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IRC log for #minetest, 2017-01-15

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Time Nick Message
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00:12 Taose ...
00:12 Taose Any quick solution to getting the current players name?
00:13 Taose all the documentation hard codes it in >_>
00:38 Taose sofar re that inspector: Any chance of toning down the amount of information it gives to ordinary players, yet allowing mods full access?
00:43 Taose I'd mod it myself, but dunno how
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01:03 Taose Never mind
01:03 Taose got it
01:04 Taose Now to do a crafting recipe...
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01:12 sofar Taose: no, not indended for a normal player (ever)
01:20 Taose Yeah that's why I made some adjustments...
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01:21 Taose Though feel free to reject, I don't mind a hard fork.
01:41 sofar in general, a mod like inspector that reveals node internal values should never be present in a normal game with actual players
01:49 Taose I wasn't after something that revealed internal values
01:49 Taose I wanted the damn name XD
01:50 Taose A depending on which texture pack you use, some of the blocks look quite similar.
01:50 Taose So it's nice to have something that will tell me if its the block I want or not.
01:52 Taose Needless to say, if they can get the debug permission we have bigger problems on our hands than them seeing the internal numbers.
02:10 MinetestBot [git] paramat -> minetest/minetest: Documentation: Correct biome heat / humidity noise parameters e12019c https://git.io/vMwnB (2017-01-15T02:04:01Z)
02:10 MinetestBot [git] sapier at gmx dot net -> minetest/minetest: Add color names from web page referenced in luaapi doc d03b4fb https://git.io/vMwnR (2017-01-15T02:03:51Z)
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03:25 Taose any reason the crafting size is the size it is?
03:30 kaeza any reason to change it?
03:43 Taose A larger size may give more complex recipes.
03:43 Taose or rather, more interesting recipes.
03:43 Taose It's something that can be adjusted by modding, I was simply curious
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04:35 MinetestBot [git] paramat -> minetest/minetest_game: Tree log decorations: Replace lua tables with .mts files 1470b9d https://git.io/vMw8v (2017-01-15T04:29:56Z)
04:35 MinetestBot [git] lhofhansl -> minetest/minetest_game: Fire: Make explosions remove flames 8715b83 https://git.io/vMw8f (2017-01-15T04:24:01Z)
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07:53 TommyTreasure to change ppa from stable to daily-builds, do i need to replace the ppa, or add to the list.  also, do i need to uninstall m/t to change to daily?
07:54 TommyTreasure this is for client and singleplayer only
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08:58 agaran Morning
09:02 Thomas-S joined #minetest
09:02 Krock moin
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10:55 MinetestBot [git] sfan5 -> Jeija/minetest-mod-mesecons: Fix most of the namespace pollutions reported in #311 c2e3d7c https://git.io/vMwaE (2017-01-15T10:53:49Z)
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11:14 kaeza http://i.imgur.com/ZOqae8s.jpg
11:15 agaran kaeza: whats that?
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11:16 kaeza agaran, a game
11:19 kaeza http://superofficestress.com/
11:20 kaeza site requires flash...
11:21 kaeza http://superofficestress.com/super_office_stress_v113.zip <-- also contains source
11:21 agaran well I have minetest;) no need for flash games
11:22 kaeza it's not a flash game. the website requires flash
11:22 kaeza for some stupid reason
11:24 agaran ah
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11:28 agaran heh doomalike?
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12:26 IhrFussel Unconfirmed bug: Players join and leave in the exact same second...it likely wasn't on purpose either cause they are trying to reconnect when that happens
12:28 IhrFussel And it's no connection timeout it's a regular "left the game."
12:29 Krock maybe they've hit ESC/closed the app right after they wanted to join
12:29 IhrFussel Krock, that was my next question: Will the engine still show "joined the game" even if the player closed the game while loading?
12:30 Krock the join message will appear after the client was initialized
12:30 Krock maybe they just ran out of RAM?
12:31 Krock because that's usually when the mapblocks fly on the wire to the client
12:32 IhrFussel So when the client has not enough RAM and is at the "initializing nodes... X%" stage...then it will still show the join message although the software crashed?
12:33 Taose Might want to change the order of that then.
12:33 Krock the last initialisation message from the server was sent, it displays the message but the client still loads and crashes for some reason
12:33 Taose Maybe a note in the debug saying: x is joining the game
12:34 Taose and one when everything has finished loading: x has joined.
12:34 Krock or player "X joined the game to X%.. please wait" :P
12:35 IhrFussel Well it DOES log the joining twice and I always wondered why
12:36 IhrFussel First message contains only the IP, second contains list of players
12:40 MinetestBot [git] sapier -> minetest/minetest: Added lua tracebacks to some errors where you have been blind to what… f5070b4 https://git.io/vMwKn (2017-01-15T12:36:53Z)
12:45 IhrFussel I'll compile the newest client version now and then connect multiple times to my server and check the logs...then we will see when the game "completes" the joining and when it doesn't
12:46 IhrFussel But I'm pretty sure that didn't happen before I compiled the current server version on Jan 3
12:54 IhrFussel Crazy how big the difference is between old and new machines... intel celeron singlecore takes 40 minutes to compile while an amd opteron quadcore does the same task in about 3
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13:04 Fixer GONNNA MAAAKE A MOOOOOOOVE
13:05 Krock SUDO MAKE MOOOOOOVE
13:06 Krock but I'd prefer "movie"
13:07 agaran make: I don't know how to make mooove
13:09 Krock make: No targets defined for MOOOOOOVE
13:09 Krock can't move
13:13 agaran yup
13:14 Taose su -c move
13:21 IhrFussel Krock, so you CAN'T even close the game while it's initializing nodes??? Who's idea was that?
13:21 IhrFussel Whos*
13:22 IhrFussel At least on Ubuntu nothing happens when i click the X ... it waits until 100%
13:23 IhrFussel You can't even close the game while media is loading..NOW I see what the problem is
13:23 Krock you can't because it uses the whole CPU time on processing the data
13:23 Krock you can close the game when it's downloading the data
13:25 IhrFussel Krock, but when processing media you can't...and as soon as it's at 1% initializing you're stuck...and players seem to connect then the client closing between media processing/1-100% and the game displays these false messages
13:25 IhrFussel The player never joined =/
13:26 Krock ah
13:27 IhrFussel Can you imagine how long it takes on Android to process media? On my phone it's about 20 secs WITHOUT downloading anything...
13:28 IhrFussel IMO that should be improved...at least media processing shouldn't lock the whole CPU
13:30 IhrFussel So what can I do now about these "xyz joined the game." "xyz left the game." that spam the chat a lot when many players somehow close their client too soon?
13:30 Taose Got a question for anyone who's looked at the Inspector mod since the dev was evasive.
13:31 Taose How could it possibly crash the game?
13:31 IhrFussel I guess I need to add a timer for each online player now and only display "joined the game" when the timer reached like 2 secs
13:32 Taose That's not a good idea.
13:32 Taose If it takes longer than 2 secs to do the initting we're back to square one.
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13:33 IhrFussel Taose, no the timer will start at register_on_joinplayer() and count 2 secs from there...if the player is still connected after 2 secs show the message
13:34 Taose Again, we still have the problem if it takes them 3 secs to fail
13:35 Taose What your proposing is a work around for sure, but not a fix for the problem
13:35 IhrFussel Well then it would be the server that hangs not the client..cause the client seems to tell the server "bye bye" as soon as the join stage begins
13:37 IhrFussel And I know that it wasn't always like that...something recently must have changed to cause this annoying behavior
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13:37 Taose Yep, but patching it in this way is a bad idea.
13:37 IhrFussel My server plays SOUNDS when joining or leaving...it sounds so bad when both sounds play at the same time
13:37 Taose Gotta find what's causing the problem.
13:39 Taose >.<
13:39 Taose Can't you queue the sounds to be played?
13:39 IhrFussel Well I have no clue about C++ I only tried one little test code and that's it...
13:39 Taose So if player leaves, add to a queue and have a delay on the queue of about a second or two?
13:40 IhrFussel That would bea hacky patch too xP
13:40 Taose A little, but that's what the time is for.
13:41 Taose as far as I can see it's a valid fix.
13:41 Taose We get all the sounds at once by default, but we don't want that, so add these particular sounds to an array and parse through the array over time.
13:41 agaran IhrFussel: I would add in mod that plays sound, add marker storing if sound is being played, if yes, then don't play next until it ends.. if thats possible
13:41 IhrFussel I just don't understand why the process needs 100% CPU time, just so it loads a few ms faster?
13:42 Taose agaran, wouldn't end up ignoring notifications of players leaving if two join/leave at the same time?
13:42 Taose (maybe that's what we want)
13:42 Taose If minetest would take some more of my cpu time I'd be happy -_-
13:42 Taose (and make better use of my gpu)
13:43 Taose (I have an i7 it barely touches it -_-)
13:43 agaran my gpu barelly can do 6fps..
13:43 IhrFussel Taose, well Krock said while initializing nodes when connecting to a server, you can't close the game cause the entire CPU is locked...is that really necessary?
13:43 agaran since I don't have nvidia pcie plugged in..
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13:43 Taose Depends on the size of your cpu Ihr, it could well be.
13:44 Krock basically because the GUI gets no CPU time
13:44 Taose and agaran: yeowch.
13:44 Krock the thing that would listen to keydown stuff
13:44 IhrFussel Krock, wait...does that mean you can close the game on a PC/phones with more cores?
13:45 Krock minetest only used one core last time I checked
13:45 agaran mt server spawns 4 threads, client, not sure, they may land on different cores
13:45 IhrFussel So the problem with not being able to close while processing only happens on singlecore CPUs?
13:46 Taose It asks me for how many cores I have krock, so I assume it uses 8...
13:46 Taose or at least attempts to
13:46 Krock Taose, where does it ask you that? In compiling or in-game?
13:47 Krock IhrFussel, depending if the GUI and the media processing part run on different threads
13:47 Taose Compiling I think
13:48 IhrFussel Krock, that confuses me...when do they run on different threads? Is that defined in the c++ code? Is it the same for ALL machines?
13:48 Krock yeah, I can compile on all of my four cores too but the game itself... uhm only seems to use one core
13:49 Krock IhrFussel, C++ side
13:49 Taose Exactly my point Krock
13:49 Krock and yes, the same for all machines
13:49 IhrFussel Ok so it does NOT matter how many cores you got, you will NOT be able to close the client while processing media/initializing nodes...right?
13:50 Taose What I meant by that, is that, if your cpu is small, minetest IS gonna need to use all of it.
13:50 Krock YES, that is TRUE
13:50 Taose If you have more cores/bigger processor, it may not need all of it.
13:51 Krock other programs will just use another core and give Minetest more space
13:51 * Taose capitalization = false
13:51 Krock Unknown type for 'Taose': Assuming int-default
13:52 Taose it's lua. It'll work
13:52 IhrFussel But Krock said Minetest uses 100% CPU time...and I assumed it would be the same for any CPU
13:52 Taose Besides if it was c I'd get a compile error XD
13:52 Krock IhrFussel, 100% of one core
13:53 Krock the stronger the core is, the shorter it will take to process the data
13:53 IhrFussel Yes but Minetest also can only use 1 core...so even if you have 16 cores Minetest will use 100% of one core and therefore block all other actions inside the process
13:54 Krock I think so, yes
13:54 Taose It does seem that way
13:54 Taose which is damn tedious.
13:54 Taose Someone make minetest multi-core
13:56 IhrFussel So in theory Minetest will run better on a singlecore 3 GHz CPU than on a dual or tricore @ 2 Ghz correct?
13:56 Taose ^ that's true for most programs
13:58 IhrFussel Yeah especially for processes that only can use 1 core I think
13:59 Taose Well all processes can only use one core at a time.
13:59 Taose The programmer has to decide how to break a process up to use multiple cores.
13:59 Taose Or code in the logic for the computer to make a decision
14:00 IhrFussel I'm curious about how to tell the CPU in c++ to switch the core...is it like spawning a new thread and the CPU uses another core for that automatically?
14:01 * Taose looks at Krock
14:01 * Taose doesn't know
14:01 IhrFussel It can't be that easy I guess cause Minetest devs say it's very complicated
14:01 * Krock looks at Taose because he can't tell if that's defined somewhere
14:01 Taose X)
14:03 IhrFussel Well...technically Minetest uses more than 1 core (if you define it in the .conf)...but only for mapgen and that's not THAT useful
14:04 IhrFussel It's speeds up loading when your map is still small and new players walk around and create new mapblocks...but I doubt it helps on a large map that is already largely discovered
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14:04 Taose Much of the things that take time are the rendering and node generating which I think should be in the GPU anyway
14:07 Taose and I hear that minetest isn't very good at using the gpu
14:07 Krock *irrlicht
14:08 Taose ?
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14:13 Taose !seen Wuzzy
14:13 MinetestBot Taose: wuzzy was last seen at 2017-01-11 19:44:35 UTC on #minetest-de
14:13 Taose hmmm
14:13 Taose ah well
14:15 Taose ...
14:15 Taose gotta like the memoserv
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15:09 Bukki Hi, anyone knows if it's possible to deactivate chat clientside for childrens use on unmoderated servers?
15:09 Bukki And F2 would be too easy.
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15:11 Krock you can change that key to another
15:11 Bukki Also something chinese?
15:11 Krock any from here: http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
15:12 Bukki F24 sounds good. Have no clue how to press it. xD
15:13 Krock but how will you disable the chat then? It's enabled on join
15:14 Krock it would require a force-hide, which does not exist in Minetest yet
15:14 Bukki if you once disable it it'll save it, or?
15:14 Krock no, it doesn't save any of the regular F keys
15:15 Bukki hmm
15:15 Bukki So really need to deactivate(or maybe even remove) it
15:16 Krock but you can set the chat keys '/' and 'T' to something else that isn't press-able
15:16 sfan5 you can set it to f24
15:16 sfan5 via the config
15:16 Bukki would be mean you still can read however.
15:16 Krock but you can't disable the chat (F2) from beginning
15:16 Bukki I'm mostly interested in remove reading then writing
15:17 Bukki It's possible to make it invisible colour font maybe?
15:17 Krock inetresting idea
15:18 Krock but there's only an option for disabling the shadow
15:18 Krock all other changes, such as size, would affect all other text GUI elements
15:19 sfan5 so basically you would need a client built from modified source code
15:19 Krock ^
15:22 agaran Bukki: you can send arbitrary keycode to app using xdotool..
15:22 agaran even ones you can't press
15:23 Bukki But for sure Childs don't do that. ;-)
15:24 Bukki #    In-game chat console background color (R,G,B). #    type: string # console_color = (0,0,0)  #    In-game chat console background alpha (opaqueness, between 0 and 255). #    type: int min: 0 max: 255 # console_alpha = 200
15:24 agaran I mean
15:24 Bukki At least could modify the background...
15:24 sfan5 console_alpha = 0 and bind the chat & console key to unpressable keys should work
15:24 Bukki ok
15:25 agaran well probably sfan has way better idea :)
15:26 sfan5 hm no
15:27 Bukki Doesn't work. :-/
15:27 Bukki But alpha 255 and background to white should work since font is white as well.
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15:27 Bukki Anyone know what RGB is white?
15:27 Bukki 0,0,0 or?
15:27 sfan5 that only applies to the chat console
15:28 sfan5 not to the usual chat text
15:28 Bukki oh, damn
15:28 yusf[m] Are there any mods that use cooperation mechanisms such as "two players must punch a block at the same time to break it"?
15:29 Bukki hmm... easily to build with mesecons+pipeworks. :D
15:30 Bukki But don't know any mod for do that directly. :-/
15:30 emunand are mesecons and pipeworks the minecraft's command blocks?
15:30 Bukki mesecons is redstone. It have command blocks included.
15:31 emunand do they do every command, or only a select few?
15:32 Bukki by default is command block not craftable first. And even then most commands are disabled for security reasons.
15:36 emunand that makes sense
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15:37 yusf[m] Would be cool to have however. Like bedrock only becomes breakable by three players working together or something. :)
15:37 Bukki hmm... seems like still all commands should work a command blocks owner can do with his privs.
15:38 Bukki But not sure. Also don't know how they really work. never used them cause they are disabled on most servers.
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15:41 JazzyEagle Hey, was wondering if someone can help me understand what may be happening...  I've been trying to get a minetest server set up on the same ArchLinux machine as a client.  I built both using the git repos and did a configure that included both -DBULID_CLIENT=TRUE and -DRUN_IN_PLACE=FALSE so that I can use the mods within /usr/share/minetest/mods
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15:41 JazzyEagle Sorry, that was supposed to be -DBUILD_SERVER=TRUE, NOT -DBUILD_CLIENT=TRUE
15:42 JazzyEagle (meaning I typed it wrong to you just now)
15:42 Calinou to build both client and server, you need to specify both options to 1 (or TRUE)
15:42 Calinou then "sudo make install" will install both to PATH
15:42 Calinou (this step is optional, if you don't want to run from PATH or have menu entries)
15:42 JazzyEagle Calinou: Actually, both built with the command like that, but I'm beginning to wonder now if that may be part of the issue I have...
15:43 JazzyEagle The issue is that the server can see the mods in the global directory, but the client is behaving weird:  It doesn't show them in the list, but if you then add the mods to the expected local directory, it shows them, but then has issues with conflicts when you actually go to run the game (presumably, because it sees the mods in both the local and global positions)
15:44 JazzyEagle Do you think my build error could be causing this weird issue?
15:45 Calinou I don't use system-wide mods, I don't know:/
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15:52 JazzyEagle Ok...  :/
15:52 Fixer joined #minetest
15:53 * JazzyEagle is trying it.
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17:15 Taose Curious idea...but
17:15 Taose would it be possible to have a portal from server to server?
17:16 Bukki Had that Idea also yet, but think won't work.
17:17 Bukki Only way would be to install same mods on both servers.
17:17 Taose There'd certainly be some networking involved I think with the transfer of data and mods would need to be compatible.
17:17 Taose mhm or at least, nothing conflicting.
17:17 Bukki Then when going into portal scan players inventory.
17:18 Bukki and start another script(outside minetest) for connecting to another server with parameters.
17:18 Taose Well, there's no need for that at the moment. They'd just show up as unknown item on the other side.
17:18 Taose Pretty sure you can do it from inside minetest
17:18 Taose (possibly not via lua)
17:19 Bukki that was what i meaned by not inside minetest.
17:19 Bukki What would be an Idea also maybe:
17:19 Bukki Using that IRC Mod.
17:19 Bukki And let both Servers talking over IRC for getting Items moved.
17:21 Taose I wouldn't do it via irc
17:23 Bukki However the really tricky thing is to tell the client autodisconnect and connect to another server
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17:27 Cura ... Taose here
17:29 KaadmY wot
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17:32 Taose ...
17:32 Taose Got banned by Freenode again -_-
17:33 Taose But yeah there's no need to actually tell the client to disconnect as such.
17:33 Taose (or at least, shouldn't be)
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17:34 Taose Not saying it'd be the cleanest solution but it should get the job done.
17:34 strncpy Hello
17:34 Taose Welcome
17:34 Bukki how you'll do if not disconnect from server1 and connect to server2?
17:34 strncpy Thanks Taose
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17:37 Taose You set up a second connection, send the information to the next server. Refresh. You should be connected to the next server and it should show up.
17:37 Taose 90 seconds later server 1 should time your player out.
17:38 Bukki But however you need a way to connect to another server on an ingame event
17:38 Taose With C++ that should be relatively easy to do.
17:38 Taose How does it connect to the current server?
17:39 Bukki But C++ isn't allowed for the Mods, or?
17:39 Taose You just take that code and shove it into an "onclick" thing.
17:39 Taose It wouldn't be a mod
17:39 Calinou you can't make C++ "mods" in Minetest
17:39 Taose it'd have to be inbuilt.
17:39 Calinou but you can modify the engine to add features
17:39 Bukki ok
17:40 Taose Unless...we could inbuilt a feature to outsource tha manipulation of connection information so that it can be modded.
17:43 sfan5 <Taose> Got banned by Freenode again -_-
17:43 sfan5 it's called ping timeout
17:43 Taose ...
17:43 Taose No when it says k-lined
17:43 Taose it means banned
17:43 sfan5 didn't see that here
17:43 sfan5 you were probably just doing something wrong
17:44 Taose No, they just banned my ip without actually banning me.
17:44 sfan5 (someones quit message would indicate if they are being klined)
17:45 Taose I wish that were the case sfan5, but freenode doesn't work that way
17:45 sfan5 that is the case
17:45 sfan5 just nobody will see when you're klined while on 0 channels
17:45 Taose Then explain why every time I log in with that IP it screams at me: k-line.
17:46 sfan5 IP Address 46.166.188.223 is listed in the CBL. It shows signs of being infected with a spam sending trojan, malicious link or some other form of botnet.
17:46 sfan5 It was last detected at 2017-01-07 15:00 GMT (+/- 30 minutes), approximately 8 days, 2 hours, 29 minutes ago.
17:46 Taose hence banned.
17:47 octacian I just made a mod that shows info whenever you punch a node. However, I'm having an issue where the HUD doesn't resize properly. I developed it with MT at it's default size. When I make MT bigger, the entire thing messes up.
17:47 sfan5 indeed, it isn't freenode just banning you for no reason
17:47 Taose Oh I didn't say it was for no reason :P
17:48 Taose I just said they banned me again.
17:48 sfan5 why would you complain though if you know the cause?
17:48 Bukki lol... what have you done?
17:48 Taose It's a semi-frequent occurrence.
17:48 octacian If somebody's willing to give me a hand, here's the problem: http://imgur.com/a/HADUc, https://github.com/octacian/punchinfo
17:48 Taose Oct you might want to look at Inspector's code?
17:49 octacian inspector? doesn't that use a formspec?
17:49 Taose I wasn't complaining, just a statement of facts.
17:49 Taose You can also take a look at Wuzzy's Help mod.
17:49 Taose I don't think it does no Oct.
17:49 octacian take a look at the images :P
17:50 octacian and nope, inspector doesn't use an HUD.
17:50 Taose It's because you're using a fixed size texture.
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17:51 octacian ok...? This is the first time I've ever attempted to use HUDs, so I'm a bit confused.
17:51 Taose (I like it, I'll be using it as soon as you get it working)
17:52 octacian I wonder if offset will help... IRDK
17:52 Taose I dunno how graphics work in mt's hud department so..
17:52 Taose offset won't help
17:52 Taose it'll just move the image.
17:52 octacian me neither. cause as I said, this is my first time messing with it.
17:52 octacian true
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17:52 red-001 transfering players between servers would need a protocall extension
17:53 octacian huh, I think I'm understanding this.
17:53 * Taose looks at Red
17:53 Taose finally someone with some C++ knowledge :D
17:53 Taose What about scale Oct?
17:53 * red-001 looks at himself
17:53 octacian red-001: what about introducing a 4th "dimension" where 1 is the overworld, and mods could make new dimensions each with a different number. could be stored in separate files too.
17:54 red-001 no please no
17:54 octacian Taose: that just changes the size. Not sure how that would help.
17:54 red-001 that would be a mess
17:54 red-001 well that least the interface
17:54 octacian red-001: why? Just a random idea, thought it'd be a mess but no one would tell me why, so
17:55 red-001 well for one you would have to rewrite a lot of mods
17:55 agaran because currently you use simplistic way to convert 3d coord to integer.. adding 4th dimension would make that explode
17:55 Taose http://rubenwardy.com/minetest_modding_book/chapters/hud.html
17:55 Taose Take look at <Image Elements>
17:55 red-001 yeah that too
17:55 octacian Taose: I think my issue is that I'm moving stuff relative to the screen. Either I make the background scale larger, or I use offset to change the position which goes pixel-by-pixel, which unless I'm really confused, might help.
17:56 octacian huh...
17:56 octacian Maybe I should have read that more thoroughly lol
17:56 Taose >.<
17:56 octacian afk, testing.
17:57 Taose If someone could create the interserver portal, it'd make a great use for "airships" and ocean going ships and so on.
17:57 octacian Yeah, interserver would be really useful.
17:57 red-001 true
17:57 red-001 but it will be complicated
17:57 octacian Then there'd be different player counts, which if you had a big server with subgames, survival, and a bunch of stuff, would be very useful.
17:58 Taose Definitely not saying it'd be simple, but I think we could get something quick and dirty running.
17:58 red-001 for anything more then basic functionality  you will need server to server comunication
17:58 Taose Why server to server? We just wanna take one player and dump 'em in the next.
17:59 red-001 well you will most likely want to send some metadata about the player
17:59 Taose True true, but we don't want that data staying in the previous server. (Obvious reasons)
17:59 red-001 otherwise this will be just glorified "could you please connect to this ip"
18:00 red-001 ?
18:00 red-001 I'm not fallowing
18:00 octacian Taose: thanks for pointing that out; I'm making progress now.
18:00 Taose We want to take the player, what they're travelling on and transfer all of it to the next server. Leaving no data behind.
18:01 red-001 well there are a lot of diffrent use cases for this
18:01 red-001 so might want to just transfer the player
18:01 Taose Well there's that, but I kinda wanted to sail my ship...
18:01 red-001 without inventory etc
18:02 Taose Initially to start with for sure.
18:02 red-001 well transferring entities might be fairly hard
18:02 red-001 if thats what you mean
18:03 red-001 is anyone working on this btw?
18:03 Taose mm, but it'd be a later date...besides what could be done is if you're on a ship, then just recreate the ship in the next server, attach the player to it after.
18:03 Taose Rather than a straight transfer.
18:03 Taose I don't think anyone is
18:04 red-001 yeah thats why I think server to server communication  is a must have
18:04 red-001 server A asks Server B if it can transfer a user
18:04 red-001 server B accepts or rejects this
18:05 Taose Oh you're thinking ahead
18:05 Taose I suppose so yep.
18:05 Bukki If Server to Server Communication stands Item Transfer will be easy.
18:05 red-001 if server b has accepted send player metadata + ip and tell the client to change servers
18:06 sfan5 that sounds complicated and i don't think anyone is working on it
18:06 red-001 the rest can be handled by lua
18:06 Bukki I'd like to help on the LUA Part if someone start that.
18:06 red-001 e.g. the metadata is just a string/table/whatever
18:07 red-001 btw did that clientsided scripting pr get merged?
18:07 red-001 I had client sided chat commands fully working
18:08 octacian How can one get a list of all the HUDs being shown to the player?
18:09 octacian ugh, looks like I have to do it manually.
18:10 red-001 well looks liek its a no
18:10 Taose >.<
18:10 red-001 :(
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18:10 Taose Red if you start that, tag me in on Github, I'd certainly be interested in following and doing the grunt work ;)
18:11 Taose I haven't been plugging your tuts at all ruben
18:11 red-001 the client transfer?
18:11 Taose yep
18:12 rubenwardy :D
18:12 octacian rubenwardy: since you made the tutorial, how do I deal with keeping a texture shown in HUD the same size be it 16x16 or 32x32?
18:12 Taose lmao
18:13 octacian :rotfl:
18:13 Taose ooh my plantation sprouted
18:13 * Taose deforested half a mountain and then replanted all the saplings
18:14 red-001 I need something to work on
18:14 rubenwardy HUDs are designed to be scaled
18:14 rubenwardy so it's impossible to stop scaling
18:14 rubenwardy really Minetest should support vectors for this
18:14 octacian rubenwardy: yeah, but here's the issue. I'm showing the texture of a node when I punch it. If it's 16x16, all's fine. If it's 32x32, it shows way too big.
18:15 rubenwardy ah
18:15 rubenwardy That's an issue
18:15 rubenwardy the only thing I can think of is using the resize texture modifier
18:16 rubenwardy http://rubenwardy.com/minetest_modding_book/lua_api.html#resizewxh
18:16 octacian I tried using percentages but the image would become.. uh.. not square when I resized MT. Kinda what i expected, but
18:16 octacian huh, and that works in the HUD?
18:16 rubenwardy so:      texture_name .. "^[resize:16x16"
18:16 octacian will try
18:16 red-001 minetest dev seem to keep slowing down
18:16 rubenwardy it works in formspec, so I'd be surprised if it doesn't
18:17 octacian gotta finish stuff to show and hide all HUDs added by the mod first
18:17 red-001 formpecs are kinda a mess
18:17 rubenwardy yep
18:17 octacian KINDA? that's an understatement.
18:17 red-001 why didn't anyone use tables for them?
18:17 rubenwardy I'd like to refactor it, but client side scripting
18:18 octacian yeah
18:18 Taose This is 2017 we hate tables ;)
18:18 red-001 huh how are they related?
18:18 Taose Chairs not so much but tables...
18:18 red-001 lol
18:18 rubenwardy any changes to formspec would be obsoleted if client side scripting is added
18:18 red-001 I guess?
18:18 agaran but they have to have rounded corners too
18:19 rubenwardy I quite like how Android does layouting
18:19 red-001 wait does the client use the same format as the server??
18:19 red-001 doesn't*
18:19 rubenwardy eg: with LinearLayouts for stacking element
18:19 rubenwardy red-001?
18:19 rubenwardy the formspec isn't parsed by the server, it's just sent to the client
18:20 red-001 so why would changes be obsolete if client-sided scripting gets added?
18:20 rubenwardy because client side scripting will likely come with a much better GUI solution
18:21 rubenwardy eventually
18:21 agaran but then you will get lot of issues with keeping away hacked clients.
18:22 rubenwardy client side prediction, server side reconcillation
18:22 red-001 ^
18:23 agaran rubenwardy: not that I don't believe but.. now some things are client side, and often get hacked. :)
18:24 rubenwardy Minetest doesn't do proper csp/ssr
18:24 rubenwardy atm
18:24 rubenwardy that's why it's possible to fly/noclip/fast cheat
18:24 red-001 ^
18:24 rubenwardy although the later not so much
18:24 red-001 well there is a lot of stuff that is unfixable
18:25 red-001 e.g. xray
18:25 rubenwardy with csp/ssr the only thing you'll be able to do it expose information (eg: look through walls) or automate your player (auto walk / dig)
18:25 rubenwardy the only way around the first is not to send the information to the client in the first place - but this results in a lesser experience
18:25 Taose I'm not sure I like the latter...
18:26 rubenwardy the benefits of client side scripting out weigh the risks, imo
18:26 red-001 I see the minehacker thread got removed
18:27 red-001 client-sided gui's would be very useful
18:27 red-001 way faster then waiting for the server
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18:33 red-001 we got to #5000 but #1118 wasn't merged yet :(
18:34 octacian rubenwardy: btw, resize works! thanks
18:35 octacian Now to fight with removing them properly... If another node is punched, I have to remove all previous nodeinfo if it's still up, and stop the minetest.after somehow.
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18:48 octacian Taose: I got it working. THere's one issue remaining, but I have no idea how to solve it.
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18:52 * Fixer .oO(MAKE A MOOOOOOVE)
18:52 octacian Taose: https://forum.minetest.net/viewtopic.php?f=9&amp;t=16431
18:53 octacian ugh, not looking forward to fixing remaining problem...
19:00 Taose What's the remaining problem?
19:01 sfan5 !title
19:01 MinetestBot sfan5: [Mod] Node Information on_punch [punchinfo] - Minetest Forums
19:02 Taose Can't see a problem just a thread XD
19:03 Taose Octarian, tie it to a crafted item
19:03 Taose That way players who don't want it don't have to craft the item.
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19:14 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Luacontroller: Revert function stripping from digiline messages 54daee2 https://git.io/vMwpR (2017-01-15T19:11:12Z)
19:24 agaran all slabs for stairs/stairs_plus have name stairs:slab_<nodename> ?
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21:46 MinetestBot [git] red-001 -> minetest/minetest: Add keyword based search to serverlist f3bd4c4 https://git.io/vMrTk (2017-01-15T21:43:47Z)
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22:14 MinetestBot [git] sfan5 -> Jeija/minetest-mod-mesecons: Fix remaining namespace pollutions (closes #311) ececf52 https://git.io/vMrIZ (2017-01-15T22:12:13Z)
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22:39 Taose Curious but how would one make... a boat for example?
22:39 Taose I can't see any obvious solution
22:40 Calinou <rubenwardy> really Minetest should support vectors for this
22:40 Calinou unfortunately, game engines are not made to import SVG or similar
22:40 Calinou SVG is really complex (even 1.0)
22:41 Calinou first one to write a permissively-licensed, open source SVG import library in C or C++ gets a Nobel prize :)
22:41 * Taose nominates Cal
22:51 Taose Trees grow faster than cotton -_-
22:51 swift110 joined #minetest
22:53 garywhite Hi swift110
22:55 agaran cotton needs few steps..
22:56 Taose >.>?
22:56 Taose Cotton > Plant > Grow
22:57 Taose Sapling > Plant > Grow?
22:57 Taose Maybe I'm doing something wrong
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23:06 Taose Is there any way to place a node on a boat?
23:11 Taose ...
23:12 Taose and can we get a better server for the dev wiki >.<
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23:20 Fixer Taose: tree grows about 30 min of real time in game
23:21 Taose Cotton takes...about 40 apparently.
23:22 Fixer Taose: it grows in different way, tree grows faster because it is one step
23:22 Taose >_>
23:22 Fixer Taose: with cotton, each time you visit area and nodetimer is expired - it will grow one step up iirc
23:22 Taose >.>
23:23 Taose That's not how it works for me
23:23 Taose Unless I'm in the immediate vicinity, it doesn't grow at all
23:23 Fixer Taose: you can't just leave it forever and when back it will grow totally, it will grow only one step up
23:23 Taose Regardless of whether I take a long walk or not.
23:23 Taose That's what I'm saying
23:23 Fixer Taose: 0.4.15?
23:23 Taose It doesn't do that
23:23 Taose I think so yep.
23:24 Taose If I take a long walk and come back after immediately planting (wait for them to become seedlings) and then disappear for an hour down a mine...
23:24 Taose and come back
23:24 Taose they'll still be at the same stage.
23:25 Taose So I've learned not to do that >.>
23:25 Taose and I mill around a bit for them to grow.
23:25 Fixer Taose: make sure minetest_game is 0.4.15
23:25 behalebabo joined #minetest
23:26 Taose Where can I double check that?
23:26 Taose Can't seem to find a version number anywhere in minetest_game
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23:48 Fixer depends
23:51 red-001 joined #minetest
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23:51 red-001 can the server check the protocall version of the client?
23:52 red-001 or should I ask that in minetest-dev?
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