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IRC log for #minetest, 2017-11-21

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All times shown according to UTC.

Time Nick Message
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01:31 philipbenr Looking for an official comment... https://forum.minetest.net/viewtopic.php?f=15&t=9116&start=75#p300876
01:39 riff-IRC Changing to SSL, please excuse connection drops
01:41 riff-IRC WallChan fail, oopsie
01:46 riff-IRC Switching to a friend's bouncer, expect double nicks and random drops
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02:15 Megaf Hi
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02:52 philipbenr Hi
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04:50 GreenDimond how do I make a plantlike node rotateable?
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04:57 dolphin__ http://minetest.org/
04:57 dolphin__ "One part that's true is that I'm filing for the MT trademarks."
04:58 dolphin__ Is this a real threat or is ____ making it up?
04:59 dolphin__ I heard this rumor before but this is the first time I have seen direct words to this effect. Site was updated today.
05:00 GreenDimond That site needs to be taken down.
05:01 GreenDimond The guy who made it has a couple thousand screws loose
05:01 dolphin__ I could tell -_-   >:|
05:02 dolphin__ "This step was approved two years ago by Perttu Ahola."
05:02 dolphin__ I assume this bit is not as it seems.
05:03 GreenDimond Half the stuff on that site, if not all, is bullcrap.
05:03 dolphin__ Probably true, but how's a trademark firm in another country going to know that?
05:04 GreenDimond No idea
05:06 GreenDimond But he lives in North Carolina, so not sure how that is another country :P
05:07 dolphin__ he claims to be applying for a trademark in Australia
05:07 dolphin__ and "at least four countries".
05:08 dolphin__ And in the US too. So he claims.
05:09 dolphin__ (ctrl+f works wonders on the page)
05:22 GreenDimond Nvm, he lives in California.
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14:20 jan6 hi, I want a very simple mod that just places a block on command, could you point me to the method/function/whatever to do this? I know how to make a chat command, but not how to place a block in the void...
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17:00 deltasquared ok, daft question time, how are textures assigned to mesh faces when using the .obj file format
17:01 deltasquared just looking at what this format does, and the texture coordinate part I get, but I'm wondering how I control which texture is used if I pass many different ones to tiles= in the node definition.
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17:20 Billre jan6, if you have worldedit, you can use commands from it to place nodes.
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18:10 jan6 apparently all IS dead here, and one has to somehow dig up a solution all by themselves...
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18:24 Out`Of`Control jan6: did you try WorldEdit?
18:25 jan6 sure, but one multipart rather big mod for placing like, one block?
18:25 Out`Of`Control you can use only part of WE modpack
18:26 Out`Of`Control without all GUI parts
18:26 jan6 I never used the gui anyway
18:26 Out`Of`Control same here
18:27 jan6 and I think stripping WE down would be bigger hassle than making my own
18:27 jan6 I think I may have found the function
18:32 jan6 since I'm new to lua I had to think for a bit, but I believe I finally have all the parts, figuring out how to get only part of the parameters was the hardest...still some errors, but eh...
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19:20 jan6 I managed to crash the whole game with my broken chat command, wow...Runtime error from mod '*builtin*'
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19:23 MinetestBot [git] SmallJoker -> minetest/minetest: core.rotate_node: Run callbacks like with any regular placed node (#6… f7733f4 https://git.io/vFFOQ (2017-11-21T19:21:52Z)
19:24 rubenwardy jan6:
19:24 rubenwardy jan6: I love how often #minetest leaks into #luia
19:24 rubenwardy urgh
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19:25 jan6 eh, yeah, basically the same thing, except they're not dead 20/7
19:25 rubenwardy lol
19:25 rubenwardy this channel does have a lot of activity, just not so much doing the earlier parts of the week
19:26 deltasquared hrm, why cannae entities just have arbitary XYZ rotation already
19:26 rubenwardy jan6, set_node to set an individual node
19:27 rubenwardy if you're modifying more than say 20 nodes at a time, you'll want to look into Lua Voxel Manipulators
19:27 rubenwardy it's a very fast way of setting nodes
19:27 rubenwardy WorldEdit uses it internally
19:27 jan6 yes, I managed to dig that up already, now I have issues with it thinking I'm concentrating nil and string...
19:27 deltasquared *concatenating.
19:27 rubenwardy lol
19:28 jan6 hm, haven't heard of that thing
19:28 rubenwardy yeah, you have "asas " .. variable_which_is_nil
19:28 rubenwardy you can't do   anyvalue .. nil
19:28 rubenwardy the line number will help :D
19:29 jan6 it's supposed to parse the parameters to get the coords and block and stuff separated, works on standard lua, but dunno why's it broken on minetest...
19:29 rubenwardy heh
19:29 rubenwardy *huh
19:29 rubenwardy source?
19:29 sfan5 note that minetest uses lua 5.1
19:30 jan6 it's written FOR 5.1, according to the comment I removed, but thanks for reminding
19:30 jan6 https://pastebin.com/2exYc6Mt
19:31 rubenwardy minetest has string.split btw
19:31 jan6 oh, much easier
19:31 rubenwardy shtable doesn't return anything
19:31 rubenwardy so returns nil
19:31 rubenwardy that's the issue
19:31 rubenwardy print() writes immediately to the logger
19:32 rubenwardy it's not like echo in bash where it writes to the output and is received by the caller
19:32 rubenwardy heh, or anything that writes to std out
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19:32 jan6 yes, but nil is nil no matter the output
19:32 rubenwardy return true, "You said " .. shtable(split(param,",")) .. "!"
19:33 rubenwardy is the same as
19:33 rubenwardy shtable(split(param,","))
19:33 rubenwardy return true, "You said " .. shtable(split(param,",")) .. "!"
19:33 rubenwardy oops
19:33 rubenwardy shtable(split(param,","))
19:33 rubenwardy return true, "You said " .. nil .. "!"
19:33 rubenwardy because there's no return in shtable
19:34 jan6 eh, as it's working I can try that, and also the string.split stuff
19:36 deltasquared hmm, is there a way to add an extra method to a certain objectref so I can do something like (this is an entity supposed to behave like free-form rail links) objectref.get_next_link(), or would I have to associate it with an ID and look that up
19:36 deltasquared (on that note, is there a way to know when an entity gets deactivated, else I'm going to end up with a leaking tracking table)
19:36 rubenwardy deltasquared: not to an object ref
19:36 rubenwardy you can't to a single lua entity either
19:37 deltasquared I didnae think so given it's a lua userdata
19:37 rubenwardy but you can add functions to existing luaentity definitions
19:37 rubenwardy and store stuff in self
19:37 deltasquared rubenwardy: true, but it needs to be "externally" invokable
19:37 rubenwardy object:get_luaentity():get_next_link()
19:38 deltasquared ... derp. ok. *reads le docs more closely*
19:38 rubenwardy if you can, put get_next_link() in the entity def
19:38 deltasquared so, does get_luaentity return the same "self" object that the entities' own callbacks see?
19:39 deltasquared as there isn't any documentation in the docs about what this method does exactly
19:40 rubenwardy hmmm
19:40 rubenwardy I'm not actually sure
19:40 rubenwardy test it, I guess
19:40 rubenwardy actually, I'm 80% sure it would
19:40 Krock yes, it's the same self
19:41 deltasquared I'll just test it on my lightentity thing I have locally
19:41 deltasquared oh yeah, the performance of a moving light source was not as dire as I expected
19:41 rubenwardy yeah, it doesn't make sense for it to return the def. It must be the self, with the definition as a parent
19:45 deltasquared well that seems to work. so it'd be self:get_next_link() that I would set up within the entity on_activate
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