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IRC log for #minetest-hub, 2018-07-20

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Time Nick Message
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03:42 Mr_Pardison greetings!
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06:42 paramat !tell IhrFussel do you know very roughly the MT version when your 'randomly stopping vehicles' issue started? did it happen in 0.4.16 stable?
06:42 MinetestBot paramat: I'll pass that on when IhrFussel is around
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09:32 MinetestBot IhrFussel: Jul-20 06:42 UTC <paramat> do you know very roughly the MT version when your 'randomly stopping vehicles' issue started? did it happen in 0.4.16 stable?
09:34 IhrFussel !tell paramat 99% sure it did not happen in 0.4.16 but in backport 0.4.17 from Dec ... and it didn't happen in 0.4.17.1 still so I think it is fixed there...did you test 0.4.17.1?
09:34 MinetestBot IhrFussel: yeah, sure, whatever
10:18 IhrFussel The stalling issue makes my server partly unplayable... I advise every server owners with an active playerbase to check the chat log and search for things like "laaaag" or "map not loading" or similar
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10:20 tenplus1 hi folks :)
10:21 IhrFussel The stalling does not ONLY affect mapblock sending
10:22 tenplus1 also affects inventory movement (from yesterday)
10:22 tenplus1 hi fussel
10:22 IhrFussel Or well...it does technically I guess...mesecons won't work when it happens
10:25 IhrFussel Ihave 10 videos for proof now that clearly show that only certain app users with random names cause this...the map loads again as soon as the problem user logs off
10:26 tenplus1 thing is... is it the area they are in causing issue, sauth or some player data being loaded/saved ??
10:26 IhrFussel There is nothing busy server side
10:27 IhrFussel Everything else works, the clients somehow BLOCK map sending/updating
10:27 tenplus1 so something about that particular client is stalling mapload ?
10:27 IhrFussel One client is somehow able to ruin the game for everyone else
10:29 tenplus1 you could always set:  strict_protocol_version_checking = true
10:29 tenplus1 and force players to use 0.4.17 and above
10:31 rubenwardy FFS, why are longs 64 bits in the kernel
10:31 rubenwardy This is silly
10:31 tenplus1 hi ruben, also dunno what that is
10:31 tenplus1 *means
10:31 IhrFussel First I need to make sure that it affects all MT servers and not just mine (which is very unlikely since the hardware of the server is pretty modern)
10:32 rubenwardy Longs are usually 32bit, and is that size when in other code in Android
10:33 rubenwardy This is why u64 is a good idea when the size matters
10:33 tenplus1 how does it affect things with longs 64bit
10:34 rubenwardy It's used as flags to control a function. A bit like CSM flavour limits, instead of using tons of booleans you use a number and set individual bits
10:34 tenplus1 ohhh
10:34 tenplus1 gotcha
10:35 IhrFussel tenplus1, do you save the chat log of users? In case you do could you please look for certain messages that could indicate that map loading issue?
10:36 tenplus1 no-one has ever complained about map issues on Xanadu, my inbox only contains books with coords for banned/limited players protected areas
10:36 tenplus1 but then again, we're still on 0.4.16
10:39 IhrFussel It happened before 0.4.17.1 already ... but I meant the chat log of people chatting publicly
10:39 tenplus1 it's monitored, yes... but like I said no-one has ever mentioned issues with the map pausing/loading/glitching
10:43 IhrFussel It is definitely *not* all app users... not all random names cause this, but quite a few
10:43 tenplus1 coudl the particular player that causes the issue be using csm mods to stress information between server and client ?
10:45 IhrFussel Too many different people for that
10:45 IhrFussel I'm pretty sure it is a broken app that handles mapblocks wrong
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10:46 tenplus1 so many bogus clients that could do many weird things.. we need a way to stop them connecting
10:46 tenplus1 hi lumber
10:46 IhrFussel But ONE client should never be able to stall the ENTIRE map
10:46 tenplus1 yeah, it's annoying
10:47 IhrFussel So maybe the server waits for each client to acknowledge something and never gets a reply or something
10:47 tenplus1 true, we need a dev to ask for that one
10:48 IhrFussel Or some kind of endless loop between server <-> client
10:48 IhrFussel I could reduce block sends per client to see if that fixes/improves it
10:49 tenplus1 worth a try
10:49 IhrFussel It was 20, after restart 10
10:50 IhrFussel What's the value on xanadu?
10:50 tenplus1 checking
10:51 tenplus1 max_simultaneous_block_sends_per_client = 3
10:51 tenplus1 max_simultaneous_block_sends_server_total = 40
10:53 IhrFussel I think the latter setting is ignored, not used anymore by the engine
10:54 tenplus1 :P
10:54 IhrFussel Only 3? Map loads quick with that value?
10:54 tenplus1 surprisingly yes
10:54 tenplus1 I can use fast and run any direction and map loads quick enough to handle it
10:54 IhrFussel I think setting it higher means less network packages
10:55 tenplus1 considering server is in US and I'm in UK
10:58 IcyDiamond i wonder if its possible to make an npc "build" a schematic
10:58 IcyDiamond aka place nodes in sequence
10:58 IcyDiamond instead of just spawning the schematic
10:58 tenplus1 you could have a schematic saved as a table, loop through table from bottom to top and use npc/mob pathfinding to move to position and place node and keep going
10:59 IcyDiamond i guess
10:59 IcyDiamond i might try at some point
10:59 tenplus1 also hi :)))  hi raven
11:01 IcyDiamond lol hi
11:01 IcyDiamond :P
11:02 Raven262 Hi tenplus1
11:03 tenplus1 o/
11:05 IhrFussel First symptom of the map stalling is map loading very slow suddenly
11:05 tenplus1 and it only happens when a specific player signs on ???
11:06 IcyDiamond rubenwardy: https://i.lunasqu.ee/Screenshot_18-07-20-14:05:33.png is it just me or is the api doc unreadable now?
11:06 IhrFussel And works again when that specific player leaves yep
11:06 tenplus1 and youv'e asked that user what client they use ???
11:06 IhrFussel Well the map doesn't stall right away...it can take a moment
11:07 IhrFussel I can try but most app users don't understand English
11:08 rubenwardy IcyDiamond: any errors in the console?
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11:08 tenplus1 o/ fixer
11:08 rubenwardy What os/gtk theme?
11:09 Fixer hi
11:09 IcyDiamond rubenwardy: the links on the sidebar all 404 as well
11:09 rubenwardy Must have broke some links then
11:09 rubenwardy What's the URL?
11:09 IcyDiamond https://rubenwardy.com/minetest_modding_book/lua_api.html
11:14 IhrFussel tenplus1, any reason why minetest.item_eat(5) won't work in the beverage mod? I use stamina as hunger mod
11:14 IhrFussel It just won't fill the bar when I drink something
11:15 rubenwardy Code?
11:16 IcyDiamond tenplus1: is pathfinding in the engine or your mobs mod?
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11:16 IhrFussel https://github.com/minetest-mods/beverage/blob/master/init.lua#L136
11:16 IhrFussel In on_use()
11:17 IhrFussel Wait...
11:18 IhrFussel Why is it a node and not a craft item?
11:20 tenplus1 fussel, if you use minetest.item_eat(value) it shoudl work fine
11:20 IhrFussel Didn't know you can (ab)use nodes as tools for drinking
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11:20 Krock hi tenplus1
11:21 tenplus1 IcyDiamond: minetest.find_path exists but in the actual mob api we have pathfinding as well to move mobs
11:22 Krock sup?
11:22 IcyDiamond ok, i think i'll use your mobs mod
11:22 tenplus1 fussel: I use nodes for wine mod: https://notabug.org/TenPlus1/wine/src/master/init.lua#L44 and wine is eaten/drank ok with stamina mod
11:22 IhrFussel That is so weird, I hear the drinking sound (defined before minetest.item_eat()) but no stamina change
11:23 Krock hi IhrFussel, IcyDiamond :)
11:23 IhrFussel Hey Krock
11:24 IcyDiamond hey Krock
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11:24 tenplus1 icy, setting self.path to hold minetest.find_path coords starts them off, also make sure pathfinding = 1, is set in mob def
11:25 tenplus1 hi Krock
11:25 Krock heh tenplus1. 5 minute delay this time :D
11:25 Krock you must be totally busy
11:26 tenplus1 hehe sorry dude, was looking through chat.. paused scroll so I coudl catch up
11:27 tenplus1 o.O ouch, the code is kinda wonky in beverage mod
11:27 tenplus1 all spaced wrong in places
11:29 IhrFussel It's a rather old mod but I need some drinks :P
11:29 tenplus1 heh
11:29 tenplus1 farming redo has some added, but yeah... need to add more drinks... how about wine mod ? :PPPPP
11:30 IhrFussel my players want tea and other healthy stuff =P
11:30 tenplus1 nice
11:30 IhrFussel I also have the sandwiches mod by Annalysa and that one works
11:31 IhrFussel And the sandwiches also just use on_use = minetest.item_eat(5),
11:32 tenplus1 are you using thirty mod ?
11:32 IhrFussel Nope
11:33 tenplus1 in init.lua, line 160, have it say:    return minetest.item_eat(5)     and see if that helps
11:35 tenplus1 same with line 201
11:36 tenplus1 return minetest.item_eat(5)
11:37 twoelk wasn't there some problem with certain mobile clients granting a too far interact reach? maybe that triggers too much map load
11:38 IcyDiamond rubenwardy: so.. what's up with the docs?
11:38 IcyDiamond error on my side?
11:41 rubenwardy It's using the static CSS of my main site, as the page is missing a relative URL root
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11:41 tenplus1 hi aerozoic
11:41 aerozoic wazup tenplus1!
11:42 tenplus1 tinkering...  always tinkering :PP you ?
11:43 rubenwardy IcyDiamond: https://github.com/rubenwardy/minetest_modding_book/commit/b4057fda023d2c2189ef5333caa9c98aacba37a3
11:44 rubenwardy IcyDiamond: seen the new chapters?
11:47 IcyDiamond 2018-07-20 14:46:45: ERROR[Main]: .../evert/minetest/bin/../mods/entitybuildqueue/example.lua:4: calling 'place_schematic_on_vmanip' on bad self (userdata expected, got table)
11:47 IcyDiamond i wish it told me which arg
11:47 rubenwardy You're probably giving it data rather than vm
11:48 IcyDiamond VoxelManip() returns data and not a vm?
11:48 rubenwardy Returns a vm
11:48 IcyDiamond then whats the issue?
11:48 rubenwardy You then get data with :get_data()
11:48 rubenwardy Right
11:48 rubenwardy Idk then
11:48 rubenwardy Code? ;)
11:49 IcyDiamond VoxelManip() returns nil
11:50 IcyDiamond but the docs state that the position args are optional?
11:50 IcyDiamond why does it return nil then
11:50 tenplus1 you could have npc change self.state to something unrecognised by api "building" for instance so the npc does nothing, then use do_custom to face direction and place node with punch animation and keep doing that until schem file built... then finally change self.state to "stand"
11:51 IcyDiamond it returns nil even with arguments
11:51 IcyDiamond im doing something wrong again
11:51 IcyDiamond lmao
11:52 rubenwardy When are you calling it?
11:52 IcyDiamond that matters?
11:52 IcyDiamond can't call it at load time?
11:52 IcyDiamond so i guess i'll have to put it in an after()?
11:52 IcyDiamond ¯\_(ツ)_/¯
11:53 IcyDiamond nope still nil
11:53 IcyDiamond well im confused
11:55 IcyDiamond can i get an example of place_schematic_on_vmanip please
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12:33 IcyDiamond i dont understand why VoxelManip returns nil
12:34 tenplus1 make sure any coords are rounded , doesnt seem to work with things like 32.5 etc
12:34 IcyDiamond https://i.lunasqu.ee/Screenshot_18-07-20-15:34:16.png
12:34 tenplus1 ahh
12:36 IcyDiamond it doesnt say anywhere when or where it should be called
12:38 tenplus1 https://dev.minetest.net/minetest.place_schematic_on_vmanip
12:38 IcyDiamond do i even need vm to get data out of a schematic?
12:38 tenplus1 yeh
12:38 tenplus1 check example link
12:38 IcyDiamond I saw that already
12:39 Krock how about write_to_map?
12:39 IcyDiamond ?
12:40 IcyDiamond i need the data from a schematic, not place it in the world
12:44 Krock local placed = minetest.place_schematic_on_vmanip(...)
12:44 Krock if that returns false, then you must specify the positions
12:44 IcyDiamond minetest.get_voxel_manip() returns nil
12:45 Krock err what
12:45 IcyDiamond i have the same question
12:45 Krock https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L963-L976 there's no way it can return nil
12:46 IcyDiamond then what the f is happening here
12:47 Krock here it works just fine https://github.com/SmallJoker/peoplecantlua/blob/master/peoplecantblur/init.lua#L127
12:48 IcyDiamond i am super confused
12:50 xerox123_ Hello all o/
12:50 tenplus1 hi xerox
12:50 rubenwardy IcyDiamond: at load time, there is no world
12:50 rubenwardy The environment is loaded after mods load
12:51 rubenwardy As you can't know all node definitions until loading is finished
12:51 tenplus1 use a minetest.after function to wait 3 seconds then place schem file
12:51 Krock lol. you're calling this on load?
12:51 rubenwardy Ah
12:52 rubenwardy It'll be setting a nil table
12:52 rubenwardy Nil meta tabld
12:52 rubenwardy So it doesn't return nil, but instead an empty table
12:52 IcyDiamond hmm what
12:52 IcyDiamond ok i must be going crazy
12:52 IcyDiamond it didnt work before with minetest.after either, now it does
12:52 IcyDiamond well then
12:52 rubenwardy L
12:52 rubenwardy Ol
12:53 IcyDiamond i have the confusions
12:56 IcyDiamond static int ScriptApiBase::luaPanic(lua_State*): A fatal error occured: LUA PANIC: unprotected error in call to Lua API (not enough memory)
12:56 IcyDiamond haha lol
12:57 rubenwardy Oh dear
12:57 rubenwardy That's... Not good
12:57 IcyDiamond i tried to dump the data
12:57 IcyDiamond that didn't go well
12:57 IcyDiamond XD
12:57 rubenwardy LVM exposes lots of weirdness like this when done wrong
12:57 rubenwardy Oh wait lol
12:57 rubenwardy Is that a puc version of an oom?
12:58 IcyDiamond 2018-07-20 15:56:11: ERROR[Main]: ServerError: AsyncErr: environment_Step: OOM error from mod 'entitybuildqueue' in callback environment_Step(): not enough memory
12:58 IcyDiamond XD
12:59 IcyDiamond how tf am i supposed to know how big of a vm i have to load
12:59 IcyDiamond or create
12:59 IcyDiamond place_schematic_on_vmanip requires me to specify positions
13:00 tenplus1 its one command i've never used
13:00 tenplus1 prefer normal schematic placement...
13:00 tenplus1 if anything I'd only use vmanip to load the area in question then place normal schem
13:01 IcyDiamond its when you want to do the crazy shiz you run into problems
13:01 IcyDiamond XD
13:01 rubenwardy Store the schem size in a meta file
13:01 IcyDiamond dammit
13:01 rubenwardy Also, if you can work out how to emerge a schematic in an lvm with correct lighting
13:01 rubenwardy Let me know
13:01 rubenwardy Lol
13:01 IcyDiamond lmao
13:02 rubenwardy Or, alternatively find out how to read schem size from the MTS file
13:02 IcyDiamond too much work
13:02 IcyDiamond lol
13:02 rubenwardy Lol
13:03 Krock [LOL INTENSIFIES]
13:04 tenplus1 ::P
13:04 IcyDiamond Motivation rate drops to 0%
13:04 Krock Suicide rate rises to 100%
13:04 IcyDiamond I don't feel like killing myself over a game
13:04 IcyDiamond ¯\_(ツ)_/¯
13:08 tenplus1 is this just to place a schematic, or the start of the npc building thing
13:08 rubenwardy CTF has separate confs for this
13:09 rubenwardy ItB reimplements schematics using LVMs, and supports meta in the conf
13:19 IhrFussel Can a core dev confirm that max block sends total is an obsolete setting?
13:29 sfan5 "obsolete"?
13:29 tenplus1 deprecated
13:33 sfan5 if it was obsolete it would not exist anymore
13:33 tenplus1 lol
13:33 sfan5 which is the case in 5.0, but not in 0.4.17
13:34 Fixer https://twitter.com/without_pity/status/1019611100323680258
13:35 tenplus1 lol
13:38 IhrFussel sfan5, could the removal of that setting cause such map stalling issues?
13:39 sfan5 you're not running 5.0 are you?
13:42 IhrFussel No, but I removed the block sends total from my .conf because I was told that it#s not used anymore
13:43 sfan5 you should add that setting back
13:44 IcyDiamond !title
13:44 MinetestBot IcyDiamond: Without Pity op Twitter: "Its 33°C in Finland, inside the article circle.… "
13:45 IcyDiamond lol same here and i live in estonia, which is just south of finland
14:04 Krock IhrFussel: for reference, it's still in 0.4.x https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L908
14:04 Krock it's removed in 5.0-dev, which was already mentioned earlier
14:07 IhrFussel Yes but if it's missing it sets the default (40) no? So it shouldn't be related to the map sending issues
14:08 Krock 40 is quite low for popular servers, but it does indeed take the default value if the setting is not specified
14:09 tenplus1 xanadu is set to 40
14:10 Krock also the settings do not change in-game (exception is probably "/set"), so they surely can't be an issue here
14:15 IhrFussel And no dev got an idea how a "bad client" could "block" map from sending to other clients? Is there a security hole? Does the client request too many blocks at once?
14:19 IhrFussel It looks like the more "bad clients" play the sooner it stalls ... if only 1 is connected with such a client it still loads but very slow
14:20 Krock to find out more, you'd have to add more stats to the minetest binary -> custom build
14:21 Krock or analyse the network traffic (but the packets won't be easily readable)
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14:24 rubenwardy I had a similar issue
14:24 rubenwardy Although I didn't notice anything about clients
14:25 rubenwardy As CTF is perpetually full
14:25 rubenwardy I did a wireshark
14:25 rubenwardy Didn't really gain much though
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15:26 orbitaldecay joined #minetest-hub
15:27 orbitaldecay Greetings!
15:29 Krock hi orbitaldecay
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16:31 Krock rubenwardy: "Moreover, admin shall not merge PRs in mods until a reasonable time has elapsed, and author has been given a reasonable time to review or object to a PR." ~ https://minetest-mods.github.io/README.html
16:31 Krock so what's a reasonable time? two weeks?
16:31 Krock a month? or multiple months?
16:31 rubenwardy I don't know
16:31 rubenwardy sofar?
16:32 tenplus1 200 minutes
16:32 rubenwardy I've been naughty and just merged PRs before
16:32 Krock lol tenplus1. That's clearly too short
16:32 tenplus1 oops, 220 minutes then
16:32 Krock rubenwardy: me too on bugfix PRs which have a good quality
16:32 tenplus1 falling.lua will need to be looked at soon enough and fixed
16:32 rubenwardy I added screenshot.png to mesecons like this
16:33 Krock very naughty indeed. lol
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16:58 tenplus1 o/ benrob
16:59 benrob0329 o/ tenplus1
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17:05 tenplus1 hi gary
17:06 garywhite hi ten
17:07 tenplus1 you got any servers running benrob ?
17:09 benrob0329 No, I've thought about it a few times though
17:09 tenplus1 heh :)
17:09 tenplus1 am looking for some testers for a new falling.lua replacement
17:12 tenplus1 any takers ?
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17:16 tenplus1 wb rdococ
17:17 Krock ok, let's give it a try. < tenplus1
17:17 tenplus1 https://pastebin.com/XBpYT62E <-- make an empty mod with only "default" in depends.txt   ..  it'll override original entity for falling nodes with new functions
17:17 jluc joined #minetest-hub
17:18 Krock uhm.. "local builtin_shared = ..." I'm sceptical
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17:19 tenplus1 heh, ignore that line
17:19 tenplus1 hi Gael-de-Sailly
17:19 Krock "if below_node.name == "ignore" then" in combination with "get_node" might also delete them half-way falling
17:22 tenplus1 that does same as original falling.lua, just removes entities from unloaded areas
17:22 Krock ehh
17:22 tenplus1 yeh, that was added
17:22 tenplus1 if falling node drops into unloaded map area it's removed
17:23 tenplus1 was meant for edges of map
17:23 tenplus1 dropping sand off the side kinda thing :D
17:24 Krock that could be solved properly using get_node_or_nil
17:24 Krock when it returns a valid "ignore" node then it's the world bottom
17:24 Krock or world edge
17:25 tenplus1 the main difference with this is that falling nodes no longer replace smaller nodeboxes like before... that was a serious glitch... it checks first to make sure it's buildable_to or attached_node and can drop as item isntead of setting as node
17:30 sofar rubenwardy: Krock: 30 days is the cutoff, but I often merge things 10-14 days old for repos that I know people are using and there's no sense in delaying patches getting merged
17:31 tenplus1 o/ sofar
17:32 sofar heya
17:32 Krock I see, thanks sofar
17:33 sofar one of the reasons I don't like to define numbers for words like "reasonable" is that it'll make people just complain if you merge something 1 day too fast
17:38 Krock on the other hand it's not sure whether weeks or months are maent
17:38 Krock *meant
17:39 sofar ah
17:41 Krock tenplus1: node_fall_hurt doesn't seem to work (not defined in minetest.conf)
17:41 tenplus1 if you drop one of the falling nodes registered at top above you it should land and cause you damage
17:41 twoelk reasonable time to respond may be longer during holiday seasons :-D
17:42 Krock and same to the builtin falling node, six falling nodes suddenly become 4 by digging the buttom one
17:42 tenplus1 oh, that's due to the small timer I added to simulate lag
17:42 tenplus1 set delay to 0
17:42 tenplus1 line 34
17:44 Krock oh I see. there's no falling_node_damage group
17:44 tenplus1 there is, yes...  the very top function just adds it to sands and tnt :)
17:45 * twoelk is off to the weekend
17:45 Krock ..and desert sand, which I use right now to test
17:45 tenplus1 but once the changes are complete I could make a pull and add the new group to .conf and api txt
17:45 twoelk left #minetest-hub
17:45 * tenplus1 dropped sand on his head and died...  only had 1 heart :D
17:48 Gael-de-Sailly joined #minetest-hub
17:48 Krock dropping it on my head. nothing happens
17:49 tenplus1 you using 0.5 ?
17:49 tenplus1 or 0.4.17 ?
17:49 Krock no, 5.0-dev :P
17:49 tenplus1 ahh, I've not even tested for that yet
17:49 tenplus1 try dropping sand on mobs, works ok...  new player model might be iffy
17:50 Krock yes, you'd have to check 1m further down
17:50 tenplus1 tried the get_node_or_nil instead of ignore and got a ton of "2018-07-20 18:50:14: WARNING[Main]: Map::removeNodeMetadata(): Block not found" errors
17:51 Krock is that the client or server?
17:51 tenplus1 client
17:51 Krock aha
17:51 tenplus1 ?
17:51 Krock PR coming soon (TM)
17:52 tenplus1 local below_node = core.get_node_or_nil(below_pos) ; if not below_node then remove and return end
17:52 tenplus1 will go back to normal get_node and checking for "ignore" for now
17:53 Krock not remove. return.
17:54 Krock so that the entity can be saved into the mapblock
17:54 IhrFussel tenplus1, stamina.eat() doesn't even get called with the drinks
17:55 IhrFussel I added log messages to that function but it doesn't log anything
17:56 IhrFussel If I return minetest.item_eat() the itemstack will not be returned right?
17:56 tenplus1 check this fussel, will make it work: https://pastebin.com/vUdig3Cn
17:58 tenplus1 Krock: but if sand dropped off edge of world wont that just have it constantly there and not be removed ?
17:58 Krock no, it'll be loaded again
17:58 tenplus1 trying
17:58 Krock and the on_step code sets the acceleration again
17:59 tenplus1 nope, once placed off the side of the world it stays there never to be removed... would rather it be deleted
18:14 IcyDiamond tenplus1: do mobs have a unique id?
18:14 IcyDiamond that i could access from self
18:14 tenplus1 only traders
18:14 tenplus1 but no, never needed a unique id for them before
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18:15 IcyDiamond ok
18:16 IcyDiamond oh wait, self can have custom vars
18:16 tenplus1 yup, you can easily add your own
18:16 IcyDiamond ok this makes it easier
18:16 tenplus1 e.g.   self.id = (math.random(1, 1000) * math.random(1, 10000)) .. self.name .. (math.random(1, 1000) ^ 2)
18:17 tenplus1 this is what traders use
18:17 IcyDiamond yeah im going to use it for build queues too
18:18 tenplus1 remember that all self.* values are stored inside mob entity, so if it's in the middle of doing something (like building) it'll remember when it spawns in again
18:19 IcyDiamond def
18:19 IcyDiamond ?
18:19 tenplus1 huh ?
18:19 IcyDiamond mob entity as any instance of it?
18:19 IcyDiamond or what
18:20 tenplus1 yup, you can spawn 20 npc's and assign 1 to build or do something with do_custom and that one npc will remember and continue
18:20 IcyDiamond ok
18:22 tenplus1 it does reset self.state to "stand" when they re-appear, but if you have self.path ready or self.build or whaverer you can check against it and set to "build" maybe to handle that
18:22 Fixer CHAPA
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18:59 IcyDiamond tenplus1: how do i get the position of a mob
19:00 tenplus1 local pos = self.object:get_pos()
19:00 IcyDiamond ok ty
19:02 IcyDiamond tenplus1: so, can i make a mob walk to a specific position somehow too?
19:02 tenplus1 if mob has self.pathfind = 1 in it's definition you can set self.path = minetest.find_path() to guide it somewhere and it'll follow
19:03 IcyDiamond oh okay, cool
19:03 tenplus1 sand monsters and npc have pathfind enabled by default :)
19:07 Krock tenplus1: still trying to reproduce the client metadata warning
19:09 tenplus1 Krock: change line:158 to read: local below_node = core.get_node_or_nil(below_pos)
19:10 tenplus1 and line:158 to read: if not below_node then
19:10 tenplus1 and drop a sand block off the edge of the world... that produces the error
19:11 rubenwardy Yessss
19:11 tenplus1 on 0.4.17-1 at least :)  dunno about your 0.5
19:11 rubenwardy Soteria caught an apple cheatern
19:12 Krock if not below_node then ... I assume "return end"?
19:14 tenplus1 does sand drop ok and land/set ok ? andif you drop on things like grass/flowers it replaces them ok ? and buildable_to items like torches drop ok ?
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19:17 IcyDiamond 2018-07-20 22:16:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'npcbuildqueue' in callback luaentity_run_simple_callback(): Mod security: Blocked attempted read from house.meta
19:17 IcyDiamond aw you cant read a file thats in the mod files?
19:17 Krock tenplus1: dropped a node at -30910 to the bottom side of the world. no warning
19:18 tenplus1 weird, I get pages worth of errors when I do it on 0.4.17-1
19:18 Krock IcyDiamond: it's because Minetest does not know that it's your mod
19:18 Krock it would work on startup
19:18 IcyDiamond dammit
19:19 rubenwardy How does CTF do this?
19:19 IcyDiamond so much for having a metadata file for a schematic...
19:19 rubenwardy Is Settings exempt?
19:19 Krock tenplus1: strange. could you please send me the exact file that you used to cause it?
19:19 IcyDiamond now im completely screwed
19:19 rubenwardy IcyDiamond: it works with Setting
19:19 IcyDiamond it is a setting..
19:19 rubenwardy The lua class for reading .conf   files
19:19 IcyDiamond 2018-07-20 22:17:56: ERROR[Main]:  [C]: in function 'Settings'
19:19 IcyDiamond does it require the extension?
19:20 Krock probably
19:20 IcyDiamond nope, still errors
19:20 tenplus1 Krock: this is the code that causes the error: https://pastebin.com/U7w61T2m
19:21 Krock and you're simply dropping sand towawrds the world edge?
19:21 rubenwardy IcyDiamond: look at CTF in ctf_maps/schem_map
19:21 IcyDiamond oh wait nvm
19:22 rubenwardy It reads conf during run time
19:22 IcyDiamond my mistake
19:22 IcyDiamond i forgot to prepend the mod path
19:22 rubenwardy It also has dynamic map reloading
19:22 tenplus1 yeah, built a little tower at the edge and drop sand off the edge... ton of errors
19:22 rubenwardy So I can add maps without restarting
19:23 Krock it replaces buildable_to nodes nicely, that's all I found out
19:24 Krock no single warning/error
19:24 tenplus1 and if it drops on a thin nodebox the falling block will drop as an item isntead
19:24 tenplus1 that was the glitch that players would use to remove teleport pads/protectors etc
19:28 Krock 2018-07-20 21:28:21: WARNING[Server]: Undeclared global variable "np" accessed at /data/Minetest/run/bin/../mods/tenplus1_falling/init.lua:235
19:28 Krock that's all I get
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19:28 tenplus1 checking
19:29 tenplus1 oops, np shoudl be npos for sound... ehehe,, oops
19:34 tenplus1 could you try placing a very thin node like a carpet (something not replacable) and place tnt far above it, light and see if ti disappears ok
19:35 IcyDiamond hm why does my find_path return nil
19:35 tenplus1 that means it cannot find path
19:35 IcyDiamond its literally a straight line
19:35 IcyDiamond minetest.find_path(pos, pos2, 16, 3, 3, "A*")
19:36 tenplus1 use "Dijkstra" instead f A*
19:36 IcyDiamond tried it, still nil
19:36 tenplus1 so weird
19:36 IcyDiamond indeed
19:37 tenplus1 and pos1 and pos2 are ok ?
19:37 IcyDiamond yes
19:41 Sokomine the pathfinder from burli is quite nice and gives good results
19:41 tenplus1 you got the link for that Sokomine
19:42 tenplus1 keep forgetting to check it out :D
19:42 Sokomine https://forum.minetest.net/viewtopic.php?f=9&amp;t=17406  i use it (at least one version) in my mob_world_interaction mod
19:43 Sokomine probably not so intresting for your mobs, ten. they can't spend much time on calculating a good path and probably shouldn't learn how to open doors :-)
19:43 tenplus1 if mob pathfinding is set to 2 then they tend to break down walls and doors anyhoo :D
19:45 Sokomine buuh! no breaking down of walls
19:45 Sokomine rather let them build their own houses
19:45 tenplus1 would be nice tow atch them build
19:58 tenplus1 hrm, they dont seem to go through the doors when using pathfinder
19:59 IcyDiamond tenplus1: what exatly is "per tick"
20:00 tenplus1 per tick, every 0.01 second
20:00 tenplus1 so 100 ticks per second
20:00 IcyDiamond hm ok
20:00 tenplus1 if you do something with do_custom it runs per tick, if you want it to run every 1 second you need to add a timer to handle that
20:01 tenplus1 check out rat.lua in mobs animal for example
20:01 Sokomine tenplus1: no, the pathfinder can just be modified so that it can find paths through doors. my mob_world_interaction mod is intended to help humanoid mobs who want to open doors and gates
20:02 tenplus1 ahh ok
20:03 tenplus1 cause mod kinda gave up with pathfinder, but redo api has it climbing on the roof to fall into a hole to get player
20:07 IcyDiamond tenplus1: nothing is happening
20:07 IcyDiamond or its taking a while cuz dtime is always like 0.03
20:09 tenplus1 show me code icy
20:09 IcyDiamond oh wait
20:09 IcyDiamond nvm
20:09 tenplus1 :P
20:10 Krock sofar: do you remember whether this code worked reliable to test? https://github.com/minetest/minetest/issues/5246#issue-208040774
20:22 Krock wrote a mod to update the node each second with a new rotation (set_node) and yet no warnings
20:26 IcyDiamond can i make entity look at a position
20:26 IcyDiamond or rotate towards
20:27 Krock yes.
20:28 Krock local dir = vecor.direction(pos1, pos2)  entity.object:set_yaw(math.atan2(-dir.x, dir.z))
20:29 Krock if it's the wrong rotation, add another 90° or change the atan2 function accordingly
20:29 tenplus1 if you mean a mob then use mobs:yaw(self, yaw0
20:30 tenplus1 if you mean a mob then use mobs:yaw(self, yaw(
20:30 tenplus1 then it'll smooth rotate to look that direction
20:31 tenplus1 nite folks :)
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20:32 MinetestBot paramat: Jul-20 09:34 UTC <IhrFussel> 99% sure it did not happen in 0.4.16 but in backport 0.4.17 from Dec ... and it didn't happen in 0.4.17.1 still so I think it is fixed there...did you test 0.4.17.1?
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21:04 sofar Krock: never found a reliable reproducer, so no
21:05 Krock too bad. :/
21:29 Calinou https://www.xkcd.com/583/
21:44 Krock tHEy'rE dOInG a bAtTLe r0ya1E iN MiN3tEsT oH gAwD https://forum.minetest.net/viewtopic.php?f=10&amp;t=20528&amp;
21:45 Krock tHE meMeS arRiVEd
21:45 * Sokomine takes a bucket of water and pours it over krock (obviously a case of too much heat)
21:46 Krock tHaNK YoU bUt ThAT dIdn'T s0LV3 tHE iS5U3
21:49 * Sokomine wonders weather a bucket of lava might help :-)
21:49 * Krock RuNs aWAy qUiCklY
21:50 Fixer Krock: I SEE A PROBLEMS WITH YOUR FONTS< IT IS A BUG IN GTK RENDERING FROM TWOTHOUSANDS>>>
21:53 IcyDiamond https://www.youtube.com/watch?v=14YCZ0aA68I
21:53 IcyDiamond first vid on my channel lol
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21:54 Krock congRaTuLaTIonS, ICydiAMoNd
21:54 IcyDiamond XD
21:54 Krock you seem to be an arch user btw
21:55 IcyDiamond you dont say
21:56 Krock i toTaLlY DOn'T SAY anYThInG
21:57 IcyDiamond XD
22:04 Krock IcyDiamond: could it be that your Minetest binary needs updating? I see those lighting issues on the ground
22:05 IcyDiamond Probably
22:06 IcyDiamond I updated today though
22:08 Krock oh, that's recent enough
22:09 Krock whereas the npc movement is nice, they seem to place nodes outside the usual range
22:15 paramat i guess they're simply pathfinding towards the currently placed node
22:16 IcyDiamond The movement is quite crap, I'll have to experiment with it further
22:26 paramat it's not so bad :)
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