| Time |
Nick |
Message |
| 00:02 |
Extexo |
Insidethebox #888 |
| 00:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/888 -- Anaglyph: selection box isn't done in 3d |
| 00:02 |
Extexo |
https://cdn.discordapp.com/attachments/730638913361805315/813922173012934666/Screenshot_2021-02-23-14-21-21.png |
| 00:03 |
Extexo |
WIP |
| 00:03 |
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| 00:03 |
Extexo |
Lol ShadowBot |
| 00:28 |
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| 00:33 |
Wuzzy |
Boom! 5.4.0! Let's 5.4.0 Party! |
| 00:33 |
Wuzzy |
I have updated the wiki for the 5.4.0 updates. it was not much work this time. |
| 00:33 |
LoneWolfHT |
? |
| 00:39 |
Extexo |
???? |
| 00:59 |
Extexo |
It'd be cool if somebody could make a demonstration mod of the new features each update, so you can download the mod to see the new stuff |
| 01:57 |
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| 02:17 |
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| 02:31 |
MTDiscord |
<skyliner_369> any good pointers to mods that give something akin to Minecraft's night vision... or just allow the darkest areas to not be... as dark? like some sort of server-side setting? |
| 03:07 |
Extexo |
Not possible without post-processing |
| 03:08 |
Extexo |
Oh wait |
| 03:08 |
Extexo |
Like minecraft |
| 03:09 |
Extexo |
Uhh I don't think so |
| 03:13 |
Glorfindel |
I know you can adjust brightness client-side easily, but that wouldn't really help, unless you could set up the server to adjust users settings when it connects |
| 03:14 |
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| 03:15 |
Extexo |
I've seen people change the lowest light levels but that's for the whole server but that's global and from my understanding permanent |
| 03:20 |
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| 04:44 |
VanessaE |
there used to be a way to use a main menu background image in a game, with the clouds appearing behind the image wherever the image is transparent |
| 04:45 |
VanessaE |
can someone remind me how? :) |
| 04:51 |
MTDiscord |
<Jordach> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L102 |
| 05:17 |
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| 05:21 |
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| 06:02 |
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| 06:02 |
bingfengzs__ |
hey |
| 06:10 |
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| 07:01 |
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| 07:26 |
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| 07:42 |
VanessaE |
thanks, Jordach |
| 08:00 |
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| 08:54 |
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| 10:09 |
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| 10:46 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Use "Aux1" key name consistently everywhere 8272246 https://git.io/Jt57l (2021-02-24T10:45:30Z) |
| 10:48 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Deprecate not providing mod.conf 9f6167f https://git.io/Jt57u (2021-02-24T10:47:50Z) |
| 10:48 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Restructure teleport command code (#9706) 92f4c68 https://git.io/Jt57z (2021-02-24T10:46:39Z) |
| 10:50 |
MinetestBot |
[git] yamanq -> minetest/minetest: Allow toggling of texture pack by double clicking d51d0d7 https://git.io/Jt57P (2021-02-24T10:50:19Z) |
| 11:05 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Slap u64 on everything time-y (#10984) b5eda41 https://git.io/Jt55W (2021-02-24T11:05:17Z) |
| 11:23 |
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| 11:39 |
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| 12:17 |
sonomicheleya[m] |
Hi, can I use https://github.com/exosite/lua-yaml to read a yaml file in a minetest mod? Or is there something else that allows it? |
| 12:27 |
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| 12:28 |
sfan5 |
should work fine in principle |
| 12:36 |
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| 12:40 |
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| 12:41 |
sonomicheleya[m] |
I don’t understand, and by the way I meant to parse a yaml file sorry |
| 12:42 |
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| 12:42 |
sfan5 |
you can copy the yaml.lua file into your mod, load and it and use their api as normally |
| 12:42 |
sfan5 |
this approach works fine with most lua libraries |
| 12:42 |
sfan5 |
load it and* |
| 12:43 |
nly |
yay cp -r ~/.minetest ~root/.minetest & minetest --server works |
| 12:47 |
sonomicheleya[m] |
Oh ok thank you sfan |
| 13:15 |
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| 13:27 |
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| 13:32 |
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| 14:16 |
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| 14:32 |
VanessaE |
how do I hide the inventory slots, in favor of a custom background image? e.g. in chests or furnaces |
| 14:55 |
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| 16:09 |
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| 16:10 |
sfan5 |
by not appending to the formspec, isn't that how it works? |
| 16:11 |
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| 16:13 |
Gustavo6046 |
Does moretrees conflict/clash with ethereal anyhow? |
| 16:13 |
Gustavo6046 |
And do areas with default:tree trees mean that they were generated before moretrees being first loaded? |
| 16:13 |
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| 16:15 |
VanessaE |
sfan5: I don't understand :-/ |
| 16:16 |
VanessaE |
I'm attempting to modify chest, furnace, and vessel formspecs through sed |
| 16:16 |
VanessaE |
so I"m just inserting a line here or altering one there, but not changing anything about prepending or appending |
| 16:16 |
sfan5 |
oh I misunderstood |
| 16:16 |
VanessaE |
(I'm doing it this way to avoid having to maintain my own fork) |
| 16:17 |
VanessaE |
moment, I'll pastebin/screenshot one of the results |
| 16:19 |
sfan5 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2256 |
| 16:19 |
sfan5 |
you're looking for this then |
| 16:19 |
VanessaE |
gah, now it doesn't want to dump the formspec :-/ |
| 16:21 |
VanessaE |
ah ok |
| 16:21 |
VanessaE |
it never occurred to me to look into thato ne. |
| 16:21 |
VanessaE |
one* |
| 16:22 |
sfan5 |
I checked how MTG styles the slots inside the formspec prepend so that must be the one |
| 16:22 |
Gustavo6046 |
It seems that moretrees' generator does not like Ethereal's grove_dirt. |
| 16:22 |
VanessaE |
Gustavo6046: moretrees doesn't generate anything. |
| 16:22 |
VanessaE |
it just passes biome info to biome_lib |
| 16:22 |
Gustavo6046 |
VanessaE: biomelib does |
| 16:22 |
Gustavo6046 |
ah |
| 16:23 |
Gustavo6046 |
still, all of the trees that spawn on grass only specify default:dirt_with_grass |
| 16:23 |
VanessaE |
just alter the surface nodes in the biome defs for the trees you want to move. |
| 16:32 |
Gustavo6046 |
alright |
| 16:32 |
Gustavo6046 |
hmm, are rubber trees supposed to be this uncommon and hard to find? |
| 16:32 |
VanessaE |
not really |
| 16:33 |
VanessaE |
but no one's bothered to step up and propose a better biome def for them |
| 16:34 |
Gustavo6046 |
ah |
| 16:35 |
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| 16:35 |
Gustavo6046 |
VanessaE: "wet" biomes could have little ponds and murky pools, this would help satisfy the "nearby water" condition of rubber trees in more inland regions of the map |
| 16:35 |
Gustavo6046 |
not sure how else a "wet" biome (where rainforest trees would generally grow) could be discerned from a "non-wet" one |
| 16:36 |
Gustavo6046 |
I know there are "dry" biomes, like where acacias grow |
| 16:37 |
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| 16:37 |
VanessaE |
well, biome_lib doesn't have any concepts like that |
| 16:37 |
VanessaE |
a biome def says *where* to grow, but whether those conditions are met depends on your mapgen |
| 16:38 |
Gustavo6046 |
ah |
| 16:38 |
VanessaE |
so e.g. a small pond will still satisfy "wet" regardless of how it got there. |
| 16:38 |
VanessaE |
as long as it's default:water_source |
| 16:38 |
VanessaE |
(biome_lib doesn't recognize river water) |
| 16:40 |
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| 16:41 |
Gustavo6046 |
mhm |
| 16:42 |
Gustavo6046 |
VanessaE: I wonder if there are trees endemic to the banks and surroundings of rivers |
| 16:42 |
Gustavo6046 |
:P |
| 16:42 |
VanessaE |
dunno. |
| 16:51 |
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| 17:00 |
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| 17:05 |
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| 17:10 |
Gustavo6046 |
VanessaE: so, rubber trees apparently also only grow in "warm" biomes (ie with a lower bound for temperature). |
| 17:10 |
VanessaE |
yes |
| 17:10 |
Gustavo6046 |
What would those be? |
| 17:10 |
VanessaE |
um |
| 17:10 |
Gustavo6046 |
I have seem many coasts with relatively low default_grass (between the requirements of -5 and 5), and near water of course |
| 17:10 |
VanessaE |
I have no idea |
| 17:10 |
VanessaE |
it's been way too long |
| 17:10 |
Gustavo6046 |
In places without snow or such |
| 17:10 |
Gustavo6046 |
I've boated quite a bit and haven't found a single rubber tree so far. |
| 17:10 |
Gustavo6046 |
But I know there msut be one, somewhere. |
| 17:11 |
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| 17:11 |
VanessaE |
maybe their biome should be reset to be the same as jumgle trees |
| 17:11 |
VanessaE |
jungle* |
| 17:12 |
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| 17:13 |
Gustavo6046 |
yeah, but also a bit closer to water |
| 17:13 |
Gustavo6046 |
to be fair I remember playing IndustrialCraft and rubber trees being a tad uncommon, too. |
| 17:13 |
Gustavo6046 |
Or at least not nearly as numerous as other kinds. |
| 17:13 |
VanessaE |
perhaps yes. |
| 17:19 |
VanessaE |
Gustavo6046: fork, make changes, merge request when you think it's right :) |
| 17:22 |
VanessaE |
sfan5: still having a problem with the inventory slots. listcolors[] alters them but I can't seem to erase them entirely |
| 17:22 |
VanessaE |
colors like #00000000 (8 zeros) should be fully transparent, right? |
| 17:22 |
ShadowBot |
VanessaE: Error: That URL raised <HTTP Error 404: Not Found> |
| 17:22 |
VanessaE |
stfu, bot :P |
| 17:23 |
Gustavo6046 |
hmmm |
| 17:23 |
Gustavo6046 |
alright! :D |
| 17:25 |
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| 17:52 |
Gustavo6046 |
VanessaE: I think I know what changes to do here |
| 17:55 |
sfan5 |
VanessaE: yeah I'd expect that to be transparent |
| 17:57 |
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| 17:58 |
VanessaE |
it ain't. :) |
| 17:59 |
VanessaE |
or rather, if it is, there's yet another color that's shown, as though the colors specified in listcolors[] are overlayed on top of some hard-coded colored square |
| 18:08 |
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| 18:10 |
Gustavo6046 |
weird, I still have that issue from before, where my character walks faster in some cardinal directions than others |
| 18:10 |
Gustavo6046 |
here they're slow going -Z |
| 18:11 |
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| 18:18 |
Gustavo6046 |
also, weird |
| 18:18 |
Gustavo6046 |
I sighted a Draconis dragon (first time in the server, and I did go quite far) |
| 18:18 |
Gustavo6046 |
and it (or its attack) really made the server laggy for some reason |
| 18:23 |
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| 18:44 |
Conradish006 |
Draconis is life |
| 18:44 |
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| 23:42 |
cheapie |
Hmm... you know your Luacontroller projects might be a bit overcomplicated when: A) they have to show a loading progress bar for a few seconds on startup, during which time they are indeed legitimately loading something, and B) there is a graphical screen available for said progress bar to be displayed on to begin with. |
| 23:43 |
cheapie |
(it's some little graphical demo thing I made that scrolls a 64x64 gradient around on a 16x16 screen, yielding some nice color effects - on startup it has to generate that gradient image and load it into video memory, which it currently does as a series of 16x16 blocks) |