Minetest logo

IRC log for #minetest, 2024-10-26

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:07 SFENCE joined #minetest
00:14 Sires joined #minetest
00:25 SFENCE joined #minetest
00:33 Sires joined #minetest
00:43 SFENCE joined #minetest
01:03 v-rob joined #minetest
01:17 SFENCE joined #minetest
01:29 AliasAlreadyTake joined #minetest
01:36 SFENCE joined #minetest
01:37 Alias joined #minetest
01:38 Verticen joined #minetest
01:49 v-rob joined #minetest
02:12 SFENCE joined #minetest
02:17 orwell96_t joined #minetest
02:35 AliasAlreadyTake joined #minetest
02:38 SFENCE joined #minetest
02:55 SFENCE joined #minetest
02:59 rodrigo-morales [Question] Is there any way to know the name of the biome in the current position? I'm asking because I'm trying some mods in singleplayer and I want to know if the biome I'm in is actually from the mod I just installed.
03:00 MTDiscord <wsor4035> minetest.get_biome_data(pos)
03:01 MTDiscord <wsor4035> feed to minetest.get_biome_name
03:02 rodrigo-morales wsor4035: Thanks. I'm fairly new to the game. I have never evaluated Lua expressions while being on the game, I have just installed mods. It seems that what you have shared in your message is a Lua expression. If that's the case, could you tell me how I can evaluate it and get its result?
03:03 MTDiscord <wsor4035> install worldedit, set pos1, then run //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer'])))
03:04 MTDiscord <wsor4035> sorry //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer']).biome))
03:04 rodrigo-morales Thanks!
03:04 MTDiscord <wsor4035> not tested
03:05 cheapie wsor4035: You can return values from //lua, no need for chat_send_all
03:07 MTDiscord <wsor4035> šŸ¤·
03:08 MTDiscord <wsor4035> im usually just doing dev anyways, so i might as well use the mt api stuff
03:09 rodrigo-morales wsor4035: I tried to run //lua return minetest.get_biome_name(minetest.get_biome_data(worldedit.pos1['singleplayer']).biome) but I got: code error: "Invalid vector (expected table got nil)."
03:10 MTDiscord <wsor4035> did you set pos1 first?
03:11 MTDiscord <wsor4035> run //pos1 at the position you want
03:12 rodrigo-morales wsor4035: Thanks for your time. I could get the biome. I didn't set //pos1 because I did not know //pos1 was a command, since this is my first time using World Edit in Minetest.
03:12 MTDiscord <wsor4035> //lua minetest.chat_send_all(minetest.get_biome_name(minetest.get_biome_data(minetest.get_player_by_name('singleplayer'):get_pos()).biome)) for a one command solution
03:13 rodrigo-morales wsor4035: Thanks!
03:15 SFENCE joined #minetest
03:32 SFENCE joined #minetest
03:33 SwissalpS joined #minetest
04:00 MTDiscord joined #minetest
04:08 SFENCE joined #minetest
04:35 SFENCE joined #minetest
04:53 rodrigo-morales [Question] I'm exploring caves in creative mode with noclip enabled just to see how world generation works. All caves are dark so I can't see their contents unless I place some torches. I wish I could see the content of the caves without having to place torches. Do any of you know some workarounds to this problem?
05:12 SFENCE joined #minetest
05:22 SFENCE joined #minetest
05:39 SFENCE joined #minetest
05:54 mdhughes https://content.minetest.net/packages/bell07/wielded_light/ and then carry a torch or better a glostone
05:58 mdhughes There are potion mods, but I haven't tried one with a working nightvision potion.
05:59 SFENCE joined #minetest
06:17 SFENCE joined #minetest
06:24 jaca122 joined #minetest
06:26 Mantar joined #minetest
06:26 Menchers joined #minetest
06:34 est31 joined #minetest
06:40 SFENCE joined #minetest
06:42 izzyb joined #minetest
06:48 SFENCE_arch joined #minetest
06:59 SFENCE joined #minetest
07:14 pingus_ joined #minetest
07:16 SFENCE joined #minetest
07:17 SFENCE joined #minetest
07:29 MinetestBot [git] erle@dieweltistgarnichtso.net -> minetest/minetest: Rename erle in credits (as requested by them) c3b5cc8 https://github.com/minetest/minetest/commit/c3b5cc8611497e6e49cd1b9699ac4cd6f5771880 (2024-10-26T07:28:55Z)
07:46 TomTom joined #minetest
08:01 pingus_ joined #minetest
08:18 est31 joined #minetest
08:18 Blockhead256 joined #minetest
08:19 Blockhead256 rodrigo-morales: I have just the tool for you, https://github.com/SwissalpS/postool/tree/biomeData
08:19 Blockhead256 this branch of postool mod will show the biome where you stand
08:54 SwissalpS doesn't light up anything though. Least complicated way to light up caves is: https://github.com/ogelgames/beacon
08:57 SwissalpS a bit more complicated way is to modify https://github.com/pandorabox-io/planet_mars/ to also light up earth caves. Take a look at it's /mars_lightup command
08:57 SwissalpS */it's/its/
08:57 Blockhead256 I was just responding to the first question about how to identify the biome, not the followup
08:59 SwissalpS ok, sorry missed that :D
08:59 SwissalpS Thanks for the advert ;)
09:07 pingus joined #minetest
09:07 cheek_pain joined #minetest
09:18 gregon joined #minetest
09:46 pingus_ joined #minetest
10:41 Hanicef joined #minetest
10:56 ireallyhateirc joined #minetest
11:00 ireallyhateirc I made a modular character in blender with body and clothes parented to a rig. Is Luanti capable of keeping animation and positions of both objects in synch?
11:01 ireallyhateirc I could of course made one object per set of clothes, but that would greatly limit procedural generation, unless I found a way to bake a single mesh from objects on the fly.
11:10 ireallyhateirc make*
11:12 ireallyhateirc @luatic, from the API doc:
11:13 ireallyhateirc This means that many glTF features are not supported yet, including:
11:13 ireallyhateirc Animations
11:13 ireallyhateirc Only a single animation is supported, use frame ranges within this animation.
11:13 ireallyhateirc This means that everything has to be put in a single action, right?
11:31 Talkless joined #minetest
11:45 MTDiscord <warr1024> Easiest way to light up caves is to override air and give it a light_source value.
12:07 SwissalpS +1
12:18 wallabra joined #minetest
12:38 Eragon joined #minetest
12:52 jaca122 joined #minetest
13:55 pingus_ joined #minetest
14:05 Eragon joined #minetest
14:17 pingus joined #minetest
14:23 HuguesRoss joined #minetest
15:30 est31 joined #minetest
15:41 MinetestBot [git] kno10 -> minetest/minetest: Fix collisions with long dtime, in particular with bouncing (#15029) cb6c8eb https://github.com/minetest/minetest/commit/cb6c8eb2f013edfe127ce18f760c432aee5aba01 (2024-10-26T15:39:45Z)
15:41 MinetestBot [git] BoySanic -> minetest/minetest: Update documentation to reflect player constant values (#15308) 6ead789 https://github.com/minetest/minetest/commit/6ead789509ee6635bcb21fd9ac6e1d043505fc94 (2024-10-26T15:40:11Z)
15:41 MinetestBot [git] Wuzzy2 -> minetest/minetest: DevTest: Change "Minetest" to "DevTest" (#15326) 4deb5b9 https://github.com/minetest/minetest/commit/4deb5b999c9b9481b8fcd9783849f01164249373 (2024-10-26T15:40:29Z)
15:41 MinetestBot [git] cx384 -> minetest/minetest: Move hud_hotbar_max_width setting to HUD section (#15335) b7073df https://github.com/minetest/minetest/commit/b7073df68cc9ca89e62a2b97c5fbb23cd1454bdf (2024-10-26T15:40:39Z)
15:52 gregon joined #minetest
15:54 chilledfrogs joined #minetest
16:08 Wuzzy joined #minetest
16:12 MTDiscord <luatic> ireallyhateirc: yes, everything has to be in a single animation.
16:12 ireallyhateirc is that going to change in the future, or is this how games do things?
16:21 MTDiscord <luatic> ireallyhateirc: it is one of the limitations i plan to address, yes; but i would like to first untangle the mess that is skeletal animations in irrlicht.
16:22 ireallyhateirc yeah, I understand the limitations of being an unpaid dev, because I'm one myself :D
16:22 MTDiscord <luatic> for now the goal of .gltf has been feature parity with .x and .b3d which should have been achieved (a wee bit beyond even)
16:22 ireallyhateirc but I'm glad that there's a plan which is better than a "won't fix" label
17:41 oneeyedalien joined #minetest
17:44 pingus joined #minetest
18:10 Talkless joined #minetest
18:11 orwell96_t joined #minetest
18:26 Verticen joined #minetest
19:46 SFENCE joined #minetest
20:22 germ joined #minetest
20:49 *Ā cheapie ponders how hard it would be to port minetestmapper to a better image library
20:49 cheapie Having to generate maps as 16 or so tiles and stitch them together manually is a bit annoying :/
20:55 sfan5 quite simple, but which problem are you looking to solve?
20:58 cheapie This one: https://github.com/minetest/minetestmapper/issues/48 - makes generating full maps a bit annoying, but I did write some scripts to make it less painful
20:59 cheapie 16k*16k works, so I generate 16 tiles and then stitch them together afterwards to work around that.
21:00 sfan5 an image library won't fix that
21:00 sfan5 what you want is https://github.com/minetest/minetestmapper/issues/62
21:02 cheapie The only reason it doesn't currently work (AFAIK) is a limitation in the image library it uses: https://github.com/libgd/libgd/issues/122
21:02 cheapie #62 would just make it spit out all of the tiles on its own, I'd still have to combine them with other software.
21:02 ShadowBot https://github.com/minetest/minetest/issues/62 -- Set respawn position by hamiltond
21:02 sfan5 your final image is what size and what format?
21:03 cheapie Once I combine them (currently using GIMP but I should try to automate this) I get a PNG file, roughly 64000*64000 pixels, about 1GB or so on disk for the largest of the worlds I do this for.
21:05 cheapie I usually then scale this down to about 6400x6400 for distribution, but I have also sent the full size to a few people upon request.
21:06 sfan5 i hope those people have 16GB of RAM and few other applications open
21:06 sfan5 because the image itself will take 11GB
21:06 sfan5 or maybe 15
21:06 cheapie Most of them do, yeah. The computer I do the combining on has 64GiB, GIMP uses about 45-50 peak during the final export.
21:08 sfan5 working with images of this size really isn't practical unless you have a format specifically designed around tiling
21:08 cheapie It's a little sluggish and the final export takes a few minutes, but I'm not sure I'd really call it "impractical"
21:27 book` joined #minetest
21:32 Noisytoot I would call 45-50 GiB RAM usage impractical
22:17 floatd joined #minetest
22:17 floatd Oi
22:28 fluxionary joined #minetest
22:32 panwolfram joined #minetest
22:45 Alias joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext