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IRC log for #minetest, 2017-09-18

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All times shown according to UTC.

Time Nick Message
00:00 Hawk777 greeter: I believe yes, whichever the older ones are are not really meant to be used anymore AFAIK.
00:00 Hawk777 There was an original part with limited capabilities, and then the modern Luacontroller with much richer capabilities, but the old one is still there for existing worlds.
00:00 Hawk777 At least, I think that’s the situation.
00:01 greeter ah i see. had a player request that the recipe be changed so he could craft both. i think he's learning lua
00:01 Hawk777 I believe the older part was more like a programmable logic gate than a tiny computer.
00:01 Hawk777 Something like an FPGA or CPLD.
00:02 greeter ah i see. i had the impression it was meant to replace the logic gates in mesecons
00:02 Hawk777 But very small.
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00:02 Hawk777 Yes, I think so. But you can also use the full Luacontroller to do that.
00:03 greeter indeed. i never could make sense of those logic gates so i prefer the luacontroller myself, except maybe on the most basic circuits
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00:23 jordan4ibanez Has the clientside hud pr been commited?
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00:44 jordan4ibanez Also: https://github.com/minetest/minetest/bl​ob/master/doc/client_lua_api.md#camera How do I access the camera? It does not specify in the api
00:45 thePalindrome https://github.com/minetest/minetest/​blob/master/doc/client_lua_api.md#ui
00:45 thePalindrome minetest.camera
00:46 jordan4ibanez Thanks
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02:27 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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04:59 jas_ https://www.youtube.com/watch?v=wI4nRD-DRpk
04:59 jas_ !title
06:28 jas_ is it just me, or does v7 take a lot more cpu than v6?
06:39 jas_ if so, my question is whether v7 can be tunes via settings available to be speedier, less cpu intensive.
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06:43 asl97 jas_: v6 uses a simple hardcoded biome system https://github.com/minetest/minetest​/blob/master/src/mapgen_v6.cpp#L430 while v7 uses https://github.com/minetest/minetes​t/blob/master/src/mg_biome.cpp#L202
06:43 asl97 which by default has more biome than v6 4 hardcoded biome https://github.com/minetest/minetest_ga​me/blob/4ccafd15187cf70d06d68ad3931912a​3c3c4b4f5/mods/default/mapgen.lua#L801
06:44 jas_ interesting, ty.  i'll look into them and their settings.
06:45 * jas_ wonders whether presets would be cool, like an equalizer where you select one and it adjusts all the levels ^_^
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07:06 paramat jas_ yes mgv7 is more CPU intensive due to use of 3D noise
07:07 paramat all you can do though is disable the mountains and ridges (rivers), that will remove 2 3D noises
07:08 paramat disabling caves removes another 2, disabling the massive caverns removes 1
07:08 paramat mgv6 uses no 3D noise so is faster generating
07:09 paramat however you won't notice generation speed because the bottleneck in terrain appearing is mesh creation AFAIK
07:11 paramat all core mapgens take <100ms per mapchunk on my intel core i5 desktop
07:11 jas_ whoa
07:11 paramat generation time
07:11 jas_ i mean, whoa as in mind blown
07:11 jas_ mapgen is so cool, but for me it's like, if it works i don't think about it
07:11 jas_ so i thank you paramat hehe
07:12 jas_ i don't want to remove anything :)
07:13 paramat yeah it would be rather boring
07:14 paramat apart from removing 3D noises by disabling features there's not much you can do
07:15 jas_ i see
07:15 jas_ v7 is my favorite so far i think, valleys maybe second.  didn't try the new one(?)
07:16 jas_ v7 seems to really go with minetest_game, where v6 doesn't have dry_grass, even.
07:16 jas_ i mean, dirt_with_dry_grass, i think that's right
07:16 jas_ let alone all the others..
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08:02 hisforever Hi is there a mod that had flowers in bunches instead of 1 flower?
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13:12 lsabino Hello! If I have a lan server with 0.4.16 and clients has 0.4.15 is it works?
13:12 sfan5 yes
13:16 lsabino even any mod recommends 0.4.16
13:17 lsabino it only server side
13:17 srifqi Server-side mod only depends on server version.
13:18 lsabino sometimes client connect in another world and not appear in the server
13:23 lsabino and with damage but the server not set damage
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13:31 srifqi lsabino, probably client-side error.
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15:08 jas_ yay finally made personal warpstones https://www.youtube.com/watch?v=CEHIDuFdRKw thank you sofar for warps mod.  i am thinking about making you not look around, now that get/set yaw/pitch work.
15:08 jas_ er, horizontal/vertical
15:17 jas_ dcbl-0.04.zip 17mb now at https://drive.google.com/file/d/0​BzTI-Glox0Zgb0JmUklDRnV0NWM/view
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15:34 sofar jas_: cool, send patches if you want
15:35 jas_ ok i will look at some point then.  it uses player_attribute for this, and i made a bunch of commits as i did it so i gotta squash em or something lol
15:35 jas_ dunno if that requires 0.5.0-dev
15:36 sofar player attrs are 0.4.16 so it's cool to send that in a pr
15:36 jas_ okie dokie
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16:39 Milan[m] hmm i defined a mod.node_sound_wool() and it works right below the function but not in the moreblocks.lua readed right after the nodes.lua.... this is odd
16:44 Milan[m] (the function is in the nodes.lua atm)
16:46 Milan[m] huh... now i ensured that there aren't any files parsed between nodes and moreblocks lua....fixed o.O
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17:01 jas_ sofar: https://github.com/minetest-mods/warps/pulls
17:01 jas_ in my version, i made the warpstone bigger i can send that one too, i'm going to bed now tho lol
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17:14 dogetest o/
17:16 dogetest Is anyone running economy mod and/or Dogecoin (or maybe, any other crypto)?
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17:19 dogetest I ask this because Ive written a code to use dogecoin cryptocurrency within economy mod. Ive also added some other features. The code is on github: https://github.com/dogetest
17:20 dogetest its actually 4 mods
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18:21 hashar hello! In case someone is around, is there a LUA method to check the minetest server version?
18:22 hashar I have a few modules that spurts deprecation warnings on 0.4.16 and was wondering if we could use different code based on the mine test version
18:23 Krock THIS IS LUA https://github.com/mniip/LUA
18:23 Krock either you can check against the protocol version, or the better method: against the functions you need
18:24 Krock by the fact that they have deprecation warnings, it means that they are either not up-to-date or not maintained well
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18:25 rdococ I've never tried LUA before
18:25 Krock it's great. WHILE TRUE DO END infinite LOOP
18:25 rdococ lol
18:25 hashar Krock: I totally agree, though mods author would like to keep back compatibility with earlier version so they are leaving the deprecated call around :\
18:26 Krock there's always a way to cover both cases without a warning
18:26 Krock assign the functions you need to the mod's namespace (i.e. table)
18:27 Krock did it the lazy way here to keep backwards compat without warnings: https://github.com/SmallJoker/bo​ost_cart/blob/master/init.lua#L6
18:28 hashar Krock: looks good :]
18:29 Krock "looks good" sounds good. Apply your glue ;)
18:29 rdococ FUNCTION (A, B) RETURN A / B END
18:30 rdococ yay, I'm creating functions in LUA
18:30 Krock no, you're creating errors in LUA
18:31 rdococ ah
18:31 rdococ by the looks of it, it's rather different
18:31 Krock missing function name and possible crash for non-numerals or B=0
18:31 rdococ well, not that different
18:31 rdococ why would B=0 crash? :P
18:32 Krock LUA/Lua is written in C, which doesn't allow divisions by zero
18:32 rdococ but you CAN divide by 0 in Lua, you just get infinity... don't you?
18:32 Krock (which is good, regarding programs that claim it's -inf or inf)
18:33 rdococ (if you want to solve that conundrum you can say inf == -inf)
18:33 Krock heh, they even modified it to output a scientific wrong value
18:33 rdococ ah, so lua returns inf
18:34 rdococ but LUA outputs something else, I guess
18:34 Krock INF ?
18:34 sofar NaN
18:34 rdococ math.huge
18:34 Krock NaN NaN NaN NaN Batman!
18:34 rdococ or, in LUA's case, MATH.HUGE and NAN
18:34 sofar return math.Krock
18:34 rdococ or is it nAn?
18:34 rdococ I had the concept of a flexible array system where arrays could start at any index of your choosing. e.g. [1: 3, 2, 1] vs [0: 4, 6, 5].
18:35 Krock sofar, you couldn't even store that massive number ;)
18:35 Krock (takes 5i bytes of space)
18:35 rdococ the idea is that the starting and ending indexes would be kept track of, and functions on arrays would use those indexes rather than assuming 0 or 1
18:36 rdococ there'd be a function to, say, force the starting index to be, say, 0.5 or 3 instead
18:36 rdococ and one to retrieve the starting and ending indexes.
18:37 sfan5 that makes it even more complicated
18:37 rdococ I know >:D
18:37 rdococ e.g. array:len() == array:end() + 1 - array:start()
18:37 sfan5 working with one-indexed arrays already makes lua hell
18:37 rdococ for something written in C/C++, I'd actually have to agree
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19:20 Fixer Wuzzy: gonna check your fixes /hi
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19:24 Fixer Wuzzy: yes, you fixed my bug, it works fine now both on 0.4.16 stable and 0.5.0 dev
19:24 Fixer Wuzzy: https://i.imgur.com/LYq0nYm.png
19:26 deltasquared Fixer: hey, what mod is that for the health bar? that looks cool
19:27 deltasquared "health bar" seems the kind of thing to get rather a lot of unhelpful results when searched
19:28 Fixer deltasquared: hudbars
19:28 deltasquared !mod hudbars
19:28 deltasquared ... where is bot
19:28 deltasquared fine, google time I guess
19:32 rdococ ew, google
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20:22 dogetest Im using is_protected to charge a fee every time a player dig/place a node. When player places a sappling the code is executed multiple times, charging the fee multiple times too
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20:46 domall hello
20:59 sfan5 dogetest: is_protected is not guaranteed to be executed just once
20:59 sfan5 you can't rely on it
21:13 dogetest Going back to on_dignode and on_placenode
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21:25 rdococ I should update my trigger mod to record protection violations. at the moment, it just ignores unauthorized input
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21:49 sfan5 !server ping:least
21:49 MinetestBot sfan5: VanessaE's Dreambuilder creative Server | daconcepts.com | Clients: 2/50, 0/4 | Version: 0.4.16 / minetest | Ping: 5ms
21:55 dogetest Got another problem. When digging a dirt_with_grass node, inventory stacks dirt, and not dirt_with_grass, so when I try to remove it using inv:remove_item(oldnode.name) it raises a error. I believe its going to happen to any ore too
21:56 dogetest would there be a function which returns the name of the item which is received when digging oldnode?
22:08 sfan5 ah yes
22:08 sfan5 you need to find a way to *prevent* the digging from happening instead of trying to undo its effects
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23:05 dogetest It seens that I could prevent digging by overwriting node's can_dig, but cant prevent placing?
23:05 dogetest there is no can_place
23:14 dogetest Also, I would need to replace every registered nodes can_dig function. isnt that weird?
23:48 dogetest !ping
23:48 habeangur dogetest: ping pong

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