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IRC log for #minetest-hub, 2017-08-07

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All times shown according to UTC.

Time Nick Message
00:28 lisac joined #minetest-hub
00:32 paramat joined #minetest-hub
00:47 rdococ Hm.
00:48 rdococ lua_api.txt, line 2968: * Convert a string returned by `minetest.deserialize` into a table
00:48 rdococ Didn't know deserialize returned a string. :P
00:48 sofar it doesn't
00:48 rdococ I know, it's a joke about a typo in lua_api.txt.
00:49 sofar it's not a typo
00:49 rdococ ?
00:49 rdococ Either that, or it's a confusing method of wording things.
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08:33 tenplus1 joined #minetest-hub
08:33 tenplus1 hi folks
08:38 Dumbeldor Hi
08:38 tenplus1 hi Dumbeldor
08:44 tenplus1 what's new in the world or minetest ?
08:46 Dumbeldor I don't know xD
08:46 tenplus1 ehehe
08:47 Dumbeldor 15 september i come again to develop minetest :P
08:48 tenplus1 I did see that torches now drop near water using on_flood, although I wont update real_torch mod until 0.4.17 is actually out and I migrate all my mods across at the same time :D
08:50 Dumbeldor Good luck :D
08:50 Dumbeldor You want learn C++ ? Or you prefer develop only mods in lua ?
08:50 tenplus1 heh... I really want out players to all update at the same time so save issues playing game
08:50 tenplus1 I do mods in lua
08:51 tenplus1 I know little c++ and only have 1 pull which has kinda gone stale
08:51 Dumbeldor Haha ok
08:53 tenplus1 you work with c++ ???
08:54 Dumbeldor Yeah
08:54 tenplus1 sweet :P
08:54 Dumbeldor nerzhul is my Sensei ! :D
08:54 tenplus1 I gotta learn more at some point, just lack of time :P
08:54 Dumbeldor I'm french, i learn english xD
08:54 Dumbeldor haha
08:56 tenplus1 I learned french in school  years ago but since forgotten anything useful :D
08:56 Dumbeldor Bonjour tenplus1 :D
08:56 Dumbeldor Comment vas tu ? :P
08:56 Dumbeldor Yeah, french is very hard ^^
08:56 tenplus1 it's the whole masculine feminine thing
08:56 tenplus1 am okie btw
08:58 Dumbeldor Yes, but if you wrong masculine / feminine it's minor ^^
08:58 tenplus1 heh
08:59 Shara Morning all
08:59 tenplus1 hi Shara
08:59 tenplus1 how do/
09:00 Shara Not bad thanks.
09:00 Shara You?
09:00 tenplus1 :P
09:02 tenplus1 seen your abriglass being reviewed by nathan on youtube
09:02 Shara Hehe, that was quite a while back
09:02 tenplus1 somehow was shown on my new videos list :P
09:02 Shara I've had to complete redo the colours due to 0.4.16 changes
09:02 tenplus1 also ambience review but his sound was soo low
09:03 Shara And found out they are still not right, since apparently white glass no longer has an inventory image :(
09:03 tenplus1 eek
09:03 Shara Here's the new colours though
09:03 Shara http://gingercat.tk/mt/abriglass.png
09:03 tenplus1 nice
09:04 Shara at least black looks black and red looks red now.... after 0.4.16 they started looking pale grey and pink
09:04 Shara Just really don't know how to make white look right again. but no time this morning :P
09:05 tenplus1 I kinda wish the dev versions were minetest-next so we could test them alongside stable
09:06 Shara Given the compatibility breaks... ekk.
09:06 tenplus1 exactly that... I refuse to move past the dev release on the 19th July
09:07 tenplus1 cause from that point player model has been messed with
09:08 Shara I'm just worried how much it's going to mess with players when the time comes
09:09 tenplus1 when 0.4.17 is released I will post signs for players to update on (win/linux/android)
09:09 tenplus1 I want everyone using that version from then on so I can update all of my mods at once to newer functions
09:09 Shara Signs often don't do much good from my experience.
09:09 tenplus1 or a log in message when they join :)
09:09 Shara And will old/new clients/servers be able to work together at that point?
09:10 Shara (I have no idea just how much compatibility is breaking...)
09:10 tenplus1 they can still connect but players will be stuck in the floors when using old versions/model
09:10 Shara Yea, but there may well be other changes before then too
09:11 tenplus1 am sure they will force some new changes since compatibility is already broken
09:11 Shara Yup
09:12 Shara I mean, if breaking compatibility, may as well do as much big stuff that comes under that heading in one go as possible
09:12 Shara Otherwise, sooner or later it needs to get broken again, and it's important to minimise how often that happens
09:13 tenplus1 yeah...  with 0.4.17 they could remove all of the older compatibility functions, deprecation crap, alias' etc since players will need to use the new one anyhow
09:13 Shara But I worry about a situation where before I update the servers, I'll have people on new clients who can't connect, then after I update, people on old who can't.
09:13 tenplus1 it'll force a major update so they could possible fix csm and have the new version working on servers properly (disable switches)
09:13 Shara why would aliases get removed?
09:13 Shara That's something for mods surely
09:14 Shara If there is no way to preserve my existing maps, I simply won't ever be updating.
09:14 Shara Which long term will mean I'll be done with MT
09:15 tenplus1 if there is map breakage then we need a tool to convert them over to the new format
09:15 Shara And my maps use a load of aliases by this point :P
09:15 tenplus1 same here
09:15 Shara I already have nightmares about how to make sure I update about 200 mods correctly :P
09:15 tenplus1 am talking alias' such as screwdriver_1 _2 _3 _4 from the OOOOOOOLD screwdriver mod
09:16 Shara Well, I manually removed most MTG aliases on my own server
09:16 Shara I've started slowly reviewing my mods against the current MTG ones and updating as I wish :P
09:18 tenplus1 I kinda figure if I'm going to move over to the newer functions I want players on that version 1st then a huge move to keep them there (hopefully)
09:19 Shara Getting players to change client = herding cats
09:19 Shara Most of them using android have no idea how to change
09:19 tenplus1 yeah, it'll be hard... but... if we offer a ton of new features to lure them in and mod changes then it'll be easier
09:19 Shara It's not about offering them things. They just don't understand.
09:20 tenplus1 f-droid will have latest 0.4.17 release when out, dunno about google app store tho
09:20 Shara The number of kids I see moaning about adds and inventory problems... after we tried to explain to them so many times how to get the official version
09:21 tenplus1 after the update I will no longer be supporting previous versions
09:21 paramat joined #minetest-hub
09:21 tenplus1 it's too much of a headache just now keeping compatibility with 0.4.14/15
09:21 Shara If adds that apparently make them die all the time, and an inability to craft or in some cases even use the inventory, isn't enough to make them change... :P
09:21 tenplus1 hi paramat
09:21 Shara ads*
09:21 Shara Hi paramat
09:21 paramat hi, don't worry, worlds are not going to be broken
09:22 Shara Yup, was fairly sure :)
09:22 tenplus1 *phew*
09:22 paramat 0.5.0 breakage is just new-old client-server compatibility stuff
09:22 tenplus1 so long as worlds remain usable it's good
09:22 Shara But I think there's definitiely going to be some headaches either way given how players are
09:23 Krock joined #minetest-hub
09:23 Shara (I know it's needed - this is discussion not complaint)
09:23 tenplus1 hi Krock
09:23 Shara Hi Krock
09:23 Krock ugh.. wasn't prepared this time. Hi tenplus1, Shara
09:23 paramat yeah, inevitable with breakage
09:25 Shara paramat: turns out the current abriglass colours are causing complaints on my server :(
09:25 Shara Specifically the white glass isn't white enough and has no inventory image
09:25 Shara Any ideas?
09:25 paramat there are even a couple of suggestions for features that would change map format, but i'm strongly opposing those as they're non-essential features
09:26 paramat erm, i left a comment in the closed issue
09:26 paramat about inventory images
09:26 tenplus1 whas kinda of map changes ??
09:26 Shara Just saw after I hit enter sorry
09:26 paramat no problem
09:27 paramat clear glass needs to be more opaque?
09:27 Shara paramat: thing is, the inventory images worked fine before, and all still do apart from that one
09:27 Shara Well, it's not meant to be clear glass
09:27 Shara It's meant to be white
09:28 paramat abriglass:stained_glass_frosted?
09:28 Shara Yes
09:29 Shara I'm happy with the others I think, so just need to solve that
09:30 paramat ok that one is registered in a different way to the others
09:31 Shara Yea, because the others needed colorize
09:31 Shara That's the only reason it's not in the same loop
09:31 paramat maybe do 'tiles = {"abriglass_plainglass.png^[colorize:#"..colour..":122"},' for that one too, and provide a colour and tune the ratio, that'll give you more control over it
09:31 paramat the colour will be white of course
09:32 Shara As long as it actually shows in the inventory, it's good
09:32 paramat it might if you do that
09:33 Shara Thanks :)
09:33 Shara Will test a bit later
09:36 paramat and no we won't be removing aliases, those are long term things to support worlds
09:36 tenplus1 not talking node alias' only old item one's like screwdrivers
09:48 paramat ok
10:05 tenplus1 brb
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10:26 tenplus1 joined #minetest-hub
10:26 tenplus1 back...
10:29 DS-minetest wb tenplus1
10:29 tenplus1 hi DS :P
10:50 Calinou hi
10:50 tenplus1 hi Cal
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11:42 ThomasMonroe joined #minetest-hub
11:42 tenplus1 hi thomas
11:43 ThomasMonroe hi
11:44 Jordach joined #minetest-hub
11:46 CalebDavis joined #minetest-hub
11:47 tenplus1 hi Jordach, hi Caleb
11:47 CalebDavis hi ten
11:47 tenplus1 o/
11:48 CalebDavis o/ o- o\ o- o/
11:48 tenplus1 :P
11:48 CalebDavis :)
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11:55 IhrFussel Hello guys, how can I recursively list table keys+values? Like table[player1] = value1; table[player2] = value2; now I want to parse through the table and put the contents in another var
11:55 tenplus1 hi fussel
11:56 tenplus1 what kinda values ?
11:56 IhrFussel It should look like this: "player1:value1 player2:value2" ... it's just ints
11:56 IhrFussel It's for a scoring board
11:58 tenplus1 in that case  score[playername] should suffice
11:58 tenplus1 local score = scores[playername]
11:58 tenplus1 it'll either be nil if not set or have a value for score
11:59 IhrFussel Yes but I want to parse through the table without having to know the playername
11:59 tenplus1 use ipairs to list table contents
12:01 tenplus1 for _,player in ipairs(scores) do
12:01 IhrFussel Is there a way to get the table key as string?
12:02 IhrFussel like scores[player1] = 0; now I want to get "player1" and "0"
12:03 IhrFussel scores["player1"]*
12:07 calcul0n like ten said : for name, score in ipairs(scores) do value = name .. ":" .. score
12:07 tenplus1 hi calcul0n
12:08 calcul0n hi
12:12 IhrFussel calcul0n, local scores = {}; local value = ""; scores["a"] = 0; scores["b"] = 5; for name, score in ipairs(scores) do value = value .. " " .. name .. ":" .. score; end; print(value) << prints only a newline
12:12 CWz So many "Bye Bye" threads it needs it's own central thread
12:12 tenplus1 hehe.. hi CWz
12:15 calcul0n IhrFussel, i think it's pairs, not ipairs
12:16 IhrFussel calcul0n, ah now it works...weird, mt uses ipairs a lot though
12:19 calcul0n yes, pairs takes key/values in a table, ipairs takes indices/values in a list
12:19 calcul0n but that lua table is weird indeed :)
12:20 IhrFussel I thought lists are also a kind of table
12:20 calcul0n they are the same object but they behave differently
12:21 calcul0n table.insert() will create a list and t[k] a table
12:21 Bobr2 hi
12:21 tenplus1 hi bob
12:22 Bobr2 hi ten
12:23 Bobr2 what u guys talking about
12:23 tenplus1 stuff :P
12:23 Bobr2 if u dont mind me asking
12:23 tenplus1 tables and hwo pairs/ipairs uses them
12:24 Bobr2 ah ok
12:24 ThomasMonroe hi Bobr
12:24 Bobr2 hi Thoamas
12:24 Bobr2 ThomasMoroe
12:24 ThomasMonroe XD
12:25 ThomasMonroe Monroe
12:25 Bobr2 oh well
12:36 tenplus1 ???????
12:39 shivajiva LOL
12:39 shivajiva Hi ten, Krock, Bobr
12:39 Krock hi shivajiva
12:39 tenplus1 hi shiva
12:39 tenplus1 hi fuchs
12:40 Fuchs ello!
12:40 shivajiva Hi fuchs o/
12:40 Fuchs yes, hi!
12:40 Krock o/ Fuchs
13:01 rdococ heh. Fuchs.
13:06 Fixer joined #minetest-hub
13:08 tenplus1 wb
13:15 rdococ nineplus2
13:15 CWz one-hundredplus10
13:16 tenplus1 too high
13:16 tenplus1 w00t
13:17 rdococ I'd change my nickname but I'm literally on a billion channels - and that's /almost/ an exaggeration. :P
13:18 tenplus1 ehehe, time to whittle down channels :D
13:18 rdococ no, they carry too much sentimental value :P
13:18 tenplus1 lol
13:19 Krock joined #minetest-hub
13:20 tenplus1 wb Krock
13:23 Krock ty
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13:36 rdococ is there a %q reverse formatting option?
13:37 rdococ e.g. string.format(string.format("%q", "yay text"), "anti-%q") ==> yay text
13:37 rdococ oops, mixed up the parameters but you get the point
13:37 Krock are you looking for string.match ?
13:38 rdococ maybe?
13:38 Krock that's some kind of regex which allows you to read out particular parts of texts
13:38 rdococ ik
13:39 rdococ I was just using it
13:44 IhrFussel I don't get why my code runs even though the player used a pickaxe: local win = wi:get_name() if string.find(win,"crossbow") ~= nil or string.find(win,"sword") ~= nil then --do stuff end
13:45 IhrFussel Oh and local wi = hitter:get_wielded_item()
14:08 IhrFussel Nevermind another register code continued to run and dealt damage
14:35 Calinou wi is literally hitter
14:35 Calinou (:D)
14:37 soupfly joined #minetest-hub
14:40 rdococ heh
14:50 rdococ Interesting how Lua has a C(++) API, and Minetest (written C++) has a Lua API.
14:52 tenplus1 API'ception
14:54 Raven262 joined #minetest-hub
14:54 tenplus1 hi raven
14:55 Raven262 hi tenplus1
14:55 Raven262 Damn
14:55 Raven262 You managed to greet me first
14:55 * Raven262 has failed.
14:55 tenplus1 lol
14:55 Raven262 There will be another time!
14:56 Calinou Minetest AppImage running in a Fedora 26 VM: https://lut.im/lPGd5LqUxV/KfDVJ23R75HyKX7q.png
14:56 Calinou and Debian 9: https://lut.im/jnbZmUV1Ui/Y2GPXvE82LDAAva6.png
14:56 Calinou it was built from Ubuntu 14.04 using Clang
14:56 Calinou (and the AppImage was created using linuxdeployqt)
14:58 Calinou and the build script is pretty simple too: https://hastebin.com/toreculome.bash
15:20 rdococ ugh
15:20 rdococ now according to lua, 3 % 3 = 2
15:21 rdococ really though I've just created a super complicated stack-based language
15:23 soupfly joined #minetest-hub
15:26 rdococ I kinda want to start over and create a purely stack-based system
15:27 tenplus1 can but try
15:28 tenplus1 what's it for tho ?
15:28 ThomasMonroe rdococ try looking at the language for a HP48
15:28 ThomasMonroe its purely stack based
15:28 benrob0329 (Offtopic) https://github.com/saitoha/PySixel/blob/master/README.rst
15:29 KaadmY rdococ: by Lua having a C++ API, doesn't that mean the language bindings to implement Lua in a program...?
15:29 benrob0329 (Also see) https://github.com/saitoha/libsixel/blob/master/README.md
15:34 rdococ Lua has a C++ API for implementing a Lua API in C++.
15:35 rdococ Someone needs to create a Lua API for implementing another C++ API in Lua.
15:43 soupfly joined #minetest-hub
15:49 Krock APIception
15:50 tenplus1 lol
15:55 rdococ Ugh, I'm trying to combat the ABM's tendency to start south-west but it doesn't seem to be working.
15:57 tenplus1 heh, didn't think it mattered where it started but so long as it does :D
15:57 rdococ It does, because if you want to move a node to a different position, the ABM might act on it /again/ within the same cycle.
15:58 rdococ This keeps happening to me, and even when I add a queue system to prevent it, the ABM doesn't listen.
15:58 tenplus1 hrm
15:58 rdococ I even tried keeping track of the positions in the queue with a 3D array rather than using tables as indices!
15:58 rdococ heh, tables as indices...
16:00 tenplus1 what you trying to do with the nodes ?
16:08 Megaf joined #minetest-hub
16:09 tenplus1 hi Megaf
16:09 Megaf Hello Twelveminus1
16:10 tenplus1 :P
16:12 DI3HARD139 joined #minetest-hub
16:14 tenplus1 hi DI3HARD139
16:14 DI3HARD139 Hello tenplus1
16:15 tenplus1 o/
16:23 IhrFussel How heavy is it to run get_objects_inside_radius(pos,30) every sec?
16:26 rubenwardy joined #minetest-hub
16:26 tenplus1 hi ruben
16:26 tenplus1 fussel: do a for/loop with a timer , will show how heavy it can be
16:31 tenplus1 local x = os.clock()
16:31 tenplus1 for n = 1, 1000 do
16:31 tenplus1 local o = minetest.get_objects_inside_radius(pos, 30)
16:31 tenplus1 end
16:31 tenplus1 print(string.format("elapsed time: %.4f\n", os.clock() - x), #o)
16:35 tenplus1 whoops, define local outside that loop, but on my slow system I get 0.0098 for 1000 object gets
16:38 tenplus1 hardly an impact at all if you're doing it every second
16:39 IhrFussel tenplus1, alright cool...and instead of modname = {} modname.tablename = {} I can simply do modname_tablename = {} right?
16:41 tenplus1 yeh
16:49 tenplus1 o.O
17:00 KaadmY Krock: :O
17:00 KaadmY :OOOOOO
17:00 KaadmY ._O
17:00 tenplus1 hi KaadmY
17:00 KaadmY Hi tenplus1
17:03 * tenplus1 watched Labyrinth
17:03 tenplus1 *s
17:52 behalebabo joined #minetest-hub
17:52 tenplus1 hi behalebabo
18:03 Fixer *,.,,,,*
18:03 tenplus1 hi fixer
18:04 Fixer hio
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18:16 soupfly joined #minetest-hub
18:47 rubenwardy IhrFussel, as a mod the only global you make should share the name of the mod
18:47 rubenwardy But you can make a local called that
18:47 rubenwardy You may have meant that, thought I'd clarify anyway
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18:57 IhrFussel rubenwardy, I chose set/get_attribute now instead...are extended atrributes much slower than tables in Lua?
18:57 rubenwardy Yeah
18:58 rubenwardy As it's a context switch
18:58 rubenwardy Attributes are in c++
18:58 IhrFussel But not as slow as files
18:58 rubenwardy No, they're not
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20:21 Topic for #minetest-hub is now http://hub.minetest.net/info | http://hub.minetest.net/regulars | Logs: http://irc.minetest.net/minetest-hub/
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20:21 sfan5 rubenwardy: next time loggingbot_ breaks please tell me
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21:55 Fixer as usual https://www.youtube.com/watch?v=ZjJzO2bgoZQ
22:06 Sokomine what's there to see?
22:07 Fixer_ joined #minetest-hub
22:27 Megaf !title
22:27 ShadowBot Megaf: Error: That URL appears to have no HTML title within the first 4KB.
22:27 Megaf Fixer_, what is the video about?
22:27 sofar if fixer_posts_url then assume("it's a music video that he is listening to") end
22:44 Megaf aaahhhh! https://www.youtube.com/watch?v=vqGPq1zrD5E
22:46 paramat joined #minetest-hub
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22:56 Sokomine sofar: ah, thanks *ignoring the video*
22:57 Megaf I'm too ignoring do video until he tells me what it is about
23:03 Fixer Megaf: time is running out
23:03 Fixer GC64 actually helps
23:04 Fixer no crashes when doing large worldedit edit
23:04 Fixer s
23:09 lisac hey why not place some other subgame screenshots in the screenshot subsection on the website?
23:09 lisac it is the part most people will see
23:09 lisac maybe place some mobs mods?
23:09 lisac maybe screenshots from popular servers?
23:09 lisac maybe moreblocks' slopes?
23:09 Fixer 57 million nodes was too much
23:09 Fixer worldedit gave me error
23:09 Fixer but not OOM
23:09 Fixer which is good
23:13 Fixer 32 000 000 nodes...
23:13 Fixer no crash
23:18 bigfoot547 Well, Fixer. You can keep playing minetest on your computer ROOM, but the rest of us humans are fine playing minetest on our tin cans that throw kernel error messages on startup
23:18 bigfoot547 :P
23:19 bigfoot547 At least my comp throws kernel error messages
23:19 Megaf nite folks
23:21 Fixer i'm experimenting with WE
23:21 bigfoot547 Do you have kernel error messages?
23:22 Fixer no
23:22 Fixer well, once
23:22 Fixer BSOD
23:22 Fixer ATI drivers...
23:22 Fixer .png
23:23 Fixer load up a world with lots of cobble houses, replace cobble with air -> amaze
23:23 bigfoot547 Oh
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23:27 Fixer peak mem usage by minetest was near 4.5 gb
23:27 Fixer and my lua mem calc had 1028 mem of usage
23:28 Frenfold left #minetest-hub
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23:29 Frenfold left #minetest-hub
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23:29 Fixer 65 million nodes processed
23:33 Fixer WE working area was 800x800x100
23:37 Fixer replaced most of water on JT world save with dirt, removed most of cobble above ground, 95% of garbage went away
23:38 Fixer performance boost after water removal was impressive
23:38 Fixer in terms of fps
23:41 Fixer GC64 is doing, it seems
23:41 Fixer luajit was 1 ofc
23:42 Fixer good news everyone
23:42 Fixer dreambuilder tests later
23:46 Sokomine fixer: that notion about water removal sounds intresting. it seemed to me that removing the spots of water every 2-3 blocks below the fields in my mg_villages also helped client-side. maybe it wasn't just the reduction of abms

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