Time Nick Message 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? 03:39 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 <11J​onathon> https://godly.github.io/minetest-skin-converter/ 03:42 Guest0 Thanks MTD, that looks useful. 03:42 MTDiscord <11J​onathon> 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 <11J​onathon> something to do with arm widths and being backwards compatable 03:43 MTDiscord <11J​onathon> 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 03:55 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. 04:14 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) 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. 04:27 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. 04:48 Sokomine oh, backup of forum going on? fine 04:51 MTDiscord <11J​onathon> not much of a noticeable difference, business as usual, forms down, try again later 04:52 MTDiscord <11J​onathon> to be fair, has been way better since c55 upgraded phpbb and blocked the chinese bots 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) 12:13 MTDiscord <05e​xe_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 MTDiscord <05e​xe_virus> Heck, maybe html5 + 3d is libraries will be even faster 12:14 MTDiscord <05e​xe_virus> The hardest part is connecting textures to the 3D object in html 12:15 MTDiscord <05e​xe_virus> Nice, it does already exist: https://github.com/Adjam93/threejs-model-viewer 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? 13:32 Krock only by modifying the Minetest source code 13:32 Krock or using CSMs which might be disabled by server 14:20 MTDiscord <12W​arr1024> 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 <12W​arr1024> For accessibility, increasing the font size may work better in some cases. 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. 16:19 LoneWolfHT Did you disable clouds for your client? 17:15 daiNoZord There's fall damage - but when a falling node lands on a player, there's no damage.. how come? 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 17:42 MTDiscord <12W​arr1024> 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 <10n​erzhul> this bridge works in 2 ways ? 17:52 Krock @nerzhul no 17:53 MTDiscord <11J​onathon> lol 17:53 Krock it works in many ways 17:53 MTDiscord <10n​erzhul> okay it's the nether 17:53 Krock but in this channel there's indeed a duplex connection to discord 17:54 MTDiscord <12W​arr1024> Discord <-> IRC <-> Matrix and maybe beyond... 17:54 Krock Web Log <--^ 17:54 Krock supposed to connect to IRC 17:54 MTDiscord <10n​erzhul> yep i just looked 18:36 daiNoZord someone beat me to it.. 18:43 MinetestBot 02[git] 04Zughy -> 03minetest/minetest: Consistently use "health points" (#10868) 1344a9510 https://git.io/JtWTV (152021-01-27T18:42:02Z) 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? 19:28 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+) 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 19:44 sonomicheleya[m] Yeah that’s a nice idea, I could just serialize custom props thanks 19:56 MTDiscord <10J​ordach> if you need to store players, just store their player name 19:57 MTDiscord <10J​ordach> 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 MTDiscord <12W​arr1024> fairly sure at least one of those is reliably called on SP quit 19:58 Krock yeah 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 20:53 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 21:08 MTDiscord <05e​xe_virus> Good luck! Npc mods are hard to do right 21:11 Krock use AI 21:14 sonomicheleya[m] Thank you exe! 22:01 Andrey01 hello, is there any doc that explains how the rotation system of entities works? I don`t quite understand that thoroughly 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. 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 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