| Time |
Nick |
Message |
| 00:01 |
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proller joined #minetest |
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| 00:07 |
FriendlyPerson01 |
Welcome back proller and welcome there Fixer |
| 00:07 |
Fixer |
ty FriendlyPerson01 |
| 00:07 |
FriendlyPerson01 |
You are very welcome there. You seems like a very thoughtful person there. :) |
| 01:13 |
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| 01:26 |
FriendlyPerson01 |
Hey welcome and welcome back everyone. :) |
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FriendlyPerson01 |
Welcome you two. :) |
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FriendlyPerson01 |
Hello welcome you two. :) |
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| 02:35 |
FriendlyPerson01 |
Hi there welcome. :) |
| 02:44 |
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| 02:52 |
Exe_Virus |
*waves at flux* |
| 02:52 |
flux__ |
hey Exe_Virus |
| 02:53 |
Exe_Virus |
already tried reaching out here. no dice yet today |
| 02:53 |
Exe_Virus |
Can you think of any mods that have animated enitities other than mobs? |
| 02:54 |
flux__ |
hm. animated? i don't think so... i mean, there's the marquee, but that doesn't have an animated model, which is what you're after |
| 02:57 |
FriendlyPerson01 |
Hello there as well Flux, I am sorry to see that also Exe_Virus that your having problems finding the examples your looking for. :( |
| 02:57 |
flux__ |
uh. ok, thanks. |
| 02:57 |
Exe_Virus |
no worries, friendlyPerson |
| 02:58 |
Exe_Virus |
Chracters.b3d that comes shipped with minetest game has a .blend file |
| 02:58 |
Exe_Virus |
so if I find like three more, I'm set |
| 02:59 |
FriendlyPerson01 |
You are always welcome there Flux. :) Exe_Virus you are very kind to assure me that I don't need to worry about you and that wonderful that you found at least something. I hope you do find what you need sooner or later. :) |
| 04:09 |
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| 04:09 |
hecks |
it's official, I'm too lewd for minetest |
| 04:10 |
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| 04:13 |
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| 04:14 |
Exe_Virus |
had a thought today. Can skybox textures be animated? |
| 04:14 |
hecks |
they can definitely be animated in a crude way by changing them; as for tile animations? honestly, this is two minutes' worth of work, why not test it |
| 04:15 |
hecks |
if you don't feel like it I'll do it after I'm done with this other thing |
| 04:20 |
Exe_Virus |
sorry hecks, not trying to be lazy |
| 04:21 |
swift110 |
sup folks |
| 04:21 |
Exe_Virus |
just figured someone had already tested it |
| 04:21 |
Exe_Virus |
hello swift |
| 04:29 |
FriendlyPerson01 |
Hello there as well swift, I am doing okay just feels like friends are hard to come back these days that won't "drop out". Apparently online people just aren't as dedicated usually. :( |
| 05:07 |
swift110 |
how r u exe |
| 05:08 |
swift110 |
oh ok FriendlyPerson01 |
| 05:10 |
hecks |
Exe_Virus looking at the documentation, it seems that animation is restricted to node tiles, it's not a generic texture modifier or anything |
| 05:11 |
hecks |
I'll try applying it anyway but I don't have much hope here |
| 05:13 |
hecks |
yup, it doesn't seem to work that way |
| 05:14 |
hecks |
one can still animate the sky by setting new textures but the network overhead could be too much |
| 05:27 |
FriendlyPerson01 |
I am sorry that you two just can't make it work. :( |
| 05:31 |
hecks |
the animated textures? |
| 05:31 |
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| 05:38 |
hecks |
animating the skybox by texture swapping wouldn't even be such a horrible idea https://a.uguu.se/YUfDsKheva8C_farmap.mp4 |
| 05:39 |
hecks |
but the engine handles this very poorly; it leaks the dynamic textures and the network messages are NOT compressed |
| 05:39 |
hecks |
or they are compressed in some horrible fashion that makes pre-zipping them in lua faster, this should probably not be the case |
| 05:39 |
FriendlyPerson01 |
Yes that what I meant hecks, it's seems it's really something you and Exe_Virus really want to be able to do. Just like how I really would like internet friends who cares to be dedicated towards me. |
| 05:40 |
hecks |
what a friendly bot |
| 05:40 |
FriendlyPerson01 |
ha ha ha |
| 05:42 |
FriendlyPerson01 |
In all seriousness I am not a "bot" and actually need to take a shower. So I will be back in about a half hour or so. |
| 05:42 |
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| 07:30 |
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| 07:34 |
TomTom |
good morning. are installed games/mods are being autoupdated when a new version has being released? |
| 07:52 |
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| 13:35 |
MinetestBot |
[git] zaoqi -> minetest/minetest: Dockerfile: correct `apt clean` + git clone --depth 1 + remove .git (… 39a1e66 https://git.io/Je7Ku (2019-12-17T13:34:21Z) |
| 13:43 |
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| 13:48 |
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| 14:02 |
TomTom |
repost: are installed games/mods are being autoupdated when a new version has being released? |
| 14:03 |
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| 14:07 |
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| 14:07 |
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| 14:09 |
sfan5 |
they are not |
| 14:09 |
TomTom |
how is the update process for already installed mods/games when the installation was done via the GUI? |
| 14:19 |
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| 14:24 |
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| 14:27 |
HDMI_STECKDOSE |
there will be a button,if a update is available |
| 14:27 |
HDMI_STECKDOSE |
there is a* |
| 14:28 |
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| 14:29 |
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| 14:41 |
Exe_Virus |
Aha! So I finally found the issue. You *must* do all animations in "Pose" mode for blender 2.8 otherwise it doesn't work in minetest |
| 14:41 |
Exe_Virus |
Now I can do .b3d export with 2.8. Yay! |
| 14:41 |
HDMI_STECKDOSE |
;) |
| 14:57 |
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| 15:04 |
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| 15:29 |
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| 16:02 |
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| 16:03 |
FriendlyPerson01 |
Hello there. :) |
| 16:06 |
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| 16:17 |
FriendlyPerson01 |
Hello there as well. |
| 16:29 |
FriendlyPerson01 |
Nothing like get absurdly rude comments in the morning about my intelligent abilities. Even though I attempted to resolve the matters privately. Luckily reddit or at least that sub that it happened on took it very seriously and rapidly. |
| 16:29 |
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| 17:05 |
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| 17:20 |
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| 17:20 |
Tirifto |
Hello all! |
| 17:23 |
Tirifto |
rubenwardy: If you're around or someone else knows, is it possible to translate the CTF mod so that the messages from the server would appear localised? |
| 17:26 |
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| 17:39 |
rubenwardy |
It is |
| 17:39 |
rubenwardy |
Minetest supports client side translation |
| 17:40 |
rubenwardy |
CTF doesn't use that yet, as CTF was created a long time before that feature was added |
| 17:44 |
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| 17:48 |
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| 17:49 |
tcetace |
how do you get your server removed from the list? |
| 17:53 |
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| 18:01 |
rubenwardy |
tcetace: turn off server_announce |
| 18:04 |
tcetace |
ty |
| 18:05 |
tcetace |
turns out my friend just enabled all options for some reason |
| 18:06 |
FriendlyPerson01 |
Are you able to help them understand why that's not okay or even dangerous? |
| 18:06 |
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| 18:10 |
Tirifto |
rubenwardy: Ah, so should I open a bug report about that if there's not one already? |
| 18:14 |
rubenwardy |
Tirifto: feature request, but yes |
| 18:21 |
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| 20:34 |
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| 21:07 |
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| 21:51 |
fruitsnack |
hello, I have a strange problem |
| 21:51 |
fruitsnack |
I'm trying to display the inventory formspec manually |
| 21:52 |
fruitsnack |
aka calling show_formspec(name, "", formspec) |
| 21:52 |
fruitsnack |
However after doing that tabheader element in the default sfinv formspec stops to send any events |
| 21:52 |
fruitsnack |
even if I'm sending the exact same formspec string |
| 21:53 |
rubenwardy |
it'll be receiving them, but it won't know how to show the response |
| 21:54 |
rubenwardy |
set_player_inventory_formspec won't update formspecs shown using show_formspec(name, "", ... |
| 21:54 |
rubenwardy |
you'll need to use sfinv.set_page_and_show() |
| 21:55 |
rubenwardy |
#2152 |
| 21:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/2152 -- Update Spanish language by ngosang |
| 21:55 |
rubenwardy |
which was apparently never merged |
| 21:55 |
rubenwardy |
game#2152 |
| 21:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2152 -- Add sfinv.show_formspec() and sfinv.set_page_and_show() by rubenwardy |
| 21:56 |
rubenwardy |
I suggest changing the formspec name to something other than "" |
| 21:56 |
rubenwardy |
and calling sfinv's event handling code yourself |
| 21:56 |
rubenwardy |
and then somehow modifying set_player_inventory to show the right thing |
| 21:57 |
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| 21:58 |
rubenwardy |
that's a hack because player:show_inventory_formspec() doesn't exist |
| 22:02 |
fruitsnack |
ok, thanks |
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