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IRC log for #minetest, 2017-07-01

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00:05 greeter greetings. i'm trying to start a minetest server, however for some reason my mods aren't loading. minetest doesn't seem to be finding them even though they're in ~/.minetest/mods any ideas?
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00:08 greeter wait, never mind, i misread the directory name -_- let me try this again lol
00:09 swift110 joined #minetest
00:17 greeter ok lesson learned, carefully read your working directory before believing you have stuff in the right place. thanks for your help though folks :-)
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00:43 Hijiri Wuzzy: If it's a mobs redo mob you could make a CMI component that gives mobs inventories
00:43 Hijiri that may or may not be a good idea depending on whether you want it to just be on one mob
00:44 Wuzzy interesting
00:44 Hijiri and you would still have to write the inventory serialization / deserialization code
00:44 Wuzzy ugh
00:44 Wuzzy you scared me off at "serialization"
00:44 Hijiri actually I think there might still be a problem, I don't know how you would collect inventories from despawned mobs
00:45 Hijiri Wuzzy: I'm guessing it would just be get the inventory lists and then use minetest.serialize
00:47 Hijiri I think Minetest needs a way to get notified when a mob is despawned
00:47 Hijiri not just when it's deserialized
00:47 Hijiri I mean an entity is unloaded
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03:34 MinetestBot [git] paramat -> minetest/minetest_game: Flowers: More flowers bae17cd https://git.io/vQRru (2017-07-01T03:29:49Z)
03:34 MinetestBot [git] MrRar -> minetest/minetest_game: Stairs: Add backface culling to stair meshes 7b46d3b https://git.io/vQRrz (2017-07-01T03:22:11Z)
03:35 Natechip anyone have knowledge with a mod bot thing?
03:36 Natechip id be handy if anyone had an idea
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03:51 MinetestBot [git] stujones11 -> minetest/minetest: Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL' 6e5588c https://git.io/vQRok (2017-07-01T03:43:55Z)
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08:52 hisforever Hi I need Help? Hear is thescreen shot http://imgur.com/a/NSuBc
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09:08 Krock !tell hisforever that farming_redo version is outdated, see original repo: https://github.com/tenplus1/farming/blob/master/init.lua#L409  replace the errorous lines with those in this link to fix it
09:08 MinetestBot Krock: I'll pass that on when hisforever is around
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12:10 MinetestBot [git] Dumbeldor -> minetest/minetest: C++11 cleanup inventorymanager (#6077) c772e0e https://git.io/vQRda (2017-07-01T12:07:40Z)
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12:50 Nox[Matrix] I want to build an aperture that drives me straight upwards
12:52 Kelticfox_a_i joined #minetest
12:56 Nox[Matrix] Can anyone help me with that
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16:02 MinetestBot [git] stujones11 -> minetest/minetest: Include TILE_MATERIAL_OPAQUE in shaders header (#6086) c358004 https://git.io/vQ0vo (2017-07-01T16:01:07Z)
16:04 texmex Noxarivis: What do you mean by aperture?
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16:14 greeter greetings again. got another issue, this time it's with /spawn. whenever i do /spawn on my server, it says the spawn point is not set. i've set a static spawn point in my configuration file and i've even tried adding a mod just for that purpose. any ideas how to fix this?
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16:34 greeter ok, i think i found the answer to my question. it seems the newplayer module has its own spawn command, in case anyone else is struggling with figuring that out
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18:02 garywhite hi greeter
18:03 greeter greetings garywhite
18:04 garywhite If you're trying to set a spawn point, try /setspawn too
18:06 greeter i figured out what my issue was. one of the mods had its own spawn point and it had to be set that way
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18:13 garywhite oh, ok. So I hear you're launching your own MT server?
18:21 greeter i have actually :-D
18:25 greeter i'm not prepared yet to share the server with the world, but if you want to drop by i'd be happy to notice/pm you the url
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20:13 IhrFussel "minetest.setting_getbool()" isn't supported anymore right?
20:18 IhrFussel If true then that seems to be the reason why the wieldview mod ignores my values
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20:49 stujones11 IhrFussel: Please file an issue, that mod needs looking at anyway
20:50 stujones11 It should not be writing stuff to minetest.conf unnecessarily
20:50 stujones11 Check that you don't have another entry with it set true
20:50 IhrFussel stujones11, nevermind it seems to be client-specific..? I don't see the wielded nodes but another player does
20:51 stujones11 That's a new one on me but I'll look into it
20:53 IhrFussel The other player uses 0.4.16 stable as client and mine is 0.4.16-dev (from 1 day after release) so they're basically indentical
20:53 IhrFussel identical*
20:58 stujones11 IIRC it does not work with all nodes, you are probably better using wield3d if you want that
21:02 IhrFussel stujones11, but it worked with dirt and sand nodes before...now those are invisible it seems
21:03 IhrFussel And the weird thing is someone else with (almost) the same version sees them
21:04 stujones11 Perhaps they changes the tile definitions, the texture detection of wieldview is rather crude
21:05 stujones11 to say the least :-/
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21:21 IhrFussel stujones11, I found the issue: inventory_image = minetest.inventorycube("building_blocks_grate.png") << ALL nodes that call minetest.inventorycube() are INVISIBLE on my client in the inventory
21:22 IhrFussel I'm guessing it's something that OpenGL 1.5 doesn't support
21:24 stujones11 hrFussel: It never worked with inventory cubes, AFAIK, like I say, it is very limited
21:24 stujones11 I have a good mind to remove that feature altogether
21:25 IhrFussel But other players on my servers see all inventory images just fine + wielded nodes
21:25 IhrFussel So it must be my PC
21:25 IhrFussel Not sure what's required for inventorycube()
21:26 stujones11 Nah, nothing to do with openGL or your PC, it has to be something in the game
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21:41 IhrFussel stujones11, I'm looking at the c++ code that generates the inventory cube...I have NO clue what'as
21:41 IhrFussel what's going on there....wayy too complicated for my knowledge
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21:53 stujones11 IhrFussel: IIRC it looks for tile[1], if that does not exist it is blank
21:53 stujones11 The problem is not in the engine, more likely a conflicting tile definition
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22:00 IhrFussel stujones11, no, it is on my end only...another player on my server sees everything fine...the tiles are generated client side if I understood the code correctly
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22:22 stujones11 IhrFussel: The only other explanation would be that the player model has not been set correctly
22:24 IhrFussel The models are correct and I see the NON-inventorycube items in my hand...I also see ALL non-inventorycube items in my inventory ... it is definitely the c++ function that generates the cubes...SOMETHING on my PC is not supported/compatible with that function likely
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22:38 stujones11 IhrFussel: I do not recall ever having support for inventory cubes
22:38 stujones11 I cannot understand how that works for anyone
22:39 stujones11 I can assure you that it is not your PC at fault
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