Time |
Nick |
Message |
00:06 |
MTDiscord |
<Jonathon> on irc.minetest.net, logs for #minetest 2019 and older seems to result in 404 error from ngix |
00:06 |
MTDiscord |
<Jonathon> pnginx |
00:07 |
MTDiscord |
<Jonathon> *nginx |
00:08 |
MTDiscord |
<Jonathon> same for dev irc |
00:12 |
sfan5 |
@Bastrabun since 1pm your-land has only missed 4 announces (still a bit weird), but I'd say that's reliable enough |
00:18 |
sfan5 |
@Jonathon fixed |
00:19 |
MTDiscord |
<Jonathon> thank you, used the way back machine for one of them |
00:19 |
MTDiscord |
<Bastrabun> Any clue where exactly those announces go wrong? Does the list receive them but not add them? Or does my server not connect to the list? |
00:20 |
sfan5 |
the announce requests do not reach the list |
00:20 |
sfan5 |
well "reach" maybe too much said even, fact is I don't see them here |
00:20 |
MTDiscord |
<Bastrabun> Ok, then it's on my side. |
00:24 |
MTDiscord |
<Bastrabun> If they aren't even in the webserver logs, then maybe some dns or routing problem prevents me. If I wanted to find out more ... how would I proceed? Ping your machine for 24h and see if the announcement failures correspond to not received packages? |
00:24 |
sfan5 |
hard to say |
00:31 |
sfan5 |
you could try that but I don't know if the results are going to be indicative of anything |
00:31 |
sfan5 |
more to the point would to find out why, despite the 30s timeout, curl isn't delivering the request and what it's doing in all that time |
00:31 |
MTDiscord |
<Bastrabun> Or maybe I'm doing something wrong in the config, like two settings that don't go well together. Maybe instead of having a domain name as server_address is not so good and I should have an IP address instead? Over the next few days I'll try to announce my testserver, too. And ofc change some setting to see if it matters |
00:32 |
sfan5 |
no that's certainly not it |
00:32 |
sfan5 |
perhaps if you have the option upgrading curl to a newer version could also help |
00:32 |
sfan5 |
anyway, good night |
00:34 |
timdorohin |
okay, lol, both online viewer and godot are pretty okay with model |
00:34 |
MTDiscord |
<Bastrabun> Ok, thank you & gn8 ? If you happen to have an idea, let me know. |
00:54 |
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01:04 |
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01:11 |
timdorohin |
Okay, i just imported-exported model with assimp aand now everything works |
01:14 |
timdorohin |
So, because model is valid for assimp, godot and even three.js but breaks MT i think this is a bug |
01:16 |
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01:20 |
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01:28 |
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01:31 |
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01:32 |
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01:34 |
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02:00 |
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02:07 |
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02:23 |
MTDiscord |
<exe_virus> Obj or b3d? |
02:23 |
MTDiscord |
<exe_virus> I'm assuming obj. |
02:24 |
MTDiscord |
<exe_virus> Probably too many triangles or something stupid. Maybe each of your vertexes had more than 6 decimal places of accuracy? |
02:24 |
MTDiscord |
<exe_virus> I know that I got b3D to crash with a 27,000 vertex object |
03:15 |
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03:23 |
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03:33 |
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03:40 |
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03:58 |
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04:00 |
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05:24 |
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05:49 |
cheapie |
Krock + sfan5: VanessaE wanted me to poke you two about this: https://github.com/minetest-mods/technic/pull/583 |
06:13 |
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06:15 |
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06:48 |
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07:04 |
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07:05 |
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07:13 |
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07:41 |
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08:00 |
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08:02 |
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08:29 |
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09:09 |
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09:21 |
timdorohin |
exe_virus: obj, 336 vertices in total, 10/8 digit accuracy |
09:56 |
timdorohin |
also i think i've found something like #8772 |
09:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/8772 -- Doesn't set selection box to the entity even if it's defined. |
09:57 |
timdorohin |
with GL4.3 entity selection boxes isn't working at all |
09:58 |
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10:03 |
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10:19 |
MTDiscord |
<andreicon> hello, probably unrelated to modding, but i'll give it a go: is there any way i can download a mod's script files from a server? i believe the mod is downloaded when connecting to the server, but how could i save the files on my computer? |
10:20 |
sfan5 |
only the content (items, nodes, ...) defined by the mod is downloaded when you connect to a server, not the code itself |
10:22 |
MTDiscord |
<andreicon> so if were to try and find the recipes for an item would i be able to do that? said recipes are not listed in the unified inventory on the server |
11:06 |
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11:29 |
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11:30 |
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11:31 |
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11:50 |
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11:53 |
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12:08 |
MTDiscord |
<NoNameDude> Nico's server running on v4 + v5 |
12:20 |
MTDiscord |
<exe_virus> Yeah, lower your decimal place accuracy to like 3-4 and it should work, you're probably overflowing in some value somewhere |
12:22 |
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12:31 |
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12:34 |
AndrewYu |
Is it possible to allow 0.4 clients to connect to 5.x servers? Or is it needed to use something thats not core minetest |
12:35 |
AndrewYu |
I've heard of MultiCraft but I am not sure about implementing it |
12:35 |
AndrewYu |
If its possible to run a 5.x server and a 0.4 server simotaniously on the same world? |
12:36 |
VanessaE |
no, and no. |
12:37 |
VanessaE |
what you CAN do is run two MT instances, one 0.4.x and one 5.x, pointed at different worlds |
12:37 |
VanessaE |
(easily done since MT can be compiled to run from within its source dir) |
12:38 |
VanessaE |
provided 0.4.x will still compile |
12:38 |
VanessaE |
(Idk if there's some upper limit on its dependency versions) |
12:39 |
MTDiscord |
<y5nw> You probably can still compile 0.4, but eventually the dependencies might break |
12:39 |
AndrewYu |
That's sad |
12:41 |
MTDiscord |
<y5nw> It can also be hard to support mods that work across multiple MT versions, and I am not sure why you can't move to 5.x |
12:57 |
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13:12 |
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13:17 |
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13:25 |
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13:26 |
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13:26 |
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13:26 |
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13:31 |
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13:31 |
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13:37 |
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13:41 |
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13:42 |
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13:42 |
andrew |
2021-03-19 13:41:38: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'mesecons' in callback environment |
13:42 |
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13:42 |
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13:42 |
andrew |
_Step(): ...ndrew/.minetest/mods/digiline_stuff/digiprinter/init.lua:62: attempt to concatenate local 'msg' (a table value) |
13:42 |
andrew |
Ouch |
13:42 |
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14:03 |
timdorohin |
okay, what the heck is wrong with entity collision info? |
14:05 |
timdorohin |
why touching_ground=false when entity isn't moving downwards? |
14:06 |
timdorohin |
when on previous on_step() it touched ground and i stopped pulling it downwards |
14:07 |
sfan5 |
strictly speaking, you are only touching the ground if the ground is stopping your downwards movement |
14:07 |
sfan5 |
hovering very close to the ground does not count as touching |
14:08 |
timdorohin |
... |
14:08 |
sfan5 |
if your object is supposed to be affected by gravity keeping acceleration set to y=-9.81 might be a solution |
14:10 |
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14:14 |
timdorohin |
sfan5: when two entities collides which one receive collision? |
14:15 |
timdorohin |
'cause for some reason my entity isn't receiving anything when player running in it |
14:16 |
sfan5 |
the entity that moves into the other receives the collision and you can't listen for player collisions (disappointing I know) |
14:17 |
andrew |
Engine limitations :( |
14:19 |
timdorohin |
eh |
14:20 |
timdorohin |
even with player physics running on client, why not send info about collision to server? |
14:21 |
andrew |
I’m waiting for the day when MT can do server linking like IRC |
14:22 |
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14:27 |
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14:46 |
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14:54 |
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15:10 |
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15:32 |
MTDiscord |
<appguru> there are already some implementations for this |
15:32 |
MTDiscord |
<appguru> see https://pkg.go.dev/github.com/HimbeerserverDE/multiserver |
15:39 |
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15:39 |
tech_exorcist |
I just realized a thing about the advtrains mod: you can right-click track switches to change their direction |
15:39 |
tech_exorcist |
hello hlqkj |
15:39 |
hlqkj |
hello? |
15:40 |
MTDiscord |
<y5nw> tech_exorcist: that's why they exist at all |
15:40 |
hlqkj |
lol |
15:40 |
tech_exorcist |
<hlqkj> hello? | I was just trying to be polite |
15:41 |
MTDiscord |
<y5nw> Well, you need to be able to toggle the switches for them to be usable |
15:41 |
tech_exorcist |
@y5nw: up until now, I had been changing them to normal turns using the trackworker |
15:41 |
hlqkj |
sorry, didn't meant to be rude, as i've been... i realized after hitting enter |
15:41 |
tech_exorcist |
no worries :D |
15:41 |
hlqkj |
meant to ask if we met before, i have such a bad memory that may be the case |
15:41 |
MTDiscord |
<y5nw> tech_exorcist: oh? I don't think the advtrains wiki is that outdated |
15:41 |
hlqkj |
no one usually greets me when i join here :) |
15:42 |
twoelk |
o/ |
15:42 |
tech_exorcist |
@y5nw: I haven't read it a lot though, and I may have not noticed it |
15:42 |
* tech_exorcist |
checks |
15:42 |
* twoelk |
greets everybody |
15:42 |
tech_exorcist |
:-) |
15:42 |
hlqkj |
the switches can be changed by right click them since when i used advtrains, though... that means 1.5+ years :) |
15:43 |
MTDiscord |
<y5nw> hlqkj: since 2019 at least, when I started playing MT |
15:43 |
hlqkj |
just for info, mese signals works too. and ofc the lua automation |
15:44 |
tech_exorcist |
the wiki says this: |
15:44 |
tech_exorcist |
Sometimes the switch might need to be rotated: |
15:44 |
tech_exorcist |
Right-click the switch. This will rotate the rail node every 30 degrees. |
15:44 |
tech_exorcist |
Repeat the above step until the switch matches perfectly the railway tracks. |
15:44 |
tech_exorcist |
(end) |
15:44 |
tech_exorcist |
https://advtrains.de/wiki/doku.php?id=usage:howto#switches |
15:44 |
MTDiscord |
<y5nw> That's about rotating tracks to connect to adjacent ones correctly |
15:45 |
tech_exorcist |
right |
15:45 |
tech_exorcist |
my bad |
15:45 |
MTDiscord |
<y5nw> Ah yes, track crossings are still not documented |
15:45 |
hlqkj |
yup, track worker tool right click rotates |
15:45 |
hlqkj |
btw, try holding the AUX/special key while doig it, surprise :) |
15:45 |
hlqkj |
not sure this is documented... discovered it by chance |
15:46 |
MTDiscord |
<y5nw> Oh? |
15:46 |
tech_exorcist |
<hlqkj> btw, try holding the AUX/special key while doig it, surprise :) | left click (the "change shape" operation) seems to work as usual, but right click ("change the direction") doesn't seem to do anything |
15:47 |
hlqkj |
it flips |
15:47 |
hlqkj |
you won't notice it on a regular track, try to turn it into a switch or curve before |
15:47 |
tech_exorcist |
ok |
15:48 |
tech_exorcist |
oh, now I see |
15:48 |
tech_exorcist |
interesting |
15:48 |
hlqkj |
saves a few clicks while making turns :) |
15:49 |
hlqkj |
i love that mod... |
15:49 |
tech_exorcist |
same |
15:49 |
tech_exorcist |
I love trains in general |
15:55 |
MTDiscord |
<TheAlchemist> Is there a way to enable the crafting menu or should I just guess how to craft different things? |
15:55 |
MTDiscord |
<Jonathon> in which game, and what version of minetest? |
15:55 |
MTDiscord |
<TheAlchemist> I just downloaded it yesterday, |
15:55 |
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15:55 |
MTDiscord |
<TheAlchemist> So I'd assume latest minetest and whatever the default game is |
15:56 |
MTDiscord |
<Jonathon> it should tell you in the credits tab or top bar of your screen |
15:56 |
MTDiscord |
<Jonathon> https://cdn.discordapp.com/attachments/749727888659447960/822498840702615592/unknown.png |
15:57 |
MTDiscord |
<TheAlchemist> Let me go get my laptop and I'll tell you. |
15:57 |
MTDiscord |
<TheAlchemist> 5.1.1 |
15:57 |
MTDiscord |
<Jonathon> latest is 5.4.0 |
15:57 |
MTDiscord |
<Jonathon> minetest game for minetest 5.4.0 has a crafting guide in it |
15:58 |
MTDiscord |
<Jonathon> otherwise with 5.3.0 you would need to add something like craft guide mod |
15:58 |
MTDiscord |
<Jonathon> what OS are you on? |
15:59 |
tech_exorcist |
what's the difference between crafting guides and crafting recipes? I'm on Minetest 5.3.0, and I have a "Recipes" tab in my inventory |
15:59 |
sfan5 |
the contents of that tab is called a "crafting guide" |
15:59 |
tech_exorcist |
ok |
15:59 |
sfan5 |
a recipe is just the way you craft an item, a crafting guide is means to show recipes that exist |
15:59 |
tech_exorcist |
if I go in that tab, and click an item, I see how I can craft it |
15:59 |
tech_exorcist |
hm |
15:59 |
tech_exorcist |
ok |
15:59 |
MTDiscord |
<TheAlchemist> I'm on Linux mint |
15:59 |
* tech_exorcist |
should update |
16:00 |
MTDiscord |
<TheAlchemist> The default package manager says that it's the latest version |
16:00 |
sfan5 |
it's the latest version that linux mint has bothered to package |
16:00 |
MTDiscord |
<TheAlchemist> Yeah they're not exactly great about that |
16:00 |
MTDiscord |
<TheAlchemist> Is there a dedicated repo to minetest? |
16:01 |
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16:01 |
MTDiscord |
<Jonathon> there is a ppa |
16:01 |
sfan5 |
only for ubuntu, you could probably make that work with mint |
16:01 |
tech_exorcist |
brb |
16:01 |
sfan5 |
however you might want to consider https://flathub.org/apps/details/net.minetest.Minetest instead |
16:01 |
MTDiscord |
<Jonathon> sudo add-apt-repository ppa:minetestdevs/stable sudo apt-get update sudo apt install minetest |
16:01 |
MTDiscord |
<Jonathon> https://www.minetest.net/downloads/ recomends the PPA for mint |
16:01 |
MTDiscord |
<TheAlchemist> Yeah getting a opa to work on Mint is easy |
16:01 |
MTDiscord |
<TheAlchemist> It has a method for doing it |
16:01 |
MTDiscord |
<TheAlchemist> Yeah |
16:02 |
MTDiscord |
<TheAlchemist> Okay, I'll update |
16:03 |
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16:03 |
MTDiscord |
<y5nw> You can also compile your own client if you want to |
16:08 |
tech_exorcist |
back |
16:09 |
hlqkj |
wb |
16:09 |
tech_exorcist |
:D |
16:09 |
MTDiscord |
<y5nw> tech_exorcist: wb. Now we will see how long it takes for the track crossings to be properly documented with screenshots etc |
16:10 |
tech_exorcist |
maybe I could update them |
16:10 |
tech_exorcist |
it's a wiki |
16:15 |
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16:18 |
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16:19 |
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16:19 |
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16:48 |
hlqkj |
is there someone who can help with the mapserver thing? |
16:54 |
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17:00 |
MTDiscord |
<rubenwardy> @BuckarooBanzai |
17:01 |
BuckarooBanzai |
hlqkj: shoot, but i may respond a bit later... |
17:01 |
BuckarooBanzai |
Whats your issue? |
17:03 |
hlqkj |
i solved it: on win-64 as having one of the js blocked bc the server was sending it with a plain text mime |
17:03 |
hlqkj |
just realized there were a new version, downloaded and now it works :) |
17:03 |
hlqkj |
was* |
17:04 |
BuckarooBanzai |
Cool, feel free to open issues on the repo if you have any |
17:04 |
hlqkj |
kk, asked here to be sure it wasn't just me doing something stupid, b4 opening an issue :) |
17:09 |
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17:18 |
sfan5 |
cheapie: can't judge the functionality much but the PR looks fine to me |
17:33 |
MTDiscord |
<theebi> Hello everybody, in Germany we are planning a big online event. exploreandlearnLMZ gives you the opportunity to choose from 60+ workshops and talks on Minetest, game-based learning and coding & robotics. The event will be closed by a keynote by none other than Jane McGonigal, author of “Reality is Broken” and game-based learning expert. The conference is scheduled for May 15th, 2021 from 11 am to 9 pm German time (UTC/GMT+2). |
17:34 |
MTDiscord |
<theebi> It would be great to have people from here holding sessions about learning with minetest in different perspectivs. Anybody interested? You can apply here https://www.lmz-bw.de/index.php?id=15905 Sessions in english or german. |
17:35 |
MTDiscord |
<theebi> We want to have Perttu Ahola as speaker / contributor. How can we contact him? |
17:37 |
MTDiscord |
<theebi> I'm Thomas Ebinger and responsible for this page collecting ideas around minetest and education http://minetestbildung.de/ We also run a server since corona Minetestbildungsnetzwerk with many interesting projects |
17:43 |
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17:46 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Drop old text input workarounds (#11089) 96d4df9 https://git.io/JmXE2 (2021-03-19T17:44:32Z) |
18:10 |
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18:26 |
tech_exorcist |
hmm |
18:26 |
tech_exorcist |
whenever I open Minetest, my computer starts behaving way more slowly than it should |
18:26 |
tech_exorcist |
and than what it did until very recently |
18:27 |
* tech_exorcist |
tests a brand-new world |
18:28 |
tech_exorcist |
I guess that the world in which I built that stuff is too heavy for my computer |
18:28 |
tech_exorcist |
a brand-new world with the flat mapgen doesn't make my computer behave perceivably slower |
18:31 |
Krock |
@theebi if they're not on Discord, you'll have to resort to Minetest forums PMs, a /query on IRC or write him an email. Note that there are already some interviews out there which might be interesting to you |
18:32 |
Krock |
also nowadays most of the work is done by various developers, whereas c_55 isn't regularly contributing any more |
18:33 |
tech_exorcist |
<tech_exorcist> I guess that the world in which I built that stuff is too heavy for my computer | and I guess that my computer can't digest 512px texture packs very well |
18:35 |
Krock |
1px texture packs will do just fine |
18:36 |
Krock |
allow coloring 16 million different nodes |
18:37 |
tech_exorcist |
it's technically true |
18:37 |
tech_exorcist |
drummyfish (128px) does make the game less snappy, but not as much as Polygonia in its 512px version |
18:37 |
* tech_exorcist |
downloads Polygonia in a lower resolution |
18:38 |
tech_exorcist |
https://forum.minetest.net/viewtopic.php?t=19043 |
18:40 |
tech_exorcist |
and I can't ask for many FPS when I have an old Intel iGPU driving a 1920x1080 monitor |
18:41 |
tech_exorcist |
Polygonia 64px looks ok |
18:42 |
Krock |
there's a few more hacks you could perform on very weak hardware to gain single-digit more FPS |
18:43 |
Krock |
includes disabling transparency rendering stuff and z-index clearing operations |
18:43 |
Krock |
but I doubt you're this desperate for frames ;) |
18:45 |
timdorohin |
tech_exorcist: i'm running everything on netbook with two "atom" cores with 25-30 avg fps and i found whining 'bout perf from ppl with normal machines utterly amusing |
18:45 |
Calinou |
tech_exorcist: add `undersampling = 4` to minetest.conf |
18:46 |
Calinou |
it will make the game look pixelated, but can help significantly with GPU performance |
18:46 |
Calinou |
if it's too difficult to see things, then use 3 or 2 |
18:46 |
Krock |
Calinou: tried that on a 2008-ish iGPU but that didn't do much at all |
18:47 |
Krock |
might help tho with larger screen resolutions |
18:47 |
timdorohin |
oh, i remember what i've found yesterday - anybody has strange problems with OpenGL 4.3 renderer? |
18:47 |
tech_exorcist |
now that I think of it, I had enabled some antialiasing thing |
18:47 |
Krock |
(it's not actually an iGPU but the performance is comparable) |
18:47 |
tech_exorcist |
in Minetest |
18:48 |
timdorohin |
like nonexistent entity selection boxes, etc |
18:48 |
Krock |
timdorohin: Irrlicht does not support anything newer than like 3.1 or 2.4 (dunno) anyway |
18:48 |
tech_exorcist |
<tech_exorcist> now that I think of it, I had enabled some antialiasing thing | disabling it didn't seem to do much |
18:48 |
tech_exorcist |
still 20 FPS |
18:49 |
rubenwardy |
timdorohin: entity selection boxes have been disabled in 5.4.0 |
18:49 |
rubenwardy |
there's now a different cross hair |
18:49 |
rubenwardy |
I believe there's a setting to reenable them |
18:49 |
Krock |
^ there is |
18:49 |
Calinou |
timdorohin: which graphics card model are you using? |
18:49 |
timdorohin |
rubenwardy: i know |
18:49 |
Calinou |
and yes, that ^ |
18:49 |
timdorohin |
they are enabled in my config |
18:50 |
timdorohin |
and i can switch mesa opengl version and they disappear with gl > 3 |
18:50 |
timdorohin |
intel hd 400 (braswell) |
18:51 |
timdorohin |
compat profile 3.0, core upto 4.6 |
18:52 |
timdorohin |
actually, no, with gl 3.3 they are still there |
18:54 |
timdorohin |
okay damn it i can't reproduce it anymore at all |
18:56 |
tech_exorcist |
what's the default value of time_speed? |
18:57 |
tech_exorcist |
20, 72 or something else? |
19:00 |
MTDiscord |
<y5nw> It should be in minetest.conf.example |
19:00 |
MTDiscord |
<y5nw> GitHub says 72 apparently |
19:05 |
tech_exorcist |
thanks :-) |
19:15 |
tech_exorcist |
I just fell in a small cave while mining in a new world I made to practice mining :-( |
19:15 |
tech_exorcist |
now, how do I get out of there? |
19:15 |
tech_exorcist |
I guess I'll use some cobblestone, as I seem to have a relatively high quantity of it |
19:16 |
MTDiscord |
<oneplustwo> use teleport |
19:16 |
tech_exorcist |
no |
19:16 |
tech_exorcist |
I'd do so in other worlds |
19:16 |
tech_exorcist |
I could have used /home though |
19:16 |
tech_exorcist |
crap |
19:16 |
tech_exorcist |
hm |
19:17 |
MTDiscord |
<theebi> @Krock#0000 thank You. Found him |
19:17 |
tech_exorcist |
I guess it does qualify as teleport |
19:17 |
Krock |
yw |
19:30 |
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20:18 |
timdorohin |
eh, multiple objects in a single .obj file also isn't supported |
20:43 |
MinetestBot |
[git] ryvnf -> minetest/minetest: Scale mouse/joystick sensitivity depending on FOV (#11007) 59a1b53 https://git.io/Jm1Cs (2021-03-19T20:43:01Z) |
20:46 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Builtin: Translatable join, leave, profiler msgs (#11064) a8cc3bd https://git.io/Jm1C7 (2021-03-19T20:46:11Z) |
20:46 |
MinetestBot |
[git] Zughy -> minetest/minetest: Builtin: Italian translation (#11038) ee2d46d https://git.io/Jm1C5 (2021-03-19T20:45:46Z) |
20:46 |
MinetestBot |
[git] EliasFleckenstein03 -> minetest/minetest: Check for duplicate login in TOSERVER_INIT handler (#11017) 492110a https://git.io/Jm1Cd (2021-03-19T20:45:29Z) |
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23:10 |
timdorohin |
another dumb question: if i attach entity to player with hitbox latger than player hitbox will that entity catch collisions before player collides with something? |
23:11 |
sfan5 |
no |
23:12 |
sfan5 |
no collision detection happens to entities that are attached |
23:17 |
timdorohin |
okay, just freaking great |
23:18 |
timdorohin |
we can't know collisions from player |
23:18 |
MTDiscord |
<Warr1024> Even if it could work, it'd only be reliable in singleplayer |
23:19 |
timdorohin |
and obvious hack around it doesn't work either |
23:19 |
MTDiscord |
<GreenXenith> alternatively, fake attach entity by updating position every step :] /s |
23:19 |
MTDiscord |
<Warr1024> You can tell if a player is colliding with something by manually checking, but only at the instant of a server step, and you can't really tell the path that they took to get there, unless you go for a really sloppy heuristic like assuming they just moved linearly. |
23:19 |
MTDiscord |
<GreenXenith> (or rather, matching velocity/acc) |
23:20 |
Calinou |
hey, I wonder if anyone made a CI setup where a mod is enabled and a headless Minetest server is run |
23:20 |
Calinou |
to make sure there are no Lua API errors when starting the server |
23:20 |
timdorohin |
Warr1024: how? |
23:20 |
MTDiscord |
<Warr1024> I've used the fake attachment thing (there's no way to attach a waypoint HUD to a player, but no way to control nametag visibility per-observer) and it ... works okay, even in MP, but the lag judder is a bit annoying. |
23:20 |
sfan5 |
Calinou: yes https://github.com/minetest-mods/3d_armor/blob/master/integration-test.sh |
23:20 |
timdorohin |
by manually checking position? |
23:20 |
Calinou |
nice :) |
23:21 |
MTDiscord |
<Warr1024> yes, manually checking position, then sampling the bounding box of the player and checking what's at various points along it (esp the corners, but also maybe a few points along the edges/faces if the bounding box is large enough) |
23:21 |
MTDiscord |
<Warr1024> Most likely it's safest to just find a way to settle for an approximation |
23:22 |
MTDiscord |
<Warr1024> like if you want a "player gets hurt if they touch cactus" sort of effect, you'll save a lot of headache by making the rule "player gets hurt if their body center is within 80cm of a cactus" or something |
23:22 |
MTDiscord |
<Warr1024> Chances are MOST player won't notice enough difference that it would bother them, and the ones who really would are probably annoyed by all the other almost-correct-but-not-quite stuff they'll have encountered already. |
23:22 |
timdorohin |
Warr1024: i'm goofing around entity physics |
23:22 |
MTDiscord |
<Jonathon> it still uses 5.2? interesint |
23:22 |
MTDiscord |
<Jonathon> *interesting |
23:23 |
MTDiscord |
<Warr1024> If it's entities, I think you can use the moveresult thing |
23:23 |
MTDiscord |
<Warr1024> you just can only use it from ent's perspective... |
23:23 |
timdorohin |
and i've managed to make something like pinball |
23:27 |
timdorohin |
okay, while collision isn't working for attached entities, punch event works? |
23:30 |
MTDiscord |
<Warr1024> I know you can punch things that are attached, including attached to other players. I think you probably can't punch things attached to yourself...? |
23:31 |
MTDiscord |
<Warr1024> I mean, generally you can't even see things attached to yourself so you probably can't point at them, which you'd have to do to be able to punch |
23:31 |
sfan5 |
I assume if you enable first person attachment visibility you'd be able to punch it too |
23:36 |
timdorohin |
weeeeeell |
23:37 |
timdorohin |
collision box doesn't support rotation |
23:37 |
timdorohin |
at all |
23:44 |
timdorohin |
attached object rotating all the way around but hitbox isn't |
23:46 |
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