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IRC log for #minetest, 2017-12-23

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All times shown according to UTC.

Time Nick Message
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00:05 paramat LuaJIT causes other problems though, especially with lua mapgens
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00:07 pgimeno which other problems?
00:08 paramat limited lua memory, like 1GB
00:08 paramat causes 'out of memory' crashes for many users
00:08 pgimeno well, ffi is a sort of solution to that (if a LuaJit-specific version is implemented when LuaJIT is found)
00:09 pgimeno it would be nice to have minetest.ffi :)
00:11 pgimeno local ffi = minetest.ffi ; if ffi then --[[ffi-specific version]] else --[[plain lua version]] end
00:13 paramat see https://github.com/minetest/minetest/issues/5442
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00:14 pgimeno I see
00:16 pgimeno hm, that issue talks only about calling external C functions, but it misses the benefits of using it for low-level access to data and memory allocation
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00:20 pgimeno I mean, MarkuBu focuses on that but nerzhul seems to miss it
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00:30 paramat feel free to add to the issue
00:31 paramat it might be reopened if there is some discussion
00:31 pgimeno thanks, I think I will
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01:09 pgimeno ok, I got the mapgen proof of concept working! thanks a lot paramat
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08:35 VanessaE in regards to my channel being +s, it was in response to a non-MT troll that followed me from #frednode.
08:35 VanessaE er #freenode
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10:45 Taose frednode XD
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11:32 VanessaE heh
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12:17 ensonic morning, is it possible to change the tiles on a block in on_place? or alternatively if I just register the variants, can I hide them from the inventory
12:17 sfan5 you can hide nodes from the creative inv if you mean that
12:18 sfan5 still no idea what you mean by "titles"
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12:20 ensonic tiles not titles
12:20 ensonic I'd like to make a column mod, where the player places the sma eblock, but depending on what is above and below the blocks ajust their look
12:21 pgimeno you can use group not_in_creative_inventory = 1
12:21 ensonic thanks
12:23 Krock there's the "color", "colorwallmounted" and "colorfacedir" drawtype
12:23 VanessaE ensonic: ^^ that and each "look" needs its own node that your code will place as needed.  those are the ones you exclude from creative\ inv
12:24 Krock in combination with palettes you don't have to create a huge amount of nodes
12:24 VanessaE Krock: didn't we also get "colorsimplefacedir"?
12:25 VanessaE (2 bit NSWE facedir, 6 bit color)
12:25 sfan5 i think so yes
12:25 Krock 0 occurrences of "colorsimplefacedir" in lua_api.txt
12:26 VanessaE hm, guess not
12:26 VanessaE I proposed it a while back.  coulda sworn some someone coded it.
12:26 VanessaE (or it's named differently)
12:26 Krock well, using colorfacedir you can manually change it to simplefacedir
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12:27 ensonic how do the color* drawtypes help?
12:33 VanessaE if all you wanted for "adjust their look" is to change color, you could alter the node's color in-map.
12:33 VanessaE but I assume "look" includes shape and overall texture.
12:35 ensonic VanessaE, only change textures
12:35 VanessaE yeah, then you do it the "usual" way and hide the extra nodes from the creative inv.
12:37 ensonic VanessaE, thanks!
12:37 VanessaE ^^ that by the way woulda been a good use-case for my "palettized texture list" idea (too bad no one wants to implement it)
12:39 ensonic VanessaE, I converted the MC Conquest texture pack and there are a lot of such blocks (references in https://github.com/minetest/minetest/issues/2748)
12:42 VanessaE I have zero experience with MC so I have little context.
12:43 ensonic VanessaE, this is a video if the TP in action https://www.youtube.com/watch?v=yiAZ_mHrLiA
12:44 VanessaE nice.   reminds me HavenNG
12:45 VanessaE go take a look at MInetest HDX sometime
12:47 VanessaE (at some point I need to implement that wide tiling feature the engine supports)
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13:24 ensonic coulumn stacking works \o/
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14:38 ensonic the columns: http://picpaste.de/screenshot​_20171223_153647-KCZXknPs.png
14:45 sfan5 nice
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15:12 ensonic will clean it up and check for which material it makes sense
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15:39 Beginner Hello, is it possible to disable dropping items? if so, how? thanks
15:41 jas_ i believe there are a few ways, and one might be to override the minetest.item_drop function to not do anything.
15:42 jas_ another could be to minetest.override everything in minetest.registered_items making drop=""
15:42 GNU[BDC] Hi, was there recent fix for default trees decay issue?
15:42 jas_ maybe there are other ways?
15:42 jas_ i dunno gnu[bdc], but did you try using the sneak key?  (how was it broken?)
15:43 GNU[BDC] leaves do not decay when you remove trunk
15:43 Genshin usually drop="" is the easy way out.
15:43 jas_ oh, i see.  it worked for me last i checked on 0.5.0-dev
15:44 Beginner jas_ , Genshin: thank you!
15:44 Genshin np
15:44 jas_ if you want to disable all item dropping from player (by hitting Q or dragging item out of formspec), then overriding minetest.item_drop should work.  and then perhaps adjust the behavior too, to depends for example on a privilege
15:45 jas_ but yes, drop="" is easiest, but you have to override everything and make sure this mod is last?  i think.
15:45 jas_ but actually i think you typically need to do this in a minetest.after anyway...
15:45 Genshin Indeed.
15:46 Genshin overriding minetest.item_drop is the best solution tbh.
15:50 Beginner yay, it works: function minetest.item_drop(itemstack, dropper, pos) return itemstack end
16:04 jas_ i just realized drop="" if when you dig a node, and not when you drop one from inventory heh
16:05 jas_ so i think it's just that one way only.
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16:15 twahm Hello, I'm using player.getpos() that should return the player's position but I get this error: bad argument #1 to 'getpos' (userdata expected, got no value), someone knows why this happens?, according to the wiki I do not have to give any parameter
16:17 sfan5 player:getpos()
16:18 twahm thank you
16:26 Krock * player:get_pos()
16:26 Krock the other one is the old name, kinda deprecated
16:26 Krock or alternatively player.get_pos(player) but it's obvious that writing more than necessary isn't desired :)
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17:21 pgimeno is there a way to get the world seed?
17:21 Krock F5
17:21 pgimeno sorry, from Lua
17:21 Krock server-side?
17:22 pgimeno yes
17:22 Krock minetest.get_mapgen_params()
17:23 Krock https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L2815
17:23 Krock nvm, that seems to be deprecated, so use minetest.get_mapgen_setting
17:24 pgimeno would use name = "seed"?
17:24 pgimeno if I'm understanding correctly, that would be it
17:27 pgimeno ok, minetest.get_mapgen_setting("seed") works, with the caveat that it returns a string, thank you very much
17:35 Beginner how do i set new inventory every time player tries to open inventory? because i need to update label in item_image_button[...,label]
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17:42 Krock Beginner, that's not possible right now
17:43 Beginner YAY hehe
17:43 Krock you'll have to update the inventory in another case
17:51 Beginner and is it possible to call function when player open inventory?
17:52 Beginner oops, nvm
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19:05 paramat GNU[BDC] the leafdecay issue is rare and we can't see how it is happening, so no fix yet
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19:24 GNU[BDC] paramat:  i recent update snow mod, leafdecay was fixed in snow mod leaves. Broken on default. Could it be connected?
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19:26 paramat yes it could, the mod may need fixing
19:28 paramat the bug is likely in the mod
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19:39 Beginner in which cases can player:get_inventory() return value nil? local inv = player:get_inventory() -- everything ok, and then inv:get_stack(...) throw this:  attempt to index local 'inv' (a nil value)
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19:48 pgimeno are you sure that's the problem and not e.g. a scope problem?
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19:51 Beginner it is called in mt.after() , player is disconnected before executing code in mt.after, so player:get_inventory() should return nil, but nope.  inv:get_stack returns nil. Thats weird.
19:51 Krock that can happen if you keep the player reference saved somewhere and someone leaves
19:52 sfan5 player references should not leave the scope they are created for (e.g. a callback)
19:52 Krock get_stack never returns nil. it always creates a new stack if it wasn't found
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19:52 Beginner ok, so thats it. Hm but why not return nil at get_inventory line....
19:55 Beginner fixed, thank you
19:56 Krock !next
19:56 MinetestBot Another satisfied customer. Next!
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21:48 pgimeno finished! https://gist.github.com/pgimeno/​3f86ca27d2ad7d2bba4633448db059fb - thanks to all who helped
21:52 pgimeno added screenshot
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22:06 twahm Because when I create a server, the minimap is always disabled?
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22:15 paramat a maze of nightmares
22:16 Beginner pgimeno: that is cruel
22:19 pgimeno well, you just have to find the way to the castle beyond the goblin city ;)
22:20 pgimeno it's not so much about solving it as it is about watching it
22:20 paramat twahm you're adding a maze to a core mapgen? which one?
22:21 pgimeno I think twahm meant "why" instead of "because"
22:22 twahm My mod only inserts mazes on the map, no matter what mapgen.
22:22 paramat ok
22:23 paramat every mapgen provides a 'mapgen object heightmap' that is an array of y values for every column in a mapchunk. the heightmap is available for use inside the 'on generated' function only
22:24 twahm How do I access it?
22:24 paramat https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L4191
22:25 paramat maybe do a search on github for 'minetest mapgen oject heightmap' to see examples of use
22:25 paramat i haven't used it myself
22:26 twahm Thanks, and another question, is it possible to make the mapgen not affect the maze after generating it?
22:27 paramat everything done in 'on generated' is after all mapgen, however
22:28 paramat some core mapgen features extend over mapchunk borders into neighbouring already generated mapchunks, for example large caves. one thing that helps is to make sure all your nodes have 'is_ground_content = false' that stops caves eating the node
22:28 paramat any specific problems?
22:28 pgimeno I'm confused. Was there a question I'm missing?
22:30 twahm I want the maze to be generated with blocks by default, but not to be altered, is it possible?
22:30 paramat pgimeno twahm PM'd me
22:30 pgimeno ah
22:31 twahm pgimeno I am trying to generate a maze but I can not place it on the surface of the world
22:31 paramat what you add in 'on generated' will not be affected because that's after core mapgen has finished in that mapchunk
22:31 Beginner this: full_punch_interval = 5.0, means delay between on_use calls? its not working for me
22:32 paramat twahm best host your code somewhere so people can look
22:35 pgimeno heh, talk about timing :)
22:35 twahm https://github.com/twahm/mazes
22:36 twahm It is still very rudimentary
22:36 twahm Use the PRISM algorithm to generate the mazes
22:37 pgimeno I guess you mean Prim's (actually Jarnik's)
22:38 twahm yes
22:39 twahm Only that randomized
22:39 pgimeno mm I see, that one has an ugly bias towards a point
22:41 twahm First I had used depth-first search, but the mazes were very simple.
22:45 pgimeno https://bl.ocks.org/mbostock/11167589 - it's biased towards the origin point
22:45 Calinou <twahm> Use the PRISM algorithm to generate the mazes
22:45 Calinou sounds like a maze that would spy on its visitors :P
22:46 twahm What do you mean?
22:46 ThomasMonroe Calinou you up for some games of chess?
22:46 sfan5 there happens to be a NSA compaign by the same name, twahm
22:49 Calinou ThomasMonroe: sure :)
22:49 Calinou what time control?
22:50 ThomasMonroe 3+5?
22:51 Calinou ok
23:01 twahm How can I make things in the inventory not be lost when a player dies?
23:01 rubenwardy disable the bones mod
23:01 rubenwardy by deleting the folder
23:01 rubenwardy or there's a setting
23:02 twahm How do I disable the bones?
23:06 Calinou rubenwardy: can you disable a built-in subgame mod?
23:06 Calinou I don't think so
23:06 Calinou isn't there a minetest.conf setting?
23:06 rubenwardy I gave the two options
23:07 Calinou https://github.com/minetest/minetest_​game/blob/master/mods/bones/init.lua
23:07 Calinou https://github.com/minetest/minetest_game/​blob/master/mods/bones/init.lua#L171-L173
23:07 Calinou d o c u m e n t a t i o n
23:07 Calinou twahm: "bones_mode = keep" in minetest.conf should work, try that
23:07 Calinou or "bones_mode = drop" to drop items without creating a bones node
23:08 paramat those colour maze floods are nice
23:09 pgimeno yeah they are
23:10 twahm It's what I'm using to test, then it makes the materials change according to the biome
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23:12 ThomasMonroe I'm back Calinou
23:12 Calinou welcome back :)
23:12 Calinou send me a challenge again if you wish to play
23:14 ThomasMonroe ok
23:14 Calinou wait a few minutes
23:14 Calinou (busy right nowx)
23:14 Calinou -x
23:14 ThomasMonroe kk
23:19 Calinou ThomasMonroe: ok, I'm here
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23:57 Beginner can anyone explain me full_punch_interval = 5.0 ? animation looks slower, but i can fast punch other players, i see no difference between value 5 and 1.

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