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IRC log for #minetest, 2021-02-22

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All times shown according to UTC.

Time Nick Message
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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
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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.
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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.
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02:44 ZeroConfig What's everyone's favorite waypoint mod?
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09:28 MTDiscord <a​ppguru> luk3yx's
09:28 luk3yx Hi
09:28 MTDiscord <a​ppguru> advmarkers, that is
09:29 MTDiscord <a​ppguru> 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 <a​ppguru> More than one gets messy anyways
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11:03 r1bnc anyone here?
11:03 MTDiscord <a​ppguru> 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.
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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
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12:39 MTDiscord <e​xe_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
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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 <a​ppguru> 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
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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
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19:02 daiNoZord im thinking like minetest.add_entity, then get the players look dir.. and off it goes..
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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..
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19:33 * daiNoZord thinks reducing the font size is the only way to make the to-do list shorter (haha)
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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 <a​ppguru> based on the engine?
19:45 MTDiscord <a​ppguru> it would not be against any rules, but you might have to comply with the licenses of the assets you use
19:45 MTDiscord <a​ppguru> 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 <a​ppguru> Many prefer implementing projectiles without entities
19:47 MTDiscord <a​ppguru> 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 <a​ppguru> 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 <a​ppguru> huh?
19:49 MTDiscord <a​ppguru> what if both the projectile and the other entity are moving
19:49 MTDiscord <a​ppguru> 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 <a​ppguru> well, I'd always keep track of projectiles in a tablee
19:53 MTDiscord <a​ppguru> 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 <a​ppguru> I'd love to be able to pass objects to on activate
19:54 MTDiscord <a​ppguru> on first activation
19:55 MTDiscord <a​ppguru> passing a serialized table is not good for performance
19:55 MTDiscord <a​ppguru> I could store it in a global variable
19:55 sfan5 pass a key in a global table
19:55 MTDiscord <a​ppguru> 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 <a​ppguru> hmm probably
19:56 MTDiscord <a​ppguru> would be nice to be able to pass an arbitrary object to on_activate though
19:56 MTDiscord <a​ppguru> 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 :)
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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?
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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 <r​ubenwardy> @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?
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21:22 daiNoZord Or is there better FOSS software for building minetest models / mobs ?
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21:52 daiNoZord was that not a legitimate response to the posting of another member?
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