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IRC log for #minetest-hub, 2019-05-18

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All times shown according to UTC.

Time Nick Message
00:48 lfmidwood joined #minetest-hub
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06:32 ChimneySwift Who's the one that compiles the Windows builds of MinetestMapper?
06:33 ChimneySwift there's no info on how to build it yourself and I want to try a different branch
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10:39 Krock I think addi built some mt mapper tools
10:40 Krock oh man. 12 pages of unread posts
10:45 Fixer Krock \o
10:46 Krock o/ Fixer
10:46 Krock how are you?
10:46 Fixer noice
10:46 Fixer keeping track of minetest changes
10:47 Bobr joined #minetest-hub
10:57 Krock yeah. also figured out that the profile page on GitHub is now broken on my 1280px screen
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11:08 IhrFussel get_attach() what exactly is 'parent' an object? Hw do I call its lua entity? player:get_attach().parent.object:get_luaentity() or what?
11:13 IhrFussel Looks like it's just get_attach():get_luaentity()
11:16 Krock yes it is
11:17 Krock `parent` is an ObjectRef
11:21 IhrFussel The docs don't mention that...at least not in 0.4.17.1
11:22 IhrFussel Every other parameter is explained like bones, position and rotation
11:28 IhrFussel I wonder... if an entity gets unloaded and later loaded again... does the game code remember its ref? I would say no
11:30 Krock at least it's defined for the callbacks. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3406
11:30 Krock no, the entity gets a new ID, thus a new ref
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11:33 IhrFussel Will 'on_death()' in 5.X be called when the engine detects too many objects and deletes it?
11:35 IhrFussel if not that is kinda still a missing callback or should be included in that ... cause it happens a lot that mobs on my server unexpectedly disappear and players search for them for hours sometimes
11:35 IhrFussel Like seriously
11:36 Krock checking
11:42 Krock IhrFussel: according to ServerEnvironment::activateObjects they're deleted instantly
11:42 Krock but it always happens when loading from the mapblock data, so attachments are already lost
11:44 Krock this code could however be optimized, so that entities are loaded by chance based on free space
11:44 Krock instead of cleared all together
11:46 IhrFussel Calling on_death() before deleting would cause too much performance loss?
11:47 IhrFussel Oh wait... you mean the check happens before the object even gets its actual values?
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12:00 Krock IhrFussel: it happens when loading the mapblock, for example when no player was around for a longer time
12:00 Krock but these entities lived for a very short time, if even.
12:02 IhrFussel Ah okay I see then hm ... dropped_by never really gets defined here...or does that happen within the engine? https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L75
12:03 IhrFussel I mean where does dropped_by get its value ... if it means what I think it means (object that dropped the item)
12:05 IhrFussel Oh I found it
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14:07 rdococ item renting would be interesting, but what do if the item isn't returned?
14:07 rdococ maybe permaban >:)
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16:49 Krock rdococ: actually this can be logged
16:49 * rdococ walks on some wooden logs
16:50 Krock you could also implement a search function which tries to find the first best node to move ;3
16:50 rdococ thinking of seeing if I can use minetest's pathfinding algorithm in this case
16:54 Krock it's far from perfect but should do its job for short distancse
16:56 rdococ that or I could try to implement A*
16:58 Krock MT uses A* btw
16:58 rdococ but why is it bad for long distance?
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17:04 Krock I think there were some problems regarding the stack size. A* checks quite many nodes before it finds any path
17:04 Krock more inputs: https://github.com/minetest/minetest/issues/5479
17:05 Krock ah yes, it's not even the shortest path as it only does 45° and 90° angles
17:07 rdococ hmm
17:07 rdococ I might as well implement my own pathfinding function as a separate mod then
17:08 Krock raycast is your friend if you may fly
17:12 rdococ hmm...
17:12 rdococ my idea for programmable villagers seems kind of useless with things like pipeworks
17:13 rdococ maybe if they were easier to create and use than pipeworks?
17:13 rdococ s/create/hire/
17:15 Krock or offer them as an alternative to pipeworks
17:15 rdococ yeah, but why not just use pipeworks? pipeworks doesn't need money to keep working
17:20 Krock but it's boring when you use it on all servers
17:20 Krock alternatives are what makes a server unique
17:26 rdococ I'm just not sure people would use it
17:28 rdococ before I start I want to create a good pathfinding algorithm first, which I think will be useful for more than just this
17:31 rdococ plus, there is basic_robots
17:34 rdococ does raycasting take into account node boxes?
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17:47 rdococ is it possible to detect item usage if the player doesn't have interact?
18:02 clavi when I'm running two servers from the same IP, do I have to use different ports for them or can it be the same?
18:02 rdococ is there a way to move the player's camera so that it isn't focused on the player?
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18:26 BuckarooBanzai New mapserver release (2.2.0): https://forum.minetest.net/viewtopic.php?f=14&t=21999 "minetest mapserver, rewritten in go" new/changed features: item/object search on the map / prettier world info box / added more overlays, demo: http://pandorabox.io/map/
18:49 Krock how lovely :D
18:49 Krock especially that there's no external javascript required
18:50 Krock the train lines are nice, but they seem to discontinue close to the edge of the display
18:50 Krock oof, 1100ms ping
18:52 Krock Suggestion for the player info: Show one heart and the health as number. it wraps multiple times, causing it to look weird
18:53 Krock hmm, now it doesn't do that any more. weird
19:05 BuckarooBanzai Krock: the display-value is the ingame max-lag, and the health-stats are not finished yet, i plan to add more infos in that popup...
19:06 rdococ thinking about a digiline_send_async function
19:06 rdococ it would be like digiline_send, but with a callback function
19:06 rdococ however, I'm not sure how I would detect when a message sent on the same channel is indeed a response
19:06 BuckarooBanzai Also: the train lines are in-game placed blocks. they are loaded only for the current screen (+a bit margin)
19:07 BuckarooBanzai rdococ: maybe take a look at some real-world rpc protocols? I2C or JSON-RPC comes to mind...
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19:08 rdococ BuckarooBanzai: if I use a special protocol to mark messages as responses to other messages as I assume you're talking about, I can't ensure that digilines nodes will use that protocol
19:09 BuckarooBanzai oh, right. those are "plain" objects... :/
19:09 rdococ I know that only digiline messages and not other events should trigger the callback, though
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19:45 rdococ for my idea to work "perfectly" I'm going to have to create a serialization system even better than my current one!
19:46 rdococ it should still be entirely possible however.
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20:18 rdococ this is actually quite difficult to do "properly"
20:58 VanessaE so... anyone want to take on some of the low-hanging fruit on my various mods?  I've got needed-features and issues piling up and very little drive to code..... :-/
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21:15 Krock VanessaE: i.e. you need bugfixes, but don't have time for it?
21:16 VanessaE it's more like lack of inspiration. :-/
21:18 rdococ I give up on digiline_send_async/whatever
21:18 rdococ I might create a different kind of controller that uses a different language though
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