Time |
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Message |
00:04 |
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00:06 |
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00:06 |
Gustavo6046 |
Is water supposed to flow down a lesser further extent when it goes down a level? |
00:07 |
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00:24 |
Gustavo6046 |
Water can push items, but I hoped they'd not get stuck. |
00:24 |
Gustavo6046 |
I was sorely mistaken. |
00:24 |
Gustavo6046 |
https://i.imgur.com/N71ETwN.png |
00:27 |
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00:33 |
FrostRanger[m] |
Gustavo6046: do you have ethereal and 3d armor installed by chance? |
00:33 |
Gustavo6046 |
FrostRanger[m]: yes, both |
00:35 |
Gustavo6046 |
is it configurable? |
00:35 |
FrostRanger[m] |
When both of those mods are installed, 3d armor enables fire damage by default |
00:36 |
FrostRanger[m] |
If you go into the config and coment out the line for the torch, you can remove that though |
00:36 |
FrostRanger[m] |
The config for 3d armor that is |
00:37 |
Gustavo6046 |
ah |
00:37 |
Gustavo6046 |
I see |
00:37 |
Gustavo6046 |
thanks! |
00:37 |
FrostRanger[m] |
Np |
00:41 |
Gustavo6046 |
FrostRanger[m]: is it a .conf file? I found mods/3d_armor/3d_armor/armor.conf.example |
00:42 |
Gustavo6046 |
ohhh |
00:42 |
Gustavo6046 |
api.lua |
00:43 |
Gustavo6046 |
there is the definitions for armor.config, including fire_protect_torch |
00:43 |
Gustavo6046 |
waaait |
00:43 |
Gustavo6046 |
oh |
00:43 |
Gustavo6046 |
FrostRanger[m]: I had no idea there was a whole system for reading config files from the world directory |
00:45 |
Gustavo6046 |
or wait |
00:45 |
Gustavo6046 |
nevermind lol |
00:45 |
Gustavo6046 |
I'm stupid |
00:45 |
Gustavo6046 |
there are ingame interfaces for it, I didn't know |
01:05 |
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01:14 |
FrostRanger[m] |
Gustavo6046: actually, I was referring to editing them directly |
01:16 |
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01:18 |
Gustavo6046 |
FrostRanger[m]: ah |
01:18 |
Gustavo6046 |
I still haven't figured out how |
01:18 |
Gustavo6046 |
which is funny |
01:18 |
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01:18 |
Gustavo6046 |
maybe I just uncomment the lua line? but that doesn't seem like it |
01:20 |
Gustavo6046 |
let me check the wiki |
01:20 |
Gustavo6046 |
I'm definitely missing something lol |
01:20 |
adfeno |
Hi there error: terminate called without an active exception, when copying the minetest.format_chat_message and redefining it. |
01:21 |
adfeno |
Gustavo6046: I think lua_api.txt is the best place to check stuff. |
01:21 |
adfeno |
Sometimes the wiki is not updated. |
01:23 |
Gustavo6046 |
Ahh. |
01:23 |
Gustavo6046 |
adfeno: no, the wiki.minetest.net wiki. I'm not creating a mod or anything |
01:23 |
Gustavo6046 |
I've written a mod before, or well, more precisely I added changes to one |
01:23 |
Gustavo6046 |
Anyway, I'm trying to figure mod configuration. |
01:23 |
Gustavo6046 |
For some reason there's just nothing obvious in the file tree and the wiki has nothing about it either. |
01:23 |
adfeno |
What is the issue, Gustavo6046? |
01:24 |
Gustavo6046 |
In 3d_armor/api.lua, armor.config is defined, but I dunno if it reads any configuration file, and/or how that would work. |
01:24 |
Gustavo6046 |
I an definitely missing something obvious and I'm probably dumb. |
01:24 |
Gustavo6046 |
I mean because ofi t |
01:24 |
adfeno |
Mostly see a file called settingtypes.txt |
01:24 |
Gustavo6046 |
Oh, there is that |
01:25 |
Gustavo6046 |
armor_fire_protect_torch (Enable fire protection torch damage) bool false |
01:25 |
adfeno |
or do a recursive search, starting from 3d_armor, for the phrase: minetest.settings |
01:26 |
Gustavo6046 |
I found the relevant setting |
01:26 |
Gustavo6046 |
It's set to true by default when it encounters ethereal is loaded (which it is) |
01:26 |
Gustavo6046 |
So I just put that in minetest.conf? Seems a bit counter-intuitive. |
01:26 |
Gustavo6046 |
For some reason |
01:27 |
adfeno |
You can make separate conf for a given server, provided you use --config option when launching Minetest. |
01:29 |
Gustavo6046 |
I do do that |
01:29 |
Gustavo6046 |
I didn't realize mod config went in the same file |
01:29 |
Gustavo6046 |
:p |
01:29 |
Gustavo6046 |
Well, I don't know, I'll test i now |
01:29 |
adfeno |
Gustavo6046: That setting can be adjusted in graphical user interface (before starting a world or joining a server), in the advanced settings. Or, you can do as you said. |
01:29 |
Gustavo6046 |
it now* |
01:29 |
Gustavo6046 |
adfeno: it's a dedicated server |
01:30 |
adfeno |
Gustavo6046: Ah, nice, I`m also doing one in Brazil. |
01:41 |
Gustavo6046 |
yeah! |
01:41 |
Gustavo6046 |
adfeno: my dedicated server is actually a digital ocean VPS in the US that an american friend gave me an account on |
01:41 |
Gustavo6046 |
guess what, I'm from Brazil! |
01:43 |
adfeno |
Nice to meet you |
01:43 |
Gustavo6046 |
Thanks, mate! |
01:43 |
adfeno |
Brazilian Minetest players have a XMPP chat room/channel where there are some brazilian developers |
01:44 |
adfeno |
xmpp:minetestchat.libreplanetbr.org?join |
01:44 |
adfeno |
We might soon migrate to other server, but for now we use that. |
01:45 |
adfeno |
More information about what is XMPP, and how to use it: https://libreplanet.org/wiki/XMPP.pt |
02:05 |
adfeno |
Can we use colors in chat? |
02:25 |
adfeno |
For some strange reason, get_player_by_name is terminating/aborting my server. |
02:25 |
adfeno |
I think I have an idea. |
02:25 |
adfeno |
I`ll try set nametag color to "" |
02:26 |
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02:29 |
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02:30 |
steveiRcvs |
Hi. |
02:31 |
steveiRcvs |
I'm playing through skyblock, I'm on the last level. How am I supposed to get iron bars? The guide says to break steel bars, but I've broken over a hundred now and nothing is happening. |
02:54 |
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03:00 |
adfeno |
How to redefine minetest.format_chat_message ? |
03:00 |
adfeno |
to add nametag color? |
04:21 |
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05:00 |
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10:31 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix segfault with invalid texture strings and minimap enabled f018737 https://git.io/JtP3o (2021-02-14T10:28:02Z) |
10:46 |
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12:01 |
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12:32 |
adfeno |
It seems that the callback to on_priv_revoke doesn't have priv, contrary to what lua_api.txt said. |
12:34 |
adfeno |
And also, every attempt to get player privs during on_priv_revoke/grant gives outdated list of privs. |
12:34 |
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12:47 |
adfeno |
I could check privs on each message, but that would not be practical. |
12:48 |
adfeno |
I think I`ll only check on join. |
12:53 |
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12:54 |
ZeroConfig |
Doesn't anyone know of a working, updated or alternate to this: https://github.com/ChaosWormz/forbidden_usernames/blob/master/init.lua |
12:55 |
ZeroConfig |
Because this one doesn't work, gives an error: bad argument #1 to 'pairs' (table expected, got nil) |
12:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
12:57 |
ZeroConfig |
Or also if someone knows how to correct the code to fix it. |
12:58 |
ZeroConfig |
It's supposed to check new players usernames and disallow certain names from registering. I want to block perverted names. Thank you. |
13:01 |
ZeroConfig |
It says it was originally by sfan5, so maybe he has a better version of it? |
13:01 |
sfan5 |
that one functions implementation was originally by me, not the mod |
13:02 |
ZeroConfig |
Ok. Can you offer me any advice with this? |
13:02 |
sfan5 |
anyway I'm pretty sure there's an updated version called name_restrictions or similar |
13:02 |
ZeroConfig |
Thank you sir, I'll search for that one. |
13:03 |
ZeroConfig |
Thank you, I found it: https://github.com/ShadowNinja/name_restrictions |
13:04 |
sfan5 |
by looking at the code I can tell that it's similarily outdated and won't work |
13:04 |
ZeroConfig |
Also does anyone know what "squeakecraft[er]" is? I've seen that name in both versions. |
13:04 |
ZeroConfig |
Yeah 4 years ago. :( |
13:07 |
ZeroConfig |
I googled this, but it still doesn't tell me what it is: https://github.com/Pipsqueake/SqueakeCraft |
13:08 |
ZeroConfig |
The entire readme is: |
13:08 |
ZeroConfig |
README.md |
13:08 |
ZeroConfig |
SqueakeCraft |
13:08 |
ZeroConfig |
This is the future home of the SqueakeCraft source files for full LGPL compliance with the Minetest Game Engine. |
13:09 |
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13:27 |
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13:30 |
adfeno |
Gess, I think I found the issue. |
13:30 |
adfeno |
I'm so dumb ;) |
13:31 |
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13:32 |
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14:24 |
adfeno |
Is there any way to do something only after on_priv_revoke/grant prcessed all changed privs? |
14:25 |
adfeno |
For example, admin can do /revoke player fly,home (note the comma), this will make an unordered call to on_priv_revoke for all of fly and home |
14:26 |
sfan5 |
minetest.after(0, ...) probably |
14:26 |
sfan5 |
I've faced this proble in the past and decided to just not fix it |
14:26 |
sfan5 |
problem* |
14:27 |
adfeno |
unordered in the sense that priv inside on_priv_revoke will be a string with priv name, and this will repeat with no particular order (after receiving the list, server could do home first then fly, or fly first then home). |
14:28 |
adfeno |
sfan5: Ah I see, thanks |
14:34 |
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16:26 |
MTDiscord |
<appguru> minetest.after is not the way to go here |
16:26 |
MTDiscord |
<appguru> rather, you should override the func of the revoke/grant chatcommand to execute an additional callback specified by you afterwards |
16:31 |
sfan5 |
that's also a hack and worse since those chatcommands are not the only way to grant or revoke privs |
16:33 |
MTDiscord |
<appguru> but would you want on_priv_revoke to be essentially on_step? I don't think so |
16:39 |
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16:52 |
sfan5 |
I'm suggesting using minetest.after(0) inside on_priv_revoke to wait for the change to actually happen |
17:15 |
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18:00 |
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18:17 |
TechDude |
Wuzzy, I have a question about mineclone2 |
18:17 |
Wuzzy |
hello |
18:17 |
Wuzzy |
i am Wuzzy. |
18:17 |
TechDude |
so I wanna find a village |
18:17 |
TechDude |
but I can’t find one, so I wanna make one |
18:18 |
TechDude |
i do /giveme mobs_mc:villager 16 |
18:18 |
TechDude |
then I place all of em and build some homes, BUT |
18:18 |
TechDude |
how am I supposed to trade with them? I’ve looked at the code countless times |
18:19 |
Wuzzy |
rightclick |
18:20 |
TechDude |
I tried rightclicking multiple times |
18:20 |
Wuzzy |
with empty hand |
18:20 |
TechDude |
and my mcl version is not outdated, I downloaded it the day before yesterday |
18:20 |
Wuzzy |
the next version might have villages |
18:20 |
TechDude |
wait “empty hand” oh, ok! Thx |
18:20 |
Wuzzy |
that worked? |
18:21 |
TechDude |
No, I’ll try it ltr |
18:21 |
Wuzzy |
if it does not work, then its a bug |
18:21 |
TechDude |
i doing off-topic stuff rn |
18:21 |
Wuzzy |
oh, there is one villager that you cannot trade with. |
18:21 |
Wuzzy |
its the one with green clothing iirc |
18:21 |
TechDude |
nitwit ik |
18:21 |
Wuzzy |
but all others should work. if they dont, its a bug |
18:22 |
TechDude |
all villagers i place are nitwit |
18:22 |
Krock |
can I kill Villagers? |
18:23 |
TechDude |
Well ofc u cam |
18:23 |
TechDude |
can* |
18:29 |
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18:31 |
Wuzzy |
that is definitely a bug |
18:32 |
Wuzzy |
report MCL2 bugs here: https://git.minetest.land/MineClone2/MineClone2/issues |
18:53 |
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18:53 |
TechDude |
I’m back, and being able to kill villagers is a bug? Wuzzy |
18:54 |
Wuzzy |
no |
18:54 |
Gustavo6046 |
So |
18:54 |
Gustavo6046 |
10+1's Builtin Item water pushing thing doesn't always push item completely off a block |
18:54 |
Gustavo6046 |
Sometimes they get stuck |
18:58 |
Gustavo6046 |
Particularly in diagonal corners |
19:01 |
Krock |
that's because it uses the old style of manual collision detection |
19:01 |
Krock |
it checks the node below its center only |
19:01 |
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19:01 |
Krock |
and if that happens on a corner, it attempts to fall but fails doing so because the engine still does collisions |
19:01 |
Krock |
updating the mod's code to 5.3.0-ish should fix such issues |
19:04 |
Gustavo6046 |
dah |
19:04 |
Gustavo6046 |
ah* |
19:04 |
Gustavo6046 |
Krock: 5.3.0-ish |
19:04 |
Gustavo6046 |
? |
19:04 |
Gustavo6046 |
It is updated |
19:04 |
Gustavo6046 |
I installed it yeasterday ;p |
19:04 |
Gustavo6046 |
:p * |
19:04 |
sfan5 |
does mineclone use its' own item entity code? |
19:04 |
Gustavo6046 |
I could do the check on the four horizontal corners |
19:04 |
Gustavo6046 |
Like in a fork or something |
19:05 |
Krock |
yes sure the mod is up-to-date but isn't using recent features apparently |
19:05 |
Gustavo6046 |
I wonder if I can fork it into GitHub using the github import functionality, and send a PR back to notabug. |
19:05 |
Gustavo6046 |
Krock: oh, you said updating the mod's code |
19:05 |
Gustavo6046 |
lol |
19:05 |
Gustavo6046 |
Apologies, I probably need a caffeine transfusion. |
19:06 |
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19:06 |
Krock |
no, PRs must be on the same service. you could however export your commits as patches and submit those to notabug |
19:09 |
Gustavo6046 |
Oh, okay |
19:16 |
Sven_vB |
hi :) is the \e(c@#111) color code in an NPC dialog a MineTest feature, or one of Irrlicht, or is that a server mod |
19:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/111 -- Window close icon gives odd screen appearance on shutdown |
19:17 |
Gustavo6046 |
Krock: you mean if there is space under an item, or if it should still be propelled by water? |
19:17 |
Gustavo6046 |
If the latter, then checking on the four corners should also apply up to four thrusts depending on how many flowing water nodes intersect with the item, right? |
19:17 |
Krock |
Wuzzy: do you have a good real-world example to test get_short_description() ? |
19:18 |
Wuzzy |
the show_wielded_item mod |
19:18 |
Wuzzy |
but it needs updating, still |
19:18 |
Wuzzy |
which i will probably do after release |
19:19 |
Krock |
https://repo.or.cz/minetest_show_wielded_item.git/tree this one? |
19:19 |
Krock |
nvm you moved to another service |
19:20 |
Krock |
okay then I'll test it on a few random mods to check whether it works well |
19:20 |
Krock |
thanks anyway |
19:21 |
Wuzzy |
? |
19:21 |
Gustavo6046 |
Krock: as in, what exactly does it check regarding the node below it? |
19:21 |
Gustavo6046 |
below the item, of course |
19:22 |
Gustavo6046 |
Like, if it is still on a floor and/or pushable? |
19:22 |
Krock |
whether it can fall thoguh |
19:22 |
Gustavo6046 |
Oh, okay |
19:22 |
Krock |
i.e. walkable = false |
19:22 |
Krock |
minetest 5.3.0 (or so) introduced collision information which can be used for that sort of thing |
19:23 |
rubenwardy |
> <Krock> okay then I'll test it on a few random mods to check whether it works well |
19:23 |
rubenwardy |
Make sure you have something to actually show get_short_description. You could modify show_eielded_item for that |
19:23 |
Krock |
5-line testing mod that just runs the function on the wielded item |
19:23 |
Krock |
should be good enough |
19:26 |
Krock |
ah yes. xdecor's enchantment feature works just fine to test this |
19:28 |
Gustavo6046 |
Krock: it only checks def_under |
19:28 |
Krock |
Gustavo6046: yes and that's exactly the problem |
19:29 |
Gustavo6046 |
Krock: yes, but I don't know how I am going to change the code below to check for possibly four |
19:29 |
Krock |
not the part with "check" but "only". it should also take collision data into account |
19:29 |
Gustavo6046 |
Krock: I know |
19:29 |
Gustavo6046 |
but what I mean is |
19:29 |
Krock |
this literal edge-case can be solved pretty much by a single node check |
19:30 |
Gustavo6046 |
lol, "edge" case, nice pun :D |
19:30 |
Krock |
well it's not really a pun because it's literally an edge case |
19:30 |
Gustavo6046 |
but yeah, am I supposed to list up to four unique nodes under the item, and loop the code below it over all them? |
19:30 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua |
19:31 |
Krock |
this is the behaviour without the item_entity mod |
19:32 |
Krock |
the trick here is to use the collision data to get the nearest colliding node |
19:32 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L254-L262 |
19:32 |
Gustavo6046 |
Ahh, I see |
19:32 |
Krock |
have a look into the lua api doc, or print(dump()) that stuff to check what happens |
19:33 |
Krock |
tinker a bit and you'll find a solution sooner or later |
19:46 |
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19:46 |
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20:00 |
Gustavo6046 |
Krock: I just adapted the little snippet of code from minetest builtin's item_entity.lua |
20:00 |
Gustavo6046 |
https://termbin.com/bxbv |
20:00 |
Gustavo6046 |
is this good? |
20:00 |
Gustavo6046 |
or does it look good? |
20:00 |
Gustavo6046 |
I should probably test it fist |
20:00 |
Gustavo6046 |
first* |
20:01 |
Gustavo6046 |
but I don't know |
20:02 |
Krock |
the only thing that could happen there is that you get an error and lose a few seconds of gameplay progress |
20:02 |
Krock |
just try it |
20:03 |
Krock |
oh wait. you should get "moveresult" from the 3rd on_step arg |
20:03 |
Krock |
i.e. > self, dtime, moveresult |
20:05 |
Gustavo6046 |
Krock: doesn't it?} |
20:05 |
Gustavo6046 |
oh |
20:06 |
Krock |
I was just guessing. haven't looked at builtin_item for a while |
20:09 |
Gustavo6046 |
ah |
20:09 |
Gustavo6046 |
alright |
20:09 |
Gustavo6046 |
Krock: true |
20:09 |
Gustavo6046 |
It wasn't defined |
20:10 |
Gustavo6046 |
this better? https://termbin.com/aw6k |
20:10 |
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20:14 |
Gustavo6046 |
Krock: so I forked the original notabug repo and put my changes in a branch https://notabug.org/Gustavo6046/builtin_item/src/gus-mod-update-5.3.0 |
20:15 |
Gustavo6046 |
now I want to make a pull request, but I can't tell if "base: master" refers to master on my repo or master on 10+1's! |
20:15 |
Krock |
> <Gustavo6046> this better? https://termbin.com/aw6k |
20:15 |
Krock |
dunno. does it work as you'd expect? |
20:15 |
Gustavo6046 |
Krock: didn't check yet |
20:15 |
Gustavo6046 |
you know, I should probably check first |
20:15 |
Gustavo6046 |
hang on |
20:16 |
Krock |
good question. next question. I usually open Pull Requests in the original repository and point that to my working branch in the fork, if possible |
20:16 |
Gustavo6046 |
oh, ok |
20:16 |
Gustavo6046 |
Wait |
20:16 |
Krock |
github does that correctly by default but I dunno about notabug |
20:16 |
Gustavo6046 |
Krock: it does show it in TenPlus1's repo |
20:16 |
Gustavo6046 |
in notabug |
20:17 |
Gustavo6046 |
I just noticed anyway |
20:17 |
Gustavo6046 |
https://i.imgur.com/nSEI9Ln.png |
20:17 |
Krock |
that's good |
20:17 |
Gustavo6046 |
mhm |
20:21 |
Gustavo6046 |
Krock: it's still stuck on the corner |
20:21 |
Gustavo6046 |
https://i.imgur.com/JwGmcGn.png |
20:21 |
Gustavo6046 |
but |
20:21 |
Gustavo6046 |
it doesn't seem to happen as much |
20:21 |
Gustavo6046 |
but |
20:21 |
Gustavo6046 |
still happens |
20:21 |
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20:23 |
Krock |
oh I think that happens because there's no water |
20:23 |
Krock |
or is there? difficult to tell |
20:23 |
Gustavo6046 |
Krock: what? |
20:23 |
Gustavo6046 |
I mean |
20:23 |
Gustavo6046 |
Krock: indeed, it is like I said before you came up with your ground thing |
20:23 |
Gustavo6046 |
it's not about ground |
20:23 |
Gustavo6046 |
it's about water |
20:24 |
Gustavo6046 |
it stops being pushed just early enough that it does not fall |
20:24 |
luizrpgluiz |
hi all |
20:25 |
Gustavo6046 |
To be fair, Krock, it does seem to happen more with TenPlusOne's code |
20:26 |
Gustavo6046 |
Maybe 1/4th of a second is not fine enough? |
20:26 |
luizrpgluiz |
Gustavo6046: hi |
20:26 |
Gustavo6046 |
Hello luizrpgluiz |
20:26 |
luizrpgluiz |
Gustavo6046: how are you? i am brazilian :) |
20:26 |
Gustavo6046 |
same! :D |
20:27 |
Gustavo6046 |
I'm alright |
20:30 |
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20:31 |
Gustavo6046 |
Krock: I think I found what I was looking for |
20:32 |
Krock |
a valentine present for me? |
20:32 |
Krock |
how nice of you. thanks! |
20:33 |
Gustavo6046 |
Hehe |
20:33 |
Gustavo6046 |
I suppose too, but |
20:33 |
Gustavo6046 |
Krock: in local function quick_flow, below line 105 I think |
20:34 |
Gustavo6046 |
that's where it finds water flow direction |
20:34 |
Gustavo6046 |
but it only checks orthogonally |
20:34 |
Krock |
ah yes there we go |
20:34 |
Gustavo6046 |
I think by duplicating the lines and adding checks with slight offsets on X (in one duplicate) and on Z (in another duplicate) I should be able to rectify this. |
20:34 |
Gustavo6046 |
But I don't know |
20:35 |
Gustavo6046 |
or maybe just do diagonals regularly |
20:35 |
Gustavo6046 |
Yeah |
20:35 |
Gustavo6046 |
I'll use 0.5, not sqrt(2)/2 :) |
20:38 |
Gustavo6046 |
Hm, that doesn't seem to work |
20:38 |
Gustavo6046 |
I'll use 1 |
20:49 |
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20:50 |
Gustavo6046 |
Krock: the changes I did actually work! |
20:50 |
Gustavo6046 |
I just had to change the inverse square root table |
20:50 |
Gustavo6046 |
because it required a precision to 0.25 instead of to 1 |
20:53 |
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20:56 |
Gustavo6046 |
I could probably just have rounded it or something |
20:57 |
Gustavo6046 |
But I'm still happy with how it turned out |
21:08 |
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21:15 |
Gustavo6046 |
Krock: something feels funny |
21:15 |
Gustavo6046 |
the items often look reluctant to fall down |
21:15 |
Gustavo6046 |
like, they're about to go down a level, but then they recoil back |
21:16 |
Gustavo6046 |
They don't so much as get stuck, in that they keep moving |
21:16 |
Gustavo6046 |
https://i.imgur.com/CdQIojT.png |
21:16 |
Gustavo6046 |
This one slowly zigzagged its way to that obstacle block, and only then fell down the narrow canal |
21:30 |
Krock |
heh |
21:46 |
Gustavo6046 |
I think I messed some stuff |
22:01 |
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22:08 |
Gustavo6046 |
Krock: I expanded the scope of the PR a little |
22:08 |
Gustavo6046 |
latest commit pushes items through acceleration instead of velocity |
22:08 |
Gustavo6046 |
I found that that easily fixes the issues too |
22:08 |
Gustavo6046 |
https://notabug.org/TenPlus1/builtin_item/pulls/2 |
22:08 |
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22:43 |
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22:46 |
Gustavo6046 |
Krock: I think that the last commit I just appended concludes, at least for now. |
22:46 |
Gustavo6046 |
I tested a bit in singleplayer and it should work fine. |
22:47 |
Gustavo6046 |
Just removed a debug print I forgot to lol |
22:52 |
Gustavo6046 |
:o |
22:52 |
Gustavo6046 |
it seems to work well! |
22:53 |
Gustavo6046 |
even in multiplayer |
22:53 |
Gustavo6046 |
check mouses.xyz, I can tphr |
23:06 |
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23:24 |
TechDude |
Anyone here plays mineclone2 and has the same problem as me? https://git.minetest.land/MineClone2/MineClone2/issues/1120 |
23:24 |
TechDude |
p |
23:24 |
TechDude |
Er nvm the “p” |
23:34 |
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