Time |
Nick |
Message |
00:06 |
yrungr |
is there a way to list the other players on a server? |
00:06 |
Lone_Wolf |
.list_players |
00:07 |
Lone_Wolf |
IIRC anyway |
00:07 |
Lone_Wolf |
Might not work on all servers |
00:07 |
Lone_Wolf |
I guess they're listed in /status too |
00:07 |
yrungr |
ah, status does the trick. thanks Lone_Wolf. :) |
00:10 |
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00:11 |
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00:18 |
oil_boi |
texmex, please try the automatically downloading skins |
00:19 |
oil_boi |
it's an extreme proof of concept, so it might crash and the http api dumps a few lines of nonsense into the terminal |
00:19 |
oil_boi |
It pulls my skin for now, but in the next update if you join a server with your github name and you have a repo called "crafter_skindex" with a skin.png file in it, it will automatically skin your player as it no matter what server you go on |
00:22 |
oil_boi |
I had to scour every corner of the internet to find the correct lua functions and libraries to make that work correctly |
00:23 |
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00:38 |
oil_boi |
Now unfortunately I can't set the wieldhand to match the skin yet, I might have to force trick the game into turning it into an item and then putting it back as a node |
00:39 |
leo_rockway |
oil_boi: the game crashed for me. I'm trying to find some pastebin I can use to show you the error. |
00:39 |
leo_rockway |
(related to skins) |
00:40 |
nephele |
oil_boi, but wieldhand is already an item, no? |
00:40 |
oil_boi |
nephele, well no, the 3d one is a node |
00:41 |
oil_boi |
I would have to find a way to create a new node somehow |
00:41 |
nephele |
hmm, i never set that in my game :) |
00:41 |
leo_rockway |
oil_boi: https://privatebin.net/?026ee310b5bf859c#BWgKvEyHVSXyvHom3PWAgSqbQYP9dqiBRYfhDJz8EDxB |
00:42 |
oil_boi |
Oooh one second |
00:42 |
leo_rockway |
that was just after starting my world. |
00:43 |
oil_boi |
Did you get any mod security warnings beforehand? |
00:43 |
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00:44 |
leo_rockway |
nope |
00:45 |
oil_boi |
Are you on the latest build of dev? |
00:45 |
leo_rockway |
I can get you the whole output if you need to see it. Didn't seem relevant, though. |
00:45 |
leo_rockway |
oil_boi: yesterdays. I can build right now if needed. |
00:45 |
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00:45 |
leo_rockway |
actually, not yesterday's. This morning's. |
00:45 |
oil_boi |
Hmmm, I don't know then |
00:46 |
leo_rockway |
I'll build latest, just in case. |
00:46 |
oil_boi |
That means mod security failed to be granted on line 58 |
00:48 |
leo_rockway |
I don't know how mod security works. To me mod security is a WAF used by Apache, or HAProxy, haha. |
00:49 |
oil_boi |
Hmmm, I added secure.http_mods = skins |
00:49 |
oil_boi |
and secure.trusted_mods = skins to the minetest.conf in crafter |
00:50 |
leo_rockway |
okay, no crash now, but error. |
00:51 |
leo_rockway |
https://privatebin.net/?af691b7dcad5975f#7b6g6tagTZaCiCp5jr6aHqGaKVmMHhgZh6N5qmrtEGXn |
00:51 |
leo_rockway |
oil_boi: 404 |
00:51 |
leo_rockway |
on this: https://raw.githubusercontent.com/singleplayer/crafter_skindex/master/skin.png |
00:52 |
oil_boi |
Oh that's perfect! I can't turn off the 404 error message but at least it's error handling :D |
00:52 |
leo_rockway |
yes, it's promising. |
00:52 |
leo_rockway |
it did try to curl something, at least. |
00:52 |
oil_boi |
Here's how it works: Create a github repo called "crafter_skindex" and add a minecraft skin and call it skin.png and make sure it's public |
00:53 |
oil_boi |
then you create a local server and join with your github name and it'll auto load your skin :) |
00:53 |
oil_boi |
I don't have hosting so that's the best thing I could come up with hahaha |
00:53 |
leo_rockway |
not that I love AWS, but they have free tiers that could probably be used for this. |
00:54 |
leo_rockway |
btw, it looks like the snowman snowballs can hit through doors. |
00:56 |
leo_rockway |
oh, I hadn't noticed that chests were animated and had sound! |
00:57 |
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01:07 |
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01:07 |
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01:09 |
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01:10 |
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01:14 |
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01:28 |
Emerald2 |
guzzi: there is a way to make handholds to climb up walls if need be. I think it's hold down right click with an empty hand until the node becomes glowy. |
01:29 |
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01:29 |
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01:34 |
oil_boi |
leo_rockway, yeah I gotta fix that :P |
01:35 |
oil_boi |
Also yes! That's part of the default MTG chests, but now they are all trap chests, if you put redstone next to them they activate it |
01:37 |
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01:48 |
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01:57 |
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02:05 |
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02:34 |
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02:38 |
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02:40 |
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02:43 |
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03:01 |
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03:06 |
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03:13 |
leo_rockway |
oh, rigth, MTG has those chests. They are not really animated, just 2 states (open and closed). It looks good enough to me. I should try to use the red stone with them. |
03:14 |
leo_rockway |
I'm not sure if an activated chest is supposed to open... |
03:14 |
Verticen |
I kinda like the snappy look of MTG chests tbh |
03:15 |
leo_rockway |
I haven't done enough stuff with mesecons / redstone to know what I'm doing, haha. |
03:15 |
leo_rockway |
Verticen: yeah, this effect is good enough. And it's lighter than a full animation. |
03:16 |
Verticen |
^ |
03:17 |
Verticen |
I think it matches how doors snap from one position to the other better as well |
03:17 |
leo_rockway |
true |
03:21 |
leo_rockway |
oh, when the chest opens the redstone activates, not the other way around. Which makes sense. |
03:21 |
leo_rockway |
there's probably a lot of cool stuff that can be built with mesecons. I should watch a tutorial or something. |
03:23 |
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03:27 |
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03:29 |
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04:33 |
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04:59 |
texmex |
oil_boi: Oh wow, it’s happening! |
05:02 |
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05:28 |
dennisjenkins |
Is there a way to move a lua_controller without loosing the lua code that is inside it? |
05:40 |
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05:48 |
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06:01 |
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06:03 |
skyliner_369 |
how do I get dark areas to be less pitch black? kind of like cranking the brightness to bright in minecraft maybe |
06:07 |
Emerald2 |
Adjust your gamma setting. |
06:09 |
Emerald2 |
Luckily there's a search box in the settings so you can actually find it. :) |
06:10 |
skyliner_369 |
I wanted to bump it up a bit for easier spelunking. I can't tell sometimes if it's a short drop or a massive ravine |
06:11 |
ANAND |
Gamma doesn't have much of an effect beyond a certain point |
06:11 |
epoch |
is there a headlamp mod? |
06:13 |
Emerald2 |
I adjusted mine and it helps me see. |
06:13 |
Emerald2 |
I feel like the setting got renamed. |
06:14 |
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06:16 |
skyliner_369 |
how do I switch Minetest to full screen? |
06:17 |
skyliner_369 |
found it |
06:17 |
ANAND |
skyliner_369: Native fullscreen causes issues on Linux, in case you're on Linux |
06:18 |
skyliner_369 |
am on windows |
06:18 |
ANAND |
Ok |
06:19 |
ANAND |
Emerald2: The setting hasn't been renamed, but I'm unable to see much of a difference. Rather, it's the sky's brightness that varies hugely with gamma. |
06:20 |
ANAND |
Even if higher gamma does indeed brighten up not-fully-dark areas, the sky is brightened so much more, and I'd have even more difficulty seeing things. |
06:21 |
Emerald2 |
I have 2 gamma things in settings. First is 2. Second is 2.2 |
06:22 |
ANAND |
The plain Gamma is the one that matters most (display_gamma) |
06:23 |
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06:23 |
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06:33 |
skyliner_369 |
does the game do any sort of supersampling or MSAA? |
06:36 |
texmex |
!tell oil_boi It worked flawlessly! I've been thinking about this feature for so long and wondered why nobody tried it earlier. I actually like that the hosting is "decentralized" btw, it's very lean. https://raw.githubusercontent.com/tacotexmex/crafter_skindex/master/screenshot_20200527_083332.png |
06:36 |
MinetestBot |
texmex: I'll pass that on when oil_boi is around |
06:37 |
ANAND |
There's FSAA |
06:37 |
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06:38 |
ANAND |
Setting name is 'fsaa'. I think the Anti-aliasing dropdown corresponds to this setting as well. |
06:38 |
ANAND |
The anti-aliasing dropdown is in the settings tab |
06:42 |
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07:26 |
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07:34 |
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08:00 |
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08:15 |
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08:24 |
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08:26 |
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08:32 |
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09:27 |
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09:30 |
_Zaizen_ |
Hi everyone, I would like to know if there's a way to disable fall damage on only some players and not everyone. be aware that I don't want to make the player immune from other damages, I only want to disable fall damage on that player |
09:31 |
texmex |
!tell oil_boi Watching the video I start to imagine different uses of dynamic textures in the HUD, where a dynamic map would be a more interesting one. I’m thinking that visualizing a cropped version of a world map generated i minetestmapper would be nice. |
09:31 |
MinetestBot |
texmex: I'll pass that on when oil_boi is around |
09:39 |
sfan5 |
_Zaizen_: minetest.register_on_player_hpchange |
09:40 |
_Zaizen_ |
Does that activate after the player gets damaged or before? |
09:41 |
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09:42 |
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09:42 |
frabbit |
hi. ive compiled minetest as a bare server. but how to run it? |
09:44 |
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09:48 |
frabbit |
ah damn i ot some error |
09:48 |
frabbit |
what path to give for -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source |
09:48 |
frabbit |
? |
09:49 |
frabbit |
in src are some irrlicht files... |
09:49 |
frabbit |
do i need to run -DIRRLICHT_SOURCE_DIR=src/irr* then? |
09:49 |
sfan5 |
you only need -DIRRLICHT_INCLUDE_DIR=/somewhere/irrlicht-1.8.4/include |
09:50 |
sfan5 |
(no need to install the irrlicht library |
09:50 |
sfan5 |
_Zaizen_: as the documentation says you have the option to run it before |
09:52 |
frabbit |
sfan5: theres no such file |
09:52 |
frabbit |
find minetest-5.2.0/ -name *irrlicht-1.8.4* |
09:52 |
frabbit |
no output |
09:52 |
sfan5 |
you need to download irrlicht yourself |
09:52 |
frabbit |
ah ok thats what it means |
09:53 |
frabbit |
i thought there where some irrlicht stuff in the minetest archive that i have to exclue |
09:56 |
frabbit |
hmm. i have irrlicht here only in usr/include /usr/share/doc/ and /var/lib/dpkg/info/ |
09:56 |
frabbit |
its debian |
09:57 |
sfan5 |
/usr/include/irrlicht should work then |
09:57 |
frabbit |
sfan5: ok thx =) |
09:58 |
frabbit |
hmm error again.. =( |
09:58 |
frabbit |
while runnig cmake |
09:58 |
frabbit |
*running |
09:59 |
frabbit |
ah wait |
09:59 |
frabbit |
11:47 < sfan5> you only need -DIRRLICHT_INCLUDE_DIR=/somewhere/irrlicht-1.8.4/include |
09:59 |
frabbit |
ive runned the command option from wiki again |
09:59 |
sfan5 |
what does cmake say? |
10:00 |
frabbit |
sfan5: aw nothing ive runned the wrong option first, not the one u gave me ;) |
10:00 |
frabbit |
now its fine |
10:01 |
frabbit |
running make now |
10:04 |
frabbit |
[100%] Linking CXX executable ../bin/minetestserver |
10:04 |
frabbit |
i see! =D |
10:04 |
frabbit |
sfan5: thank you. |
10:06 |
_Zaizen_ |
sfan5:thank you |
10:10 |
frabbit |
hmm.. ./minetestserver --config ~/minetest/minetest-5.2.0/minetest.conf gave me this: https://paste.debian.net/hidden/7b0b6348/ |
10:14 |
sfan5 |
download minetest_game 5.2.0 and place it in games/ |
10:14 |
frabbit |
ive done that |
10:15 |
frabbit |
it is in that folder |
10:15 |
frabbit |
of course |
10:16 |
frabbit |
do i have to rename it to minetest_game maybe? |
10:16 |
sfan5 |
probably |
10:16 |
frabbit |
ok... o_0 |
10:16 |
frabbit |
pretty picki this thin gthen =D |
10:17 |
frabbit |
ah running now => |
10:23 |
frabbit |
hmm void world and minimal? thats weird |
10:24 |
frabbit |
it doesnt start because of naming patterns and now it isnt mtg? |
10:25 |
frabbit |
must "default_game = minetest" in conf be enable or enabel and changed to minetest_game? |
10:28 |
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10:30 |
frabbit |
both do not work... |
10:30 |
frabbit |
no world dir here... |
10:30 |
frabbit |
but how to create a world from cli? |
10:31 |
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10:33 |
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10:34 |
frabbit |
had a disconnect =( |
10:35 |
frabbit |
its still minetest minimal and a void world no matter what i try.. |
10:35 |
frabbit |
i creates an empty world folder i gave --worldname HereTheName as server starting option... |
10:36 |
frabbit |
do i really have to create a world on a client and copy it to that folder? that cant not be correct... or not? |
10:36 |
frabbit |
and what about that subgame issue here |
10:37 |
frabbit |
mtg is in the correct dir and named as minetest_game |
10:38 |
frabbit |
the documenattion of a dedicated bare server is not very good... |
10:38 |
frabbit |
*documentation |
10:54 |
frabbit |
ok i copied a world now to the server dir .minetest/worlds/. and that works |
10:54 |
frabbit |
but why does the game not create a random world when just running minetestserver? |
10:57 |
sfan5 |
should work fine |
10:57 |
sfan5 |
e.g. minetestserver --world some/folder/somewhere --gameid minetest |
10:57 |
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11:08 |
frabbit |
sfan5: that will create a random world? |
11:08 |
sfan5 |
it should yes |
11:09 |
frabbit |
sfan5: ok i will test this later again =). thanks again for your help. |
11:12 |
frabbit |
can i remove the "libirrlicht-dev" (and maybe others?) from the list of necessary packages for a bare server compile? |
11:23 |
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11:32 |
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11:35 |
sfan5 |
frabbit: you can download the irrlicht source separately, you will only need the "include" folder |
11:36 |
sfan5 |
alternatively you can uninstall irrlicht entirely after compiling |
11:41 |
frabbit |
sfan5: i see thx =) |
11:41 |
frabbit |
bye |
11:41 |
texmex |
!tell oil_boi Coming back thinking about that skin feature. It’s just so elegant (maybe not only the code, i don’t know, but the subtle experience of it). When thinking of other places store the skin I think the forums could work as a decent less techie place to use. That is IF celeron55 gets around to converting it to modern software =D |
11:41 |
MinetestBot |
texmex: I'll pass that on when oil_boi is around |
11:42 |
texmex |
!tell oil_boi Oh, and you should be able to catch that HTTP-API error message before it gets to chat, iirc. Just can’t recall how right now. |
11:42 |
MinetestBot |
texmex: yeah, sure, whatever |
12:05 |
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13:03 |
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13:03 |
MinetestBot |
oil_boi: May-27 06:36 UTC <texmex> It worked flawlessly! I've been thinking about this feature for so long and wondered why nobody tried it earlier. I actually like that the hosting is "decentralized" btw, it's very lean. https://raw.githubusercontent.com/tacotexmex/crafter_skindex/master/screenshot_20200527_083332.png |
13:03 |
MinetestBot |
oil_boi: May-27 09:31 UTC <texmex> Watching the video I start to imagine different uses of dynamic textures in the HUD, where a dynamic map would be a more interesting one. I’m thinking that visualizing a cropped version of a world map generated i minetestmapper would be nice. |
13:03 |
MinetestBot |
oil_boi: May-27 11:41 UTC <texmex> Coming back thinking about that skin feature. It’s just so elegant (maybe not only the code, i don’t know, but the subtle experience of it). When thinking of other places store the skin I think the forums could work as a decent less techie place to use. That is IF celeron55 gets around to converting it to modern software =D |
13:03 |
MinetestBot |
oil_boi: May-27 11:42 UTC <texmex> Oh, and you should be able to catch that HTTP-API error message before it gets to chat, iirc. Just can’t recall how right now. |
13:13 |
oil_boi |
texmex, sfan5 cleared it and fixed the request insecurity by using the world directory as a temp dir :D |
13:13 |
oil_boi |
I might be able to release this as a mod on the forum if I can find a better way to host skins |
13:14 |
oil_boi |
I can't use the http://minetest.fensta.bplaced.net/ because it can only index by id in order of when it was uploaded, also users cannot modify their skins from what I can see. I suppose github is the closest thing to a linked account I can get right now |
13:16 |
oil_boi |
Also yes, it would be very cool if you could store your skin with your forum name :D |
13:16 |
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13:16 |
texmex |
Awesome |
13:22 |
texmex |
oil_boi: what about contendb? |
13:23 |
oil_boi |
texmex, Il check this out |
13:24 |
oil_boi |
I'll* check this out in a bit, can users automatically upload their content like the current github method? |
13:25 |
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13:28 |
sfan5 |
I don't think contentdb is suited for skin uploading |
13:28 |
sfan5 |
at least not currently |
13:29 |
rubenwardy |
Correct, it's not |
13:30 |
rubenwardy |
It assumes uploads are zip files |
13:30 |
texmex |
sfan5: What about a custom field in the user profile? |
13:30 |
rubenwardy |
Plus, it doesn't assign a package to a user |
13:30 |
sfan5 |
texmex: in the forums or contentdb? |
13:30 |
sfan5 |
adding it to the latter would probably be simpler, but yes that'd work |
13:37 |
texmex |
sfan5: Leaning towards cdb since forum is so ancient, and since cdb has github auth. |
13:44 |
lmat |
I'm using mesecons, but I can't build a FPGA. I am able to build mesecon (wire). |
13:45 |
lmat |
I have all the sub-mods there, and I let the game generate all the "load_mod_mesecons_***" and changed false to true. |
13:45 |
lmat |
and restarted ^_^ |
13:45 |
lmat |
I see load_mod_mesecons = true and load_mod_mesecons_fpga = true but no fpga in the game. |
13:46 |
sfan5 |
try /giveme mesecons_fpga:fpga0000 |
13:49 |
freelikegnu |
hmm with AmigaOS4 port of Irrlicht 1.8.4 |
13:51 |
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13:51 |
lmat |
sfan5: Do I need creative to do that? |
13:52 |
sfan5 |
you need the "give" privilege |
13:52 |
lmat |
got it! |
14:01 |
lmat |
sfan5: I don't feel like my woes are fixed :-) I still can't make the thing without the give priv. |
14:02 |
lmat |
sfan5: Maybe the recipe at http://mesecons.net/items.html is incorrect? (mesecon, mesecon, empty, silicon, silicon, empty, mesecon, mesecon, empty) |
14:02 |
lmat |
I put that in, but it doesn't make the fpga programmer. |
14:03 |
lmat |
Also can't make a lua controller: silicon, silicon, mesecon, silicon, silicon, mesecon, mesecon, mesecon, empty. |
14:05 |
lmat |
"give" works so that means I have the mod loaded properly. Now I just need to figure out the correct recipe /o\ |
14:08 |
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15:25 |
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15:27 |
oil_boi |
Time to make this skins mod work with MTG |
15:28 |
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15:30 |
oil_boi |
Oooh, it just works |
15:30 |
nephele |
famous last words |
15:31 |
oil_boi |
https://i.ytimg.com/vi/CZFKWt3S2Ys/maxresdefault.jpg |
15:33 |
nephele |
:D |
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15:54 |
oil_boi |
Hopefully this explains it enough https://forum.minetest.net/viewtopic.php?f=9&t=24813 |
15:55 |
oil_boi |
I dunno that's pretty much done now, not much more I can actually add to it, so I guess it needs to be moved to mod releases |
15:57 |
oil_boi |
When we can create new nodes when the game is running I'll update it :D |
15:58 |
FreeFull |
Already seeing the comments, "My skin won't load because github is down" |
15:58 |
oil_boi |
Oh yeah, that's life though |
15:58 |
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15:59 |
nephele |
I have no github account, clearly crafter is trying to discriminate against me! /s |
16:02 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Make ContentDB downloads not block the UI (#9948) f90ca96 https://git.io/Jfro2 (2020-05-27T16:02:09Z) |
16:03 |
oil_boi |
_local game crashes github west coast server, more news at 11_ |
16:04 |
nephele |
(X) |
16:13 |
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16:13 |
oil_boi |
Hm, we have a registered_nodes list, what if I just hijack it and insert a new node definition with a texture made from the downloaded skin? |
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16:50 |
rschulman |
IcyDiamond: (If you're around) Is the composter meant to not take inputs from tubes, or am I missing something obvious? |
16:52 |
Krock |
oil_boi: feel free to modify that list, though the engine won't notice any of these changes |
16:52 |
IcyDiamond |
rschulman: it should |
16:52 |
Krock |
it must |
16:53 |
rschulman |
Huh. |
16:54 |
rschulman |
Oh, also, while I have you, in what machine can I charge up my drill? |
16:55 |
rschulman |
IcyDiamond: Yeah, I'm watching wheat in a pipe bounce off the side of it. |
16:56 |
Krock |
batteries |
16:56 |
Krock |
(if that concept is similar to technic) |
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17:02 |
IcyDiamond |
rschulman: power cell charges powered items |
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17:03 |
rschulman |
Cool, that's what I figured. Just haven't built one yet. |
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17:09 |
IcyDiamond |
hmm thats weird, the tube should work |
17:14 |
rschulman |
Is it just me or is it not working for you too? |
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17:17 |
IcyDiamond |
it's not working for me either and i dont understand why |
17:17 |
oil_boi |
Can I turn an entity into an item? |
17:21 |
sfan5 |
that question is kinda too unspecific |
17:23 |
oil_boi |
Can I have an entity that's set as a wield item, modify the entities texture, place the entity as a node, then drop the entity as an item and then set the player's hand as the dropped modified node? |
17:23 |
sfan5 |
*reads the sentence again* |
17:24 |
sfan5 |
ah |
17:24 |
sfan5 |
the answer is no |
17:24 |
sfan5 |
you can't get a node that looks different at runtime |
17:25 |
sfan5 |
such a thing wouldn't be entirely unlikely for the wield texture though, which you could use to implement a skinned hand |
17:25 |
sfan5 |
oh missing context: pretend I said "...and is unlikely to be implemented" before that |
17:29 |
Warr1024 |
You can't modify the look of a node at runtime, but you can fake it with an invisible node + a visible entitiy. |
17:29 |
sfan5 |
does nodecore do that? ;) |
17:31 |
oil_boi |
"which you could use to implement a skinned hand" any hacks to do that? :L Actually, can an entity just be turned into an item at all? |
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17:31 |
Krock |
nodes are items |
17:32 |
Krock |
items are fixed after the server media is populated |
17:32 |
sfan5 |
you can have an entity that looks like any real or fictional node |
17:32 |
sfan5 |
but not the inverse |
17:32 |
Krock |
though you can use palettes to colorize it |
17:33 |
Warr1024 |
yes, I use the entity+node hack pretty extensively in nodecore. Everything can be placed as a node in that game. |
17:33 |
Krock |
Warr1024: I cannot place my player character as a node |
17:33 |
Warr1024 |
I don't actually customize the look of items per se, but it lets me use wield meshes and such |
17:35 |
IcyDiamond |
rschulman: fix published |
17:35 |
IcyDiamond |
let me know if something broke because of this, i dont have time to do more testing on it unfortunately |
17:38 |
rschulman |
That's service! Thanks! |
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17:56 |
rschulman |
IcyDiamond: Sorry to report that I updated from the Online Content screen and am still getting the same result. |
17:58 |
IcyDiamond |
oh what, injector directly works but tube doesn't |
17:59 |
IcyDiamond |
what |
18:00 |
rschulman |
Oh yeah, I'm using a tube, I didn't think to try an injector. |
18:06 |
IcyDiamond |
can you update again? |
18:07 |
IcyDiamond |
hopefully some time soon i'll have time to clean up my code a bit xD |
18:09 |
rschulman |
Content DB isn't showing the update yet, but I'll give it a try when it does. |
18:10 |
IcyDiamond |
i replaced the release |
18:13 |
rubenwardy |
It may take 15 minutes to appear |
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19:39 |
imi |
hi |
19:39 |
nephele |
Hello |
19:39 |
imi |
is there a world downloader CSM? which would download/save whatever mapblocks are seen by the client |
19:42 |
xBarkDog |
In settings there should be a localmapsave setting. |
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19:55 |
imi |
it's client->network->saving map received from server. let's say I activate it. where does the map saved to? will it be saved in sqlite format? how do I then play on this downloaded map? |
19:57 |
sfan5 |
it will be saved to your world folder with the server address as name |
19:57 |
sfan5 |
and yes it will be sqlite3 |
19:59 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Value copy / allocation optimizations mostly in server, SAO and seria… 471e567 https://git.io/JfrSV (2020-05-27T19:58:40Z) |
19:59 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Change item entity collisionbox so that they don't sink into the ground 2fd5f38 https://git.io/JfrSw (2020-05-27T19:58:20Z) |
19:59 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix falling entity not falling through players 03dae5f https://git.io/JfrSr (2020-05-27T19:58:20Z) |
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20:52 |
Warr1024 |
World is saved as sqlite, but recreating the settings and metadata is left as an exercise for the user. If the server operator offers a public snapshot download they could save you a lot of hassle, but it's not necessarily trivial to set one of those up. |
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20:55 |
imi |
how do I delete all flowing water? Now water flows into the void ... :( |
20:56 |
imi |
or even better if I can start a world without any water physics at all |
20:58 |
sfan5 |
worldedit should be able to help you with that |
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23:39 |
lmat |
I'm using https://notabug.org/TenPlus1/mobs_animal. I have tamed a cow. How do I get it to go where I want? |
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23:46 |
lmat |
sfan5: O freaking crap. The reason I couldn't find the recipe for FPGA nor could I make it is because I was using Silicon Lump, not Silicon. They're the same thing but from different mods. |
23:47 |
lmat |
Vanessa has raised this issue on github issues to mesecons, but to deaf ears. |