| Time |
Nick |
Message |
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| 00:14 |
kurtzmusch |
where is CTF hosted? its extremely laggy for me = ( |
| 00:32 |
rubenwardy |
canada |
| 00:41 |
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| 01:11 |
cheapie |
"So, uh, can I get my food or not?" https://cheapiesystems.com/media/images/screenshot_20190507_201101.png |
| 01:12 |
cheapie |
(and yes, that fire alarm is sounding - the smoke detector set it off) |
| 01:12 |
Stormwynd |
Thanks @p_gimeno. After knowing about that red herring, it seems to have been my use of ipair() instead of pair() when iterating through the def table - pair() worked. |
| 01:16 |
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p_gimeno |
cheapie: ew, carbonized stuffing! (great job) |
| 01:18 |
p_gimeno |
Stormwynd: glad it helped you find the issue :) |
| 01:29 |
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| 01:59 |
robdrake |
Please, am I reading minetest_game/mods/dungeon_loot/init.lua right? That dungeon_loot is global? |
| 02:02 |
robdrake |
I _think_ I've found a good beginner mod, adding some new items as dungeon loot, and maybe an inventroy tao, though I may just use 3d_armor's tab |
| 02:04 |
robdrake |
or am I on the wrong track, yet again? |
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unnatural |
ji |
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unnatural |
hi |
| 10:50 |
unnatural |
HIIIIIII |
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| 11:42 |
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| 11:42 |
MicahTheTanker |
Is anyone here? |
| 11:42 |
MicahTheTanker |
I need help making a mod |
| 11:42 |
MicahTheTanker |
so were would I find that help? |
| 11:47 |
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| 12:07 |
BuckarooBanzai |
MicahTheTanker; did you take a look at https://rubenwardy.com/minetest_modding_book/en/index.html |
| 12:14 |
clavi |
they are already gone :3 |
| 12:14 |
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| 12:47 |
BuckarooBanzai |
;) |
| 12:48 |
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| 15:10 |
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| 15:48 |
BuckarooBanzai |
if i have a mapgen mod that creates chunks of dirt/grass and stone outside of the "normal" earth mapgen how can i add the decorations (plants, trees) and ores in a simple way? (without having to create custom perlin noises and such) is there a friendly function for that :D |
| 15:59 |
Astrobe |
It seems that if boxes overlap in a nodebox definition, a collision glitch happens. |
| 16:00 |
Astrobe |
I have modified the tables&chairs mod to simplify the chairs and make integrate more naturally with other nodes, |
| 16:01 |
VanessaE |
what tables and chairs? |
| 16:01 |
Astrobe |
but in the process I created overlapping boxes - I didn't pay attention because the original mod did it that way. |
| 16:01 |
Astrobe |
Hmm.. let me retrieve the original archive... |
| 16:02 |
VanessaE |
also don't use nodeboxes anymore, they're obsolete :) |
| 16:04 |
Astrobe |
"Tables" v 0.7 by Iron. |
| 16:05 |
Astrobe |
So with the overlapping, the player most often falls through the horizontal pane of the chair, when one tries to use it sort of like a stair. |
| 16:06 |
Astrobe |
What's the alternative to nodeboxes? |
| 16:07 |
VanessaE |
mesh nodes |
| 16:08 |
VanessaE |
design a mesh with blender, f360, or whatever, then drawtype = "mesh", mesh = "filename" |
| 16:08 |
VanessaE |
textures in tiles{} are applied to each material in the mesh, in turn. |
| 16:09 |
VanessaE |
(any images embedded in the model are ignored) |
| 16:12 |
Astrobe |
I suck at 3D though - or I have no patience for it. I prefer editing text files ;-) |
| 16:14 |
p_gimeno |
I've had a very bad luck with texturing an .obj |
| 16:17 |
p_gimeno |
for SL you would use Collada, add different materials (up to 8) and each is a face, but here I'm at a loss at how to assign faces to textures |
| 16:32 |
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| 16:35 |
VanessaE |
p_gimeno: you give each "face" its own material. You can share a material among many polys. then you just have to UV-map it |
| 16:36 |
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| 16:48 |
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| 16:55 |
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| 16:55 |
Ojmd |
Hello |
| 16:55 |
Ojmd |
Which server am I in? |
| 16:56 |
Ojmd |
May I ask? |
| 16:57 |
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| 16:57 |
Ojmd_ |
Hello |
| 16:57 |
sfan5 |
you're on irc |
| 17:04 |
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| 17:05 |
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| 17:06 |
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| 17:09 |
jrlazz |
How to remove my "A funny form for Minetest: lazzbreak" topic from General Discussion ... I moved it to Wip Mods ... Thanks |
| 17:10 |
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| 17:15 |
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| 17:20 |
jrlazz |
exit |
| 17:20 |
Astrobe |
rubenwardy ^ |
| 17:21 |
rubenwardy |
busy |
| 17:24 |
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| 17:39 |
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| 18:07 |
p_gimeno |
VanessaE: that didn't work for me, it seems I had to make every material a separate object, which is a mess. The UVs were fine, that's not where I have the problem. |
| 18:08 |
VanessaE |
object groups. |
| 18:08 |
VanessaE |
that's the trick :) |
| 18:08 |
VanessaE |
or material groups rather. |
| 18:08 |
VanessaE |
take a look at homedecor's plasma ball (the science-fiction-y lightning looking thing) |
| 18:09 |
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| 18:09 |
VanessaE |
that's a good example of I think three materials |
| 18:09 |
VanessaE |
plus animation |
| 18:12 |
p_gimeno |
thanks, I'm looking. I import the .obj and get 3 objects. Is there a .blend? |
| 18:13 |
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| 18:14 |
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| 18:18 |
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| 18:21 |
p_gimeno |
playing with the import options, I've imported it as a single object, but no faces have materials, I doubt .obj accepts them (perhaps the .mtl but there's none) |
| 18:25 |
robdrake |
Please, am I reading minetest_game/mods/dungeon_loot/init.lua right? That dungeon_loot is global? |
| 18:25 |
robdrake |
I _think_ I've found a good beginner mod, adding some new items as dungeon loot, and maybe an inventroy tao, though I may just use 3d_armor's tab |
| 18:26 |
robdrake |
or am I on the wrong track, yet again? |
| 18:32 |
calcul0n |
robdrake, anything which is not defined as local is global so yes |
| 18:33 |
calcul0n |
this is generally how mods expose their api : with a single table named after the mod and containing all its public stuff |
| 18:36 |
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| 18:38 |
nri |
Does anyone know if ipv6 should be false/true on my server? |
| 18:39 |
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| 18:49 |
sfan5 |
nri: just leave it on the default |
| 18:49 |
nri |
ok thnx |
| 18:52 |
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| 18:52 |
robdrake |
thank you calcul0n |
| 18:54 |
robdrake |
Now, how do I get my mod code done before dungeon_loot/mapgen.lua ? or just re-run mapgen.lua? |
| 18:57 |
calcul0n |
no idea but i think it's not the right way |
| 18:57 |
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| 18:58 |
calcul0n |
you should use dungeon_loot.register(), have a look at loot.lua for examples |
| 18:58 |
robdrake |
I have |
| 19:02 |
robdrake |
thank you for your help calcul0n |
| 19:06 |
sfan5 |
robdrake: you also need to have your mod depend on dungeon_loot |
| 19:14 |
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| 19:14 |
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| 19:15 |
robdrake |
sfan5, dungeon_loot is in the default Minetest game |
| 19:19 |
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| 19:21 |
sfan5 |
yes |
| 19:28 |
calcul0n |
robdrake, you must add it as a depend to make sure it is run before yours, or the function maybe not defined when you use it |
| 19:31 |
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| 19:33 |
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| 19:34 |
Stormwynd |
Is there a way to get a callback on formspec metadata set or otherwise override formspec metadata before being sent to client? I have minetest.show_formspec overridden successfully for the case of show_formspec calls. |
| 19:50 |
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| 19:53 |
robdrake |
ok, sorry to argue |
| 19:56 |
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| 20:20 |
Nezrok |
Does anyone know where I can get ahold of Squaresville C? From this forum post https://forum.minetest.net/viewtopic.php?f=9&t=18509 |
| 20:20 |
Nezrok |
I want to try it out, but all the download links are dead, and it was removed from his github page |
| 20:23 |
nri |
Nezrok: i found the download link: https://github.com/duane-r/squaresville/archive/master.zip |
| 20:23 |
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| 20:23 |
Nezrok |
That's not it though |
| 20:23 |
nri |
The fourm post https://forum.minetest.net/viewtopic.php?f=9&t=15410 |
| 20:23 |
Nezrok |
That's the original one |
| 20:23 |
nri |
this is a diffrent one |
| 20:23 |
Nezrok |
Yes |
| 20:24 |
Nezrok |
Squaresville C is a fork of that, by the same author, written in C and expanded on greatly |
| 20:24 |
nri |
oh yah i see |
| 20:24 |
Nezrok |
And I can't find it *anywhere* :p |
| 20:24 |
Nezrok |
But, thank you for looking |
| 20:24 |
nri |
hmm it got removed its loooks cool |
| 20:24 |
Nezrok |
Yes |
| 20:27 |
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| 20:28 |
p_gimeno |
Nezrok: what are you looking for, exactly? |
| 20:29 |
Nezrok |
The whole thing |
| 20:29 |
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| 20:29 |
Nezrok |
Either in source or a binary |
| 20:29 |
Nezrok |
Doesn't really matter |
| 20:30 |
p_gimeno |
the C++ version or the Lua version? |
| 20:30 |
Nezrok |
c++ |
| 20:48 |
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| 21:02 |
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| 21:03 |
Astrobe |
Nezrok: If for the ruins only I expanded quite a bit an old mod from BlockMen's "ruins" old mod. What I have is fairly similar to the first screenshot in the forum post. |
| 21:03 |
Astrobe |
It's not on Git* though, but I can spin up my server if you want to see. |
| 21:08 |
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| 21:12 |
paramat |
BuckarooBanzai "how can i add the decorations (plants, trees) and ores in a simple way?" use the lua voxel manipulator and use 'minetest.generate_decorations(vm, pos1, pos2)' 'minetest.generate_ores(vm, pos1, pos2)' https://github.com/minetest/minetest/blob/e32a630937de69454c741e93979a7889fcddc7a9/doc/lua_api.txt#L4125 |
| 21:20 |
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| 21:36 |
p_gimeno |
paramat: the forum link here is now obsolete: https://github.com/minetest/minetest/pull/6863#issuecomment-485221077 |
| 21:42 |
paramat |
ok thanks |
| 21:44 |
Astrobe |
btw there is an amuzing glitch with dungeons: if you place cobblestone blocks in on_generated() and there's a dungeon nearby, some of your cobblestones are replaced with mossycobble, just like in dungeons. |
| 21:44 |
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| 21:51 |
catspar |
hi riff |
| 21:54 |
catspar |
hi all |
| 22:28 |
paramat |
Astrobe only if the cobble placed in 'on generated' is within 16 nodes of a mapchunk edge. it's due to how dungeongen extends beyond mapchunk borders by 16 nodes |
| 22:28 |
paramat |
dungeongen of a neighbour mapchunk generated later is doing the conversion |
| 22:33 |
Astrobe |
504 on minetest forum. IIRC it's normal downtime? |
| 22:50 |
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| 23:26 |
paramat |
back up |