Time |
Nick |
Message |
00:33 |
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01:11 |
Yad |
Bombo: You're the king of Blafuscia right? I can't spell it. |
01:11 |
Yad |
Bombo: Or Lilliput? |
01:12 |
Yad |
Lilliput is actually in the HexChat dictionary! :D |
01:47 |
Yad |
https://en.wikipedia.org/wiki/Lilliput_and_Blefuscu |
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05:58 |
Yad |
Is there any notion of an event for which face of a node gets punched? |
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12:09 |
MTDiscord |
<exe_virus> Don't believe so, I would use puncher position and node position and use that, even though it's a very bad estimation |
12:09 |
MTDiscord |
<exe_virus> Though, I think we could actually do that relatively easily for basic nodes, as we would have that kind of information during punch calc |
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12:32 |
rubenwardy |
Yad: the face will be between below and above |
12:32 |
rubenwardy |
above is the position before the face, below is the position after the face |
12:32 |
rubenwardy |
so you'll get something like (3, 0, 0) and (4, 0, 0) - the face is between those |
12:33 |
rubenwardy |
this is in pointed_thing |
12:33 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1557 |
12:34 |
rubenwardy |
if you're using a complex selection box, you can do a raycast and use box_id and intersection* |
12:34 |
rubenwardy |
box_id and intersection* won't be available in the pointed_thing passed to on_punch, which is why you need to raycast again |
12:35 |
rubenwardy |
<rubenwardy> above is the position before the face, below is the position after the face |
12:35 |
rubenwardy |
Imagine a line extending beneath the player's crosshair, from the player to the node |
12:35 |
rubenwardy |
`above` is the position before this line intersects the node, `below` is the node |
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14:00 |
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14:02 |
Wuzzy |
how exactly does minetest use the tiles textures for meshnodes? can i use the 6 tiles, or is everything suppoe to be done by one texture file? |
14:11 |
MTDiscord |
<Warr1024> Mesh nodes can have up to 6 different tiles that you can use independently. |
14:12 |
MTDiscord |
<Warr1024> There's some stuff you do to set different materials for different surfaces and you can map different tiles that way. |
14:13 |
MTDiscord |
<Warr1024> Of course the traditional "top, bottom, side, etc." meaning is gone for mesh nodes. |
14:13 |
MTDiscord |
<Warr1024> IIRC 6 is still a hard limit though. |
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16:28 |
MTDiscord |
<exe_virus> Warr, I believe the 6 hard limit is wrong, iirc bike mod uses like 9 for a single mesh |
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16:34 |
MTDiscord |
<Warr1024> Oh, that's a bit surprising to me. |
16:35 |
MTDiscord |
<Warr1024> I wonder if that would make it hard for texturepacks, since I think the override.txt uses names rather than numbers for tiles, and there are only a finite number of names...? |
16:39 |
MTDiscord |
<luatic> Pretty sure the limit is something like 8. Most likely a power of two. |
16:39 |
MTDiscord |
<luatic> https://irrlicht.sourceforge.io/forum/viewtopic.php?f=4&t=51300&start=15 claims 8 |
16:40 |
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16:47 |
HuguesRoss |
I'd have to check the code, but yeah pretty sure those extra slots aren't supported by override.txt. Texture packs don't seem to get made all that often, so I'm not too surprised if there's an edge-case no-one's run into yet |
16:48 |
HuguesRoss |
I don't think on my end I've ever had to texture a mesh node with more than one texture, much less override one with more than 6 |
16:48 |
HuguesRoss |
It would be nice to support that properly though |
16:53 |
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16:58 |
MTDiscord |
<Warr1024> Makes me wish that there were a way to support ents, particles, HUDs, etc with TPs but I don't even know how to approach some of that. Basically modders are sort of forced to ensure they use unique textures for some things, and if they want to use computed textures but still allow full customization then they need weird hacks. |
17:00 |
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17:02 |
MTDiscord |
<luatic> Being able to name generated textures would help with this |
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17:49 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix NodeDef backwards compatibility to 5.3.0 (#11942) b2eb44a https://github.com/minetest/minetest/commit/b2eb44afc50976dc0954c868977b5829f3ff8a19 (2022-01-12T17:49:14Z) |
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18:40 |
f-a |
can you play minetest w/ a gamepad |
18:42 |
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19:01 |
crabycowman123 |
This issue says there's "Basic support": https://github.com/minetest/minetest/issues/4153 |
19:01 |
crabycowman123 |
But, I've never been able to get it to work. |
19:03 |
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19:04 |
f-a |
thanks |
19:09 |
MTDiscord |
<Warr1024> You can kind of play MT with a gamepad, but it requires external tools to map gamepad to mouse/keyboard inputs. |
19:09 |
MTDiscord |
<Warr1024> I know a number of players who routinely play using AntiMicroX. |
19:10 |
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19:11 |
f-a |
I am trying to find a way to play that is not my touchpad |
19:12 |
f-a |
I don’t fancy a mouse but I will get it if there are no other reasonable options |
19:15 |
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19:15 |
george1 |
Hello, flatpack (on flathub.org) - I have installed the package and I see version 5.1.0 of minetest, but on the website of flathub.org is 5.4.1 announced. Should it be reported somewhere/to someone? |
19:18 |
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19:21 |
george1 |
https://flathub.org/apps/details/net.minetest.Minetest |
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19:58 |
sfan5 |
george1: sounds like you didn't install it from flathub but accidentally from the package repos instead |
20:00 |
george1 |
sfan5: I'm pretty sure, I did run command: flatpak install flathub net.minetest.Minetest |
20:01 |
sfan5 |
and to start minetest? |
20:01 |
george1 |
and this is the output: |
20:02 |
george1 |
$ flatpak run net.minetest.Minetest --version |
20:02 |
george1 |
Minetest 5.1.0 (Linux) |
20:02 |
george1 |
Using Irrlicht 1.8.4 |
20:02 |
george1 |
... |
20:03 |
sfan5 |
okay let me test that locally |
20:04 |
george1 |
OK |
20:05 |
george1 |
for my distribution of linux the version from package repository is pretty old: |
20:05 |
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20:06 |
george1 |
$ apt show minetest --> Package: minetest --> Version: 0.4.17.1+repack-1+b1 --> ... |
20:10 |
sfan5 |
roottemp:~# flatpak run net.minetest.Minetest --version |
20:10 |
sfan5 |
Minetest 5.4.1 (Linux) |
20:10 |
sfan5 |
Using Irrlicht 1.8.4 |
20:10 |
george1 |
how?? |
20:11 |
sfan5 |
I ran the install command you pasted |
20:11 |
sfan5 |
¯\_(ツ)_/¯ |
20:12 |
sfan5 |
maybe some sort of runtime dependency is preventing a newer version from being installed, idk how flatpak works |
20:12 |
sfan5 |
but I thought flatpak is supposed to prevent these exact problems |
20:15 |
sfan5 |
you could perhaps check `flatpak remotes -d` to see if anything looks off |
20:15 |
sfan5 |
or `flatpak remote-info flathub net.minetest.Minetest` and see the version it reports |
20:17 |
george1 |
sfan5: very interesting, I have "antix" linux distribution based on 'debian 10 (buster)', do you have something newer? |
20:17 |
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20:17 |
sfan5 |
tested on VERSION="20.04.3 LTS (Focal Fossa)" |
20:17 |
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20:18 |
george1 |
OK, I have somewhere also ubuntu 20.04 , I try to compare ... |
20:19 |
george1 |
Thank you sfan5! |
20:19 |
MTDiscord |
<Warr1024> I'm on debian 11 (and also ran ran flathub MT on debian 10) and had no issues there either. |
20:21 |
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20:28 |
george1 |
maybe it about architecture of cpu: app/net.minetest.Minetest/i386/stable |
20:28 |
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20:30 |
george1 |
output of the command: flatpak remote-info flathub net.minetest.Minetest |
20:30 |
george1 |
shows: Update to Minetest 5.1.0 (815a7f45) |
20:30 |
george1 |
from 2019-10-13 11:42:28 +0000 |
20:31 |
sfan5 |
that'll be factor yes |
20:31 |
sfan5 |
+a |
20:31 |
MTDiscord |
<Warr1024> Also worth trying "flatpak update" |
20:31 |
MTDiscord |
<Warr1024> Interestingly flathub doesn't seem to show any info about architectures on their site. |
20:32 |
sfan5 |
i386 is pretty much legacy so it's conceivable that nobody bothers with it anymore |
20:32 |
george1 |
:) |
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20:37 |
george1 |
"flatpak update" said --> nothing todo, I have only 1 flatpak repository: https://dl.flathub.org/repo/ |
20:39 |
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20:54 |
appguru |
Recently released a new skin mod, including SkinDB & 3d skin painting support: https://content.minetest.net/packages/LMD/epidermis/ |
20:55 |
Yad |
rubenwardy: Thanks for the detailed reply about obtaining the node face, I'll be doing some reading. :) |
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21:41 |
george1 |
bye and cheers |
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21:56 |
Jordan4ibanez |
74 bit |
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