
oil_boi |
texmex do you know of an example of this? |
16:10 |
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16:13 |
texmex |
oil_boi: https://forum.minetest.net/viewtopic.php?t=22867 |
16:17 |
texmex |
In the case we’re talking about it’s simpler on the MT side, instead a conversion from a PNG image to ”a crap-ton of texture modifiers” needs to happen in an external server component able to reply to HTTP calls from MT, sending the crap-long texture string back. (possibly compressed with minimum characters, then decompressed once inside MT) |
16:19 |
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16:45 |
oil_boi |
Oh thank you, let's see what I can do with that |
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17:15 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Reset player view and attachment table on death b787fcf https://git.io/JfRaZ (2020-05-15T17:04:38Z) |
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18:36 |
luvo__ |
I finally did what I wanted yay! Thank you very one! |
18:37 |
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18:37 |
luvo__ |
I finally did what I wanted yay! Thank you very one! |
18:37 |
oil_boi |
You're welcome! Even though I didn't do anything |
18:37 |
luvo__ |
hahahah |
18:37 |
luvo__ |
oops, double message sorry |
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18:38 |
oil_boi |
ok texmex I will make the hud display the selected item, but WITH A TWIST https://youtu.be/4LGu1sOvxYs?t=63 |
18:40 |
luvo |
chan chan chaaaan |
18:42 |
oil_boi |
yeee |
18:43 |
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19:42 |
luvo_ |
mmm... has http://git.minetest.org/minetest/minetest anything to do with this minetest? I mean, are you contributing there too? or is it other's people |
19:42 |
Krock |
No, that's an unofficial fork |
19:43 |
luvo_ |
thx! |
19:44 |
sfan5 |
the person who manages that has a tendency to stalk and harass people so I recommend staying away |
19:44 |
sfan5 |
it's also forked from an somewhat old version of Minetest |
19:45 |
luvo_ |
thank you for the advice |
19:46 |
luvo_ |
I just found voxelands and finished there |
20:07 |
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21:56 |
oil_boi |
texmex https://i.imgur.com/TlskMe8.png |
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21:58 |
texmex |
oil_boi: my boi oil coming through! |
21:58 |
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21:58 |
leo_rockway |
hello minetesters. |
21:59 |
leo_rockway |
any chance that anybody would be willing to give this another look? It was opened 5 years ago and the last post is from 2 years ago: https://github.com/minetest/minetest/issues/2399 |
21:59 |
leo_rockway |
it's about liquid flow being unpredictable |
22:01 |
oil_boi |
yeeee |
22:02 |
oil_boi |
leo_rockway is there a space below that lava node? |
22:02 |
leo_rockway |
oil_boi: I don't recall the specifics. All I know is that I have a Skyblock map and the cobble generator works one way, but not the other. |
22:03 |
oil_boi |
What does that mean leo_rockway |
22:03 |
oil_boi |
do you have a picture? |
22:03 |
leo_rockway |
oil_boi: this comment from Wuzzy does: https://github.com/minetest/minetest/issues/2399#issuecomment-303485009 |
22:03 |
oil_boi |
oh THIS ISSUE |
22:04 |
oil_boi |
oh god |
22:04 |
leo_rockway |
yes, it's super old |
22:04 |
leo_rockway |
it messes with me every time I try to make a cobble generator, that's why I bring it up. |
22:05 |
leo_rockway |
oil_boi: thanks for the bump in the issue :D |
22:07 |
oil_boi |
I figured it out, it's based on viscosity |
22:07 |
leo_rockway |
oil_boi: you figured out as in you have a fix? |
22:07 |
leo_rockway |
it out* |
22:07 |
oil_boi |
No wait it's not |
22:07 |
leo_rockway |
it would be weird if it were based on viscosity, because it works in 3 directions. |
22:08 |
oil_boi |
That is very VERY weird, that is 2 nodes away will not flow over water, viscosity 7, but at 5 it will, water will flow over lava regardless of distance |
22:08 |
oil_boi |
Also leo_rockway I will absolutely not have a fix haha |
22:08 |
leo_rockway |
oh, so viscosity does make a difference then. |
22:09 |
nephele |
oil_boi, damn, need to find a new dealer :P |
22:09 |
leo_rockway |
oil_boi: man, I was going to say, ticket's open 5 years and you fix it in seconds! |
22:09 |
oil_boi |
All I can do is show it in a video |
22:09 |
leo_rockway |
that might not be a bad way to bump that issue. |
22:10 |
leo_rockway |
if I try to run minetest and capture video at the same time my laptop turns into a toaster oven. |
22:11 |
oil_boi |
No wait, it's actually working properly in my game with nether lava and main lava |
22:11 |
oil_boi |
I forgot I restricted main lava flow to 3 nodes |
22:11 |
oil_boi |
Also nephele the only thing I deal is bugs |
22:12 |
nephele |
wait, you make the bugs in minetest? |
22:12 |
oil_boi |
Maybe someone accidentally fixed in in 5.3 dev?? |
22:12 |
oil_boi |
Oh yes |
22:15 |
leo_rockway |
https://i.imgur.com/66gHvue.png |
22:15 |
leo_rockway |
https://i.imgur.com/cc754Zk.png |
22:15 |
leo_rockway |
same exact set up, just rotated |
22:15 |
leo_rockway |
in the first one, water never flows and cobble is not generated. |
22:16 |
leo_rockway |
I don't think I ever changed the flow of water or lava in my setup. |
22:16 |
leo_rockway |
this is mineclone2, but I could replicate the same thing in minetest game. |
22:17 |
leo_rockway |
in fact, I'll try and do that now. |
22:19 |
leo_rockway |
from minetest game: https://i.imgur.com/U9YWZPz.png |
22:20 |
leo_rockway |
same cobblestone generator setup, except in one water flows one way and in the other one the opposite way. One works, the other one doesn't. |
22:24 |
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22:26 |
oil_boi |
https://i.imgur.com/yBJRT4o.png |
22:26 |
oil_boi |
Crafter has a tweaked config though |
22:26 |
leo_rockway |
so the water is going sideways for you? |
22:27 |
oil_boi |
dedicated_server_step = 0.01 |
22:27 |
oil_boi |
No it's meeting up normally |
22:27 |
leo_rockway |
did you try rotating the same setup? |
22:28 |
leo_rockway |
oh, and I see that the meat pops decrease from left to right in crafter. Mineclone2 needs that! |
22:29 |
oil_boi |
Every direction, it's weird I can't replicate it https://imgur.com/a/tnbgZq0 |
22:29 |
oil_boi |
Also yes, symmetry is important! |
22:30 |
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22:31 |
oil_boi |
Also in this image, it's probably happening because it does a binary check in all directions +1x -1x, +1z -1z and it's breaking the loop after the first check fails, maybe |
22:31 |
oil_boi |
https://user-images.githubusercontent.com/17685062/37201183-3a1709e8-2387-11e8-910b-73582f8a03ae.jpeg |
22:32 |
leo_rockway |
it doesn't explain my image, though. |
22:33 |
oil_boi |
Your image is probably the "politeness problem" one wants to flow before the other in code, therefore neither does, this is in combination with the 2 generals problem localized within memory space |
22:34 |
oil_boi |
The only solution to fixing this code is that one must flow overriding the other on the loop that calculates new flowing nodes |
22:34 |
leo_rockway |
I'm surprised it only happens in one direction. |
22:34 |
oil_boi |
Oof, that was too much brame wurk 4 tday |
22:35 |
leo_rockway |
it's Friday! |
22:36 |
oil_boi |
Yes, that will happen, I have no idea how the flow code works, but if entities automatic_facedir_rotation or whatever the variable is ranges from -math.pi/2 to math.pi*1.5 then anything is possible |
22:36 |
oil_boi |
Also my favorite part about that is if you set automatic_facedir_rotation to 0 then it's still turned 90 degrees to the right in code |
22:37 |
oil_boi |
because math.pi/2 is 90 degrees in literal |
22:37 |
leo_rockway |
this is why I'm not a programmer. This stuff does hurt my brain. |
22:38 |
leo_rockway |
I can script admin stuff, I'm fine with that. |
22:38 |
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22:38 |
oil_boi |
Oh dude, it took me like 3 hours to translate the radians in degrees then work from there, f*** combining the yaw of the body with the yaw of the head while setting the head rotation and working around the set_bone_pos bug which breaks it's position in the animation |
22:38 |
nephele |
if you wanna do movement in a 3d game you gotta expect some vector math :P |
22:39 |
oil_boi |
Oh yes nephele I do, but not when a random issue like that is coming up, very blah |
22:39 |
leo_rockway |
I dropped out of compsci and got a translator degree instead. |
22:40 |
nephele |
I think i'll implement my focus code again as a csm, funnily enough i only wanted to get a bully-like aim thingy for fighting |
22:40 |
nephele |
only figured out later that it is basically a literal aimbot haha |
22:41 |
nephele |
ah, i remember why i didn't yet, i don't think csm has any call to set the camera angle :g |
22:42 |
oil_boi |
csm is in the state the Minetest 0.4.8 was, but that will change, eventually, everyone is working very hard on it since it creates extreme amounts of aesthetic possibilities and creativity that cannot be achieved over packets through a network connection |
22:44 |
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22:45 |
nephele |
oil_boi, server send csms will be nice... can then finally remove all the useless formspec garbage i have and generate them locally :g (currently make formspecs for all machines that run in like the formspec string, like the mtg furnace does, but ideally i shouldn't need to :D) |
22:46 |
oil_boi |
Oh you already can |
22:46 |
nephele |
yeah, packaging is somewhat annoying though |
22:46 |
oil_boi |
But it requires a bit of work |
22:47 |
nephele |
I suppose i should just do a client-side part for the gamemode and tell people to install it or smth |
22:47 |
oil_boi |
It honestly does not matter how annoying the packaging is, look at Windows 95, if your code is good enough, people will use it |
22:48 |
nephele |
its orders of magnitude worse than garrys mod for instance, i certainly dont have the patience to manually manage activations of clientside mods for specific servers i want to play on |
22:48 |
nephele |
i guess its fine for people that only ever play on one or two servers, but bah |
22:48 |
nephele |
although i should probably start regardless, eventually it will be there and i would have a csm ready, then :P |
22:50 |
oil_boi |
Eventually the csm will be exported to your client when you join the server, or join your singleplayer world, the csm currently is just a prototype, with csm downloaded automatically modding the code in memory will be so ultra extremely difficult a skilled hacker would have trouble modifying lua code in memory space |
22:51 |
oil_boi |
So yes, you should practice on this CSM prototype, even if you have to make a server mod just to load textures |
22:52 |
nephele |
Well, in gmod you only had to say "include these textures", which you already can by having them in the textures folder, so not much work there :P |
22:54 |
oil_boi |
Yes, gmod is using source, which is an overhaul of quake with blink video and havock built on top of it with a lua api slapped on top of it, it was also developed by quite a few very well paid people that spent only their working hours creating it and directly being in communication with each other |
22:54 |
nephele |
I know it's history, it's api for client / server mods was really nice though |
22:54 |
oil_boi |
You are now on a project developed by ... 412 people, half of which do not come online anymore |
22:55 |
nephele |
mods are simply both, with one part beeing on the server and one on the client, checkable by globals |
22:55 |
nephele |
oil_boi, sure... i can still take it as a reference though |
22:55 |
oil_boi |
Very true |
22:55 |
nephele |
I think it did that part of its lua api really well, i do miss it a bit :P |
22:55 |
oil_boi |
I think the problem with "include these textures" is the fact that someone could hack that to run "include this exe" |
22:56 |
nephele |
almost had a working lock-less (in the gameplay sense of not taking away camera control) inventory system ... :( |
22:56 |
oil_boi |
A lock-less inventory? |
22:57 |
nephele |
I hoped the brackets explained what i ment :g |
22:58 |
nephele |
gmod, or atleast the servers i played on, is generally still an fps shoort, interacting with inventories with your mouse can be quite bad since it takes away your movement controls and power to look around in that game.. i instead opted to use like the numpad and so to navigate it |
22:58 |
oil_boi |
Oh that's quite easy to do |
22:59 |
nephele |
I didn't claim it was hard |
22:59 |
nephele |
Just that the pre-made UI thingies generally only did mouse control, and bad one at that, so had to make the inventory i wanted from primitives mostly so made a tiny layouting thing in lua |
23:00 |
oil_boi |
You must simply make a hud that emulates an inventory, with specific slots creating sub elements, and you must get the last position of get_wield_index and then combine that with your modified hud, and then create a drop down reference for the client to utilize, and have a timer to timeout showing the hud |
23:01 |
oil_boi |
I will make this in a little while |
23:02 |
nephele |
I disagree with a timeout, and i have no idea what you mean with a drop down |
23:02 |
nephele |
i will make this either way, i mostly have the code already :P |
23:03 |
oil_boi |
https://screenshots.gamebanana.com/img/ss/guis/5a7078c8d049c.jpg |
23:03 |
oil_boi |
This? |
23:03 |
nephele |
Just a bit bumped that minetestes way to get keybindings is so awfully limited |
23:03 |
nephele |
oil_boi: what do you mean? |
23:04 |
oil_boi |
Or do you mean this? https://i.ytimg.com/vi/G78T31k8uqE/maxresdefault.jpg |
23:04 |
nephele |
I honestly don't know what either of those should be |
23:05 |
nephele |
I am talking about a HUD displaying inventories of items only while you look at it |
23:05 |
nephele |
so you can interact with the keyboard while looking at them |
23:05 |
oil_boi |
Then I have no idea what you mean ¯\_(ツ)_/¯ |
23:06 |
nephele |
Well, the closest analogy i know is fallout4 quick-loot, if you know that |
23:06 |
oil_boi |
YES |
23:06 |
oil_boi |
Make that shit happen |
23:07 |
oil_boi |
How about we do this |
23:09 |
oil_boi |
nephele https://github.com/minetest/minetest/issues/9871 |
23:10 |
nephele |
I had a tiny ui layouting thingy for gmod, i think i can port it to minetest rather easily, should be able to make something like quickloot with that https://git.gryphno.de/neplevitan/glua-mod-ui/src/branch/master/lua/ui.lua |
23:11 |
oil_boi |
How about you ping that or DM that to a core developer directly? I am just a simple api game dev |
23:12 |
nephele |
ping what? |
23:12 |
oil_boi |
A rather annoying one tbh hahaha, well do stuff like this: sfan5 |
23:13 |
sfan5 |
I can say one thing: that bug you opened is probably a duplicate |
23:13 |
oil_boi |
See what I told you nephele? |
23:13 |
nephele |
i think that more keybindings would be nice is known :D |
23:13 |
oil_boi |
Very annoying not looking through duplicate problems |
23:15 |
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23:16 |
nephele |
I can't make duplicate tickets if i don't open tickets *taps forehead* |
23:16 |
oil_boi |
Don't worry, I've done that for you :D |
23:17 |
nephele |
Anyway, I'll work on this tommorow, feel free to ping me about that in case i forget (I think with the keys i can use currently i atleast have a basic one to make), should sleep now to try and maintain a normal sleepcycle :g |
23:22 |
oil_boi |
Alright I'm done being a butthole |
23:29 |
oil_boi |
Also definitely do not approve that as it allows access to creating keyloggers combined with the http modding api, so I will close it now |
23:33 |
sfan5 |
>// if this node is not (yet) of a liquid type, choose the first liquid type we encounter |
23:33 |
sfan5 |
ok who thought this was a good idea |
23:34 |
sfan5 |
the reason that the lava refuses to flow that way is that the liquid code finds the water first and operates on the assumption that the water wants to flow there |
23:34 |
oil_boi |
SO IT IS a 2 generals problem localized |
23:35 |
oil_boi |
Also that's why my custom water flows properly? |
23:35 |
sfan5 |
what exactly does "custom" mean? |
23:35 |
oil_boi |
main:water not default:water |
23:36 |
sfan5 |
doesn't make a difference |
23:36 |
oil_boi |
Then why does it work?? |
23:40 |
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23:40 |
sfan5 |
¯\_(ツ)_/¯ |
23:41 |
oil_boi |
Does it make a specific call to namespace default:water or default:water_flow? |
23:43 |
leo_rockway |
sfan5: this bug's lived for half of the life of minetest. It would be a great celebration and people will rejoice once it's fixed. |
23:43 |
leo_rockway |
Minetest turns 10 years old in November, if I'm not mistaken. This bug was opened in 2015. |
23:44 |
oil_boi |
If you guys want a real headache: https://github.com/minetest/minetest/issues/9872 |
23:44 |
oil_boi |
Just thought I'd add petrol to the inferno |
23:45 |
leo_rockway |
but how viscous is that petrol, oil_boi ? |
23:45 |
oil_boi |
As thick as the oil I'm made of yo |
23:46 |
oil_boi |
I think I need to relearn cpp so I can create horrific monstrosities of merge requests that someone will end up fixing, again |
23:47 |
oil_boi |
Oh no, I just got 3 ideas at once |
23:50 |
leo_rockway |
I think I'm too old to actually learn cpp. And too unmotivated to learn it. I can deal with Lua in small dosis. |
23:50 |
sfan5 |
https://github.com/minetest/minetest/pull/9874 |
23:50 |
sfan5 |
and now it is be time to go to bed |
23:50 |
sfan5 |
s/is be/is/ |
23:51 |
* leo_rockway |
highfives sfan5 |
23:51 |
oil_boi |
have a good one sfan5 |
23:51 |
leo_rockway |
goodnight |
23:53 |
oil_boi |
leo_rockway do you think it would be cool if we could set the digging/placing animation speed? and change the animation based on if the item is a node or a tool/item? |
23:53 |
leo_rockway |
oil_boi: I do. I actually mentioned it in the Mineclone2 forum thread, I believe. The digging animation in minecraft is much faster and it looks more dynamic. |
23:54 |
leo_rockway |
but, I can request stuff as much as I want, but I feel like a freeloader doing so, haha. |
23:54 |
leo_rockway |
although I feel like I contributed a bit by poking that one liquid flow issue today. |
23:56 |
oil_boi |
leo_rockway https://github.com/minetest/minetest/issues/9876 |
23:56 |
leo_rockway |
I had an idea for a game for a long time. Basically, you crashlanded in the minetest planet and you need to craft the parts of your spaceship to be able to return to your planet. |
23:56 |
oil_boi |
This is the best I could do with quite a few beers in me |
23:56 |
leo_rockway |
nice |
23:57 |
oil_boi |
The MC animation of placing nodes has always stuck with me, same with the digging speeds on tools. I may have created the digging/placing animation, but I always wanted a custom variable to control it |
23:57 |
leo_rockway |
I think there should be room for custom animations. Like eating, drinking, shooting, playing an instrument, etc. |
23:58 |
leo_rockway |
imagine an ocarina mod :) |
23:59 |
sfan5 |
there, fixed it in the situation Wuzzy reported there too |
23:59 |
oil_boi |
Very nice sfan5 |