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IRC log for #minetest, 2018-07-09

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03:37 cimbakahn Hello Everyone!
03:41 cimbakahn I am having trouble with the 'teleport pad'.  It reads "teleport pad coordinates failed".  What am i doing wrong?  I made sure i typed in the coordinates exactly.
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04:12 cimbakahn Never mind.  I figured it out.  You only use whole numbers on it.  Like -890.4  would be -890
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13:30 MinetestBot deltasquared: Jul-08 16:46 UTC <paramat> "yet other code begins executing immediately" that's because other code isn't 'async' so it's run immediately. when you start a world the server is very busy and 'emerge area' is low priority so is delayed a little. "that suggests someone put a delay in as a half-assed fix" um no we wouldn't
13:32 deltasquared !tell paramat I see. I didn't think that server start-up would take so long - if that is the case, I'll have to re-work my strategy anyway, it would seem starting and stopping servers quickly would not be the right approach to what I'm trying to do.
13:32 MinetestBot deltasquared: I'll pass that on when paramat is around
13:32 deltasquared meanwhile
13:33 deltasquared it seems CSMs don't have an equivalent to get_modpath() just yet. was just wondering if there's something I've missed as it would be convenient not to have to lump everything together in init.lua.
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13:36 Krock deltasquared: preview/init.lua
13:36 Krock > dofile("preview:example.lua")
13:37 deltasquared Krock: oooh, that's cool
13:37 Wuzzy joined #minetest
13:37 deltasquared I actually like that approach better than the current get_modpath().."/foo.lua" boilerplate
13:39 deltasquared hmm, completely throws my modns loader thing out of the window for CSMs... that relies on paths as-is
13:39 deltasquared maybe I could override the impl for that as well... hmm
13:39 * deltasquared goes away to tinker
13:40 nowhere_man joined #minetest
13:40 Krock maybe you need 5.0.0-dev for that
13:41 Krock not sure when it was added
13:42 Krock I see. No such line in 0.4.17.1
13:45 deltasquared Krock: I don't actually see the preview CSM in the file list for my distro's minetest package(s), so it seems not
13:46 Krock original source is there to help. https://github.com/minetest/minetest/blob/stable-0.4/clientmods/preview/init.lua
13:47 deltasquared Krock: I see what you mean, I don't see any lines utilising that syntax
13:48 deltasquared in that version anyways
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15:26 LMD Hello ! Im looking for the easiest solution to get inventory image of node.
15:27 LMD node is given by nodename
15:27 LMD EDIT : https://appgurueu.github.io/lua_api.html#gheader63 solves my problem
15:28 ANAND Advertising? :)
15:28 LMD of course :P but I really like to use my own HTML Version. its true
15:29 ANAND For the sake of completeness, let me provide a solution here...
15:29 Akberid joined #minetest
15:30 LMD so like minetest.registered_items[minetest.registered_nodes[nodename]].inventory_image ???
15:30 ANAND Assuming that I can find one..
15:30 ANAND ah yes
15:30 ANAND but that will only return inventory_image.png
15:31 LMD then wieldimage ?
15:32 ANAND you could access the image by doing this (hacky solution):
15:32 LMD of course we could also minetest.registered_nodes[nodename] and feed that into invcube : https://appgurueu.github.io/lua_api.html#gheader43 - inventorycube texture modifier
15:32 ANAND local image = minetest.get_modpath("") .. "/textures/" .. minetest.registered_nodes[name].inventory_image
15:32 LMD using the tiles of the Node :)
15:33 Tux[Qyou] joined #minetest
15:33 ANAND Yes, that could also be useful
15:33 LMD are you sure a png img is generated and stored on fs ?
15:33 ANAND An inventory image supplied to minetest.register_node is a png file
15:34 LMD ah, you got me wrong I guess ! I mean those automatically generated inv_imgs
15:34 nowhere_man joined #minetest
15:34 LMD so u dont supply it, MT generates it!
15:34 LMD then I could use item.inv_img ?
15:37 ANAND invcube can only be used for cubical items like nodes
15:39 LMD yes thatz true - but custom models for nodes arent existant in our game...
15:39 LMD oops - torches & plants :P
15:47 LMD This is far harder than I thought...
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16:48 MinetestBot paramat: Jul-09 13:32 UTC <deltasquared> I see. I didn't think that server start-up would take so long - if that is the case, I'll have to re-work my strategy anyway, it would seem starting and stopping servers quickly would not be the right approach to what I'm trying to do.
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18:12 MinetestBot [git] ClobberXD -> minetest/minetest: Builtin/../misc.lua: Replace minetest. with core., improve codestyle … 498078b https://git.io/fNJuL (2018-07-09T18:11:35Z)
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21:35 MinetestBot [git] SmallJoker -> minetest/minetest: core.spawn_falling_node: Keep metadata (#7476) 0cf3645 https://git.io/fNJ5d (2018-07-09T21:33:21Z)
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