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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> š¤· |
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 |
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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? |
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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 |
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07:29 |
MinetestBot |
[git] erledieweltistgarnichtso.net -> minetest/minetest: Rename erle in credits (as requested by them) c3b5cc8 https://github.com/minetest/minetest/commit/c3b5cc8611497e6e49cd1b9699ac4cd6f5771880 (2024-10-26T07:28:55Z) |
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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 ;) |
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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 |
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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 |
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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) |
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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 |
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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" |
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Noisytoot |
I would call 45-50 GiB RAM usage impractical |
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floatd |
Oi |
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