| Time |
Nick |
Message |
| 00:03 |
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| 00:03 |
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gorgonzolapasta joined #minetest |
| 00:04 |
gorgonzolapasta |
hi, can i somehow draw normal trees with a mod or do i have to use the complex ones? |
| 00:06 |
VanessaE |
you can either use set_node() and build it up manually, or a schematic, or a voxel manipulator action, or an l-system def with spawn_tree() |
| 00:07 |
gorgonzolapasta |
ok thank you. |
| 00:15 |
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| 00:58 |
gorgonzolapasta |
cant i use minetest.place_node(…) in a for loop? |
| 01:00 |
VanessaE |
use set_node(). |
| 01:00 |
VanessaE |
place_node() it meant for situations where you want to get the effects cause dby a user actually placing nodes |
| 01:01 |
VanessaE |
but yeah, you can build your trees using a loop if you want. |
| 01:01 |
VanessaE |
it's not the best way though |
| 01:01 |
VanessaE |
very slow compared to a schematic |
| 01:01 |
gorgonzolapasta |
its not going to be called often |
| 01:05 |
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| 01:08 |
gorgonzolapasta |
if i do get this correctly, i should be using place_node to place for example a locked chest, rigth? |
| 01:09 |
VanessaE |
no |
| 01:09 |
VanessaE |
well sorta |
| 01:09 |
VanessaE |
place_node() would be okay for a locked chest I support |
| 01:09 |
VanessaE |
suppose* |
| 01:09 |
VanessaE |
but you wouldn't use it for e.g. leaves or grass. |
| 01:11 |
gorgonzolapasta |
ok, yes. already done with the tree. what element is the table with {name=…} needing to set the owner? |
| 01:13 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2200 |
| 01:13 |
VanessaE |
I think the regular place_node() just acts as if any random player was involved. |
| 01:15 |
gorgonzolapasta |
so how to I place a locked chest in the name of another player? |
| 01:15 |
VanessaE |
use that call I just linked to I guess |
| 01:15 |
VanessaE |
or you can set_node() and then manually set up some metadata in the node |
| 01:16 |
VanessaE |
(which would include the chest formspec and the owner field) |
| 01:17 |
gorgonzolapasta |
ok thank you |
| 01:19 |
VanessaE |
good luck |
| 01:19 |
VanessaE |
don't be surprised if you still need to set up the metadata anyway |
| 01:34 |
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| 01:43 |
gorgonzolapasta |
whelp. i dont even understand the pointed_thing |
| 01:44 |
VanessaE |
pointed_thing.under is what you're pointing at. |
| 01:44 |
VanessaE |
pointed_thing.above is the space immediately between you and pointed_thing.under |
| 01:44 |
VanessaE |
(the space adjacent to .under, between you and it, to be specific) |
| 01:45 |
gorgonzolapasta |
but why do i have to set it when placing a block? and more importantly, how do i calculate it? |
| 01:45 |
VanessaE |
you don't. |
| 01:45 |
VanessaE |
you read it to determine the coordinates of the surface you're placing on, and possibly the coordinates of the thing between you and it, if any |
| 01:45 |
VanessaE |
.under and .above are just {pos} tables |
| 01:46 |
VanessaE |
you use get_node() to see what's at those coords. |
| 01:46 |
gorgonzolapasta |
so if i want to place a default:locked_chest at lets say 123, 456, 789 |
| 01:47 |
gorgonzolapasta |
minetest.item_place_node(ItemStack({name="default:chest_locked", count=1,wear=0, metadata=""}), player:get_player_name()), {?????}) |
| 01:48 |
VanessaE |
I told you before, use set_node() for this and assign the metadata manually. |
| 01:48 |
VanessaE |
pointed_thing is probably returned by some other function. basically, you don't even want to use that function anyway |
| 01:52 |
gorgonzolapasta |
i dont think i should use set |
| 01:52 |
VanessaE |
you should. |
| 01:52 |
gorgonzolapasta |
_node for a locked chest, it prints errors |
| 01:52 |
VanessaE |
it's the normal way to put nodes in the world. |
| 01:52 |
VanessaE |
what errors? |
| 01:53 |
gorgonzolapasta |
ah, no, i am sorry. those were old ones |
| 01:56 |
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| 02:09 |
gorgonzolapasta |
where is documented, that there is a "owner" metadata-thingy? |
| 02:12 |
VanessaE |
it's probably not really documented anywhere, it's sort of an assumed thing. usually it's a field called "owner" set to the player's name. |
| 02:12 |
VanessaE |
just look at how a default locked chest or steel door works. |
| 02:14 |
gorgonzolapasta |
i did taht |
| 02:14 |
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| 02:18 |
swift110-phone |
Hey |
| 02:50 |
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| 10:02 |
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| 10:03 |
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| 10:03 |
JamesTait |
Good morning all; happy Tuesday, and happy Area Code Day! 😃 |
| 10:15 |
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| 10:44 |
bleak_fire_ |
area code day? |
| 10:45 |
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| 14:27 |
liq_over_ignore |
if you have texture problems described here -> https://forum.minetest.net/viewtopic.php?f=6&t=13500 if you have this bug there is poll inside, please vote |
| 14:27 |
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| 17:04 |
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| 17:05 |
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| 17:05 |
Krock |
Hello |
| 17:12 |
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| 17:46 |
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| 17:46 |
Krock |
My PSU could be a bit too old |
| 17:49 |
Krock |
Stabilized the 5V and 12V supply this time... could be the reason for the last BSoDs |
| 17:53 |
Krock |
Ok. Seems to be stable for now |
| 18:00 |
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| 21:00 |
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| 21:00 |
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| 21:00 |
thefamilygrog66 |
howdy folks |
| 21:04 |
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| 21:19 |
liq_over_ignore |
mt-0.4.13-dev-5c3546e, crash on linuxgaming2, log have this -> http://pastebin.com/raw.php?i=mSfjJcjv |
| 21:19 |
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| 21:28 |
PilzAdam |
liq_over_ignore, out of RAM? |
| 21:30 |
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| 21:31 |
Teckla |
Does "bad allocation" == "out of memory"? |
| 21:32 |
PilzAdam |
not always, but in most cases it does |
| 21:32 |
PilzAdam |
it could indicate faulty RAM, too |
| 21:32 |
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| 21:33 |
`Ronsor` |
hmmm yay minetest |
| 21:33 |
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| 21:44 |
liq_over_ignore |
hmm |
| 21:44 |
liq_over_ignore |
could be |
| 21:45 |
liq_over_ignore |
ah |
| 21:45 |
liq_over_ignore |
it is 32bit exe |
| 21:45 |
liq_over_ignore |
out of memory 99%, LinuxGaming2 is >2GB usually |
| 21:45 |
liq_over_ignore |
I was testing Direct3D rendering |
| 21:46 |
liq_over_ignore |
i should say... it is faster without shaders, but stutter is much deeper |
| 21:46 |
liq_over_ignore |
than OGL |
| 21:46 |
liq_over_ignore |
has no texture tear bug |
| 21:46 |
* liq_over_ignore |
pokes RealBadAngel |
| 21:51 |
liq_over_ignore |
v_v |
| 21:53 |
PilzAdam |
if shaders are slower then you either have a shitty / old graphic card or shitty / old drivers |
| 21:58 |
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| 21:59 |
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| 22:25 |
`Ronsor` |
i added mobs to minetest using a mod |
| 22:25 |
`Ronsor` |
now i get attacked by 3 dirt monsters |
| 22:27 |
liq_over_ignore |
it is not old |
| 22:28 |
liq_over_ignore |
I have ATI Radeon HD 6870 |
| 22:28 |
liq_over_ignore |
it is medium speed card from 2011 |
| 22:28 |
liq_over_ignore |
drivers are up to date more or less |
| 22:28 |
liq_over_ignore |
._. |
| 22:29 |
liq_over_ignore |
DX11, OGL 4.5 compatible iir |
| 22:29 |
liq_over_ignore |
iirc* |
| 22:29 |
liq_over_ignore |
and yet under D3D9 i don't have that texture or snow problems ._. |
| 22:29 |
liq_over_ignore |
god damn OGL |
| 22:29 |
liq_over_ignore |
or irrlicht |
| 22:29 |
liq_over_ignore |
or minetest |
| 22:29 |
liq_over_ignore |
or whatever |
| 22:31 |
`Ronsor` |
what version of minetest? |
| 22:31 |
`Ronsor` |
my server runs 0.4.13-dev, but the client i use is 0.4.12 |
| 22:31 |
liq_over_ignore |
0.4.13+, but those bugs are really at least from 0.4.5 and up |
| 22:31 |
liq_over_ignore |
0.4.5 has texture tear ._. |
| 22:32 |
liq_over_ignore |
nobody cares |
| 22:32 |
* liq_over_ignore |
facedesks |
| 22:34 |
liq_over_ignore |
does msvc support D3D9? |
| 22:34 |
liq_over_ignore |
MT 0.4.13 msvc 64 bit |
| 22:34 |
`Ronsor` |
well, that's possibly because it doesnt really 'hurt' the game, you can still play and its a minor issue |
| 22:34 |
liq_over_ignore |
it is not minor |
| 22:36 |
liq_over_ignore |
in any server with more than cobble house you will find this problem |
| 22:37 |
`Ronsor` |
yeah |
| 22:37 |
`Ronsor` |
i noticed it too |
| 22:43 |
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| 22:44 |
liq_over_ignore |
it does |
| 22:45 |
liq_over_ignore |
it works better on D3D9 and without those pesky texture problems |
| 22:45 |
liq_over_ignore |
and faster |
| 22:45 |
liq_over_ignore |
even without shader, faster is subjective |
| 22:46 |
liq_over_ignore |
hmm, fps is like 2x better on LinuxGaming2 spawn o.O |
| 22:46 |
liq_over_ignore |
but stutter is heavier when looking around |
| 22:47 |
liq_over_ignore |
35-40 vs 15-20 |
| 22:47 |
liq_over_ignore |
and no weilditem bug |
| 22:54 |
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| 23:16 |
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| 23:16 |
FIXME |
ok, now looking at Vanessa survival slow-spawn |
| 23:16 |
Guest5849 |
damned |
| 23:16 |
Guest5849 |
oh well |
| 23:16 |
Guest5849 |
so the FPS with d3d9 is much higher on Vanessa's spawn |
| 23:17 |
Guest5849 |
15 in OGL vs 35 in D3D9 |
| 23:17 |
Guest5849 |
that is big difference |
| 23:18 |
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| 23:18 |
FUBAR__ |
I will make a small test |
| 23:19 |
FUBAR__ |
whatever, I will wait RBA and complain :} |
| 23:20 |
FUBAR__ |
so refreshing to see 95% correct render and 2x fps (but no shaders, well, who cares) |
| 23:21 |
FUBAR__ |
I guess OGL rendering on ATI is so much fubar, it makes me sad panda |
| 23:21 |
`Ronsor` |
BUG REPORT |
| 23:21 |
`Ronsor` |
if i'm flying, i can pass through the ground |
| 23:21 |
FUBAR__ |
no clip |
| 23:21 |
FUBAR__ |
disable your noclip |
| 23:23 |
`Ronsor` |
oh |
| 23:23 |
`Ronsor` |
hmm |
| 23:23 |
FUBAR__ |
twoelk has house that has some similarity with Sokomine's |
| 23:24 |
FUBAR__ |
nice house |
| 23:28 |
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| 23:29 |
FUBAR__ |
grrrr, slight glass flickering on d3d9 |
| 23:38 |
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