Time Nick Message 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 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 10:57 Krock yeah. also figured out that the profile page on GitHub is now broken on my 1280px screen 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 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? 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 14:07 rdococ item renting would be interesting, but what do if the item isn't returned? 14:07 rdococ maybe permaban >:) 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? 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? 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? 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... 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 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. 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..... :-/ 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