Time |
Nick |
Message |
00:41 |
MTDiscord |
<srinivas> Hi, is the json created by minetest really valid json? |
00:42 |
MTDiscord |
<srinivas> I ask because python's jsson parser did not like it at all |
00:49 |
MTDiscord |
<appguru> @srinivas provide the JSON please |
00:51 |
MTDiscord |
<appguru> the json created by minetest should be valid, yes |
00:52 |
MTDiscord |
<srinivas> its a large filee |
00:52 |
MTDiscord |
<srinivas> moment |
00:52 |
MTDiscord |
<appguru> upload |
00:53 |
MTDiscord |
<srinivas> https://cdn.discordapp.com/attachments/749727888659447960/794367691330551839/areas.dat |
00:53 |
MTDiscord |
<appguru> why .dat and not .json ? |
00:54 |
MTDiscord |
<appguru> You didn't use minetest.write_json, you used minetest.serialize |
00:54 |
MTDiscord |
<appguru> !next |
00:55 |
MTDiscord |
<srinivas> oh |
00:55 |
MTDiscord |
<srinivas> damn |
00:55 |
MTDiscord |
<srinivas> ty |
00:55 |
MTDiscord |
<appguru> should be .lua then BTW |
00:55 |
MTDiscord |
<srinivas> mhm |
00:55 |
MTDiscord |
<srinivas> is there any way i can load it outside of minetest though> |
00:55 |
MTDiscord |
<appguru> yeah ofc |
00:56 |
MTDiscord |
<appguru> it's lua |
00:58 |
|
olliy joined #minetest |
00:59 |
MTDiscord |
<srinivas> ty |
01:11 |
|
Jhalman joined #minetest |
01:22 |
|
SmugLeaf joined #minetest |
02:35 |
|
Verticen joined #minetest |
02:49 |
|
submariner joined #minetest |
02:49 |
submariner |
happy new year |
03:56 |
|
SmugLeaf joined #minetest |
04:14 |
|
JackFrost joined #minetest |
04:24 |
|
SmugLeaf joined #minetest |
04:33 |
|
gry joined #minetest |
05:00 |
|
MTDiscord joined #minetest |
05:02 |
|
Miner_48er joined #minetest |
05:37 |
|
YuGiOhJCJ joined #minetest |
06:02 |
|
xSmurf joined #minetest |
06:48 |
ghoti |
Happy new year, folks! I asked last week about how to configure a reduced frame rate in order to hopefully reduce CPU usage for MT on macos. I was told to search the settings for "fps" and/or "vsync". I see how fps works and that's great, but how would turning off vsync help? Anything else I can do? |
08:00 |
|
ShadowNinja joined #minetest |
08:09 |
vals_ |
happy new year everybody! |
08:09 |
vals_ |
is paramat still gatekeeping improvements to MTG? 8-D |
08:09 |
vals_ |
argh, nick tango_ |
08:09 |
vals_ |
ehm |
08:17 |
|
Verticen joined #minetest |
08:18 |
|
gry joined #minetest |
09:02 |
|
calcul0n_ joined #minetest |
09:44 |
|
Talkless joined #minetest |
10:23 |
|
proller joined #minetest |
10:26 |
Krock |
ghoti: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L726-L729 |
10:27 |
Krock |
also https://github.com/minetest/minetest/blob/master/minetest.conf.example#L682-L685 |
10:27 |
Krock |
those settings can be found in Main menu / Settings |
10:45 |
|
FeXoR joined #minetest |
10:47 |
|
FeXoR joined #minetest |
10:50 |
|
Fixer joined #minetest |
11:03 |
|
calcul0n__ joined #minetest |
11:23 |
tango_ |
hm is there a way in lua to tell how many parameters a function expects? |
11:24 |
Krock |
how is Lua supposed to know that? |
11:24 |
Krock |
you can pass as many you want, and as few you want |
11:25 |
Krock |
to capture all passed parameters, you can use {...} inside the function to put everything into a table which then can be used to get the length |
11:27 |
tango_ |
Krock: lua knows how many params were declared in the function declaration |
11:27 |
tango_ |
and the debug module exposes this information, but apparently not plain lua 8-/ |
11:28 |
Krock |
ah right. I see what you mean |
11:28 |
Krock |
though debug.* functions should be available in the secure environment |
11:31 |
tango_ |
too much effort in this case, I'll do it a different way |
11:35 |
|
olliy joined #minetest |
11:51 |
tango_ |
hm is there a way to combine textures by resizing and shifting them? |
11:51 |
tango_ |
I want to place a small binoculars inside the mapper kit |
11:51 |
tango_ |
but this doesn't work: inventory_image = "map_mapping_kit.png^[combine:16x16:4,4=binoculars_binoculars.png\^[resize:8x8", |
11:52 |
tango_ |
(invalid escape sequence) |
11:52 |
Krock |
you need to escape like this: \\^\\[ |
11:54 |
tango_ |
oh |
11:54 |
|
FeXoR joined #minetest |
11:54 |
tango_ |
duh the \ needs to be escaped itself |
11:55 |
tango_ |
ok now at least it doesn't fail 8-) |
11:55 |
tango_ |
buuut I can't see the overlay 8-/ |
11:55 |
Krock |
well then, escape \\: in resize |
11:57 |
tango_ |
ooooh nice |
11:57 |
tango_ |
Krock: thanks |
11:57 |
Krock |
!next |
11:57 |
MinetestBot |
Another satisfied customer. Next! |
11:57 |
tango_ |
in fact, ^ and : but no [ are what need escaping 8-) |
12:02 |
|
Jhalman joined #minetest |
12:39 |
|
hecks joined #minetest |
12:39 |
hecks |
What's the best way to delete a list from an InvRef? |
12:43 |
|
I_am_Grid joined #minetest |
12:57 |
tango_ |
damn I need a good pixel art editor for linux |
13:14 |
MTDiscord |
<appguru> hecks: set_size(listname, 0) I'd say |
13:15 |
Krock |
tango_: gimp |
13:15 |
tango_ |
Krock: meeeeh |
13:16 |
Krock |
wine mspaint.exe |
13:16 |
tango_ |
lol |
13:20 |
|
appguru joined #minetest |
13:26 |
MTDiscord |
<appguru> kolourpaint |
13:31 |
tango_ |
wow I really suck at art anyway |
13:31 |
tango_ |
appguru: lemme see |
13:32 |
tango_ |
appguru: ah I think I tried that already |
13:33 |
tango_ |
the bigget problem with all these programs is that they don't solve the fundamental issue that I can't draw for shit 8-P |
13:36 |
|
MDude joined #minetest |
13:38 |
|
lisac joined #minetest |
13:43 |
|
erlehmann joined #minetest |
13:44 |
|
MDead joined #minetest |
13:46 |
|
Flabb joined #minetest |
14:04 |
|
dalz joined #minetest |
14:15 |
|
deltanedas joined #minetest |
14:16 |
deltanedas |
could anyone take a look at https://github.com/minetest/minetest/issues/10765 |
14:23 |
|
tango_ joined #minetest |
14:24 |
|
vals_ joined #minetest |
14:25 |
|
tango_ joined #minetest |
14:49 |
tango_ |
hm I strongly suspect moreores needs to be updated following mtg's introduction of tin |
14:55 |
|
olliy joined #minetest |
15:19 |
|
maxmonamour joined #minetest |
15:23 |
dalz |
the docs say there's no method to check an objectref's validity, but i'm pretty sure there's no other way to do what i'm after. i'm trying to reimplement psi (a minecraft mod to create spells through simple visual programming), and there a spell execution may be delayed, so that for example at the time of casting the object the player is looking at is stored and 10 seconds later moved a certain |
15:23 |
dalz |
distance |
15:23 |
dalz |
in that case i'd need to know if the object still exists |
15:35 |
sfan5 |
yeah I don't see any other way there either |
15:37 |
dalz |
do i have to give up the ability to delay, or is there some secret trick i shouldn't know to test objectrefs anyway? |
15:38 |
sfan5 |
"there is no method to text validity" means method in the API sense, there still is a way |
15:38 |
sfan5 |
test* |
15:39 |
sfan5 |
you could e.g. get_yaw() ~= nil as the yaw always exists when the object is in a valid state |
15:40 |
dalz |
cool, i'll use that then thanks |
15:47 |
|
awell joined #minetest |
15:48 |
|
hecks joined #minetest |
15:50 |
tango_ |
is there a way to temporarily override an attribute (color, brightness, etc) of a single node? |
15:50 |
tango_ |
(not a node type) |
15:52 |
sfan5 |
no |
15:53 |
sfan5 |
best bet if you really really need to do this is an entity |
15:56 |
tango_ |
sfan5: that won't do. the idea was to give the user a general idea of the direction in which something could be found |
15:57 |
tango_ |
as in highlighting the nodes in that direction |
15:57 |
tango_ |
hm |
15:57 |
tango_ |
can entities occupy the same space as a solid node? |
15:58 |
tango_ |
I really need to read up on entities |
15:59 |
sfan5 |
yes |
16:01 |
tango_ |
so I could have something like an arrow pointing to the proposed direction |
16:02 |
MTDiscord |
<appguru> yes sutre |
16:02 |
MTDiscord |
<appguru> sure* |
16:02 |
tango_ |
and remove it in a timer and/or on server close |
16:02 |
tango_ |
can entities glow? |
16:03 |
tango_ |
(not illuminate the surroundings, just glow) |
16:03 |
Krock |
yes. use "glow" property |
16:04 |
tango_ |
or maybe the particles mechanism would do |
16:07 |
MinetestBot |
[git] kilbith -> minetest/minetest: Formspecs: Fix broken texture escaping with model[] ff921f6 https://git.io/JL7XO (2021-01-01T16:03:34Z) |
16:09 |
|
riff-IRC joined #minetest |
16:10 |
sfan5 |
particles can glow too |
16:12 |
tango_ |
and I think they're the most appropriate in this case |
16:12 |
tango_ |
I'll try to work on that |
16:23 |
|
riff-IRC joined #minetest |
16:58 |
|
ungali joined #minetest |
16:58 |
|
ungali joined #minetest |
17:08 |
search_social |
i know how to make a ramp but it just acts like a normal block when people stand on it; is there any way to make a ramp that will act like a slide that people slide down? |
17:25 |
|
Hawk777 joined #minetest |
17:39 |
maxmonamour |
Does anyone know of an example of billboarding being used by a mod in Minetest? |
17:41 |
search_social |
what is "billboarding" |
17:41 |
MTDiscord |
<appguru> > Noun. billboarding (uncountable) (computer graphics) A technique in three-dimensional graphics in which a sprite is rendered perpendicular to the camera without respect to camera movement. Early first-person shooter games used billboarding for enemies rather than full character models. This is effectively what particles / sprite drawtype are. |
17:42 |
search_social |
thanks |
17:42 |
maxmonamour |
Y |
17:43 |
maxmonamour |
Oops, yeah*. Basically a flat texture that always faces camera, with no 3d geometry. Specifically something that is supposed to be part of the world, not the UI |
17:45 |
search_social |
but not the sky? |
17:45 |
search_social |
the sun and moon in the sky do it |
17:46 |
search_social |
and there's mods that change the sun and moon |
17:46 |
search_social |
and the sky for that matter |
17:46 |
MTDiscord |
<appguru> search_social: no |
17:47 |
MTDiscord |
<appguru> well... sun and moon might actually be using billboarding, but they are exceptions |
17:48 |
maxmonamour |
yeah I kind of assumed that those examples might be operating in a different context or they might be modeled. |
17:50 |
maxmonamour |
either way i figured that it'd be more productive if i could find an example of nodes or entities being implemented with nothing beyond a billboarded graphic than try to figure out how to use that code, if it is in fact using billboarding |
17:50 |
MTDiscord |
<appguru> https://forum.minetest.net/download/file.php?mode=view&id=5813&sid=ad4c0a3176e96c801c1200bb7ecb39fd |
17:50 |
MTDiscord |
<appguru> https://forum.minetest.net/viewtopic.php?f=9&t=14432 pretty old |
17:51 |
MTDiscord |
<Flamore> Billboard sprites are cool |
17:51 |
MTDiscord |
<appguru> meh |
17:51 |
MTDiscord |
<appguru> the player actually defaults to a billboard sprite |
17:51 |
MTDiscord |
<Flamore> IK |
17:51 |
MTDiscord |
<Flamore> That green wizard looking thing |
17:52 |
maxmonamour |
wait, by default in minetest the player shows as a billboarded sprite? is that from the engine or Minetest game or??? |
17:52 |
sfan5 |
the engine |
17:53 |
maxmonamour |
Welp. I've never even seen that |
17:53 |
MTDiscord |
<Flamore> Because most games use the 3d model |
17:55 |
maxmonamour |
Hmm. I have seen this before. This isn't billboarded, though, this is a 2D texture applied to a plane, it appears |
17:56 |
maxmonamour |
(I guess "2D texture" is redundant) |
17:56 |
MTDiscord |
<appguru> ah yes, it is |
17:56 |
sfan5 |
yea it's not billboard |
17:57 |
MTDiscord |
<appguru> it is drawtype = "upright_sprite" |
17:57 |
MTDiscord |
<appguru> billboarded would be drawtype = "sprite" |
17:57 |
maxmonamour |
ahhhhh! i'll take a look at that. thanks! |
17:59 |
search_social |
appguru: do you know a way for me to change a .png file into a minetest build? |
18:00 |
MTDiscord |
<appguru> "change a .png file into a minetest build?" ? |
18:00 |
MTDiscord |
<appguru> you mean changing the base textures? |
18:01 |
MTDiscord |
<appguru> base textures are in <installation_directory>/textures/base/pack |
18:02 |
search_social |
like if it's a 256x256 .png file it becomes a 256 block by 256 block build |
18:02 |
maxmonamour |
if you have a standalone texture you can basically just throw it in the game and use it. or if youre trying to replace a mods existing texture you can do the same |
18:02 |
MTDiscord |
<appguru> ahhhh |
18:02 |
maxmonamour |
oh |
18:03 |
MTDiscord |
<appguru> Well, I wrote a mod which can do that: https://content.minetest.net/packages/LMD/voxelizer/ It is quite an overcomplication though, so I'd recommend you to go with something like: https://forum.minetest.net/viewtopic.php?t=20411 |
18:04 |
|
Jhalman joined #minetest |
18:28 |
|
homthack joined #minetest |
18:31 |
|
Jhalman joined #minetest |
18:33 |
search_social |
hmm i said /vox model world-map.png then /vox 1 and /vox 2 and it crashed |
18:35 |
MTDiscord |
<appguru> yeah because /vox model expects an obj model |
18:35 |
MTDiscord |
<appguru> you'd have to get a plane model, then do /vox model plane.obj and /vox texture world-map.png and finally /vox place or /vox 1 and /vox 2 |
18:37 |
|
dalz joined #minetest |
18:52 |
|
Verticen joined #minetest |
18:55 |
|
fleeky_ joined #minetest |
18:57 |
search_social |
okay i made a blank model in blender and it's just a cube and i exported it as a .obj file but it has "vn" lines instead of "vt" lines |
19:00 |
maxmonamour |
what would be the most effective way to change all players collision sizes down to 1x1 node in a new game? i presume that the first person camera will be somewhere else |
19:01 |
maxmonamour |
right now i'm using a copy of devtest |
19:11 |
|
fluxflux joined #minetest |
19:28 |
|
Verticen joined #minetest |
19:29 |
|
dalz joined #minetest |
19:49 |
MTDiscord |
<appguru> here's plane.obj |
19:49 |
MTDiscord |
<appguru> https://cdn.discordapp.com/attachments/749727888659447960/794653484153962556/plane.obj |
19:49 |
MTDiscord |
<appguru> https://cdn.discordapp.com/attachments/749727888659447960/794653484153962556/plane.obj |
19:52 |
search_social |
thanks |
19:57 |
|
Taoki joined #minetest |
19:59 |
search_social |
idk it makes a weird house shape |
20:00 |
|
Verticen joined #minetest |
20:00 |
search_social |
and i can't seem to recognize the .png on it |
20:01 |
search_social |
https://0x0.st/-rd9.png |
20:01 |
search_social |
the /texture is https://0x0.st/iRxa.png |
20:02 |
MTDiscord |
<appguru> oof I messed it up |
20:02 |
|
YuGiOhJCJ joined #minetest |
20:06 |
MTDiscord |
<appguru> use this one search_social |
20:06 |
MTDiscord |
<appguru> https://cdn.discordapp.com/attachments/749727888659447960/794657912219762708/plane.obj |
20:07 |
MTDiscord |
<appguru> https://cdn.discordapp.com/attachments/749727888659447960/794657912219762708/plane.obj |
20:09 |
|
I_am_6r1d joined #minetest |
20:11 |
MTDiscord |
<appguru> well, i get a similar thing - reason being the high resolution of the texture - voxelizer doesn't apply proper filtering |
20:12 |
MTDiscord |
<appguru> you should probably use imaging, it's more suitable for this specific thing: https://forum.minetest.net/viewtopic.php?t=20411 |
20:12 |
search_social |
if i say /vox place [scale] with the exact right argument to scale will it work? |
20:14 |
search_social |
or if i convert the picture to a .bmp myself |
20:14 |
MTDiscord |
<appguru> if you scale it yourself to the scale you want it will work |
20:14 |
MTDiscord |
<appguru> but as said, I strongly advise you to use imaging for now |
20:15 |
|
WonderingDane3 joined #minetest |
20:34 |
search_social |
thanks |
20:34 |
search_social |
imaging worked |
20:55 |
|
pipo joined #minetest |
20:58 |
|
pipo left #minetest |
21:07 |
search_social |
https://0x0.st/-rnK.png |
22:09 |
|
stefan joined #minetest |
22:24 |
|
FeXoR joined #minetest |
22:58 |
tango_ |
I'm not sure I understand the minvel/maxvel for particles |
22:58 |
tango_ |
what's the unit of measurements? |
22:58 |
tango_ |
blocks/seconds? |
22:58 |
tango_ |
nodes/second? |
23:21 |
MTDiscord |
<Jordach> in blocks/nodes/meters |
23:21 |
MTDiscord |
<Jordach> all the same values |
23:35 |
tango_ |
hm apparently the vel and acc is fixed at creation time |
23:35 |
tango_ |
so one cannot do a particle with a “noisy” motion |
23:35 |
|
Pie-jacker875 joined #minetest |
23:38 |
search_social |
topo map https://0x0.st/-r5c.png |