Minetest logo

IRC log for #minetest-hub, 2018-11-05

| Channels | #minetest-hub index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:05 BillyS I'm back with more packets :P
00:05 BillyS Trying to figure out the TOSERVER_INIT
00:07 BillyS I can't figure out what parts are what though
00:07 BillyS I know the form of it
00:07 BillyS But I can't figure out where one part ends and another starts
00:35 benrob0329 joined #minetest-hub
00:40 BillyS I'm missing something here; I know that much ...
01:11 rdococ WTFUYGPL: Do whatever you want with it, unless you're Google.
01:21 sniper338 joined #minetest-hub
01:22 twoelk left #minetest-hub
04:35 FrostRanger joined #minetest-hub
07:10 CWz joined #minetest-hub
09:12 jas_ joined #minetest-hub
10:41 rubenwardy https://i.rubenwardy.com/iJ8Zd.png
10:48 Ruslan1 joined #minetest-hub
11:01 Fixer joined #minetest-hub
11:07 Fixer_ joined #minetest-hub
11:37 calcul0n joined #minetest-hub
12:03 IhrFussel joined #minetest-hub
12:03 IhrFussel Is it a guest restriction or can the MT forum actually really not link you directly to the page of the search results? Like when I search for a term I only get linked to the general topic of where it was mentioned
12:04 rubenwardy search posts, not topics
12:05 IhrFussel Ah thanks...that makes more sense now
12:20 T4im joined #minetest-hub
12:47 aerozoic joined #minetest-hub
13:24 _Xenon joined #minetest-hub
13:27 Jordach joined #minetest-hub
13:54 Fixer joined #minetest-hub
13:55 shivajiva I'd like to publicly thank rubenwardy and Shara for their efforts promoting minetest at the recent Freenode Live event for the second year running. The minetest community is indebted to your efforts and behalf of us all thank you both :D
14:27 Gael-de-Sailly joined #minetest-hub
14:46 Jordach joined #minetest-hub
14:54 jas_ joined #minetest-hub
15:56 Jordach joined #minetest-hub
16:09 aerozoic_ joined #minetest-hub
16:10 aerozoic__ joined #minetest-hub
16:15 aerozoic_ joined #minetest-hub
16:20 aerozoic__ joined #minetest-hub
16:25 aerozoic_ joined #minetest-hub
16:30 rubenwardy shivajiva: thanks :)
16:30 aerozoic__ joined #minetest-hub
16:33 garywhite joined #minetest-hub
16:34 MinetestBot joined #minetest-hub
16:35 aerozoic_ joined #minetest-hub
16:40 aerozoic__ joined #minetest-hub
16:42 GreenDimond joined #minetest-hub
16:42 GreenDimond So I did a register_decoration (copied it from kelp and modified it) but nothing is generating
16:44 GreenDimond https://gist.github.com/GreenXenith/d61bb7a37718ae4895dd0abb9f2d42a8
16:46 aerozoic_ joined #minetest-hub
16:51 aerozoic__ joined #minetest-hub
16:56 aerozoic joined #minetest-hub
16:58 Jordach GreenDimond: check engine version
17:01 shivajiva you using a v7 map?
17:01 GreenDimond Using a v7 map with 5.0
17:05 GreenDimond ill update my copy jic
17:07 aerozoic joined #minetest-hub
17:08 GreenDimond yeah still nada
17:11 GreenDimond kelp spawns just fine
17:32 garywhite GreenDimond: Is your server live?
17:34 GreenDimond What?
17:35 GreenDimond garywhite: Wth does that have to do with registering decorations?
17:36 rubenwardy probably nothing?
17:36 rubenwardy !server green
17:36 MinetestBot rubenwardy: No results
17:36 rubenwardy oh wait, do you have a server?
17:36 GreenDimond No
17:36 GreenDimond Thats why im confused
17:38 Fixer f---
17:38 Fixer left mouse button have died
17:38 Fixer kinda
17:41 garywhite I was just wondering cause 5.0 is not a good idea rn if you want to get any players
17:41 Krock joined #minetest-hub
17:41 * garywhite is now realizing how offtopic his comment was & fades out
17:48 rubenwardy it's a good idea if you're making a game, garywhite
17:48 rubenwardy by the time you finish the game, MTv5 will be out
17:50 Krock (so please finish it soon)
17:52 GreenDimond Well I aint making a game :P
17:56 rubenwardy dooo ittt
17:56 Krock ineeeedit
18:00 IhrFussel No server that values playerbase will upgrade to 5.0.0 at release...you can also just shutdown entirely
18:02 Krock Guide How To Start A Long Discussion Now:
18:02 IhrFussel First hope that many people will find "Minetest" on the playstore since the 3rd-party apps don't intend to upgrade at release the official MT app will be the only way (it seems) to connect to 5.0.0 servers on Android ... 2. Accept that you lose iOS playerbase for now 3. Pray that the casuals decide to check for a new MT version on PC
18:02 Krock > Just drop these low quality players and improve the quality of your server
18:03 Krock Let's see whether it works :D
18:04 benrob0329 joined #minetest-hub
18:04 IhrFussel Face the fact that ~ 85% (or even 90%?) play on phones/tablets according to latest MT stats
18:06 DI3HARD139 joined #minetest-hub
18:06 IhrFussel The device you play on doesn't determine the build quality... some mobile users can build more creative than most PC veterans
18:06 GreenDimond ^
18:07 IhrFussel Also (already mentioned by someone in the past) -> Not every server needs good builders... what a server needs depends on the theme/mods it uses
18:07 sfan5 you're misinterpresting correlation for causation
18:08 Krock aren't the server list stats per-hit, rather than per IP?
18:10 Krock yeah, looks like it.
18:11 rubenwardy Could just turn off the server list for 0.4.x
18:11 rubenwardy Players would leave unofficial apps fast
18:11 Krock >:D
18:11 rubenwardy (:<
18:12 Krock that's one of the most evil but genius ideas here
18:13 rubenwardy Occasionally, I can provide
18:13 rubenwardy Being more serious: this is what a proprietary system would do
18:13 rubenwardy Forced updates
18:14 rubenwardy Tbh, a lazy app developer would just make their own server list
18:14 Krock Don't worry, people only use it because it's needed for advanced production software and some games
18:14 Krock ^ "it" = the "Forced updates" system
18:19 sofar rubenwardy: idea
18:19 rubenwardy Oh no
18:19 sofar rubenwardy: do not turn off the server list for 0.4.x, instead, put ONE server in it that has all the info for players to figure out what to do
18:20 GreenDimond Why not just replace the server list with the info
18:20 GreenDimond Oh right
18:20 sofar static world with no edit privs, shows player why they see it etc.
18:21 GreenDimond Because the servers in the list are the only part you can control without the client updating
18:27 Krock Servers for 0.4.x clients: "Update to" "Minetest 5.0" "now, get it" "from the Appstore" "or the official" "website. kthxbai"
18:29 sofar something like that, and direct all those to an actually running MT server where they can see further instructions (screenshots) after they log in
18:29 sofar shouldn't be too hard to do :)
18:29 sofar just make a skybox with screenshots and remove everything from the world
18:39 garywhite That reminds me of a question: Does anyone have any idea as to the timeline for 5.0? Cause based on the usual release cycle it'd be in December, I think
18:40 rubenwardy About there
18:40 rubenwardy Depends on blockers
18:40 GreenDimond plz get the set_sky and pitch/roll PRs merged
18:40 GreenDimond plz
18:45 GreenDimond oh and https://github.com/minetest/minetest/issues/6986 might be nice
18:45 Krock PRs welcome
18:46 GreenDimond I dont know C++ or I totally would
18:51 Shara In case anyone here can solve it... I'm having issues with on_place when trying to capture the position a node is placed in
18:52 Shara It can capture pointed_thing, but I could either be pointing at a buildable to node, or to a node at it's side... so pointed_thing won't always give the correct pos
18:52 FrostRanger joined #minetest-hub
18:53 Shara It feels like this is a thing that should be easily solvable but... drawing blanks
18:53 T4im what do you mean correct pos?
18:54 T4im switching above and under perhaps?
18:54 Shara Okay, summary:
18:54 Shara When placing grass I want to check if there is already a grass node in that position
18:54 T4im yes, depending on whether you are pointing at the grass node itself or the node the grass is placed upon it might be either under or above of pointed thing
18:55 Shara So I can point at the grass and check pointed_thing.under
18:55 T4im yea
18:55 Shara But if there is a node to the side that I target instead, suddenly I'd need pointed_thing.above
18:55 Shara What I want is just to get the pos where I'll be placing the node, no matter where I'm pointing
18:56 T4im well, that logic is happening inside of on_place; if you replace that funciton you will have to do the whole shebang yourself
18:56 T4im if you want to avoid it, use after_place_node if you can
18:56 T4im consider on_place a "low level" hook
18:56 Shara That's after the node is actually placed though, which as far as I'm aware means it's, well, placed
18:57 Shara And that defeats the whole purpose since I'm trying to prevent placement under certain conditions
18:57 T4im alternatively try to call the default on_place from inside your own on_place
18:57 T4im hmm
18:57 Shara I really don't want to roll my own here.
18:57 Shara I guess I am mostly curious why on_place is lacking the ability to capture something so basic
18:57 T4im because it's a low level method
18:58 T4im :D
18:58 Shara Heh, kind of a non-answer really
18:58 T4im there might be a need for a can_place perhaps
18:58 T4im it might cover a bunch of use cases where people would otherwise roll their own on_place
18:59 Shara Well, it's mainly to prevent placing grass on grass and losing grass (because buildable to)
18:59 Shara But also because when using random plant placement on_place, it would stopt he plant randomly switching from what it was
18:59 Shara It's a pretty minor thing really, but has been bugging me
19:00 T4im hehe, yea
19:01 BillyS meep!
19:01 BillyS Hi everyone
19:02 T4im well, check pointed_thing under, if it is self, abort, if it is buildable_to, pass to the default on_place, otherwise check above, if that is self abort again, otherwise just pass to the default placement function, that way you don't need to handle any actual placement, shift-pass-through, protection, etc
19:03 T4im self, since you probably don't just want to do that with grass but also flowers :p
19:03 Shara But you end up with weird situations where something can or can't be placed when it should/should not be
19:04 T4im like what?
19:04 T4im or practically only added 2 abort scenarios there and in all others pass through to the default
19:05 T4im which sounded like what you wanted :)
19:05 Shara Because how do we ever know which position was the one that needed to be checked?
19:05 T4im you wouldn't need to know.. what for?
19:06 Shara Feels like you are going to get false positives when checking
19:06 Krock meep BillyS
19:06 T4im you check under for buildable_to, which covers the replacement of buildable to scenario (in which case you either pass further or abort if you'd replace self)
19:07 T4im and then you handle the rest
19:07 BillyS meep Krock
19:07 BillyS Trying to figure out MT packet code
19:07 T4im think of pointed_thing.above to be the default placement, that is you place something on top of the face you are pointing at
19:08 Shara Yes, though here the default is more likely to be .under
19:08 T4im but then there is the exception case where you pointed at something that you can build to... something buildable_to, so you need to prefix a test for that scenario in which you would replace the thing you point at
19:08 BillyS To quote VE quoting a modified quote of someone else: "If you think you understand MineTest networking, you don’t understand MineTest networking."
19:08 Krock regarding buildable_to, this would be the relevant built-in code called by a default on_place https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L289
19:08 IhrFussel One can also always use minetest.remove_node() in any callback...the visual effect should be the same if placing it not allowed
19:08 Krock BillyS: not quite true
19:08 IhrFussel is*
19:08 BillyS Krock: Okay, maybe celeron understands it. :P
19:08 Krock remove_node sounds dangerous if there was something else in the same spot
19:09 T4im Shara: practically i don't see a way for false positives there, because you are doing both possible cases and add an exception to each to them
19:09 Krock BillyS: I don't find the packet structure too complicated, you might also want to ask nerzhul for more connection-based questions
19:09 Shara It all feels rather messy when all I want is to check the pos I'm actually trying to place a thing on
19:09 T4im but that pos isn't known until you checked for buildable_to
19:10 T4im buildable_to *defines* the position
19:10 Krock ^
19:10 BillyS Krock: Yeah, the structure isn't that complicated.  I'm just trying to figure out how to parse the actual data the packets contain
19:10 Shara Well, buildable_to isn't always going to be relevant in this case either
19:10 T4im it is, because it tells you if you want above or under
19:10 Shara I'll poke it some more at some point though
19:10 T4im it is *always* relevans
19:10 T4im relevant*
19:11 Krock *waits inactively for 1 hour to see whether Shara noticed that it will be relevant*
19:11 T4im haha
19:12 T4im think about grass for a second as if it was a solid block like dirt.. you can place something on top of that grass by using above
19:13 T4im but now you actually don't want that, you want to replace things like that, that aren't considered solid, but replaceable
19:13 T4im so you introduce a flag, lets call it buildable_to
19:13 Shara You're trying to solve a slightly different problem from mine from what I see
19:14 T4im no i'm trying to explain the idea behing above/under and why it is necessary to check buildable_to, and then in both these cases add grass or the flower as the exception in which you don't pass to the default on_place function
19:14 Shara Yes, and for a slightly different problem than mine that would work
19:14 Andrey01 joined #minetest-hub
19:14 Shara What you actually seem to want is an excuse to belittle and "haha" at me.
19:15 T4im maybe i missunderstood your problem then
19:15 T4im no
19:15 Shara Well I haven't gone into much depth because I mostly wanted to check if I was missing something that would just easily give me the position
19:15 T4im pardon me, if i get over condescending, that is by no means my intention
19:15 Andrey01 hi, is there any way to check whether is this area loaded where a player is being?
19:15 T4im yes, buildable_to does
19:15 GreenDimond If a player is in it, it is loaded, Andrey01.
19:17 T4im there might be a utility function around that does the same thing somewhere
19:18 T4im the problem with that code is that it will become annoyingly verbose, because of all the "is this defined or content_ignore?" checks
19:18 T4im but i don't think that you'll get around that
19:19 Andrey01 just if in minetest.register_on_joinplayer() call minetest.get_node(pos).name ("pos" is some known coordinates of a node near a player that has just joined) it will give "ignore"
19:20 T4im Andrey01: ignore means in that case indeed, that the area is not loaded
19:20 T4im node_or_nil would return nil in that same case
19:21 IhrFussel Andrey01, put the check inside minetest.after()
19:21 T4im yes ^ that should work
19:22 * T4im missed the actual problem there :x
19:22 IhrFussel minetest.after(0,functionname) I think... 0 should be enough
19:22 Andrey01 ok
19:22 IhrFussel It means it waits exactly 1 server step
19:25 T4im Shara: well, i'm sorry, could certainly have handled all of that better, i hope you can forgive me :)
19:51 IhrFussel Andrey01, let us know if it worked
21:41 garywhite joined #minetest-hub
21:45 Ruslan1 joined #minetest-hub
21:58 Jordach_ joined #minetest-hub
23:39 Gael-de-Sailly joined #minetest-hub

| Channels | #minetest-hub index | Today | | Google Search | Plaintext