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hecks |
wanna hear a joke? |
| 05:16 |
hecks |
...formspecs |
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timdorohin |
this joke is too much for me |
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ChimneySwift |
ha entire heard a joke that good in years |
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ChimneySwift |
*haven't |
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cblte |
hello everyone. i am new to minetest how are you doing this moring? |
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sfan5 |
cblte: may i ask how/where you found out about minetest? |
| 13:13 |
progysm |
the first rule of minetest, is not to talk about minetest |
| 13:14 |
ChimneySwift |
6O.o |
| 13:16 |
ChimneySwift |
I thought it was to only talk about minetest, at least that's what I keep getting told..... :S unless that's a reference I'm not getting |
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| 13:19 |
progysm |
that's the fight club (movie) rule |
| 13:23 |
ChimneySwift |
I see :p |
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| 15:48 |
Quiark |
Any way to put block in empty space? |
| 15:49 |
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Quiark |
As admin but without mods |
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| 16:03 |
ANAND |
Quiark: I don't think so |
| 16:04 |
ANAND |
Since node placement requires a selection box against which the node would be placed |
| 16:04 |
Quiark |
Then my spaceship will have to wait |
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RJ722_9 |
Throttle to 56K |
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| 18:12 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix temporary path crash in TestAuthDatabase (#7753) b9343a7 https://git.io/fxv4D (2018-09-28T18:12:11Z) |
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| 20:43 |
Glorfindel |
!list |
| 20:43 |
Glorfindel |
!help |
| 20:43 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
| 20:44 |
Glorfindel |
!up gloomweaver.duckdns.org |
| 20:44 |
MinetestBot |
gloomweaver.duckdns.org:30000 is up (118ms) |
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| 21:20 |
noxid2 |
git has 64k commits |
| 21:20 |
noxid2 |
is there a way to add those flags ? |
| 21:20 |
noxid2 |
find . -type d -printf '%f\n' |
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| 23:40 |
GreenDimond |
I am so confused; What does the chance in an ABM do? I've looked at multiple examples and I cant figure it out. Is higher or lower rarer? |
| 23:41 |
ChimneySwift |
I believe 1 is 100% chance |
| 23:41 |
GreenDimond |
hmmm |
| 23:41 |
ChimneySwift |
and lower is rarer |
| 23:41 |
hecks |
1.0 / chance |
| 23:41 |
GreenDimond |
Right 1/chance |
| 23:41 |
GreenDimond |
which means higher numbers is rarer |
| 23:41 |
GreenDimond |
right? |
| 23:41 |
hecks |
yes |
| 23:42 |
hecks |
it also takes time into account |
| 23:42 |
GreenDimond |
right |
| 23:42 |
ChimneySwift |
there you go 6O.o |
| 23:43 |
GreenDimond |
It didnt seem to be acting properly, which is why I asked |
| 23:43 |
hecks |
as time passes, the chance is "pulled" towards 1 |
| 23:43 |
hecks |
since a real RNG could screw you over by never triggering the ABM |
| 23:43 |
hecks |
I think this catch up behavior is toggleable, don't quote me on this |
| 23:43 |
GreenDimond |
wth |
| 23:44 |
GreenDimond |
I have a chance set to 100000 yet it activates rather often |
| 23:44 |
hecks |
does this happen if you leave the mapblock and come back? |
| 23:44 |
hecks |
> Chance of triggering `action` per-node per-interval is 1.0 / this value. |
| 23:45 |
GreenDimond |
Context: For fun I made sheep have a chance of spawning with a color, so this is mobs_redo using the ABM value or something |
| 23:45 |
hecks |
ABM run interval in settings is a factor, then |
| 23:45 |
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| 23:45 |
GreenDimond |
It happenswhen I join the game |
| 23:45 |
hecks |
Also, sheep? Why would you tie entities to an ABM? (not that I know how mobs_redo works) |
| 23:45 |
GreenDimond |
mobs_redo uses ABMs for mobs spawning |
| 23:46 |
hecks |
gross |
| 23:46 |
hecks |
yuck |
| 23:46 |
GreenDimond |
How else would you do it |
| 23:46 |
GreenDimond |
You need to define what nodes to spawn on |
| 23:46 |
GreenDimond |
what else you gonna do |
| 23:46 |
hecks |
well, I keep track of which mapblock the player is in, by doing some math on her position |
| 23:46 |
hecks |
if the mapblock changes, I "unload" old mapblocks and "load" new ones, within a radius |
| 23:47 |
hecks |
for the "loaded" ones, I run find_nodes_under_air or something |
| 23:47 |
GreenDimond |
lol |
| 23:47 |
hecks |
and I have a scalar "coverage" chance of spawning a mob, like you have in decos |
| 23:47 |
GreenDimond |
why are you manually unloading mapblocks |
| 23:47 |
hecks |
I'm not loading and unloading actual blocks here |
| 23:47 |
GreenDimond |
and find_nodes_under_air isnt too efficient |
| 23:47 |
hecks |
rather custom "regions" which happen to correspond to mapblocks |
| 23:48 |
hecks |
it's not very efficient, but if you have a, uh, 3x3x3 spawning range |
| 23:48 |
GreenDimond |
Anyway the point is I set this chance to 100000 yet colored sheep still spawn frequently |
| 23:48 |
hecks |
then you usually load a 3x3 "face", which is 9 mapblocks |
| 23:49 |
GreenDimond |
I'd use a different mob API if there were a better one |
| 23:49 |
GreenDimond |
but mobs_redo is the most developed and it works |
| 23:49 |
hecks |
write your own :^) |
| 23:49 |
GreenDimond |
Heeeeeck no (: |
| 23:49 |
hecks |
isn't there some kind of on spawned callback, some kind of constructor for said mobs? |
| 23:49 |
hecks |
cause that's where I'd put randomization like this |
| 23:49 |
GreenDimond |
lmao |
| 23:49 |
GreenDimond |
I suppose |
| 23:50 |
GreenDimond |
but like |
| 23:50 |
GreenDimond |
idk |
| 23:50 |
GreenDimond |
Im already using the on_spawn for normal sheep to change them to a black or grey sheep |
| 23:51 |
hecks |
so what's the problem? |
| 23:51 |
GreenDimond |
None, I just didn't think of using that for both. |
| 23:51 |
hecks |
just use some weighted RNG to change the sheep color |
| 23:52 |
GreenDimond |
As for making my own API, that would take a while. |
| 23:52 |
hecks |
anyhow I ain't got trouble with my own spawner https://a.uguu.se/vE71TFmaiMX6_mobs.png |
| 23:52 |
hecks |
I made this spawner in... an hour? |
| 23:52 |
GreenDimond |
Is that even Minetest? <.< |
| 23:53 |
hecks |
https://a.uguu.se/1nSkW2EMC67I_brag.png |
| 23:53 |
hecks |
see the holes in terrain, sure it's minetest |
| 23:53 |
GreenDimond |
lol |
| 23:54 |
GreenDimond |
And sure you can make a spawner in an hour |
| 23:54 |
GreenDimond |
but make the rest of the API |
| 23:54 |
GreenDimond |
Remake everything mobs_redo does but better |
| 23:54 |
GreenDimond |
And I will totally switch |
| 23:54 |
hecks |
Which is? |
| 23:54 |
hecks |
You won't switch because source isn't available, and none of this is compatible with minetest_game |
| 23:55 |
GreenDimond |
I was implying if you released it too silly |
| 23:55 |
hecks |
You'd best start learning to code for real, bro |
| 23:55 |
GreenDimond |
Ha |
| 23:55 |
GreenDimond |
Ha |
| 23:55 |
GreenDimond |
Ill ignore that statement |
| 23:55 |
hecks |
the things you can do with lua |
| 23:55 |
GreenDimond |
And who cares about mtg compat |
| 23:56 |
hecks |
I sure don't |
| 23:56 |
hecks |
I'll just write the rest of the game |
| 23:57 |
hecks |
like that, hyaaaa https://a.uguu.se/QZgprMvNVVpd_cut.gif |
| 23:57 |
GreenDimond |
Anyway, mobs_redo has types, attack types, passive types, reach, damage, hp settings, armor, liquid damages, drops, velocities, follows, damage, fear, view, animation settings (duh), on_* (die, rightclick, blast, spawn, activate, breed, grown, punch, custom_attack), and then spawn defs. |
| 23:57 |
GreenDimond |
nah thats easy |
| 23:58 |
hecks |
I got most of those things, then |
| 23:58 |
GreenDimond |
Just some Blender animations and overwritten |
| 23:58 |
GreenDimond |
overwritten defs* |
| 23:58 |
GreenDimond |
Nothing fancy there |
| 23:58 |
hecks |
...and coding root motion into minetest? |
| 23:58 |
GreenDimond |
Thats easy man |
| 23:58 |
hecks |
...parsing the whole animation file and reading curves, making an animation chart |
| 23:59 |
GreenDimond |
Are you modifying the engine? |
| 23:59 |
hecks |
Nope |
| 23:59 |
hecks |
it's lua |
| 23:59 |
GreenDimond |
Then yeah thats not hard |
| 23:59 |
hecks |
then what's stopping you? |
| 23:59 |
GreenDimond |
No need? |
| 23:59 |
GreenDimond |
Why do I care about making a custom character model. |