Time Nick Message 04:01 Zeno` I asked krock if msvc still builds since the fix freetype detection patch and it seems fine 04:24 hmmmm the platform i was worried about is actually linux 04:24 hmmmm that bug supposedly affects systems with platform prefixes on their library directories 07:11 sofar anyone show me what various return values for on_dig functions accomplish? I 07:11 sofar can't see in the documentation what the expected return values are 07:12 sofar I'm looking to "drop" items and "change" a node, not remove it 07:24 Krock sofar, https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L423 07:25 Krock It doesn't have a return value 07:25 Krock core.node_dig(pos, node, digger) is the default of your on_dig function 07:27 sofar I overrode on_dig in my mod 07:27 sofar but it's not dropping items into the inventory 07:31 sofar but if I cause the node to break, items drop properly on the gruond 07:36 sofar even if I call minetest.get_node_drops() myself, nothing ends in the inventory 07:37 Krock player:get_inventory():add_item(stack) 07:37 sofar thanks, that's pretty much what I wanted 07:38 Krock You also can use this: minetest.handle_node_drops(pos, drops, digger) 07:38 sofar that's what I did 07:38 sofar no worky 07:38 sofar minetest.handle_node_drops(pos, minetest.get_node_drops(node.name, digger:get_wielded_item():get_name()), digger) 07:39 sofar getting drops in core is clumsy 07:39 sofar local wielded = digger:get_wielded_item() 07:39 sofar local drops = core.get_node_drops(node.name, wielded:get_name()) 07:40 Krock However, this theme would fit better into #minetest or #minetest-mods 07:41 sofar obviously, I digressed, I was looking for the implementation of these functions in core git, that's all 09:37 Krock Hi folks... what would bring up an "get_biome_list: failed to load biome (index 1)" error ? 16:42 crazyR is there any way to control how or where the player files are stored in the /players folder?? 16:48 Zeno` crazyR, currently no 16:48 est31 what do you want to accomplish crazyR? 16:58 crazyR i want to be able to use a diffrent storage mechanism for storing that infomation. 16:59 crazyR so i think something similar to the way we can overide the authorise handler should work 17:01 est31 isn't it possible to read the files? 17:03 crazyR thats not the issue. i want to use an entirely diffrent storage mechanism. a proper data base. but the only way to do that is to be able to overide the way the files are stored by default 17:09 est31 perhaps, yes. 17:09 est31 perhaps it should be also used by default 17:09 est31 and files only as legacy option 17:09 est31 with a converter inside util/ 17:10 ShadowNinja Files work pretty well, but the format should be changed: currently inventory serialization adde a lot of "Empty" lines. 17:26 crazyR personally i think it should still be easily overide-able so that server owners can implement there own systems if they wish 17:27 celeron55 i think a similar mechanism as for the authentication/authorization could work quite well 17:28 celeron55 at least it's not immediately obvious to me why it wouldn't 17:29 crazyR ^ +1 17:29 celeron55 there's some requirement for care to be taken for enabling future extendability though 17:29 celeron55 of what is stored 18:03 est31 What would be an use case? 18:03 est31 crazyR ^ 18:18 ShadowNinja ... http://pastebin.ubuntu.com/10793421/ 18:21 est31 thats nice change 18:23 ShadowNinja I'm making the max player name length configurable now, now that the hardcoded length was fixed in protov25. 18:25 crazyR est31 i think i explained what the use case was above 18:26 Calinou can we have min player name length too? 18:26 Calinou as a minetest.conf setting 18:26 Calinou default 2 probably 18:28 crazyR also player names really need to be non case sensative. haveing 2 players with the same name but with diffrent case's is a bit silly and a night mare for moderators/admins 18:48 est31 the new auth protocol will fix this 18:48 est31 or at least pave the way for ShadowNinja's patch 18:49 est31 (the case insensitivity) 18:49 est31 and about the names, idk there are enough name mods out there 18:58 est31 ShadowNinja, what do you think should the player's name be sent in the first packet, or should it be moved into an extra packet? 18:59 est31 because I have to remove the password from toserver_auth 18:59 est31 only the name stays then 18:59 est31 moving (back) the name into the init packet would spare two extra packets, one by server one by client 19:00 est31 the packet's content the server would send is only the list of supported authentication protocols. the server needs to know the username to compose this list 19:00 est31 (and the casing of the playername to support case insensitivity) 19:01 est31 that can be moved into toclient_hello 19:13 ShadowNinja est31: It can stay in the init packet as long as it doesn't have a fixed length and a length of 0 is possible. 20:29 est31 I'm making the max player name length configurable now, now that the hardcoded length was fixed in protov25. 20:29 est31 some news for that change ^? 20:29 est31 I think I can rebase later