Time |
Nick |
Message |
00:02 |
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00:04 |
MTDiscord |
<MisterE> yeah but thats what its says on the discord lol ok Ill edit it out |
00:05 |
MTDiscord |
<MisterE> done |
00:11 |
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00:23 |
MTDiscord |
<MisterE> so, question about dynamic_media |
00:26 |
MTDiscord |
<MisterE> does the dynamic_media need to be in a "sounds" folder? if it is, wont it get sent to the client on_join? I dont want my songs to be sent to the client on_join, I want to send them later. So My idea is to put them in a "music" folder... But then the sound_play() api asks for a music name. I assume that the name is the filename, minus the .ogg, even if the recently sent media wasnt in a /sounds folder. Are my assumptions correct? |
00:29 |
sfan5 |
to *not* be sent to clients your files must be *not* in one of the defined media folders |
00:29 |
sfan5 |
dynamic media can be added from any path, you can hide your files in a labyrinth of folders if you want |
00:30 |
MTDiscord |
<Warr1024> Once you load dynamic media, as I understand, it will be sent to all future clients at join time until the server is reset. |
00:30 |
MTDiscord |
<Jonathon> not with v2 |
00:30 |
sfan5 |
that depends on what you pass to the API |
00:31 |
MTDiscord |
<MisterE> no im using to_player |
00:31 |
sfan5 |
anyway I'll be off |
00:31 |
MTDiscord |
<MisterE> so its not sent to all players |
00:31 |
MTDiscord |
<Warr1024> Oh neat, didn't know the feature had evolved since last I looked... |
00:32 |
MTDiscord |
<MisterE> great thx |
00:37 |
MTDiscord |
<MisterE> what is a music handle? Is it a string or some complicated data structure like userdata? |
00:37 |
MTDiscord |
<MisterE> I want to compare a handle with a later version of itself |
00:37 |
MTDiscord |
<MisterE> to be sure it hasnt changed |
00:38 |
MTDiscord |
<MisterE> lua minetest.after(2,function(p_name,handle) if handle and dbgm.handles[p_name] == handle then dbgm.handles[p_name] = nil end end,p_name,handle) |
00:38 |
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00:40 |
MTDiscord |
<MisterE> would that work? |
00:45 |
MTDiscord |
<Νοοdӏеmіrе> AFAIK, the handle is just an ID number. You can use it to check if the sound's ID somehow changed I guess? But I wouldn't really expect that to be possible, if it even is. |
00:54 |
MTDiscord |
<MisterE> you wouldnt expect what to be possible? |
00:55 |
MTDiscord |
<MisterE> checking the id number? |
00:55 |
MTDiscord |
<MisterE> against a stored version? |
00:56 |
MTDiscord |
<Νοοdӏеmіrе> No, for the ID number of a sound to randomly change. Then again, maybe it'd make more sense if I knew more about your code. |
00:58 |
MTDiscord |
<MisterE> so what im doing is, i get the handle. i store it in a global table. Later, that handle in the global table may or may not have been deleted or changed. If it has been deleted or changed, I dont want to mess with it. But if it has not, in my minetest.after, i want to delete it in the global table (when the song has finished playing). So I check to se iff the old handle, passed thru the minetest.after == the handle stored in the global |
00:58 |
MTDiscord |
table. I want to know if the handle supports direct boolean comparison. as a number, it should |
00:59 |
MTDiscord |
<Νοοdӏеmіrе> Yep, that sounds about right. |
00:59 |
MTDiscord |
<MisterE> userdata, on the other hand, or some other weird data structure might not support direct comparison |
00:59 |
MTDiscord |
<MisterE> ok thx |
01:00 |
MTDiscord |
<MisterE> does this sound play definition look right? the api is a bit confusing... lua minetest.sound_play({ name = dbgm.queued_music[p_name], gain = 1.0, pitch = 1.0},{ to_player = p_name, gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in |
01:00 |
MTDiscord |
pitch = 1.0, -- default } ) |
01:01 |
MTDiscord |
<MisterE> it looks like sound play requires 2 table inputs |
01:01 |
MTDiscord |
<MisterE> one, a simplesoundspec, and the other a sound parameter table |
01:02 |
MTDiscord |
<MisterE> which seem to have redundant gain and pitch entires :thonkeyes: |
01:04 |
MTDiscord |
<Νοοdӏеmіrе> I believe it's correct. Though, I'm pretty sure you can leave out values if they aren't different compared to the default. |
01:05 |
MTDiscord |
<MisterE> ok, that will help reduce confusion ? |
01:12 |
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01:21 |
MTDiscord |
<MisterE> does the dynamic media filepath include the items to send? is the path: minetest.get_modpath("music_mod").."/music" or: minetest.get_modpath("music_mod").."/music/mymusic.ogg" |
01:21 |
MTDiscord |
<MisterE> My guess is the latter |
01:27 |
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13:35 |
ghoti |
Heya. I am trying to add the halloween mod but without items showing up in the crafting guide. I think I can alter the mod and add "groups = {not_in_creative_inventory = 1}" for each of the minetest.register_craftitem() calls, but is there a more elegant way? Perhaps something I can put elsewhere in my config that applies 'not_in_creative_inventory' to all of "halloween:*" ? |
13:36 |
sfan5 |
config no but another mod could easily override the groups |
13:38 |
ghoti |
sfan5: would you happen to recall any examples I could look at? I'm not sure where I would start, making another mod. But I'd certainly like to get my feet wet. |
13:42 |
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13:42 |
sfan5 |
http://sprunge.us/Cttnst this should work |
13:43 |
sfan5 |
make the mod depend on "halloween" so it runs after those have been registered |
13:59 |
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15:06 |
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16:22 |
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16:24 |
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16:49 |
independent56 |
How does the advtrains shunting signal work? Is it decorative? How do i set a influence point? |
17:00 |
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17:02 |
independent56 |
Eh, nobody is going to answer me in IRC as my question is oo niche |
17:08 |
Hawk777 |
I played with AdvTrains one time, but I can’t remember now, it was a while ago. I thought I tried out the shunting signal, but maybe not. |
17:08 |
Hawk777 |
Pretty sure *some* of the signals were just decorative and didn’t actually work as signals. |
17:09 |
Hawk777 |
I might have just used subsidiary aspects on the regular signals rather than actual shunting signals; as I said, I can’t remember. |
17:12 |
independent56 |
Hmm. I will ask the mailing list. |
17:19 |
MTDiscord |
<exe_virus> can you read code? |
17:19 |
MTDiscord |
<exe_virus> you might find some comments that could get you there as well |
17:30 |
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20:13 |
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21:18 |
independent56 |
Yay, a player has come and asked for a place to build! |
21:19 |
independent56 |
Maybe this might be our first proper player. |
21:23 |
MTDiscord |
<exe_virus> Haha nice! |
21:24 |
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21:26 |
independent56 |
A californian player, based on their time zone. |
21:26 |
independent56 |
Why do all the americans visit when i am winding down for bed? I hate time zones. I want a flat earth. |
21:30 |
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22:42 |
MTDiscord |
<fatalerror420> yes, California has it's own dedicated timezone |
22:43 |
MTDiscord |
<fatalerror420> silly me thinking it had like 10 states, and then some of canada |
23:02 |
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23:42 |
Teckla |
Wait, what? California doesn't have its own dedicated timezone. |
23:42 |
Teckla |
https://en.wikipedia.org/wiki/Pacific_Time_Zone |
23:46 |
beanzilla |
Is there a way to check what game is running? (Like telling the difference between MCL2 and MCL5? |
23:47 |
MTDiscord |
<Jonathon> if i recall correctly, no |
23:47 |
MTDiscord |
<Jonathon> only if they have different mods, or one has a global the other doesnt |
23:47 |
MTDiscord |
<Jonathon> farming redo uses the latter |
23:48 |
beanzilla |
Yup, currently going by if they have a particular item. |
23:48 |
beanzilla |
Well I guess I'm doing my best then, thank you for helping. |
23:53 |
Menchers |
lately my client has been crashing when looking at a jungle |
23:53 |
Menchers |
with: |
23:53 |
Menchers |
2021-10-08 01:43:08: ERROR[MeshUpdate]: TextureSource::getTextureName(): id=1953264993 >= m_textureinfo_cache.size()=7575 |
23:53 |
Menchers |
it doesn't like one of the textures used in the jungle plants? |
23:54 |
Menchers |
did the numeric ID of the texture get corrupted? |
23:54 |
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23:55 |
Gustavo6046 |
Oooooh |
23:55 |
Gustavo6046 |
what if we abstract Machines all the way! |
23:55 |
Gustavo6046 |
A Machine would be made of Devices |
23:55 |
Gustavo6046 |
and each Device would have its own role |
23:55 |
Gustavo6046 |
so you would have Liquid Moving devices, like an Archimedes pump, or possibly other kinds of pumps |
23:57 |
Menchers |
I should note that this is on the server "Your Land", haven't tried with a default jungle |
23:57 |
Menchers |
might be one of their mods like ethereal |
23:57 |
Menchers |
I like seeing new takes on machines for minetest |
23:57 |
Menchers |
see how different we can get from redstone |
23:58 |
Menchers |
get new things |
23:58 |
Gustavo6046 |
and different sizes would take different amounts of materials |
23:58 |
Gustavo6046 |
and you'd be able to use them to build machines but different component types would have different stats, but then they'd work for any slot with a matching "role" |
23:58 |
Gustavo6046 |
so an Archimedes pump (AKA a screw pump, might ring a bell for those of you who have played Dwarf Fortress) would be easy to make but take more energy, or be not as efficient, as an electric pump |
23:58 |
Menchers |
not sure a continuously operating pump would be super useful |
23:58 |
Menchers |
because we have infinite water sources |
23:58 |
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