| Time |
Nick |
Message |
| 00:01 |
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| 00:05 |
JDCodeIt |
what's the best skins mod for unified_inventory? seems u_skins has gone belly-up |
| 00:06 |
GreenDimond |
skinsdb |
| 00:06 |
JDCodeIt |
OK, I'll check it. Thanks! |
| 00:06 |
GreenDimond |
Yep |
| 00:07 |
GreenDimond |
I modified my copy to make usage even easier; uses auto-generated skin previews instead of supplying files. |
| 00:07 |
GreenDimond |
That way I can just wget/curl the skin file and create a meta txt file |
| 00:11 |
JDCodeIt |
Did you post your changes anywhere? |
| 00:11 |
GreenDimond |
No, I probably should |
| 00:12 |
JDCodeIt |
...so no blender script then? |
| 00:12 |
GreenDimond |
Blender script? |
| 00:12 |
GreenDimond |
Why would you need that? |
| 00:12 |
JDCodeIt |
to generate previews |
| 00:12 |
GreenDimond |
Minetest does the generating |
| 00:12 |
JDCodeIt |
ahh, good one less part |
| 00:20 |
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| 00:23 |
GreenDimond |
JDCodeIt: Alright, uploaded my changes. https://github.com/GreenXenith/skinsdb Note, I havent tested without character_creator and I dont know if it works with anything other than unified_inventory |
| 00:27 |
JDCodeIt |
using formspec_escape - very nice, I'll test it out |
| 00:44 |
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| 00:47 |
JDCodeIt |
Thanks GreenDiamond - only two issues to get it running - my intllib was out of date, and my 3DArmor is older - missing run_callbacks function |
| 00:48 |
JDCodeIt |
Dropping this into an existing test world, the player's skin reverts to the original, then choosing a new one is a breeze |
| 00:55 |
JDCodeIt |
Sorry for the misspelling GreenDimond |
| 00:55 |
GreenDimond |
No worries, glad it works for you :) |
| 00:58 |
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| 01:56 |
trom_ |
need an example for heightmap use but no one here https://github.com/minetest/minetest/blob/a4677496f347a3c9bd66b39ca535f8346bac1708/doc/lua_api.txt#L3322 |
| 01:56 |
trom_ |
and here too https://dev.minetest.net/Mapgen_objects#heightmap |
| 01:57 |
trom_ |
I'm interesting in table of pos of ground nodes |
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| 07:51 |
oil_boi_minetest |
Is there any walk through, or spoon feed, or tutorial on how to create a game mode? |
| 07:51 |
norkle |
mode! ftw |
| 07:52 |
oil_boi_minetest |
norkle, What? |
| 07:52 |
ANAND |
oil_boi_minetest: If you mean `mod`, there's a tutorial series on the YouTube channel of MinetestVideos |
| 07:54 |
oil_boi_minetest |
No no, I know how to creat mods, ANAND, but where is the documentation on creating game modes. Like the settings for them, and how to structure the data, etc. the basics |
| 07:55 |
oil_boi_minetest |
Time to wing it :D |
| 07:55 |
ANAND |
May I know what "game modes" are? |
| 07:57 |
oil_boi_minetest |
ANAND, https://forum.minetest.net/viewforum.php?f=48 |
| 07:58 |
ANAND |
Oh, they're just called "games" |
| 07:58 |
ANAND |
:) |
| 07:58 |
ANAND |
Basically games are just collections of mods and modpacks that work together towards a common theme. |
| 07:59 |
ANAND |
e.g. The theme of Minetest Game is survival in the medieval age, and as you can see, all the mods in MTG are made to fit that theme. |
| 07:59 |
oil_boi_minetest |
ANAND, oh okay well thanks! Is there any documentation on creating custom api elements, or maybe making a main menu theme for games? Or anything? |
| 08:00 |
ANAND |
https://dev.minetest.net/Games |
| 08:01 |
ANAND |
That dev wiki article covers basic things like folder structure and details about the conf files. |
| 08:02 |
ANAND |
Not sure what you mean by custom API elements, but a main menu theme is just a png image that's placed into the `menu` sub-folder of the game |
| 08:02 |
ANAND |
It should be (re)named header.png |
| 08:02 |
oil_boi_minetest |
ANAND, could I give the main menu a song? Or sounds? Or anything like that |
| 08:02 |
ANAND |
That's not possible at the moment :) |
| 08:03 |
ANAND |
Only the background can be modified |
| 08:04 |
ANAND |
wait, the background should be named background.png |
| 08:04 |
ANAND |
header.png is the name of the game that's plastered across the top of the screen |
| 08:15 |
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| 08:48 |
oil_boi_minetest |
ANAND, can I randomize the pitch of a soundspec? Or the sound of a node being dug? |
| 08:49 |
oil_boi_minetest |
I see there's https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L865 a pitch option but how to randomize parameters |
| 08:51 |
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| 09:00 |
ANAND |
You can use math.random for randomizing stuff |
| 09:03 |
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| 09:20 |
norkle |
randoms ftw¬ |
| 09:20 |
norkle |
!! |
| 09:38 |
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oil_boi_minetest |
The only problem is you can't randomize node sounds |
| 09:56 |
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| 10:06 |
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| 10:14 |
oil_boi_minetest |
Hey Wuzzy |
| 10:14 |
Wuzzy |
hi |
| 10:16 |
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| 10:18 |
VanessaE |
oil_boi_minetest: you kinda can. |
| 10:18 |
VanessaE |
oil_boi_minetest: if you just provide a bunch of sounds named properly for e.g. dig or place sounds, the engine will randomize them. |
| 10:19 |
VanessaE |
I think foomod_blahsound_1.ogg, _2.ogg, etc.. |
| 10:19 |
oil_boi_minetest |
VanessaE, Oh I already have that. I'm talking about randomizing the pitch in engine |
| 10:19 |
VanessaE |
oh |
| 10:19 |
VanessaE |
nope, you'll have to fake it :) |
| 10:19 |
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| 10:21 |
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| 10:23 |
VanessaE |
well actually, can't you just play the sounds manually? |
| 10:23 |
VanessaE |
i.e. inside on_punch, after_dig, after_place, etc? |
| 10:29 |
oil_boi_minetest |
VanessaE, Nah, for now I'll just do the 1.ogg 2.ogg thing! |
| 10:30 |
VanessaE |
come on, you can do it ;) |
| 10:30 |
VanessaE |
(and I would assume it'll be barely any different than letting the engine do it, in this case) |
| 10:37 |
ANAND |
VanessaE: Manually playing sounds isn't possible with respect to footsteps, though :) |
| 10:39 |
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| 10:40 |
p_gimeno |
manually playing sounds has the problem of lag |
| 10:41 |
p_gimeno |
node digging sounds are started by the client; if it's the server that starts them, there will be a lag |
| 10:41 |
VanessaE |
ANAND: true. |
| 10:42 |
VanessaE |
ok, I guess lag would be an issue too :P |
| 10:42 |
VanessaE |
oh well, so much for that idea |
| 10:44 |
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| 11:22 |
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| 11:23 |
oil_boi_minetest |
Now I copied the default desert biome registration into my custom game and deserts look like this, it's the only biome :( https://i.imgur.com/Hx1Jkpr.png |
| 11:33 |
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| 11:51 |
oil_boi_minetest |
Damn this api is very confusing :T |
| 11:57 |
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| 12:00 |
oil_boi_minetest |
Ohhhhhhhh you have to use aliases first! https://i.imgur.com/JWFoBEx.png |
| 12:01 |
oil_boi_minetest |
No wonder |
| 12:08 |
oil_boi_minetest |
It's like I created a 3D plastic model of a Minetest world :O https://i.imgur.com/XDJHW10.png |
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| 13:01 |
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| 13:02 |
Emerald2 |
AspireMint, hi! |
| 13:02 |
AspireMint |
Hello Emerald2 o/ |
| 13:02 |
VanessaE |
hwy AspireMint |
| 13:03 |
AspireMint |
hwy VannessaE (idk what is hwy x)) |
| 13:03 |
VanessaE |
er hey |
| 13:03 |
VanessaE |
:) |
| 13:04 |
AspireMint |
aah |
| 13:07 |
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| 13:07 |
AspireMint |
Is there callback function for adding item to inventory (or detached inv) ? All i see are callbacks when player put/take from inventory. I want to use it when i dig stone (or other nodes) without overriding node definition. |
| 13:07 |
AspireMint |
(this is for player action: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6750 ) |
| 13:10 |
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| 13:17 |
ANAND |
AspireMint: https://github.com/minetest/minetest/blob/a4677496f347a3c9bd66b39ca535f8346bac1708/doc/lua_api.txt#L3843 |
| 13:18 |
ANAND |
minetest.register_on_player_inventory_action |
| 13:27 |
AspireMint |
thanks, but that is called only when player click and move item inside of inventory. I mean callback when player dig node and node is added to inventory. It can be done with minetest.register_on_dignode , parameter is OLDNODE, but still there is missing something : NEWNODE that is added to inventory (if is not full). For example if you dig stone, you will get cobble. |
| 13:35 |
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| 13:39 |
ANAND |
Ah I see |
| 13:40 |
ANAND |
See #8390 for why that callback isn't called for certain actions |
| 13:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/8390 -- minetest.register_on_player_inventory_action ignores many inventory changes |
| 13:40 |
ANAND |
incl. digging and placing |
| 13:42 |
oil_boi_minetest |
What is this "probability_list" in minetest.create_schematic? It's not referenced anywhere else in the api :T |
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| 13:50 |
AspireMint |
ANAND, thank you! |
| 14:06 |
ANAND |
Hope you found that useful :) |
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| 14:39 |
p_gimeno |
oil_boi_minetest: it's not overly clear in the description, but it seems to me it's the probability that the node is placed (or replaced if >127) |
| 14:41 |
p_gimeno |
Useful e.g. for trees that have a probability of placing leaves, so that the tree is not a dense block of leaves but has some holes. |
| 14:41 |
p_gimeno |
That's my understanding, but I can't tell for sure. |
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| 16:06 |
nri |
Hello, does anyone know how to change the point where new players come in to game? I changed the static_spawnpoint in minetest.conf but new players still come in at the old point. |
| 16:08 |
rubenwardy |
what mods? |
| 16:08 |
rubenwardy |
also, you need to restart the server after changing minetest.conf |
| 16:12 |
nri |
rubenwardy: I did restart it but new players still go to the old point |
| 16:16 |
oil_boi_minetest |
Ooo rubenwardy I was looking at your tutorial handbook, and thanks to you this chaos was possible! https://youtu.be/t3zNj5XMlQM |
| 16:38 |
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| 16:45 |
AceNovo |
Mood today: Updating to the latest version because looking for a bug report is too much like work |
| 16:46 |
Calinou |
nri: how does the static_spawnpoint line you wrote look like? |
| 16:46 |
Calinou |
coordinates need to be formatted like this: X,Y,Z |
| 16:46 |
Calinou |
(only integer values are allowed) |
| 16:47 |
Calinou |
so, something like `static_spawnpoint = 20,0,-150` |
| 16:50 |
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| 17:25 |
p_gimeno |
but it's taking the old value, so chances are that either the wrong config file was changed, or a mod is overriding the spawnpoint |
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| 18:34 |
clavi |
can't you handle authentication in Postgres too? |
| 18:34 |
clavi |
https://wiki.minetest.net/Database_backends#Comparison_table |
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| 18:49 |
nri |
Thanks Calinou |
| 18:50 |
oil_boi_minetest |
Is there a forum moderator online? |
| 18:56 |
kaeza |
Yes. |
| 18:57 |
kaeza |
What's up? |
| 18:59 |
kaeza |
oil_boi_minetest |
| 19:00 |
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| 19:00 |
oil_boi_minetest |
Can you move this to wip games? https://forum.minetest.net/viewtopic.php?f=9&t=22479 kaeza |
| 19:03 |
nri |
Calinou: my static_spawnpoint is 2027,17,179 but new players still do not go to the correct location. |
| 19:03 |
kaeza |
oil_boi_minetest: moved. |
| 19:03 |
oil_boi_minetest |
Thanks kaeza |
| 19:03 |
kaeza |
Yw. |
| 19:04 |
nri |
Can anyone else help my static_spawnpoint is 2027,17,179 but new players do not go to the correct location. |
| 19:04 |
nri |
? |
| 19:04 |
p_gimeno |
[0403 19:25:39] <p_gimeno> but it's taking the old value, so chances are that either the wrong config file was changed, or a mod is overriding the spawnpoint |
| 19:05 |
nri |
what config file should be changed? |
| 19:07 |
nri |
These are my mods dreambuilder_modpack tps_signs u_skinsdb |
| 19:07 |
nri |
mail spawnpoint unifieddyes warp_potions |
| 19:07 |
nri |
mapserver tps_keyword_interact unified_inventory worldedit |
| 19:07 |
nri |
the spwanpoint one is set to the same value |
| 19:07 |
nri |
*spawnpoint |
| 19:08 |
p_gimeno |
I think mod "spawnpoint" defines the spawn point with /setspawn |
| 19:08 |
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| 19:10 |
nri |
yes butplayers still go to the old point |
| 19:11 |
p_gimeno |
it used to use a separate config file, see if you have some file in the world files with a name like that |
| 19:11 |
p_gimeno |
spawnpoint.conf |
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| 19:21 |
nri |
thanks |
| 19:22 |
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| 19:39 |
makayabou |
hi, i see that minetest.from_file() exists but is experimental. Is it working? Can I use it to read a modstorage file from another one ? |
| 19:39 |
makayabou |
*from another mod |
| 19:40 |
sfan5 |
from_file appears to be a method of AreaStoren |
| 19:40 |
sfan5 |
not sure how this relates to mod storage |
| 19:41 |
makayabou |
euh...you just made me discover AreaStore.. |
| 19:41 |
makayabou |
which is great |
| 19:43 |
makayabou |
and ok, i didn't see i was reading chapter Area. thanks |
| 19:52 |
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| 20:01 |
trom_ |
is example (where - sets every air node below y = 31) here https://dev.minetest.net/VoxelManipulator wrong ? |
| 20:01 |
trom_ |
I have no effect |
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| 20:05 |
p_gimeno |
trom_: are you generating new map when checking? |
| 20:07 |
p_gimeno |
if it's a test world where you don't have anything of value, you can use /deleteblocks to regenerate the area you're at |
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| 20:35 |
jrmiller__ |
hey rubenwardy, can you hop on your ctf irc channel?? |
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jrmiller__ |
hang on i gtg brb |
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| 20:38 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Change pitch fly binding to 'P', add to change keys menu (#8314) 4f7674d https://git.io/fjIdt (2019-04-03T20:37:30Z) |
| 20:39 |
jrmiller |
? |
| 20:40 |
jrmiller |
oh a post |
| 20:42 |
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| 20:53 |
oil_boi_minetest |
rubenwardy, your nodebox editor doesn't run on windows 10 :T |
| 20:55 |
oil_boi_minetest |
rubenwardy, it's error 0xc000007b :T |
| 21:16 |
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| 21:29 |
trom_ |
p_gimeno: I'm using minetest.register_on_generated with example inside |
| 21:29 |
p_gimeno |
trom_: I know your mod is doing that, but when testing, are you making sure that new world is being generated, or are you just looking at the existing world |
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| 21:41 |
trom_ |
p_gimeno: I'm creating new singleplayer world then connect my example mod and press a play button |
| 21:44 |
p_gimeno |
so you delete and recreate it every time? |
| 21:46 |
kaeza |
Just deleting map.sqlite should do the trick BTW. |
| 21:59 |
trom_ |
p_gimeno: yes due testing mod |
| 22:28 |
p_gimeno |
trom_: it doesn't work for me either, and I don't see why it shouldn't. I've checked that the data[i] = c_cobble line is executing, yet the map won't change. Perhaps paramat can shed some light. |
| 22:31 |
p_gimeno |
hmm, I think I know what may be wrong |
| 22:42 |
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| 22:45 |
paramat |
can't see anything wrong at a quick look but those LVM examples might be quite old. make sure your mod depends on default |
| 22:48 |
p_gimeno |
and I was wrong on knowing what's wrong |
| 22:50 |
p_gimeno |
yeah, adding depends.txt did it for me |
| 22:52 |
paramat |
lol |
| 23:03 |
trom_ |
but why ? |
| 23:03 |
trom_ |
how depends.txt may salently and partialy crash mod functionality ? |
| 23:04 |
* trom_ |
adding depends.txt ant have fun too |
| 23:05 |
trom_ |
p_gimeno: thank you ) |
| 23:05 |
p_gimeno |
well, thank paramat, not me :) |
| 23:06 |
trom_ |
paramat: thank you very much ) but why depends.txt ? |
| 23:19 |
paramat |
'default' mod needs to run to define 'default:cobble' |
| 23:19 |
paramat |
*needs to run first |
| 23:23 |
trom_ |
ahh I see. Thanks ) |
| 23:23 |
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| 23:31 |
oil_boi_minetest |
Damn I can't believe automatic_face_movement_dir is broken :( |
| 23:34 |
p_gimeno |
broken how? |
| 23:34 |
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| 23:48 |
p_gimeno |
oil_boi_minetest: broken how? |
| 23:52 |
oil_boi_minetest |
It doesn't seem to work in latest github |
| 23:58 |
oil_boi_minetest |
Oh fixer it's not that bad |
| 23:59 |
oil_boi_minetest |
But on the plus size I made a super alpha version of physical minecarts |
| 23:59 |
oil_boi_minetest |
https://youtu.be/AlEf2cjQEj4 |
| 23:59 |
VanessaE |
p_gimeno: broken. you know, the opposite of working. I mean, duh :) |