Time |
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Message |
00:05 |
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iamweasel |
hi Calinou, hi ShadowNinja :D wow what a great channel, and it was here all along....... |
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02:18 |
leo_rockway |
oil_boi: hey, I'm on latest dev. I saw somebody posted in the forum about their skin. Sprinting didn't work either last night. I haven't checked today with latest everything. |
02:19 |
oil_boi |
That's because I updated the clientmod and servermod to use a different modchannel |
02:21 |
oil_boi |
I have no idea where the skins post is |
02:22 |
oil_boi |
Yeah when you update the crafter game I'd recommend updating the client mod too since I can't ship them as one unit |
02:24 |
leo_rockway |
oil_boi: oh, I completely forgot about the client mod. I'll pull that now. |
02:24 |
oil_boi |
Yeah man it's a pain in the butt |
02:24 |
oil_boi |
Oooooo |
02:25 |
oil_boi |
That's an idea actually |
02:25 |
oil_boi |
Wait don't update it |
02:26 |
leo_rockway |
oil_boi: crap, I switched tabs in my terminal and I missed your message. I already updated it. |
02:26 |
leo_rockway |
I could roll back... |
02:26 |
oil_boi |
Oof oof oof, No no, I'll try something :D |
02:29 |
leo_rockway |
sprinting works with the updated client mod. Skin still looks crazy. |
02:30 |
leo_rockway |
I don't know if the client mod does anything skin related. |
02:35 |
oil_boi |
Nope! Do you have a link to your skin? |
02:37 |
oil_boi |
Oh Verticen I actually do have something that I need done, is there any way you can take the character's "armor" vertices of their mesh and move them slightly outwards as to float like the helmet part of the mesh? |
02:38 |
leo_rockway |
oil_boi: I'm not using one, actually. I just had Sam / Steve default. |
02:38 |
oil_boi |
Here is a link to the model area https://github.com/oilboi/Crafter/tree/master/mods/player_api/models |
02:38 |
oil_boi |
Hmm leo_rockway could you post a picture of how it looks? |
02:38 |
leo_rockway |
yes, one second. |
02:39 |
Verticen |
<oil_boi> take the characters armor verts and move them slightly outward in minetest engine or blender? |
02:39 |
Verticen |
Hold up, let me look at that link... |
02:39 |
leo_rockway |
oil_boi: it looks different depending on the camera angle. I'll take a few screenshots. |
02:39 |
leo_rockway |
https://i.imgur.com/fpX4K1k.png |
02:39 |
oil_boi |
blender, and then export them into the character.b3d so when a player puts on armor it's like they're actually wearing clothes :D |
02:40 |
leo_rockway |
https://i.imgur.com/yucPHRf.png |
02:40 |
leo_rockway |
https://i.imgur.com/9Z1QTRp.png |
02:40 |
oil_boi |
Dude that's text, holy crap, there's literally a bounty out for rendering text as a texture hahaha |
02:40 |
leo_rockway |
oil_boi: same thing with the front. |
02:40 |
leo_rockway |
oil_boi: well, you did it ;-) |
02:42 |
leo_rockway |
oil_boi: the armor renders well on top of it, though. https://i.imgur.com/ZMmlXBA.png |
02:44 |
leo_rockway |
I'm like a smurf in that one :D |
02:50 |
Verticen |
oil_boi. I see, so you want a 'copy' of the character geometry of the character that is slightly larger than the character's skin for armor, kind of like what is already there for the 'hair' geometry on the head. Sure, I can do that easy. Do you want me to keep the UV map the same? (I would imagine so, you would just use a different 'player skin' for the armor texture?) |
02:52 |
oil_boi |
Yes the uv map should be the same, because what happens is I do "player_skin.png^helmet.png^leggings.png" and the armor textures are based on the original uv map of the player skin :D |
02:53 |
Verticen |
So on oil's blender model all of the geometry faces are split at the edges - the object is solid but the faces are 'loose'. Is this a requirement for the models in the minetest game engine? |
02:54 |
oil_boi |
Oof, I have no idea, let me ask in the dc |
02:55 |
oil_boi |
leo_rockway, I am thoroughly confused hmm hmm |
02:55 |
Verticen |
oil_boi wait, did you mean for the mesh to have separated faces? if you didn't mean to, then it is probably okay for me to merge them. If they do need to be separated faces, that isn't a big deal |
02:56 |
Verticen |
either way is fine, I'm just curious - I know next to nothing about minetest engine. |
02:56 |
oil_boi |
Oh yeah, no they don't need to be seperate faces, I join all the mobs vertices with CTRL j, I think that's the same |
02:56 |
leo_rockway |
Verticen: I haven't touched Blender in forever, but it does sound like a weird requirement, if it is a requirement. |
02:57 |
Verticen |
<oil_boi> did you make this character model? or is it from someone else in the MT community? |
02:57 |
oil_boi |
It's the default character model from MTG |
02:58 |
oil_boi |
Oh "minetestvideos says: You shouldn't need faces to be split. I've never done that on any of my models and they all work fine. |
02:58 |
oil_boi |
" |
02:59 |
oil_boi |
leo_rockway, thinking of what is wrong with the skin |
03:00 |
oil_boi |
It doesn't throw any errors? |
03:01 |
Verticen |
okay, cool. I just found it weird that they were separate. |
03:03 |
leo_rockway |
oil_boi: oh, I'm an idiot. I forgot I had modified my minetest.conf and I didn't have secure.http_mods = skins |
03:03 |
leo_rockway |
but, hey, now you can render text! |
03:04 |
oil_boi |
Wait you're right, that took the raw data of the webpage and converted it into a texture |
03:06 |
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03:31 |
leo_rockway |
unfortunately it wasn't consistenly rendering text. That depended on the camera angle. |
03:34 |
Verticen |
<oil_boi> Alright, I've got the geometry done, and the b3d exported looks fine. Should I put this on github somewhere? |
03:34 |
oil_boi |
Sure, I'll put the attributes in the standard attributes.txt file in the models folder |
03:35 |
oil_boi |
I really gotta create an attributes menu browser somehow |
03:41 |
Verticen |
so, uh, I haven't used github much. What do I need to do to put the models in the /mods/player_api/models/ folder? |
03:43 |
leo_rockway |
if it's a new file, it would be git add file |
03:43 |
leo_rockway |
then commit |
03:43 |
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03:44 |
leo_rockway |
I'm not a git expert, though. |
03:44 |
Verticen |
kk |
03:44 |
leo_rockway |
I'm typically on the other side of the equation, making sure that the git server is up and running :D |
03:44 |
leo_rockway |
we do infrastructure as code, but I don't live in git like devs do. |
03:56 |
oil_boi |
Oh I'm sorry, I got distracted by version checking, you can just create a new repo and I'll download it off the site, or you can do a merge request |
03:57 |
skyliner_369 |
so I've been putting a chunk of mods together in minetest... one of the mods (I don't know which) made torches hurt if you touch them. does Ethereal make torches painful? or is that another mod? |
04:01 |
oil_boi |
skyliner_369, it's another mod |
04:01 |
oil_boi |
What mods did you download exactly? |
04:03 |
oil_boi |
Ok leo_rockway, now try this: update your game only and not the clientmod then start the game |
04:05 |
oil_boi |
The game should take it from there |
04:05 |
Verticen |
<oil_boi> https://github.com/Verticen/Minetest-Character-with-Armor |
04:05 |
skyliner_369 |
thanks. All of the mods looked good... I don't know which mod was asinine enough to make torches burn you. at least the mod didn't set you on fire. |
04:10 |
oil_boi |
Verticen, thank you, it appears that the vertices for the armor are grouped in with the base player model https://i.imgur.com/zBYIimY.png Basically, the base mesh of the player has to be an object joined, and then the armor vertices need to be a separate object joined if that makes sense |
04:10 |
skyliner_369 |
https://pasteboard.co/JaIedM4.png here's a screenshot of the mods folder contents |
04:11 |
oil_boi |
This is used so that when you define an entity texture you can do {"texture1.png","texture2.png"} and you can remove aspects of the entities mesh :) |
04:12 |
skyliner_369 |
I'd actually start reading conf files carefully but, well, I'm currently upgrading my Ubuntu from 18 to 20 |
04:12 |
oil_boi |
skyliner_369, which version of ethereal are you using? I just noticed there's 3-4 versions of it :O |
04:13 |
skyliner_369 |
the version in the 5.2.0 (windows) ingame content browser |
04:13 |
Verticen |
<oil_boi> Okay, that's (should be) a quick fix I can do. |
04:13 |
oil_boi |
Verticen, if you use discord https://discord.gg/MdnuXM |
04:14 |
oil_boi |
Very noice |
04:14 |
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04:14 |
leo_rockway |
oil_boi: how do I know if it worked? |
04:15 |
leo_rockway |
I don't see anything in the logs. |
04:15 |
oil_boi |
It should say something in yellow |
04:15 |
leo_rockway |
oh, I was looking at the terminal... |
04:15 |
skyliner_369 |
I'd open, well, any of the files, but, if it isn't already in memory, Ubuntu can't run, well, any software... too busy doing full-on upgrades |
04:15 |
leo_rockway |
it does show up in the actual game window :) |
04:16 |
leo_rockway |
oil_boi: it does say "current version 0." though. |
04:16 |
oil_boi |
Perfect! The game also instantly asserts an error if you try to use anything but 5.3.0-dev now and tells you that |
04:16 |
leo_rockway |
it's missing something there, I don't think I have version 0. |
04:16 |
oil_boi |
Oh yes, I did that on purpose, I will count any version before error checking as version 0 because it's pre version checking |
04:17 |
oil_boi |
It's only if the client is so old it doesn't contain version sending code, any other upgrades will tell you your actual version |
04:17 |
leo_rockway |
oh, gotcha. Thanks! |
04:19 |
oil_boi |
Now unfortunately any servers with clientmods disabled will always yield this error but I dunno what to do with that one ¯\_(ツ)_/¯ |
04:26 |
Verticen |
<oil_boi> https://github.com/Verticen/Minetest-Character-with-Armor okay, this should be correct. The b3d file has two separate objects now; player and player_armor. |
04:41 |
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04:42 |
oil_boi |
:D https://i.imgur.com/7R2q1Fh.png |
05:38 |
skyliner_369 |
turning Minetest into a full-on minecraft clone? |
05:40 |
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05:47 |
oil_boi |
Kind of, It's how I remember MC Beta and then some :) skyliner_369 |
05:47 |
skyliner_369 |
ahhh |
05:47 |
oil_boi |
I used to play beta with 200-230 mods |
05:51 |
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05:51 |
iamweasel |
hi calcul0n :D |
06:01 |
calcul0n |
hello |
06:04 |
Verticen |
<skyliner_369> His github suggests that it's going to be kind of like MC beta, but also with things like jetpacks and ghosts. https://github.com/oilboi/Crafter |
06:11 |
iamweasel |
i met you before as lux & mimi :D |
06:15 |
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07:08 |
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07:37 |
leo_rockway |
oil_boi: fyi, I got this warning: WARNING[Server]: Undeclared global variable "number" accessed at /home/leo/.minetest/games/Crafter/mods/experience/init.lua:176 |
07:38 |
oil_boi |
Oh don't worry I'm fixing it all right now, debug hour |
07:38 |
leo_rockway |
alright :) |
08:00 |
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10:58 |
hoodedice |
sfan5 is there any resource on what direction minetest_game is supposed to be heading in? |
11:00 |
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11:02 |
Krock |
hoodedice: game#515 |
11:02 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/515 -- [Discussion] Development direction |
11:03 |
hoodedice |
thank you, reading it now |
11:03 |
Krock |
!next |
11:03 |
MinetestBot |
Another satisfied customer. Next! |
11:03 |
hoodedice |
:) |
11:09 |
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11:10 |
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11:10 |
sfan5 |
development is very slow so don't get too hopeful about any of those goals |
11:11 |
hoodedice |
oh boy what is this |
11:11 |
hoodedice |
https://forum.minetest.net/viewtopic.php?f=14&t=19597 |
11:13 |
rubenwardy |
!title |
11:13 |
MinetestBot |
rubenwardy: Minecore: An Engine - Minetest Forums |
11:13 |
hoodedice |
did someone pull another Kenny? |
11:13 |
rubenwardy |
You could help contribute those goals |
11:13 |
rubenwardy |
Or fork MTG, work on it, and get a merge back |
11:14 |
hoodedice |
busy with my own (sub)game to bother too much about mtg but I wanted to see if there was a direction established at all yet |
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12:05 |
hoodedice |
brb, gnome is slowing down my laptop |
12:07 |
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12:43 |
Krock |
hoodedice: join the xfce masterrace |
12:43 |
hoodedice |
I used to be on xfce but gnome is too comfortable now |
12:44 |
Krock |
except that it slows down your laptop |
12:44 |
hoodedice |
*laughs in i7-6820HQ* |
12:51 |
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13:03 |
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13:03 |
markus56 |
Hello, I am trying to migrate old worlds to SQLite3 |
13:03 |
markus56 |
minetest --server --migrate SQLite3 --world Fraktalwelt 2020-05-30 14:57:35: WARNING[Main]: system-wide share not found at "/share/minetest"2020-05-30 14:57:35: WARNING[Main]: system-wide share found at "/snap/minetest/1521/bin/../share/minetest"2020-05-30 14:57:35: ERROR[Main]: Cannot read world.mt! |
13:04 |
markus56 |
any idea how to fix this error? Ubuntu 20.10 system. Thanks |
13:04 |
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20:13 |
SwissalpS |
do client-side texture-packs reduce load for server? |
20:18 |
rubenwardy |
yes, but only if remote media isn't yet |
20:18 |
rubenwardy |
*used |
20:32 |
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20:39 |
SwissalpS |
are you saying client needs to be restarted to clear cache? |
20:41 |
SwissalpS |
or that pack needs to be complete? |
20:44 |
rubenwardy |
no |
20:44 |
rubenwardy |
remote media is when media is loaded externally to the server |
20:44 |
rubenwardy |
which means the server doesn't need to send media |
20:45 |
rubenwardy |
if the server doesn't need to send media, then the texture packs not needing to receive media doesn't make a difference |
20:45 |
rubenwardy |
as none is sent by the Minetest server anyway |
20:45 |
SwissalpS |
oh, gotcha. yes in that case it won't matter. Thank you :) |
20:45 |
SwissalpS |
I was thinking if server uses http for media, client can decide if wants to request or not. |
20:46 |
rubenwardy |
remote media is HTTP-based |
20:49 |
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20:59 |
skyliner_369 |
gegl |
21:32 |
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21:35 |
skyliner_369 |
what core minetest game mod adds charcoal? |
21:37 |
skyliner_369 |
oh ethereal... whoops lol |
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22:34 |
SwissalpS |
there is also https://github.com/pandorabox-io/charcoal if you don't want the rest of ethereal |
22:35 |
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22:35 |
SwissalpS |
it adds torches made with charcoal |
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