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| 04:19 |
AlexYst |
Are sideways slabs no longer a thing? I can't seem to place them on walls any more. |
| 04:20 |
AlexYst |
(In the latest unstable version) |
| 04:27 |
* AlexYst |
is reading through the commits to find the problem, and instead found bush saplings |
| 04:27 |
nore |
AlexYst: there has been changes to how slabs are placed, but you can still use the screwdriver anyway |
| 04:27 |
AlexYst |
Sweet! I was hoping those would be added one day. |
| 04:28 |
AlexYst |
nore: The screwdriver isn't what I mean. So they can't be placed that way then? Sad. |
| 04:28 |
nore |
https://github.com/minetest/minetest_game/commit/e6d0d775e3533b7b91b292e13c800b9737e057fd |
| 04:28 |
AlexYst |
Thank you! |
| 04:30 |
AlexYst |
"Stairs: Improve stair and slab rotation on placement" ... "Improve"? I think not! The new stair-placement looks pretty sweet, though the slab thing will require me to redesign some of my builds to compensate for. |
| 04:31 |
nore |
why so? |
| 04:31 |
nore |
screwdriver still works |
| 04:32 |
AlexYst |
I was using them for doors that can't get flooded. |
| 04:32 |
AlexYst |
As I said, the screwdriver's nice, but it's not what I'm looking for. |
| 04:32 |
nore |
what do you mean? |
| 04:33 |
AlexYst |
Using slabs, you can offset doorways by half a node. It keeps your house from getting flooded. |
| 04:33 |
nore |
I still don't understand why the screwdriver is not a solution |
| 04:33 |
LazyJ |
AlexYst, do you mean holding the sneak key to cause the slabs to be placed vertically? |
| 04:34 |
AlexYst |
nore: I tried that, that doesn't get them to place differently. |
| 04:34 |
nore |
place the slab in the correct position, then use the screwdriver to rotate it in the orientation you want |
| 04:34 |
nore |
(right-click) |
| 04:35 |
AlexYst |
nore: The screwdriver is fine if that's what you want to use, but it's not a solution for my building style. I'll find a non-tool solution and it'll be fine. I just need to do some redesigning is all. |
| 04:36 |
LazyJ |
AlexYst, have you tried MoreBlocks' version of slabs? |
| 04:36 |
nore |
hmm |
| 04:36 |
AlexYst |
LazyJ: I haven't, no. I might try those in a bit, thanks! |
| 04:37 |
LazyJ |
AlexYst, the reason I suggest MoreBlocks because I use those instead of default to avoid using the screwdriver. |
| 04:37 |
LazyJ |
If placing against a vertical surface, the MoreBlocks' versions automatically flip to a vertical position. |
| 04:38 |
AlexYst |
That sounds like what the stairs mod ones used to do. Perfect. |
| 04:38 |
LazyJ |
Holding the sneak key while placing will constrain them to a horizontal position. |
| 04:40 |
LazyJ |
nore, the screwdriver is OK for fine tuning a design but for efficiency, builders learn tricks and short-cuts that eliminate some of the extra fiddling. |
| 04:40 |
nore |
LazyJ: true |
| 04:40 |
AlexYst |
It looks like another option is to use an actual door. |
| 04:40 |
AlexYst |
Like, doors:door_wood or something. |
| 04:40 |
nore |
maybe holding shift should place slabs vertically |
| 04:41 |
LazyJ |
Trap doors work for an Old West saloon look. |
| 04:41 |
AlexYst |
nore: It's probably just me being picky. Unless someone else has a problem with the new functionality, it's probably best to leave it. |
| 04:42 |
AlexYst |
LazyJ: How do you get tha .... Oh, you mean like perpetually open, right? |
| 04:42 |
LazyJ |
Ah, re-read some of the earlier parts of the discussion - looking for non-floodable doors. |
| 04:43 |
LazyJ |
I'm not sure about the default screwdriver and default doors, now that I think of it. |
| 04:43 |
LazyJ |
* default trap doors... |
| 04:44 |
LazyJ |
Rotating the new mesh node versions causes (or did cause) Minetest to crash. |
| 04:44 |
AlexYst |
Huh. Well that sounds fun. |
| 04:45 |
LazyJ |
And I use a non-default screwdriver that seems to ignore some of the default's stuff that is supposed to prevent the screwdriver from working on it. |
| 04:45 |
LazyJ |
So take my suggestions with a grain of salt if you are using all default stuff. |
| 04:46 |
AlexYst |
I'm mostly using default stuff. That, and the mods I'm developing. |
| 04:46 |
LazyJ |
But in the past I have used rotated trap doors for saloon style doors. |
| 04:46 |
AlexYst |
OH! I see what you mean now. That sounds pretty sweet. |
| 04:48 |
LazyJ |
If you are looking to block water transparently, use MoreBlocks' circular saw to cut glass into the smallest, thinnest panel it creates. |
| 04:48 |
LazyJ |
Place the tiny panels against a surface to hid them. |
| 04:49 |
LazyJ |
The player can still pass through the node space but liquids are held back (as if a torch was placed there). |
| 04:50 |
LazyJ |
If you use MoreBlocks' trap glass, and cut it in the saw, a visual glitch renders one side of the glass completely invisible. |
| 04:50 |
AlexYst |
That sounds good. The reason I don't use torches any more is because of their flammability. Someone can burn them away, then flood. |
| 04:51 |
LazyJ |
Use that glitch to create the illusion of an invisible barrier from either the inside or the outside, whichever way you want the illusion to appear. |
| 04:51 |
AlexYst |
I've had some pretty creative vandals on my server in the past. |
| 04:51 |
LazyJ |
The thing about MoreBlocks' trap glass is that players can walk through it. |
| 04:51 |
AlexYst |
Right, I forgot about trap glass. |
| 04:51 |
AlexYst |
It's been so long since I've played with moreblocks. |
| 04:52 |
LazyJ |
The glitch also occurs with other glass (any glass set to combine - becomes frame-less). |
| 04:52 |
LazyJ |
Experiment with MoreBlocks in a test world. |
| 04:52 |
AlexYst |
It doesn't even need to be visually hidden, just easy to pass through. The main place this'll be is at the new spawn room to keep it safe. |
| 04:53 |
LazyJ |
The major draw back to MoreBlocks is if you use a crafting guide. |
| 04:53 |
AlexYst |
Because of all the stair/slab nodes? |
| 04:53 |
LazyJ |
The saw adds about 18 or so extra, alternate recipes for every block it is coded to work with. |
| 04:54 |
LazyJ |
So if you are comfortable with editing mod code, I'd recommend disabling the extra recipes and let the saw's menu take care of it. |
| 04:55 |
LazyJ |
The saw does register a lot more nodes and the stair nodes have more surfaces to render. |
| 04:56 |
LazyJ |
Trade off between prettier and more detailed builds vs a lot more node registrations and surfaces (vertices??) to render. |
| 04:58 |
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| 05:01 |
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| 05:02 |
AlexYst |
Hmm. I don't particularly need a lot of detail, just a lot of security. |
| 05:03 |
AlexYst |
I think I'll go with a glass door approach. No extra nodes, but also no flooding or burning. |
| 05:04 |
AlexYst |
Just because I'm insane, I might put the spawn room underwater too. Try flooding or burning that, vandals! |
| 05:17 |
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| 05:18 |
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| 05:19 |
onetiredkoala |
AlexYst, I don't think flooding is too difficult if it's underwater if you're not careful :P |
| 05:20 |
AlexYst |
onetiredkoala: How can they add liquid when the place is already surrounded by it? I should also mention the protection mod, so they can't remove the walls or directly put liquid in the building. |
| 05:20 |
paramat |
MTG slabs used to be vertical when placed on a wall, but we changed it to horizontal because most builders prefer that default placement |
| 05:21 |
AlexYst |
paramat: Yeah, can't please everyone. Gotta' go with the majority. |
| 05:25 |
MinetestBot |
[git] nerzhul -> minetest/minetest: When minimap is disabled in configuration, really disable it (#5771) e25a38e https://git.io/vHvOm (2017-05-19T05:25:27Z) |
| 05:45 |
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| 05:46 |
onetiredkoala |
AlexYst, oops, yes. My mistake |
| 05:46 |
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| 05:48 |
MinetestBot |
[git] juhdanad -> minetest/minetest: Fix alpha for liquid nodes (#5494) 75c393c https://git.io/vHv3T (2017-05-19T05:46:10Z) |
| 05:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Mainmenu: Fix issues while trying to enable all mods (#5770) 6744005 https://git.io/vHv3k (2017-05-19T05:45:47Z) |
| 05:58 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Fix textarea bug: clicking right of the end of a line caused the curs… a4a377e https://git.io/vHv3g (2017-05-19T05:57:21Z) |
| 06:10 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Do not create dummy normalmaps (#4180) 3526740 https://git.io/vHvsm (2017-05-19T06:08:12Z) |
| 06:21 |
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| 06:56 |
muhdnurhidayat |
For Minetest/Mod:Android Manager translations credits, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name? xD |
| 06:57 |
muhdnurhidayat |
The weblate page is here btw: https://hosted.weblate.org/projects/minetest/mtmods4android/ |
| 06:57 |
red-001 |
looks like rubenwardy is not online right now |
| 07:00 |
muhdnurhidayat |
oh, maybe I'll ask in "Source String Comment" in weblate (and hope they read)... that's the only line not translated yet... xD |
| 07:00 |
red-001 |
use !tell or send him a memo |
| 07:00 |
muhdnurhidayat |
oh, ok... |
| 07:00 |
muhdnurhidayat |
!tell |
| 07:00 |
MinetestBot |
muhdnurhidayat: Need a nickname... |
| 07:01 |
muhdnurhidayat |
!help tell |
| 07:01 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
| 07:01 |
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| 07:01 |
red-001 |
!tell muhdnurhidayat hello |
| 07:01 |
MinetestBot |
red-001: I'll pass that on when muhdnurhidayat is around |
| 07:03 |
muhdnurhidayat |
!tell rubenwardy For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation? |
| 07:03 |
MinetestBot |
muhdnurhidayat: May-19 07:01 UTC <red-001> hello |
| 07:03 |
MinetestBot |
muhdnurhidayat: I'll pass that on when rubenwardy is around |
| 07:04 |
red-001 |
!tell rubenwardy does your mod manager support CSM mods? |
| 07:04 |
MinetestBot |
red-001: I'll pass that on when rubenwardy is around |
| 07:04 |
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| 07:07 |
muhdnurhidayat |
ok, thanks red-001 for the command example ... and just realized it's just like /tell in IhrFussel's Server xD |
| 07:07 |
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| 08:24 |
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| 08:25 |
IhrFussel |
Actually I think my /tell command on the server is better since it doesn't require you to convert timezones it tells you how many hours and minutes ago the message has been sent |
| 08:27 |
IhrFussel |
Most Americans/Asians have NO CLUE what GMT/UTC is (based on what I experienced)...and even many people in Europe don't know that it's just 1 or 2 hours behind their time so I like to make it easy for them |
| 08:29 |
IhrFussel |
I'm talking about casual gamers here who just download the game they want to play and join a server...I exclude modders/devs/anyone who is educated in computer tech |
| 08:33 |
IhrFussel |
People nowadays are used to websites/services/games converting the times to their own time zone automatically, which really is the best way...but those are just my 2 cents |
| 08:46 |
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| 09:24 |
muhdnurhidayat |
oh yeah... xD I'm still on IRC btw... :P |
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| 15:36 |
rdococ |
I would just like to remind everyone that strong and stable leadership is not necessarily good leadership. |
| 15:38 |
Mator_ |
Hmm? |
| 15:38 |
red-001 |
huh? |
| 15:38 |
Mator_ |
It is certainly better than weak and unstable leadership though? |
| 15:38 |
rdococ |
Not if it's malicious, Mator_. |
| 15:38 |
rdococ |
I'd rather benevolent weak leadership than malicious strong leadership. |
| 15:38 |
Mator_ |
alright, fair point. :) |
| 15:39 |
red-001 |
did I miss some politics here? |
| 15:39 |
rdococ |
Potentially. |
| 15:39 |
Mator_ |
If you did, I did too |
| 15:40 |
* red-001 |
reads news |
| 15:41 |
red-001 |
doesn't seem that anything new is happening |
| 15:43 |
red-001 |
oh n.koreas new missile test? |
| 15:43 |
red-001 |
nvm |
| 15:44 |
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| 15:45 |
Raven262 |
lol |
| 15:47 |
Raven262 |
I'm curious, who is responsible for minetest.net? The mods list is somewhat outdated and small. |
| 15:49 |
red-001 |
https://github.com/minetest/minetest.github.io |
| 15:50 |
Raven262 |
Ah. |
| 15:52 |
red-001 |
they have a strange meaning of high priority |
| 15:53 |
red-001 |
bug marked as high priority on Sep 1, 2015 |
| 15:53 |
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| 15:53 |
red-001 |
still open today |
| 15:54 |
Calinou |
apparently you haven't been in open source for long :) |
| 15:54 |
Calinou |
GNOME/KDE have bugs still open today, dating back from 2001 or so |
| 16:03 |
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| 16:05 |
Raven262 |
KDE is full of bugs. |
| 16:05 |
Raven262 |
And thats the only cause i don't use it anymore. |
| 16:09 |
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| 16:09 |
Calinou |
works fine here |
| 16:16 |
Raven262 |
You're on kde? |
| 16:20 |
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| 17:03 |
Markow |
OpenBox3 + Tint2 + ROX2 FTW! :D |
| 17:06 |
Raven262 |
Whats ROX2? |
| 17:08 |
Taose |
STONE the sequel? |
| 17:30 |
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| 17:40 |
KaadmY |
Why do player nametags become right-aligned when I use color escape sequences inside them? |
| 17:41 |
red-001 |
KaadmY, bug? |
| 17:41 |
KaadmY |
red-001: dunno |
| 17:41 |
KaadmY |
I've never seen nametags have color escapes before |
| 17:41 |
KaadmY |
It looks like it could be the escapes are being taken into account for string length to center align |
| 17:41 |
red-001 |
^ |
| 17:41 |
KaadmY |
Which would make it align wrong |
| 17:42 |
KaadmY |
But if I balance the escapes so there's one on each side of the nametag it still happens :/ |
| 17:42 |
KaadmY |
Are escapes always a fixed length? |
| 17:42 |
red-001 |
no |
| 18:00 |
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MinetestBot |
rubenwardy: May-19 07:03 UTC <muhdnurhidayat> For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation? |
| 18:27 |
MinetestBot |
rubenwardy: May-19 07:03 UTC <muhdnurhidayat> For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation? |
| 18:27 |
MinetestBot |
rubenwardy: May-19 07:04 UTC <red-001> does your mod manager support CSM mods? |
| 18:29 |
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| 18:29 |
rubenwardy |
!tell muhdnurhidayat feel free to add yourself to all of the translation credits, and translate the credits into any other languages (although keep the name the same, ofc) |
| 18:29 |
MinetestBot |
rubenwardy: I'll pass that on when muhdnurhidayat is around |
| 18:30 |
rubenwardy |
red-001, no, just server ones |
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| 19:01 |
IhrFussel |
What's the best way to implement a text HUD that "scrolls" each line automatically after X secs? Can someone give me an example? |
| 19:04 |
IhrFussel |
For example I have 3 text lines: Each line should disappear after X secs and the others should all move up by one ... if no lines are left the HUD should display nothing |
| 19:14 |
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| 19:15 |
calculon |
i would use a table like { { timestamp1, line1 }, { timestamp2, line2 }, ... } |
| 19:15 |
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| 19:16 |
calculon |
not sure it's the best way though |
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| 19:17 |
IhrFussel |
calculon, sounds good...do you happen to know how I could iterate over that complex table then? |
| 19:17 |
calculon |
you could do while #t > 0 and (current_time - t[1][1]) > n_secs do table.remove(t, 1) |
| 19:17 |
calculon |
to remove old lines |
| 19:18 |
calculon |
then iterate over it to build the hud text |
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| 19:57 |
micheal65536 |
hi i'm working on a mod and i need to be able to detect if a given position will collide with a node |
| 19:58 |
micheal65536 |
i can tell if there is a node at a particular position, but this will return the same node for the entire cube, even if the node only occupies a small area |
| 19:58 |
red-001 |
that's just how it works |
| 19:58 |
micheal65536 |
i need to tell if any particular position, at a sub-node level, will collide with the collision box of the node at that position |
| 20:00 |
red-001 |
micheal65536, what are you trying to do? |
| 20:01 |
micheal65536 |
essentially i'm trying to implement simple pathfinding and line-of-site through a door/gate/any other node which doesn't occupy the whole cube |
| 20:01 |
red-001 |
there is no way to do that |
| 20:01 |
micheal65536 |
i'm also detecting drops over two meters, and currently i'm only checking if the node in question is walkable, when ideally i should also check if it is a full-height node |
| 20:02 |
red-001 |
you have to calculate it yourself if way want to do that |
| 20:02 |
micheal65536 |
the thing is, it gets complicated because of the different collisionbox types, specifically the "connected" type |
| 20:02 |
micheal65536 |
plus i don't know how to get the collisionbox once i have a node object |
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| 21:06 |
wilkgr |
Is it a bad idea to build MT server on Android? |
| 21:07 |
Fixer |
... |
| 21:07 |
rubenwardy |
define bad idea |
| 21:07 |
wilkgr |
lol |
| 21:07 |
rubenwardy |
would you be able to host a near-infinite world with tens of players? |
| 21:07 |
rubenwardy |
probably not |
| 21:08 |
wilkgr |
That would be very surprising |
| 21:08 |
wilkgr |
Minigames would probably also be a stretch |
| 21:08 |
slemonide |
minetest is so slow |
| 21:10 |
GNU[BDC] |
wilkgr: if you got fast i/o decent cpu why not |
| 21:12 |
wilkgr |
GNU[BDC], it's a MediaTek MT8127, 1300MHz, quad core (apparently) |
| 21:12 |
wilkgr |
This may take a while lol |
| 21:13 |
wilkgr |
where "while" is ofc relative |
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| 21:20 |
GNU[BDC] |
lol |
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| 21:32 |
wilkgr |
Um |
| 21:33 |
wilkgr |
I'm pretty sure it's compiling faster than on my old laptop... |
| 21:39 |
Calinou |
wilkgr: "it'll run but like crap" |
| 21:39 |
Calinou |
is this a good explanation? |
| 21:39 |
Calinou |
no game server really runs well on a Raspberry Pi, with rare exceptions |
| 21:39 |
Calinou |
apparently, a RPi 3 isn't too bad at Quake servers but that's about it |
| 21:39 |
Calinou |
even then, players' ping times won't be optimal |
| 21:40 |
AlexYst |
Huh. I think there's a problem. I can't get trees to grow in sunlight, but they'll grow if surrounded by mese lamps. |
| 21:40 |
Calinou |
throw more than 4-6 players on it and cry :) |
| 21:43 |
wilkgr |
lol |
| 21:43 |
wilkgr |
Calinou, indeed, but I'm curious how bad exactly |
| 21:46 |
wilkgr |
Finished building :D |
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