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IRC log for #minetest, 2022-05-06

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13:16 MinetestBot [git] sfan5 -> minetest/minetest: Sort out some issues with our CI setup e108954 https://github.com/minetest/minetest/commit/e108954633df9e4b2e235dd8e16b64f846a2d251 (2022-05-06T13:15:53Z)
13:16 MinetestBot [git] sfan5 -> minetest/minetest: Declare all bundled libs as static 8735a85 https://github.com/minetest/minetest/commit/8735a85a3008df39b92b0a6781015011d8935a7b (2022-05-06T13:16:04Z)
13:16 MinetestBot [git] sfan5 -> minetest/minetest: Bump IrrlichtMt to 1.9.0mt5 in CI 4e1de06 https://github.com/minetest/minetest/commit/4e1de06782b2541e8d487adfd87b0c2afeedeab3 (2022-05-06T13:16:04Z)
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13:20 erle i made a new mod that colors the tip of a lever in the “on” position red to be less confusing: https://mister-muffin.de/p/foZr.png
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14:01 erle wsor https://content.minetest.net/packages/erlehmann/mcl_lever_status_indicator/ \o/
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14:04 MTDiscord <Jonathon> One could argue that it doesn't meat section 2.2
14:04 MTDiscord <Jonathon> *meet
14:05 MTDiscord <Jonathon> Of all the things you have submitted, probably the most low effort yet. Should have maybe considered making one mod with all of these, and maybe a setting to turn parts off if you really want
14:05 erle uh
14:05 MTDiscord <Warr1024> Could be submitted as a pack, but then, I don't necessarily see an underlying relationship between them that would suggest that.
14:06 erle the thing is, there is no relationship
14:06 erle it is just tweaks that would have zero chance to be accepted in their respective projects
14:06 MTDiscord <Warr1024> Small mods are not necessarily a problem, though.  I think "does only one thing but does it well" is suitable for the ecosystem...
14:06 erle in this case the lever on the floor is confusing, but a) i can't make it a texture pack easily b) it is confusing in minecraft
14:07 erle yes, my goal is to make mods that do exactly one thing, as best as possible. that means they are very small, easy to review and it takes very little time untilt hey are finished.
14:07 erle until
14:07 erle like with this one i probably need one or two more revisions
14:07 MTDiscord <Warr1024> Seems like you COULD make it a texture pack somewhat non-easily, assuming the on and off levers are different node defs and not just the same one facedir-rotated...
14:07 erle the lego one, i will adjust the selection box
14:07 erle no i could not
14:07 erle i tried it
14:07 MTDiscord <Warr1024> but I don't actually see a big difference between a mod and a TP for this.
14:08 erle the problem is that the two levers by default use the same texture
14:08 MTDiscord <Warr1024> do you not know how to use TP overrides.txt?
14:08 MTDiscord <Jonathon> You should be able to do thus in a texture pack with the texture pack conf
14:08 erle and then, how do i use another texture pack?
14:08 erle this is supposed to use the texture from the texture pack in the future
14:08 MTDiscord <Warr1024> The big problem with a TP though is that the UX for it sucks, i.e. you can't just choose all the TP features you want, you can only pick one at a time.
14:08 erle yes
14:08 erle that is why i did not do it
14:09 erle look at the TODO in the code. in the future, i want it to just blit the redstone torch tip on the lever texture
14:09 erle which means it would work with any texture pack
14:09 erle and i could get rid of the PNG overlay texture
14:09 MTDiscord <Warr1024> As a mod, I think this meets the requirement for minimum functionality ... in fact, it might exactly meet it.
14:10 erle the problem is, as i said, that the lever on the floor has a bad UI
14:10 erle like if there is nothing visibly connected to it, it's hard to see if it is on or off
14:10 erle (things may be connected invisibly to it)
14:11 MTDiscord <Warr1024> personally rather than changing the tip color, I might have added a groove to the base and changed the color of the underside of that ... but that's just a cosmetic choice and the underlying information conveyed is still equivalent.
14:11 erle yeah i thought about different things
14:11 erle but then i thought, what's the most obvious change
14:11 erle and redstone torches already establish the precedent that a dark tip means ”off” and a red tip means “on”
14:12 erle i also tested it with the gimp filters for colorblindness
14:12 MTDiscord <Warr1024> yeah, I noticed that
14:13 MTDiscord <Warr1024> like, when I saw the screenshot I thought "oh, that could easily be confused for something different ... oh wait, no, this was actually done better than that" :-)
14:13 erle anyways, i am not making these mods just to spam, i am making them because there are tiny little things that have exactly zero chance to go in a game and also i want players to be able to turn them off and on at will.
14:14 erle anyways, i know that a standalone minecraft mod exists that also decorates levers. only that it actually recolors the base, like Warr1024 said.
14:14 MTDiscord <Warr1024> Yeah, I think there's some worry that if the minimum standard for a mod is close to the amount of work necessary to review it for publishing, then a whole community of mod submitters vs a handful of editors (really only like 1 or 2 regularly active) is not going to scale well ... but so far I don't think it's been an issue yet.
14:14 erle if it does other things, i don't care, i just want my levers to be less confusing
14:14 MTDiscord <Warr1024> Also presumably it's not like you have an endless supply of annoyances you feel need to be tweaked.
14:15 erle haha no
14:15 erle i can offer review help, if wanted. i'm known to be a very strict reviewer (on technical merits, not on good taste grounds).
14:16 erle anyway, i think my lowest-effort thing was the stairs. and i actually wanted those.
14:17 erle also i am refactoring the mcl_stairs API to make the mod name tooltip from AFCMS work better (it currently registers the stairs under mcl_stairs namespace) and it is very useful to have a standalone mod that adds a single stair variant.
14:17 erle as a regression test
14:17 erle but honestly, it was just the one stair variant that was missing. probably because it is … not in minecraft.
14:21 erle Jonathon about the part of 2.2 that says “content which is sufficiently complete to be useful to end-users”, i had about 4 people already telling me that this is actually a neat improvement, without even asking for their opinion.
14:21 erle which surprises me as well tbh
14:22 erle i mean, arguably it is more useful than all the deco stuff i made before.
14:25 erle oh, another reason why it is a mod is because i briefly thought about changing the lever mesn and wanted to keep that option open for the future
14:25 erle then i was too lazy to do it
14:26 definitelya Small decorative mods are nice-to-haves when building maps too.
14:28 erle yeah, also i can not possible fit all the things included into a single sentence or screenshot in a way that it is still recognizable
14:28 MTDiscord <Warr1024> To be fair, while a flaw-for-flaw recreation of minecraft is laudable as a project, it seems like obvious omissions should be fine to correct in the clones :-|
14:29 erle yeah
14:29 MTDiscord <Warr1024> Just don't go trying to fix EVERYTHING wrong with minecraft; that's how I ended up with NodeCore.
14:29 erle hahahaha
14:29 erle well, to be fair, you have to learn the rules before you break them
14:30 erle for example, kay27 and me would agree on “lets not be like mcl2 and be *exactly* like minecraft”
14:30 erle but i am much more conservative in what i change than him
14:30 erle (i.e. he thinks i am dog slow, i think he breaks stuff all the time)
14:30 erle so i guess “let's clone this exactly” can at least avoid a lot of discussions
14:30 settl3r[m] Is there a mod with which one can locate the closest occurrence of a certain item?
14:30 erle you mean item as in item on the ground or as in node?
14:31 MTDiscord <luatic> Yes. Worldedit and //lua.
14:31 settl3r[m] or a block, like a certain tree
14:31 erle Warr1024 one of the funniest thing is when i notice that minecraft actually got it wrong by their own standards because their issue tracker is a mess.
14:31 settl3r[m] i mean, a placed item/block, not a floating one
14:32 MTDiscord <luatic> Well, there's https://content.minetest.net/packages/sorcerykid/finder/
14:32 settl3r[m] * floating one (actually i'm more interested into a block-locator than item-locator)
14:32 MTDiscord <luatic> That'd only be for the "floating" oens though
14:32 MTDiscord <luatic> There's an API function for that, but I don't think there are any mods that make it convenient to use
14:32 erle Warr1024 for example, they have two issues about telemetry not being optional (thus probably violating a bunch of regulations). one is closed because it only applied to a single dev snapshot. the other one applies to the release and is closed as a duplicate of an already closed issue.
14:33 MTDiscord <Warr1024> haha
14:33 MTDiscord <luatic> glorious
14:33 MTDiscord <luatic> did you perhaps consider that they wanted an obscure reason to close these unwanted issues :-)
14:33 settl3r[m] Can that Finder by sorcerykid locate, how far away a certain type of block is in the map?
14:33 MTDiscord <luatic> nope
14:33 MTDiscord <luatic> it's for entities
14:33 MTDiscord <Warr1024> I wanted to have telemetry in early nodecore, but it wasn't feasible.  Without it, though, I actually have no idea how much of the info I have about how people play the game is self-selection-biased.
14:34 erle Warr1024 also they have a bot that autocloses issues based on comments. i have seen issues where users say stuff like “i think this maybe works as intended” and the bot closes the issue with WORKS AS INTENDED
14:34 erle luatic, no i think it is a total communications fuckup
14:34 settl3r[m] Does WorldEdit enable such a function?
14:34 erle in particular because they sometimes realize this and fix these things
14:35 erle some mods for minecraft actually fix issues
14:35 erle like
14:35 erle how can you make a release of a game with that few models … with z-fighting in the cat model?
14:35 erle (a mod fixed that)
14:36 MTDiscord <Warr1024> settler: worldedit will allow you to anything lua can, such as find_nodes_in_area.
14:36 MTDiscord <Warr1024> I wish there were a fix for z-fighting in MT
14:36 MTDiscord <luatic> Which Z-fighting
14:37 MTDiscord <luatic> Randomizing entity sizes does a pretty decent job
14:37 MTDiscord <luatic> Nodes can be trickier in some cases
14:37 MTDiscord <Warr1024> node-node is the only one I've seen so far.
14:38 MTDiscord <Warr1024> liquids are a huge problem.  Either you cull the inside faces of liquids to avoid z-fighting, but then have "can't see the surface of the liquid while swimming" problems, or you don't and there's z-fighting everywhere.
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15:10 settl3r[m] Warr1024, which worldEdit command is it?
15:10 settl3r[m] "highlight" ?
15:10 settl3r[m] or "inspect" or a different one? (sorry i'm a WE-noob)
15:11 settl3r[m] (i dont want to damage my map, with any WE command :/ )
15:11 MTDiscord <Warr1024> As I understand it, luatic's point was that with //lua you can do anything, so theoretically that one feature contains EVERY possible functionality.
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15:11 settl3r[m] i can't lua.. isnt there a convenient way to locate blocks?
15:11 MTDiscord <Warr1024> I don't know if there's a more specifically useful thing in there for it though
15:12 settl3r[m] aren't there mods which can find blocks?
15:12 MTDiscord <Jonathon> here is a hack i use sometimes, maptools has a lightbulb node, so for testing, ill change it to night, and then //r nodeiwwant lightbulb and then look around to see whats glowing, and then //r it back
15:13 MTDiscord <Jonathon> (if doing ores, will need to noclip into the ground)
15:13 MTDiscord <Warr1024> I've done stuff likeminetest.register_abm(nodenames={"stuff:i_want"},interval=1,chance=1,action=function(pos)minetest.chat_send_all(minetest.pos_to_string(pos))end}) but that only works if it's within the active block range, not necessarily everything loaded and displayed.
15:14 settl3r[m] oh.. that "r" command places a lightbulb? but how do i know where to place it? i dont yet know, where my searched-for block is..
15:14 MTDiscord <Warr1024> The ABM hack, for example, was a thing I used to find every itemstack node on my server to build a survey of what items players actually collected, when designing the probability tables for dungeon loot.
15:14 settl3r[m] ah.. the lightbulb gets placed at the next block-type i specify to it?
15:17 MTDiscord <luatic> A decent solution I hacked together a while ago is to look for the nodes using find_nodes_in_area, then place waypoints
15:17 MTDiscord <luatic> I haven't released this though
15:17 MTDiscord <Jonathon> anyways, tldr this sounds like a good mod idea for someone to make merged with a game mechanic of some sort
15:17 MTDiscord <Warr1024> It's not already part of modlib?  ?
15:18 MTDiscord <luatic> nonono warr!
15:18 MTDiscord <luatic> modlib is a lib
15:18 MTDiscord <Jonathon> *bloatlib
15:18 MTDiscord <luatic> it may not implement gameplay
15:18 MTDiscord <luatic> it should be a no-op if not invoked
15:18 MTDiscord <Warr1024> This is really a "debugging feature", not "gameplay"
15:18 MTDiscord <luatic> still out of scope for modlib
15:18 MTDiscord <luatic> that said, I do have an arc_debug mod
15:18 MTDiscord <luatic> it does probably indeed belong there
15:19 MTDiscord <luatic> (currently that mod is mostly my own implementation of //lua)
15:22 settl3r[m] By the way, the block i look for is <(living) rubber tree log>, is there a even a non-cheating way to find it in survival mode?
15:22 settl3r[m] * By the way, the block i look for is \<(living) rubber tree log>, is there a even a non-cheating way to find it in survival mode? [i need to get saplings of it]
15:23 settl3r[m] Is that type of tree still only growing at y=0 ?
15:23 MTDiscord <Warr1024> presumably if you have a mod installed that requires you to use rubber trees, you should also have a mod installed that creates them
15:23 settl3r[m] yeah, it is more_trees mod
15:24 settl3r[m] * yeah, it is more_trees mod (plus technic mod)
15:24 settl3r[m] but.. rubber trees were also part of default MT in the past, right?
15:24 calcul0n the rubber tree is just extremely rare, the non-cheating way to find it is walk a million miles :)
15:25 MTDiscord <Warr1024> I couldn't say, but that sounds unlikely
15:25 calcul0n yeah, don't think it has ever been in mtg
15:25 MTDiscord <Warr1024> unless they just used jungle trees in the past
15:25 settl3r[m] btw. i found a fallen log, is there a way to revive it?
15:26 settl3r[m] (it has parameter2=2 shown, unfortunately)
15:26 calcul0n nope, you need saplings or leaves to make some
15:26 settl3r[m] how many rubber trees can i expect in a 62x62 km map?
15:27 settl3r[m] 1?
15:27 calcul0n no idea but more than one :)
15:27 calcul0n they generally spawn alone
15:27 MTDiscord <luatic> about as many as nyan cats :)
15:28 MTDiscord <luatic> (jk)
15:28 settl3r[m] and they only spawn near y=0?
15:29 settl3r[m] is there a rubber tree locator mod somewhere?
15:29 calcul0n not sure about the height, they spawn in grasslands and forests (not pine forests)
15:29 MTDiscord <luatic> can't you just directly /giveme what you need?
15:29 settl3r[m] ..where one has to craft an item, with which one could better find it, for instance.
15:29 MTDiscord <luatic> give yourself a sapling
15:29 MTDiscord <luatic> anyways
15:29 settl3r[m] i play it in survival
15:30 MTDiscord <luatic> there's https://content.minetest.net/packages/Wuzzy/findbiome/, you could use it to find the biomes in which rubbertrees appear (it teleports you though)
15:30 settl3r[m] i only ever used creative, to explore the map. it is my chosen home/house-rule.
15:30 calcul0n a locator would be a terrible thing i guess as it would have to generate huge portions of the map
15:30 MTDiscord <luatic> depends on the search radius
15:31 MTDiscord <luatic> settl3r: how large do you want the radius to be?
15:31 settl3r[m] thanks for the link
15:31 settl3r[m] at least 100 blocks wide
15:31 settl3r[m] to shorten search duration
15:31 settl3r[m] 100 blocks radius, i mean
15:32 MTDiscord <luatic> more than 100 blocks would be tricky
15:32 settl3r[m] (so it would have at least 200 blocks diameter, but 100 would also be better than nothing i guess)
15:32 settl3r[m] ok 50 block radius would also still be useful
15:32 settl3r[m] does such a thing exist?
15:33 settl3r[m] a tool which searches through a 100x100x100 area?
15:33 MTDiscord <luatic> best I can do with a single call to find_nodes_in_area is a 160^3 area
15:33 settl3r[m] ..for a certain block type.
15:33 MTDiscord <luatic> meaning 80 blocks radius
15:33 settl3r[m] ok
15:33 settl3r[m] any size is good
15:33 settl3r[m] cool.
15:34 settl3r[m] how do i invoke that command exactly?
15:34 MTDiscord <luatic> do you want it to run continuously or would you prefer to invoke it?
15:34 settl3r[m] manually would be enough
15:34 calcul0n hmm, moretrees has a rubber_tree biome with min/max elevation set to -5/+5
15:34 settl3r[m] (else it could hog my cpu i guess
15:34 calcul0n so maybe findbiome can help in fact
15:34 settl3r[m] * i guess)
15:34 MTDiscord <luatic> ^ use findbiome
15:34 settl3r[m] cool
15:34 MTDiscord <luatic> calcul0n found what you need
15:34 settl3r[m] which mod was it?
15:35 settl3r[m] ok
15:35 settl3r[m] will try out now, thank you!
15:36 erle settl3r[m] the cheat client waspsalive has so called “tracers” which point from the middle of the screen towards any node or entity or player fulfilling specific criteria. you can probably easily make a tracer for the nodes you want by adjusting its config.
15:37 settl3r[m] ah ok. thanks for the tip.
15:37 settl3r[m] i now tried FindBiome, but it says "Biome not found!"
15:37 settl3r[m] i put "/Findbiome rubber tree"
15:37 MTDiscord <Warr1024> Is that the correct name?
15:37 settl3r[m] oh i dont know :/
15:38 calcul0n it's rubber_tree_biome
15:38 MTDiscord <Warr1024> you should generally try to find out what you're doing before you do it, if you want things to work.
15:38 settl3r[m] (it said "Biome does not exist!")
15:38 settl3r[m] yeah
15:39 erle settl3r[m] https://repo.or.cz/waspsaliva.git
15:39 settl3r[m] hm.. i now tried with "jungle" and "savannah" but it says the same error message
15:39 erle settl3r[m] it's basically slightly outdated minetest with more lua APIs and a bunch of CSMs
15:40 calcul0n well it might just be a variable named biome, not sure it is registered as such
15:40 settl3r[m] ok, next test worked.. i used "/findbiome desert" and it teleported me there! .. now i only have to make more tests..
15:41 settl3r[m] does it teleport to the closest biome of that type?
15:41 settl3r[m] * it teleport me to the
15:42 settl3r[m] oh.. how far does it search for biomes?
15:44 settl3r[m] hm.. "/findbiome grassland" teleported me to the coast of a semi-arid area..
15:45 settl3r[m] ok tundra worked, too
15:45 settl3r[m] * ok tundra and taiga worked, too
15:45 settl3r[m] so now it finds: desert, grassland, tundra, taiga
15:46 settl3r[m] ah.. rainforest it founds..
15:50 calcul0n you probably want grassland then
15:55 ghoti I seem to recall reading about a mod that could report on which blocks were incurring more CPU load in the server than others. Does that ring a bell for anyone? I'm trying to track down performance problems on a server with pipeworks, basic_machines and basic_robot. :/
15:55 ghoti Any strategies would be welcome...
15:56 sfan5 dunno if that's it but https://forum.minetest.net/viewtopic.php?f=14&amp;t=22473 looks very comprehensive
15:57 erle in my experience, it does not help very much to figure out what causes lag
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15:57 erle but it is useful in allowing users to assist
15:57 erle so by all means ghoti, set it up!
15:57 erle having users point out “i did this and there was a lag spike” is very useful
15:58 erle for example, mcl2 village gen could hang the server for seconds because of the chunk-in-shell-grinder avoidance
15:58 erle (each village is generated up to 8 times or so to avoid mapgen griefing)
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16:09 ghoti sfan5: that's the prometheus monitoring source, it's useful, but doesn't isolate things causing performance problems in-world, like machines that might have dropped thousands of objects in one block that only gets activated when someone visits..
16:10 sfan5 ah, you meant that "blocks" literally
16:10 ghoti erle: yes, I ask for reports like that all the time, but all I get is complaints in chat that look like "laaaaaaaaggg"...
16:15 ghoti I have basic_robots that report things like CPU isage of robots, who's online and where, etc. But nothing that says, for example, "block (3,43,125) used 2345 cycles".
16:16 ghoti Even something that lets me report which blocks are active in the server at any given time would be useful, especially if I could co-relate it with monitoring that reflects anything associated with the lag complaints.
16:16 erle that's easy
16:16 ghoti oooh
16:17 * ghoti puts on his listening hat
16:17 erle i'm sorry, i can't find the thing right now
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16:18 * ghoti puts on his milling-about-aimlessly hat again
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17:08 ghoti Would the API provide a way for me to add functionality to all LBMs? If I logged as blocks were loaded, that would obviously be better than snapshots of the list of loaded blocks, polled...
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17:08 ghoti Also, are LBMs loaded *each* time the block is loaded?
17:09 ghoti s/loaded/run/
17:10 MTDiscord <Warr1024> LBMS are actually LNMs, i.e. they are run per-node, not per-block
17:11 MTDiscord <Warr1024> They can be run each time, or only once, depending on the configuration of the individual LBM.
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18:06 MinetestBot [git] nixnoxus -> minetest/minetest_game: Deduplicate player action logging, silence fake player actions (#2941) 0c2ee1e https://github.com/minetest/minetest_game/commit/0c2ee1e41d71899f0d5e1da603a6d125a7cda9e9 (2022-05-06T18:04:55Z)
18:58 erle appguru btw, do you use [png actually?
18:59 erle appguru and if so, what size are the images?
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19:18 rubenwardy Pexin erle : I enjoy programming and have slugged through periods where I've hated it
19:18 rubenwardy With a job, it's really good when you're on a good project as time flies and it's fun
19:19 rubenwardy But a lot of the time it's draining. I don't work on the same things in my own time as I do at work
19:19 rubenwardy For example, when I was an Android developer I didn't do Android in my own time
19:21 rubenwardy I disagree with "don't make your job something you enjoy", because your career is better when you enjoy it. it'll be easier to learn, progress, and get through the day
19:21 rubenwardy But you should have other hobbies
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19:33 appguru erle: I don't use [png; I just wanted to gauge whether a hacky alternative to a proper CSM drawing API was possible
19:44 erle appguru how big are the pixels?
19:44 appguru 1x1px, duh
19:45 appguru seriously though: I'd effectively just like to be able to properly render things using a drawing API. And no, my pixels aren't big.
19:47 erle restrictions breed creativity
19:47 appguru indeed
19:47 erle also i hate <canvas> etc.
19:47 erle it leads only to stupid pixel pushing
19:47 erle drawing-wise, i'd be interested in how to draw a leash
19:47 erle any ideas?
19:49 appguru a leash? 2d or 3d?
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19:50 erle appguru a line in 3d space between two points
19:50 CoolJar10 Hello, um does anyone know how to install  lua socket on windows??
19:55 appguru erle: do the points move?
19:55 appguru if both points are static I have a solution
19:57 erle obviously they do move, but tell
19:57 erle is it hud pixels?
19:57 appguru haha no
19:57 appguru it's actually quite efficient
19:57 appguru but it can't possibly look smooth as it's serverside
19:57 erle wait but i *could* do this using hud pixels could i?
19:57 erle tell
19:58 erle i mean for fishing a line would be cute
19:58 appguru do both points move?
19:58 appguru can one of the two movements be done using an animation?
19:58 erle wdym
19:58 erle just look at the mcl fishing rod
19:58 appguru fishing line f.E. goes from player to swimmer
19:58 erle or any mob that you want to have on a leash
19:58 erle or hmm
19:58 erle what about a tripwire
19:59 appguru mobs are trickier because both the mob and the player move
19:59 erle i can probably make a tripwire
19:59 erle as a nodebox
19:59 erle well the swimmer does not move except a bit up and down when you have some fish
19:59 appguru anyways, my solution for two static points basically uses an entity with scale and rotation (and the texture) cleverly set
19:59 appguru You can see it in action in the adv_weapons screenshot: https://content.minetest.net/uploads/AyrO5ll77Q.png
19:59 erle why wouldn't that work for moving points?
20:00 appguru It would work, but it'd look bad
20:00 appguru Because it would have 10 FPS (server step)
20:00 erle was this person shot with a boat anchor? o.0
20:00 erle for fishing it would work then
20:00 erle you stand still while fishing most of the time
20:00 appguru I suppose it'd be somewhat fine
20:00 appguru And no, this is supposed to be a force field of a scifi grappling hook
20:00 erle i mean now i wonder
20:01 erle what happens if you go away
20:01 erle does the swimmer get despawned lol
20:02 appguru anyways erle, back to the issue of moving points
20:02 appguru I think the optimal solution might be a rope-ish B3D model with two bones, one for the swimmer and the other one for the holding bone
20:03 appguru NVM second thing has to be the origin
20:03 appguru You could then attach to the player hand
20:03 appguru But it'd be a lot of work to get this right I suppose
20:03 appguru NVM it can't work properly
20:03 erle nothing works properly lol
20:03 appguru use the static point solution and update in a globalstep, best you can do
20:03 erle when daddy during gave us the thinking rocks, he did not ask if he should, only if he could
20:04 erle turing
20:04 erle (the keys are right next to each other)
20:04 erle (on neo2 layout)
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20:16 MinetestBot [git] Froggo8311 -> minetest/minetest: Enable chat clickable weblinks by default (#12115) 45d318a https://github.com/minetest/minetest/commit/45d318a77300b014b13366ee9fa4cfc69e08f360 (2022-05-06T20:15:16Z)
20:18 MinetestBot [git] paradust7 -> minetest/minetest: Add benchmarks for json string serialize/deserialize (#12258) 8747215 https://github.com/minetest/minetest/commit/87472150bcb83e9cbad2f567ac536de0456ceb70 (2022-05-06T20:17:16Z)
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