| Time |
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Message |
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Ruslan1 |
Out`Of`Control :) |
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| 01:26 |
paramat |
Teckla "when creating pos tables (x,y,z) for LVM, you have to specify whole numbers" correct, for the pos used in 'area:index()', that has tripped me up a few times. i should add that to docs |
| 01:30 |
paramat |
hmmmmm if you see this, do come hang out here sometimes, it's good to have you around =) |
| 01:40 |
ANAND |
Hello! I'd like to know how listring elements work. I have multiple lists with me, but when I use a listring[location;name] for both the lists, I still can't get shift-click to work. |
| 01:41 |
ANAND |
Clarification: I've got 3 list[] in the same formspec, and I'd like to link two of them using listring(s). |
| 01:46 |
paramat |
hi, don't know :) |
| 01:47 |
paramat |
actually i'll look at the index API and see if we can floor the position |
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| 02:17 |
paramat |
ugh why is voxelarea stuff in lua, shouldn't it be in cpp for performance? |
| 02:18 |
paramat |
voxelarea:index() is heavily used in LVM |
| 02:19 |
paramat |
but maybe i misunderstand |
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| 02:22 |
paramat |
maybe voxelarea:index() can't be an API because it returns a number used in mod code |
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| 03:16 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Spawn mod: Also reposition players on respawn abe1b9f https://git.io/vhE2e (2018-06-07T03:14:56Z) |
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| 11:37 |
Genshin |
Hey guys, is there a way where we can support transparency for object entities? |
| 11:39 |
Genshin |
Would be nice if minetest can support transparent textures for entity models. |
| 11:41 |
Krock |
#7148 |
| 11:41 |
Krock |
https://github.com/minetest/minetest/pull/7148 |
| 11:42 |
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| 11:42 |
Krock |
Genshin, the previous PR also mentions these as preview images: https://forum.minetest.net/viewtopic.php?f=47&t=18026#p305791 |
| 11:43 |
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| 11:44 |
Genshin |
Thanks Krock, this should come in handy for certain experiments. :) |
| 11:51 |
Krock |
!next |
| 11:51 |
MinetestBot |
Another satisfied customer. Next! |
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| 13:24 |
entuland |
trying to use rubenwardy's smartfs I need to either close or keep open a form, tried setting the button to close and issuing form:show() again but that didn't work |
| 13:25 |
entuland |
tried setting state.obsolete = true and that didn't work either |
| 13:25 |
rubenwardy |
I don't really maintain it anymore |
| 13:25 |
entuland |
that's okay, just sharing the situation in case anyone knows |
| 13:26 |
entuland |
resolved to avoid any element closing the form, instead calling minetest.show_formspec(playername, "", "") if I need to close it |
| 13:27 |
entuland |
that works and should be fine, unless anyone knows of a reason why I shouldn't invoke show_formspec with empty values |
| 13:27 |
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| 13:27 |
rubenwardy |
Probably better to use close_formspec |
| 13:27 |
entuland |
by the way, rubenwardy, thanks a lot for that tool, it's extremely useful :) |
| 13:28 |
rubenwardy |
Smartfs doesn't support this as it didn't exist |
| 13:28 |
entuland |
ah, close_formspec, let me check |
| 13:29 |
entuland |
okay, I'll invoke that with the name I use to create the smarfs form, should be the formspec name passed to show_formspec internally |
| 13:29 |
entuland |
thanks |
| 13:29 |
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| 13:31 |
JustMeErazem1 |
Hi, I'm setting up a server (Ubuntu Server 16.04 - No GUI) and I'm just making sure I'm doing this correctly: I've installed minetest-server. When I start it as the minetest user, it creates the .minetest folder and inside there is only a /worlds/world folder, no bin or game folders. Is that ok? |
| 13:31 |
JustMeErazem1 |
The server runs fine, I'm just asking |
| 13:31 |
JustMeErazem1 |
Also Is it correct if I add the mods folder inside .minetest (the same folder as worlds |
| 13:31 |
JustMeErazem1 |
)* |
| 13:32 |
Krock |
into ~./minetest/mods/ yes. |
| 13:33 |
Krock |
it should also be mentioned here: https://wiki.minetest.net/Installing_mods |
| 13:33 |
JustMeErazem1 |
yes, it was, I was just a little confused |
| 13:33 |
JustMeErazem1 |
one more thing |
| 13:33 |
ANAND |
JustMeErazem1: the bin and other directories which the user needn't bother about are located in /usr/share/minetest |
| 13:34 |
JustMeErazem1 |
Another thing, I installed the mobs plugin |
| 13:34 |
JustMeErazem1 |
and there were addons or something |
| 13:34 |
JustMeErazem1 |
the mobs_animals for example |
| 13:34 |
Krock |
!mod mobs_animals |
| 13:34 |
MinetestBot |
Krock: Could not find anything. |
| 13:34 |
ANAND |
!mod mobs_animal |
| 13:34 |
MinetestBot |
ANAND: Could not find anything. |
| 13:34 |
JustMeErazem1 |
tThe original mod is mobs_redo |
| 13:34 |
ANAND |
mobs_redo is just the API |
| 13:35 |
ANAND |
which is used to register custom mobs |
| 13:35 |
JustMeErazem1 |
what are mobs_animals or mobs_monsters |
| 13:35 |
JustMeErazem1 |
so do I have to install the original mobs mod? |
| 13:35 |
ANAND |
mobs_animals and mobs_monsters are the mods that use the mobs_redo API to register new mods |
| 13:35 |
JustMeErazem1 |
oh |
| 13:36 |
JustMeErazem1 |
ok, so if I have mobs (mobs redo) and mobs_animal in the mods folder they will work? |
| 13:36 |
ANAND |
You need to install mobs_redo (the API), and other mobs_redo-compatible mods |
| 13:36 |
ANAND |
Yes they should |
| 13:36 |
Krock |
no. you'll have to enable them in your world first |
| 13:36 |
JustMeErazem1 |
ok thank you |
| 13:36 |
JustMeErazem1 |
yes, I did that |
| 13:36 |
Krock |
and then check whether there are any errors (missing dependencies, for example) |
| 13:37 |
JustMeErazem1 |
I'll do that |
| 13:37 |
ANAND |
Thankfully, mobs_redo does not have any hard dependencies |
| 13:37 |
JustMeErazem1 |
where do I enter commands in the console |
| 13:37 |
JustMeErazem1 |
since I'm on linux and dont have a gui |
| 13:38 |
JustMeErazem1 |
minetestserver --info maybe? |
| 13:38 |
Krock |
what kind of commands? minetestserver --help will show you all options |
| 13:39 |
JustMeErazem1 |
ok ,so I enter commands directly into the terminal? |
| 13:39 |
JustMeErazem1 |
liek mineze |
| 13:39 |
JustMeErazem1 |
sorry |
| 13:39 |
JustMeErazem1 |
like minetest --info |
| 13:39 |
Krock |
yes, why not? |
| 13:39 |
JustMeErazem1 |
i didn't think about that |
| 13:39 |
JustMeErazem1 |
thank you very much |
| 13:39 |
Krock |
lol okay. no problem |
| 13:39 |
Krock |
!next |
| 13:39 |
MinetestBot |
Another satisfied customer. Next! |
| 13:40 |
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| 14:19 |
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| 14:20 |
JustMeErazem |
Hi, sorry for bothering you again. Every time I try to run the server i get this error: https://pastebin.com/mkXyPfXw |
| 14:20 |
JustMeErazem |
This happened with multiple mods |
| 14:21 |
Krock |
update Minetest to 0.4.17 |
| 14:21 |
JustMeErazem |
I downloaded minetest-server today |
| 14:21 |
Krock |
that looks like prior 0.4.16 |
| 14:21 |
JustMeErazem |
And since this is just a server, do I need minetest as well |
| 14:22 |
Krock |
run minetestserver --version to check what version you downloaded |
| 14:22 |
JustMeErazem |
yes, it's 0.4.12 |
| 14:22 |
Krock |
oh gosh, even more outdated than the 16.04 repos |
| 14:22 |
JustMeErazem |
yes, it's 0.4.13 |
| 14:22 |
JustMeErazem |
* |
| 14:22 |
JustMeErazem |
oh |
| 14:22 |
JustMeErazem |
damn |
| 14:22 |
JustMeErazem |
ok, I guess i'll update |
| 14:22 |
JustMeErazem |
thx |
| 14:23 |
Krock |
You may also stay in this channel instead of joining and leaving multiple times |
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| 18:43 |
Genshin |
Been messing around with glowing particles lately https://cdn.discordapp.com/attachments/309071642276134912/454089047359488011/screenshot_20180605_200510.png |
| 18:44 |
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| 19:01 |
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| 19:14 |
sovetskiy |
Genshin, explosions under water? |
| 19:18 |
Genshin |
Not really under water sovietskiy, this may be outdated but its in a realm https://youtu.be/q_s-SZHuWck |
| 19:19 |
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| 19:22 |
Krock |
when the sword covers 1/5th of the screen.. amazing textures though |
| 19:28 |
Genshin |
Thanks Krock, made them myself :) |
| 19:48 |
Genshin |
Speaking of the sword covering half of the screen Krock, I blame the scale that i've set up lol. Had to use that method to make large weapons\items for wield3d. |
| 19:52 |
Krock |
Genshin, wield3d.location["mymod:mytool"] = { "Arm_Right", {x=0, y=5.5, z=3}, {x=-90, y=225, z=90}, {x=0.5, y=0.5} } |
| 19:53 |
Krock |
https://github.com/stujones11/wield3d/blob/master/init.lua#L82 |
| 19:53 |
Krock |
all items/nodes can be adjusted that way to attach them either somewhere else or in a different scale |
| 19:54 |
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| 19:55 |
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| 19:55 |
Krock |
however, it doesn't seem to be possible to change the default location for items without such an override |
| 19:55 |
Krock |
like for different scaled player meshes |
| 19:56 |
Emperor_Genshin |
Ah, alright |
| 19:56 |
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| 19:58 |
Genshin |
Hmm I wonder if the item shrinks or increases scale depending on the bone's scaling |
| 19:59 |
Genshin |
I'm aware it attaches to the specified bone |
| 20:00 |
Genshin |
It follows rotation based on the bone |
| 20:02 |
Genshin |
Now my question would be would it follow the bone's scaling as well? |
| 20:03 |
Genshin |
If so it may come in handy for keyframe animation tricks. |
| 20:04 |
Krock |
*shrug* I suggest try & error |
| 20:05 |
Genshin |
Will do, I guess it wouldn't hurt to fiddle around with it. |
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| 21:05 |
entuland |
I'm implementing privs for my mod, to check whether a player is allowed to place a node in the world, whatever the way they obtained it |
| 21:05 |
entuland |
I see there is a can_dig() callback I can use in register_node() |
| 21:05 |
entuland |
but I see no equivalent of can_place() or the alike |
| 21:06 |
entuland |
perhaps I should use on_construct |
| 21:08 |
entuland |
ah no, on_place |
| 21:08 |
entuland |
where I can either bail out or call item_place |
| 21:08 |
entuland |
that should be it |
| 21:18 |
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| 23:48 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Warn of errors possible with VoxelArea:index()/indexp() … 9ca37d8 https://git.io/vhzn1 (2018-06-07T23:46:10Z) |
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