| Time |
Nick |
Message |
| 00:08 |
MTDiscord |
<the4spaceconstants2181> DEFINITELY |
| 00:12 |
[MatrxMT]_ |
<Ionised> In the same way I do with the built in dig types? |
| 00:23 |
MTDiscord |
<the4spaceconstants2181> yes |
| 00:23 |
MTDiscord |
<the4spaceconstants2181> you just need tools to use them |
| 00:23 |
MTDiscord |
<the4spaceconstants2181> actually there are no builtin dig types everything is from mods |
| 00:26 |
[MatrxMT]_ |
<Ionised> I just realized the reason the custom dig types didn't work then was due to a few oversights in coding. Now it works. Thank you anyway. |
| 02:03 |
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| 03:27 |
[MatrxMT]_ |
<Blockhead256> the4spaceconstants2181: not quite, the engine respect a very few of them specially like oddly_breakable_by_hand I think. Or maybe I'm wrong there too and the Lua API docs just mention the very commonest conventional ones |
| 03:28 |
[MatrxMT]_ |
<Blockhead256> we have to consider that the hand is defined in builtin Lua code, which is not a hardcoding, and what the default hand's capabilities are |
| 04:00 |
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| 06:04 |
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| 06:18 |
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| 06:31 |
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| 07:25 |
Krock |
Might anyone have an idea what kind of icon could represent "ore generated by mapgen"? Perhaps a map with two gear symbols on it? (context: https://github.com/minetest-mods/unified_inventory/pull/288 ) |
| 07:26 |
Krock |
and I've got the same problem with "decoration placed by mapgen" ... |
| 07:26 |
Krock |
the icon cannot be too crowded due to space constraints, thus loss of detail |
| 07:28 |
[MatrxMT]_ |
<Blockhead256> what's this type of thing for? to tell unified inventory about what stones ores can be placed in? |
| 07:29 |
[MatrxMT]_ |
<Blockhead256> I'm thinking an ore lump point down into a stone node |
| 07:31 |
Krock |
yes. The goal is to find an icon for the button which currently has the question mark '?' symbol. Your idea seems goo though. |
| 07:37 |
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| 07:38 |
[MatrxMT]_ |
<Blockhead256> posted to the issue thread |
| 07:39 |
Krock |
maybe something like this https://gcdnb.pbrd.co/images/Tis-qrriuLIO.png |
| 07:40 |
Krock |
oh |
| 07:40 |
[MatrxMT]_ |
<Blockhead256> it's up to you if you use the one I made or not, np |
| 07:40 |
Krock |
it might also work by just having the lump in front of the isometric stone block |
| 07:41 |
[MatrxMT]_ |
<Blockhead256> there's no contrast on that, and I think a grey lump makes it more generic. Red is kind of rare though and could make sense |
| 07:41 |
[MatrxMT]_ |
<Blockhead256> i.e. tin on grey stone is no contrast |
| 07:43 |
SwissalpS |
add a white highlight around the lump |
| 07:47 |
Krock |
How to obtain a high-resolution inventory cube: //lua core.show_formspec("singleplayer", "g", "formspec_version[2] size[10,10] item_image_button[1,1;8,8;default:stone;G;]") |
| 07:47 |
[MatrxMT]_ |
<Blockhead256> I didn't figure more than 48x48 was necessary for something that's not more than thumbnail size |
| 07:49 |
[MatrxMT]_ |
<Blockhead256> nice recipe though |
| 08:03 |
Krock |
Thanks. 64x64 does not scale well, unfortunately. Will have to use 128x128 if not higher. |
| 08:04 |
[MatrxMT]_ |
<Blockhead256> oh, didn't realise how high res most of UnifInv is, ok |
| 08:08 |
Krock |
If they were lower, you'd notice the distortions caused by the scaling function used for formspec elements. IIRC Minetest Game also had to use a larger trash icon (creative inv) because lower-resolution ones would be distorted |
| 08:22 |
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| 08:25 |
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| 08:29 |
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| 08:34 |
Krock |
apparently it's not possible to spell Uranium without yum |
| 08:35 |
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| 08:38 |
[MatrxMT]_ |
<Blockhead256> If you eat a bit of uranium, you'll have enough energy for the rest of your life |
| 08:46 |
Krock |
I'd be radiating more power |
| 08:47 |
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| 08:48 |
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| 09:38 |
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| 10:04 |
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| 11:03 |
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| 11:20 |
MTDiscord |
<the4spaceconstants2181> however long "the rest of your life" is |
| 12:14 |
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| 12:19 |
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| 13:24 |
[MatrxMT]_ |
<Blockhead256> thatsthejoke.gif |
| 14:18 |
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| 15:05 |
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| 16:12 |
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| 17:51 |
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| 18:02 |
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| 18:06 |
cheapie |
Day #592 of wishing there was some way to detect a button in a formspec being held down :P |
| 18:06 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/592 -- Automatically set selection box by kaeza |
| 18:06 |
* cheapie |
glares at ShadowBot |
| 18:09 |
ZenonSeth |
seems like one of those things that if someone made a PR, the first comment would be "we should probably wait for SSCSM to do this, and the formspec rework" |
| 18:17 |
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| 18:20 |
* cheapie |
nods |
| 18:31 |
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| 18:32 |
crazylad |
cheapie: may I ask for what purpose? |
| 18:43 |
cheapie |
crazylad: celevator uses a formspec (previously node meta but now via core.show_formspec()) to display the car buttons, and ASME A17.1 says that in fire service phase 2 the door open/close buttons should require constant pressure and the door should reverse if they are released before it reaches fully open/closed |
| 18:44 |
cheapie |
Additionally I also have inspection controls on the controller itself and it would be nice if those could be constant-pressure like the car top ones |
| 18:45 |
crazylad |
ah, interesting |
| 18:46 |
ZenonSeth |
aside from realistic elevator mechanics, there's other uses like holding down a button to continuously shift through values (which i couldn't get to work with slider due to reshowing formspec) |
| 18:51 |
crazylad |
hmm... I wonder if something could be implemented like "core.explode_scrollbar_event", but "core.explode_button_event" |
| 18:52 |
cheapie |
The potentially tricky part in my case (and it sounds like ZenonSeth's too) is that the held state needs to "survive" across changes elsewhere in the formspec |
| 18:54 |
cheapie |
As in, for the inspection buttons, they would need to remain held (provided the user is still holding them) even as text elsewhere on the same formspec changes to reflect the car moving |
| 18:54 |
crazylad |
oh |
| 18:55 |
crazylad |
so similar to making buttons stay hovered on formspec update, but it's pressed down state... hmm... /me gets ideaz |
| 18:55 |
pgimeno |
sounds like the request is a bit tricky from a server-client perspective too... lag can make that not work so well |
| 18:55 |
cheapie |
The form in question can be seen on page 31 of the manual, the buttons I'm interested in on this one are the black up/down buttons in section B: https://cheapiesystems.com/git/celevator/plain/docs/celevator_controller_manual.pdf |
| 18:56 |
cheapie |
pgimeno: Yeah, lag already makes pressing buttons while text on the same formspec is changing an... interesting experience at times |
| 19:07 |
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| 19:23 |
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| 19:49 |
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| 19:49 |
Krock |
cheapie: decent manual. Could you please use Times New Roman for a more authentic look? |
| 19:50 |
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| 19:51 |
Krock |
also missing issuer, issue date and copyright information!!onetyone |
| 20:00 |
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| 20:15 |
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| 20:28 |
cheapie |
Krock: I'd have to have that font first :P |
| 20:31 |
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| 20:44 |
MTDiscord |
<jordan4ibanez> Aş prefera un roman vechi pentru că în acest moment nu există drepturi de autor |
| 20:48 |
crazylad |
so I managed to make buttons stay pressed across a formspec update -> https://filebin.net/pghs0pp8my3rskxv/Screencast%20From%202026-07-19%2016-47-15.webm |
| 20:50 |
crazylad |
basically if a button is being pressed before "removeAll()" is called in regenerateGui, it stores that button's field id in a variable, then when building the new formspec, if it sees that variable is not the default, it calls "setPressed" on the button |
| 21:18 |
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