Time |
Nick |
Message |
00:04 |
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00:33 |
Extexo |
What's the ITB channels name? I can't find it |
00:34 |
rubenwardy |
#insidethebox |
00:37 |
Extexo |
Ohh I thought it had - between words |
00:47 |
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01:04 |
Gustavo6046 |
Weird |
01:04 |
Gustavo6046 |
my character goes faster on -X and -Z than +X and +Z |
01:06 |
Gustavo6046 |
And +Z is slightly slower than +X, too |
01:17 |
ZeroConfig |
I have further tracked down my issue. 'sfinv_buttons' is not loading due to a folder permission issue. Steps taken: I deleted the folder. Re-downloaded fresh from github. Unzip to /mods/ folder, yet unlike other mods this one gets odd permissions. |
01:17 |
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01:19 |
ZeroConfig |
Other mods I've extracted get permission: drwxr-xr-x, but 'sfinv_buttons' has permissions: drwx----- |
01:19 |
ZeroConfig |
chmod is permission ednied even with sudo |
01:19 |
ZeroConfig |
*denied |
01:21 |
ZeroConfig |
And those are the mod folder's permissions. |
02:33 |
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02:44 |
ZeroConfig |
What's everyone's favorite waypoint mod? |
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09:28 |
MTDiscord |
<appguru> luk3yx's |
09:28 |
luk3yx |
Hi |
09:28 |
MTDiscord |
<appguru> advmarkers, that is |
09:29 |
MTDiscord |
<appguru> I'd call it the adv_chat of chat mods but that could be understood as an insult |
09:29 |
luk3yx |
My waypoint mod can only display one waypoint at once though |
09:29 |
MTDiscord |
<appguru> More than one gets messy anyways |
09:54 |
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10:00 |
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10:00 |
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10:26 |
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11:02 |
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11:03 |
r1bnc |
anyone here? |
11:03 |
MTDiscord |
<appguru> yes |
11:03 |
r1bnc |
can I ask question regarding clientside modding? |
11:05 |
r1bnc |
I was looking at the chatlog mod, it saves chat to a debug.txt file. But I plan to, instead of saving to txt file, just make a JSON POST request to a custom url. |
11:05 |
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11:16 |
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11:18 |
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11:19 |
rubenwardy |
r1bnc: the client-side scripting environment is strictly sandboxed because it's intended to run untrusted code |
11:19 |
rubenwardy |
you can either 1) modify minetest's C++ code to add HTTP API etc 2) log to debug.txt and have another program that tails the logs and posts to the URL |
11:19 |
rubenwardy |
2) would be my recommendation |
11:27 |
r1bnc |
2) sounds easy |
11:27 |
rubenwardy |
if you can compile Minetest, it will be a single line of code for 1 |
11:27 |
rubenwardy |
but it's less compatible and breaks the sandbox a little |
11:28 |
rubenwardy |
well, less portable |
11:28 |
r1bnc |
I play on diff devices so, much non portable |
11:28 |
rubenwardy |
yeah |
11:28 |
r1bnc |
I can compile minetest |
11:28 |
r1bnc |
I also have built the player log thing, it scrapes data from the serverlist JSON |
11:29 |
r1bnc |
but now I wanted to scrape chats from my gameplays |
11:40 |
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12:39 |
MTDiscord |
<exe_virus> You'll want to follow how the minetest.chat_send_message gets handled and put a logging printf on the network whenever you receive such a packet |
12:42 |
r1bnc |
Thanks ruberwardy and exe_virus for the responses. :D |
12:43 |
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16:36 |
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16:37 |
ar10ch |
i keep getting "invalid usage" for //fixedpos set1 <x,y,z> - what's the correct way? thanks :) |
16:38 |
sfan5 |
//fixedpos set1 12 34 56 |
16:39 |
ar10ch |
ah! no commas - thanks sfan5! |
16:46 |
MTDiscord |
<appguru> yeah most minetest commands use pretty much only spaces as delimiters |
16:47 |
ar10ch |
cool - it was right there in front of me i just couldn't see it.. lol |
17:10 |
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18:41 |
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18:48 |
daiNoZord |
what's a good resource to learn making a simple projectile - like: flick a switch &.. torpedo - fire!!! sorta thing :) struggling understanding usage around velocity/acceleration etc atm |
18:51 |
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19:02 |
daiNoZord |
im thinking like minetest.add_entity, then get the players look dir.. and off it goes.. |
19:08 |
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19:18 |
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19:19 |
daiNoZord |
I know there are a range (no pun) of weapons mods out there but they are either wrapped up in an api (of their own making or other) or otherwise just over-complicated for this experiment. Can't decipher the bits I need! I bet it's really simple.. |
19:21 |
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19:33 |
* daiNoZord |
thinks reducing the font size is the only way to make the to-do list shorter (haha) |
19:33 |
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19:37 |
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19:42 |
* daiNoZord |
realises you can't spit your dummy out when you're wearing a face-covering.... |
19:44 |
daiNoZord |
Would it be against any rules/licencing etc to create an animation based on the minetest engine? |
19:45 |
MTDiscord |
<appguru> based on the engine? |
19:45 |
MTDiscord |
<appguru> it would not be against any rules, but you might have to comply with the licenses of the assets you use |
19:45 |
MTDiscord |
<appguru> the character model for example is CC-BY-SA 3.0 IIRC and would require you to attribute the creators |
19:45 |
sfan5 |
daiNoZord: here's a quite minimal example of a projectile https://paste.debian.net/1186501/ |
19:46 |
MTDiscord |
<appguru> Many prefer implementing projectiles without entities |
19:47 |
MTDiscord |
<appguru> Note that you will have to override other objects collision functions to determine whether they collided |
19:47 |
LoneWolfHT |
I'd promote my grenades API but it's a bit out of date compared to the CTF version |
19:47 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Minimap: Fix default label translations bce875f https://git.io/JtQBd (2021-02-22T19:25:16Z) |
19:47 |
daiNoZord |
well.. ya know with mtg etc. yeah .. i dread looking into licencing.. i'll have to do it someday. but.. it'll allb free anyway so prob copy the licence of the asset??? |
19:47 |
MTDiscord |
<appguru> I'd promote my grenades but they're unreleased lol |
19:48 |
sfan5 |
@appguru as long as your projectile entity is moving you don't need to mess with other entities' callbacks |
19:48 |
MTDiscord |
<appguru> huh? |
19:49 |
MTDiscord |
<appguru> what if both the projectile and the other entity are moving |
19:49 |
MTDiscord |
<appguru> will both report the collision? |
19:50 |
sfan5 |
the entity that touches the other due to movement will report it |
19:51 |
sfan5 |
this can be an issue if you shoot a faster projectile into the back of the slower projectile |
19:51 |
sfan5 |
...but that seems quite a niche usecase |
19:51 |
sfan5 |
and btw the example code I have disables entity collisions because that needs a bit more consideration to work |
19:53 |
daiNoZord |
thanks sfan5, i'm looking thru that |
19:53 |
MTDiscord |
<appguru> well, I'd always keep track of projectiles in a tablee |
19:53 |
MTDiscord |
<appguru> long range projectiles might leave active object range |
19:54 |
daiNoZord |
is on_activate for an entity the same as on_construct for a node? (essentially?) |
19:54 |
sfan5 |
roughly |
19:54 |
daiNoZord |
thanks :) |
19:54 |
MTDiscord |
<appguru> I'd love to be able to pass objects to on activate |
19:54 |
MTDiscord |
<appguru> on first activation |
19:55 |
MTDiscord |
<appguru> passing a serialized table is not good for performance |
19:55 |
MTDiscord |
<appguru> I could store it in a global variable |
19:55 |
sfan5 |
pass a key in a global table |
19:55 |
MTDiscord |
<appguru> yeah but that kinda smells :/ |
19:55 |
sfan5 |
if you use just one variable I don't know if the engine guarantees on_activate to be immediately called |
19:55 |
sfan5 |
table key is a very clean workaround IMO |
19:56 |
MTDiscord |
<appguru> hmm probably |
19:56 |
MTDiscord |
<appguru> would be nice to be able to pass an arbitrary object to on_activate though |
19:56 |
MTDiscord |
<appguru> probably on_activate should be split in on_add and on_load or something |
19:57 |
daiNoZord |
ugg.. computer crashed b4.. I had a mod script open on the collision detection bit but geany never remembers... ah well i'll find it again! |
19:58 |
Krock |
Notepad++ in wine 8) |
19:58 |
daiNoZord |
thinkin that may be a good way to go - I installed it but never used it :) |
20:00 |
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20:30 |
daiNoZord |
I think this will be relevant for a few things on my mind.. but when u have something like placer:get_pos, and u want the entity spawn pos to be +2 in the look dir (obvs something like {x=pos.x+2} would potentially result in u shooting urself in the back lol). Is that a simple thing? |
20:31 |
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20:33 |
rubenwardy |
> I'd love to be able to pass objects to on activate |
20:33 |
rubenwardy |
I call methods on the lua ent to do this |
20:36 |
daiNoZord |
get_pos then placer:get_look_dir{} ... look_dir=look.dir+2? lol If only... |
20:39 |
daiNoZord |
actually I may be overthinking it again... |
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20:42 |
MinetestBot |
kilbith: Nov-24 17:24 UTC <Krock> no, inherited from PilzAdam. I don't know how to model. if I did, I had changed it to a shallower model long time ago |
20:45 |
daiNoZord |
i broke my model. spent ages on it this morning - uv was there, then i animated it.. and tested - looked like crap! no animation and the uv was wrong.... oh..... i did all the work on a model then scaled it, and the armatures, up.... don't talk to me about models! I'm having a bad day lol |
20:47 |
sfan5 |
daiNoZord: you'd pos = vector.add(pos, vector.multiply(player:get_look_dir(), 2)) |
20:47 |
daiNoZord |
why the disparity between model size and mob size? blender outputs the same thing |
20:48 |
daiNoZord |
nice one thanks again sfan5 :) |
20:52 |
kilbith |
an important information for `model[]` users: avoid to rely on the player model in use for the (in-world) game to get a preview of it. have a distinct player model whose unique purpose is to be viewed into a formspec. the reason for this (example): MTG uses a player model which is then overriden by `3d_armor`, you specify in your mod that you wanna use "character.b3d" in your model[] element, on the 1st opening, you will see the model from MTG (which is |
20:52 |
kilbith |
loaded /before/ the 3d_armor model), the next times you will see the model from 3d_armor which is inconsistent. |
20:52 |
kilbith |
Fleckenstein @ Discord ^ read this |
20:54 |
daiNoZord |
Erm.. I made my own models.. I'm ok with that.. I don't get why a node is roughly equivelant to a blender "square" (assuming the node is "square") but then convert that model to a mob and it's a flea! |
20:55 |
daiNoZord |
*equivalent.. my spelling is getting worse |
20:55 |
MTDiscord |
<rubenwardy> @Fleckenstein |
20:56 |
kilbith |
and I should add that if you see your model with a different lighting and/or an offset, these problems are *entirely* within the model itself (3d_armor for example has an offset internally), and not into model[] |
20:57 |
kilbith |
the MTG player model is perfectly centered |
20:58 |
daiNoZord |
also.. i export as obj.. but i tried b3d and the model just wasn't there(like when u get a model name wrong and theres a transparent 2x1 in front of you) but that's the plugin i guess |
20:59 |
daiNoZord |
still.. little n large tho |
21:02 |
daiNoZord |
hang on, hang on.. i think with blender u can scale by factor, right? I'd have to check. Is there a known factor between model and mob? some constant that could be useful? |
21:08 |
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21:22 |
daiNoZord |
Or is there better FOSS software for building minetest models / mobs ? |
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daiNoZord |
was that not a legitimate response to the posting of another member? |
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