Time |
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Message |
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03:22 |
Guest0 |
Is there a character skin editor program available for making custom character skins? Other than using a mod (which has a comment no longer working) or a photo editor like GIMP? |
03:23 |
Guest0 |
I'm interested in making some higher quality skins, because many available on the skinsdb are not pleasing to my eye. Thank you. |
03:25 |
Guest0 |
I've notice Minecraft skins have very high quality, even though I've never played Minecraft, I came across some looking for Minetest skins. The skins from Minecraft aren't portable into Minetest are they? |
03:28 |
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03:39 |
deltanedas[m] |
use a minecraft skin editor and move the parts as per sam, or edit one to save them in the correct locations |
03:40 |
Guest0 |
delta do you happen to have a link to a recommended editor? |
03:41 |
MTDiscord |
<Jonathon> https://godly.github.io/minetest-skin-converter/ |
03:42 |
Guest0 |
Thanks MTD, that looks useful. |
03:42 |
MTDiscord |
<Jonathon> VannessaE had a model for supporting more minecraft skins in some mtg issue that paramat closed if you wanted to support more minecraft skins |
03:42 |
MTDiscord |
<Jonathon> something to do with arm widths and being backwards compatable |
03:43 |
MTDiscord |
<Jonathon> bit tired atm, sorry |
03:47 |
Sven_vB |
what's a good mod to make sun and moon round? |
03:49 |
Guest0 |
the photo realism does that. |
03:50 |
Guest0 |
https://github.com/Sharpik/Minetest-SharpNet-Photo-Realism-Texturespack |
03:54 |
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03:55 |
Sven_vB |
thanks! |
03:55 |
Guest0 |
For my own question, I found this online editor which looks promising, as it allows to edit in 3D instead of a flat canvas: https://minecraft.novaskin.me/ (then use the converter Jonathan posted). |
03:55 |
Guest0 |
Welcome Sven. Glad I could help someone in return for all the help I've been receiving. |
04:03 |
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04:14 |
ZaraChimera |
Trying to advance in the Skyblock Redo mod for Minetest. Running Minetest 5.3.0 I have the issue that neither the water source nor lava source will flow. I get the error "not allowing to replace CONTENT_IGNORE" when it tries to replace "air" with water or lava. Searching has not turned up anything to fix it with a number of links related to the error being dead. |
04:14 |
ZaraChimera |
(http://minetest.net/forum/viewtopic.php?pid=29758#p29758 is dead for example) |
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04:17 |
ZaraChimera |
It's caused by Map::setNode() it seems. |
04:17 |
Sven_vB |
what's the stack trace? |
04:21 |
ZaraChimera |
Stack trace? (I am not familiar at all with lua.) I am running the stable on Windows. |
04:23 |
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04:27 |
ZaraChimera |
This is the link to the mod I was using: https://github.com/ac-minetest/skyblock |
04:27 |
ZaraChimera |
Tried the one from cornernote in the past as well, but the quest progression is not completable either as it has no way to make the iron bars you have to place. |
04:29 |
ZaraChimera |
The Skyblock Redo prevents advancement beyond level 1 because of the issue that Water and Lava don't flow, so I can't get under my starter island using the water to place blocks lower for the stone generator. No stone means no furnaces and no advancement beyond level 1. |
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04:48 |
Sokomine |
oh, backup of forum going on? fine |
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04:51 |
MTDiscord |
<Jonathon> not much of a noticeable difference, business as usual, forms down, try again later |
04:52 |
MTDiscord |
<Jonathon> to be fair, has been way better since c55 upgraded phpbb and blocked the chinese bots |
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05:22 |
Sven_vB |
how is the spawn position for new worlds determined? until now I thought it would just be at 0,0,0 (or above until air) |
05:22 |
Sven_vB |
(and down while air below) |
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12:13 |
MTDiscord |
<exe_virus> I feel like writing a SDL program that renders a .obj and lets you update textures on the fly shouldn't be too hard to write. But maybe I don't know what I'm talking about..... |
12:13 |
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MTDiscord |
<exe_virus> Heck, maybe html5 + 3d is libraries will be even faster |
12:14 |
MTDiscord |
<exe_virus> The hardest part is connecting textures to the 3D object in html |
12:15 |
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MTDiscord |
<exe_virus> Nice, it does already exist: https://github.com/Adjam93/threejs-model-viewer |
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13:30 |
acvarium36 |
Hi. I want to pipe minetest chat to Text to Speech. But messages from chat print in command line only if it is my server. |
13:30 |
acvarium36 |
Is there a way to print chat messages to linux command line, if I am connected to the server as a client? |
13:30 |
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13:32 |
Krock |
only by modifying the Minetest source code |
13:32 |
Krock |
or using CSMs which might be disabled by server |
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14:20 |
MTDiscord |
<Warr1024> Be aware that text to speech may be hard to use on busy servers where there's a ton of chat happening really fast. |
14:21 |
MTDiscord |
<Warr1024> For accessibility, increasing the font size may work better in some cases. |
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15:14 |
acvarium36 |
It would be great, to have the way in game to message people, that are near you. And not as a plugin, but as a feature in the engine core |
15:17 |
rubenwardy |
that can be done by mods on the specific servers that want that |
15:18 |
rubenwardy |
I don't think it should be in the engine |
15:21 |
Sven_vB |
somehow my clouds seems to be blinking. they toggle visibility every few seconds. they stay their course though, so I guess they don't despawn. what might be wrong? using 5.3.0 on Ubuntu |
15:28 |
Sven_vB |
seems to be a bug in the regional weather mod. without that, I don't have any clouds. |
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LoneWolfHT |
Did you disable clouds for your client? |
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17:15 |
daiNoZord |
There's fall damage - but when a falling node lands on a player, there's no damage.. how come? |
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17:33 |
Krock |
because the node isn't damaged either when a player falls on it? |
17:34 |
daiNoZord |
fair point |
17:34 |
Krock |
jk. it's not implemented but I remember a PR about that |
17:34 |
Krock |
or at least a discussion |
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17:42 |
MTDiscord |
<Warr1024> I did node-falling-on-player damage in NodeCore. Doing it properly and gameplay-interestingly was not trivial. It also seems rare enough in normal play that it's arguable whether it's worth the trouble. |
17:46 |
daiNoZord |
True. More ppl would probably be annoyed by it while mining than appreciate in other ways. Ok, so I like to drop sand and gravel when mining to get down big drops, but if I had another falling node, any arbitrary new_node, how do I change it so that it lands and turns into a little spinny "discarded" item? |
17:51 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L281-L291 |
17:51 |
Krock |
change this code so that it creaes a dropped item |
17:51 |
daiNoZord |
Ah cool thanks |
17:52 |
Krock |
or better: overwrite this function from an external mod to keep things clean as possible |
17:52 |
MTDiscord |
<nerzhul> this bridge works in 2 ways ? |
17:52 |
Krock |
@nerzhul no |
17:53 |
MTDiscord |
<Jonathon> lol |
17:53 |
Krock |
it works in many ways |
17:53 |
MTDiscord |
<nerzhul> okay it's the nether |
17:53 |
Krock |
but in this channel there's indeed a duplex connection to discord |
17:54 |
MTDiscord |
<Warr1024> Discord <-> IRC <-> Matrix and maybe beyond... |
17:54 |
Krock |
Web Log <--^ |
17:54 |
Krock |
supposed to connect to IRC |
17:54 |
MTDiscord |
<nerzhul> yep i just looked |
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daiNoZord |
someone beat me to it.. |
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18:43 |
MinetestBot |
[git] Zughy -> minetest/minetest: Consistently use "health points" (#10868) 44a9510 https://git.io/JtWTV (2021-01-27T18:42:02Z) |
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19:17 |
sonomicheleya[m] |
Hi, I need to update an entity props after a command is issued. I thought I could store the object id in the entity props when it’s activated and then retrieve the object with minetest.object_refs[id]. How can I get the object id from inside the entity on_activate callback? Or is there a better way to do that? |
19:17 |
sonomicheleya[m] |
I know minetest.object_refs shouldn’t be used, it’s the same for minetest.luaentities? If not, how can I get the id and store it? |
19:20 |
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19:28 |
rubenwardy |
you can store the ObjectRef as long as you check it before use |
19:28 |
rubenwardy |
ids are not stable so there's not much point in using them |
19:29 |
rubenwardy |
check it -> make sure the methods don't return nil (5.2+) |
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19:37 |
sonomicheleya[m] |
I think it should always exists, I mean, I use it when someone is editing the entity so the entity is there |
19:39 |
sonomicheleya[m] |
But I can’t serialize userdata, so I should do something like “entity._obj_ref = nil” before serializing the entity, right? |
19:39 |
rubenwardy |
it tends to be a good idea to only serialize certain keys in an entity |
19:40 |
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19:44 |
sonomicheleya[m] |
Yeah that’s a nice idea, I could just serialize custom props thanks |
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19:56 |
MTDiscord |
<Jordach> if you need to store players, just store their player name |
19:57 |
MTDiscord |
<Jordach> iirc it's the only "objectref" that's technically static across world loading |
19:57 |
Krock |
no exactly. from join to leave. |
19:57 |
Krock |
and singleplayer players IIRC still don't ever leave |
19:58 |
Krock |
or was it on_shutdown that isn't called? no idea |
19:58 |
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19:58 |
MTDiscord |
<Warr1024> fairly sure at least one of those is reliably called on SP quit |
19:58 |
Krock |
yeah |
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20:13 |
sonomicheleya[m] |
It’s not a player I need to save, they are npcs, I’ve created a thread on the forum on wip mods section, it’s called folks |
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sonomicheleya[m] |
I’ve done it, I don’t think it’s the best way but it works, maybe in the future I’ll figure out another way to do it |
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MTDiscord |
<exe_virus> Good luck! Npc mods are hard to do right |
21:11 |
Krock |
use AI |
21:14 |
sonomicheleya[m] |
Thank you exe! |
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22:01 |
Andrey01 |
hello, is there any doc that explains how the rotation system of entities works? I don`t quite understand that thoroughly |
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22:24 |
beanzilla |
Hi, I am having an issue with my mod not reading the settings defined in settingstypes.txt in my mod's directory. (Specifically it does not seem to be using the boolean value stored) https://pastebin.com/T7itLwnS |
22:24 |
beanzilla |
Pardon the miss types of settingtypes.txt |
22:24 |
sfan5 |
settingtypes.txt is only for the menu, it's not used at runtimes |
22:24 |
sfan5 |
runtime* |
22:25 |
beanzilla |
Ok... so what should I use for my mod's config then? |
22:25 |
sfan5 |
settingtypes.txt is fine but you'll also need to put the default values into your code |
22:26 |
beanzilla |
Alright, thanks. |
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22:38 |
beanzilla |
Ok, I think my code uses the default values now, but it seems it always uses them. How do I have it use what is set in settingtypes.txt then? |
22:41 |
sfan5 |
there seems to be another misunderstanding |
22:41 |
beanzilla |
sorry. :( |
22:41 |
sfan5 |
settingtypes.txt defines the setting description, types and default values for the menu editor |
22:41 |
sfan5 |
the values users set for settings are stored in minetest.conf |
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22:43 |
beanzilla |
Ok, so on startup of Minetest that's when the settingtypes.txt is read and loaded, and used by the settings editor in the main menu? |
22:46 |
sfan5 |
yes |
22:49 |
beanzilla |
So really what I need to use is something like mod storage? This way mymod will track it's settings and load them on start of it's self? |
22:50 |
sfan5 |
no |
22:50 |
beanzilla |
? |
22:50 |
sfan5 |
what you want is for the user to put mymod_allow_command_line = true in their minetest.conf |
22:50 |
beanzilla |
Ah, ok... so in mymod's directory minetest.conf will contain that... then I access it the same way? |
22:51 |
sfan5 |
it's the central minetest.conf also used by the engine |
22:51 |
beanzilla |
Ah ok I know where that is now. |
22:52 |
sfan5 |
but yes you access it exactly like the code excerpt you posted |
22:52 |
beanzilla |
Ok, now it's starting to make more sense. |
22:53 |
beanzilla |
How do I make it so if it doesn't exist it will add that to the minetest.conf? |
22:54 |
sfan5 |
you could explicitly call set_bool(...) but why? |
22:55 |
beanzilla |
Oh, duh the default would then be used so, nvm. |
22:55 |
sfan5 |
yes |
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