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IRC log for #minetest-hub, 2020-03-06

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All times shown according to UTC.

Time Nick Message
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06:04 Topic for #minetest-hub is now Offtopic welcome if brief, otherwise use #minetest-chat | Info/Rules: http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/
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12:25 MinetestBot tenplus1: Mar-01 16:03 UTC <VanessaE> baked clay interferes with unified dyes' light grey recipe.
12:25 tenplus1 hi folks
12:25 tenplus1 hey Krock
12:27 tenplus1 VanessaE: light grey recipe ?
12:27 VanessaE yeah
12:27 VanessaE dye mixing
12:27 tenplus1 also hi :)
12:28 VanessaE iirc white+white+black produces one shade but it's supposed to produce a different shade
12:28 tenplus1 I'll add a mod check and if unifieddye is present the recipe wont be added
12:28 VanessaE I guess bakedclay is redefining the recipe.  fix it :)
12:28 VanessaE thanks :)
12:28 tenplus1 lol
12:28 VanessaE also hi
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12:31 tenplus1 o/ calcul0n
12:32 tenplus1 updated
12:32 calcul0n hi
12:37 tenplus1 sponges were added to ethereal mod's coral regions :)
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12:45 tenplus1 anything interesting been happening ?
13:02 rubenwardy tenplus1: Jordach's set_sky PR was finally able to be merged
13:02 tenplus1 hi ruben, sweet :) I liked that pull...
13:02 tenplus1 how's the tool damage issue coming along ?
13:06 tenplus1 ah kewl #8959 was merged, hope this fixes set_wielded_item :)
13:06 ShadowBot https://github.com/minetest/minetest/issues/8959 -- Punchwear (improved) by sfan5
13:07 sfan5 ah oh
13:07 tenplus1 hi sfan5 :) thx for fix
13:08 sfan5 I have another thing
13:08 tenplus1 whassat ?
13:08 sfan5 the reason that get_velocity() in mobs_redo "sometimes" returned nil is that you call get_velocity() after calling remove() on the entity
13:09 sfan5 the proper fix for this is here: http://sprunge.us/Hj8DqS
13:09 tenplus1 ah nice, I always assumed that once remove() was called then mob functions would cease to continue
13:09 sfan5 yeah that makes sense to me too, but the engine didn't use to do that
13:10 tenplus1 ahh, checking fixes...
13:10 tenplus1 thanks, will amend api
13:11 sfan5 with that, it should also be unnecessary to check if get_velocity() is nil
13:12 tenplus1 already added fix for that
13:17 tenplus1 mobs redo api updated with changes
13:18 tenplus1 am surprised no-one added a pull request for this
13:32 Sokomine nice to see that mobs redo is updated
13:32 Sokomine i still wish for more intelligent mobs :-)
13:32 tenplus1 hi sokomine
13:32 tenplus1 from what I've seen pathfinding has had improvements in 5.2dev :) so that'll help
13:32 tenplus1 other than that it's up to do_custom function to add any additional mob tweaks
13:33 Sokomine my own experiments some time ago (although based on mobkit) didn't work out yet the way i'd like to
13:33 tenplus1 did you see the schematic builder npc's ? those are pretty nicely done
13:34 Sokomine no, i havn't checked those out yet. i need some of those myself (though mine don't need to be aware of the great scheme of things...just build at one location what the location says ought to be done there)
13:35 tenplus1 was fun watching an npc wandering around a plot and crafting a house from scratch :) impressive
13:35 tenplus1 and yeah, mobkit looks interesting but does need more work to be simpler to use
13:37 tenplus1 minetest is having a lot of new things added from many people that make it stand out :) and not just another minecraft clone like MineCraft2
13:37 Sokomine yes...but if the npc is aware of the schem as such, that's not particulary new. cornernotes towntest did that a long while ago. and afaik someone added support for multiple npc
13:37 tenplus1 MineClone2 even
13:38 Sokomine exactly :-) there are a lot of nice mods and games out there. wish i had more time. and more cooperative mobs :-)
13:39 tenplus1 heh
13:39 tenplus1 give it time
13:39 tenplus1 sorcerykid has many amazing mods out there :P been keeping an eye on his stuff tpp
13:45 Sokomine oh yes, definitely. socerykid does intresting stuff. it's a pity that socerykids server allows pvp
13:46 Sokomine (non-consensual one, that is. i don't like that and thus miss much of what socerykid develops)
13:46 tenplus1 his formspec work looks interesting
13:46 Sokomine oh yes. definitely
13:52 tenplus1 speaking of which, I really shoudl work on converting inventory+ formspecs to use sfinv one of these days
14:07 rubenwardy *her
14:07 tenplus1 ?
14:08 rubenwardy Sorcerykid is a she :)
14:09 tenplus1 ohh
14:09 tenplus1 oops
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14:09 tenplus1 wb calcul0n
14:20 tenplus1 laters all o/
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14:21 Fixer \o
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18:44 tenplus1 hi folks, back :)
18:45 tenplus1 jsut tested latest dev, exploded a tnt next to a mob (which usually works) and got this: https://pastebin.com/HtSCK8Ri
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19:11 tenplus1 https://github.com/minetest/minetest_game/issues/2615
19:19 sfan5 hm
19:21 tenplus1 hi again...  it's a strange one, tnt.boom is called at a position, it gets all entities in radius around it, calculates knockback and damage and fails on mobs only ?!?! this worked in previous builds ok, dunno what's changed now
19:30 sfan5 mobs_redo defines an on_blast, the tnt mod calls this and afterwards the mob no longer exists
19:30 sfan5 which causes this error
19:32 tenplus1 double damage, removing mob and causing nil velocity for an object tnt found but no longer exists
19:32 sfan5 on_blast does the same punch thing the tnt code does too https://a.uguu.se/iU5UTx0B8fDP_9nj7tr5.png
19:32 sfan5 my suggestion here is to remove the :punch() in mobs_redo and return true, true, {} instead
19:33 tenplus1 testing :D
19:35 tenplus1 by doing that it no longer harms the sheep
19:35 tenplus1 because it has it's own on_blast function
19:37 sfan5 does it?
19:37 tenplus1 yes, when tnt explodes is should call the entities/nodes on_blast feature 1st beforeit's own
19:38 tenplus1 https://github.com/minetest/minetest_game/blob/master/mods/tnt/init.lua#L183
19:39 sfan5 the only difference here is that the tnt code checks for the "immortal" group
19:39 sfan5 and it turns the chicken is actually marked as immortal
19:39 tenplus1 mobs are immortal, it's internal code handles damage
19:40 tenplus1 on_blast returns: do_damage do_knockback and entity_drops tho, so will try false false {}
19:40 tenplus1 that works
19:41 tenplus1 will use that instead and have api handle kb
19:41 tenplus1 thx for help :)
19:41 sfan5 there's a better solution
19:41 sfan5 probably
19:41 tenplus1 this will save changing tnt mod at all
19:42 sfan5 oh great exploding it near a worldedit region marker also crashes
19:42 tenplus1 yup, that's why I changed that tnt line in issue, just incase
19:42 tenplus1 temp fix
19:43 sfan5 tenplus1: this should work too, but I can't test it right now https://a.uguu.se/HnCPBwHsemnv_1afuJwh.png
19:43 Sokomine tenplus1: you shall not play with tnt
19:44 tenplus1 thanks sfan but no longer needed, mob api handles it all, just needs false false {} for now :)
19:45 tenplus1 may need that in tnt mod tho incase of wordedit marker or signs text, itemframe entity etc
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19:45 tenplus1 hi ssieb
19:45 sfan5 does mobs_redo already have its own knockback code?
19:45 ssieb hi
19:45 tenplus1 yes, when mob punched the on_punch handles everything
19:47 tenplus1 changed issue so say latest mobs api works but WE marker doesnt :)
19:48 tenplus1 https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L2766
19:50 sfan5 ok the reason it crashes on worldedit markers is that punching the region cube will delete both markers
19:50 tenplus1 so a fallback in tnt mod might just help for anything that weirdly disappears before it's handled with
19:52 tenplus1 on_blast may need to be added to worldedit entities tho just incase
19:52 sfan5 you can't expect mods to do the work to prevent mtg from crashing
19:53 sfan5 but yeah region markers should be immune from explosions
19:54 tenplus1 the tnt line 188 change to: local obj_vel = obj:get_velocity() or {x=0, y=0, z=0}    will fix all entities tho
19:56 tenplus1 since tnt mod uses an api to explode things it's only fair it should have a fallback
20:19 tenplus1 +100 sfan5 :P
20:33 tenplus1 o/
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23:54 rubenwardy !tell tenplus1 mobs/api.lua:235: attempt to index a nil value
23:54 MinetestBot rubenwardy: I'll pass that on when tenplus1 is around
23:56 sfan5 update your mobs_redo
23:58 rubenwardy it's up to date to ContentDB
23:59 rubenwardy is mobs redo rolling release? Can I just issue a new release?

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