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IRC log for #minetest, 2017-12-28

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All times shown according to UTC.

Time Nick Message
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00:42 aSourceFish sfan5: nothing changed after I installed debug build
00:42 aSourceFish sfan5: gdb shows the same
00:42 sfan5 use "bt full" instead
00:43 aSourceFish No locals.
00:43 aSourceFish #1  0x000010780eea530e in _libc_abort () at /usr/src/lib/libc/stdlib/abort.c:51
00:43 aSourceFish mask = 4294967263
00:43 aSourceFish sa = Variable "sa" is not available.
00:46 sfan5 pastebin the whole thing
00:47 aSourceFish that is the whole thing
00:47 aSourceFish "bt full" is shorter than "bt"
00:49 aSourceFish https://pastebin.com/Ps7MgWMh
00:50 sfan5 your gdb is weird
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00:52 aSourceFish it looks like I'm stuck at Minetest 0.4.14
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00:55 pgimeno what distro is that?
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00:55 aSourceFish pgimeno: OpenBSD is not a linux distro, it is 4.4BSD based operating system
00:58 aSourceFish pgimeno: https://www.openbsd.org/index.html
00:59 pgimeno how do you make a debug build?
01:00 aSourceFish CONFIGURE_ARGS+=        -DCMAKE_BUILD_TYPE=Debug
01:01 aSourceFish I can send you the whole modified port if you want to
01:02 pgimeno are you using g++ to compile?
01:02 aSourceFish clang++
01:03 aSourceFish I have gcc 4.2.1 and can install gcc 4.9.4 from ports
01:05 pgimeno not sure if 4.9.4 is modern enough
01:06 aSourceFish but at least I have clang 5.0.0 in base system :)
01:06 pgimeno not one that can generate output that gdb can interpret, it seems
01:08 pgimeno anyway I need to leave for now, good luck
01:09 aSourceFish so, no way to fix this game
01:10 pgimeno not with the given data
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03:33 aSourceFish ok
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08:06 * jas_ pats hands
08:12 RafiX o/
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09:51 pgimeno rubenwardy: ping
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10:38 rubenwardy pgimeno, ?
11:06 pgimeno oops sorry
11:06 pgimeno back now
11:07 pgimeno it's about your reply to my suggestion in #5442
11:07 pgimeno I don't see anything that could break mod security in my proposal.
11:09 pgimeno the mod needs to be added to secure.trusted_mods in order to be able to use FFI acceleration; if it isn't then a pure Lua path is taken.
11:11 pgimeno The only server-side change I've proposed so far is the adition of three extern "C" functions, none of which is by itself a security problem
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11:21 pgimeno ^ @rubenwardy
11:23 rubenwardy ah, it's fine if it's trusted mods only
11:23 pgimeno yeah I wasn't sure if it was a misunderstanding or you were seeing something I didn't
11:23 pgimeno thanks :)
11:31 nop any news about the replacement of fromspec?
11:32 rubenwardy not going to happen soon
11:32 nop oh hi ruben, i ended your book but i still miss something i think
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14:33 nop hi, i'm trying to change the position of the player with the position of the node he's looking at but for some strange reason i get "attempt to call field 'setpos' (a nil value)"
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14:47 srifqi Can you post a portion of your code? (Use pastebin, please.)
14:48 srifqi nop
14:48 nop sure
14:49 nop srifqi: https://pastebin.com/EWgnzJAH it doesn't crash now but simply doesn't work without any output
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15:04 srifqi nop: You mistyped a method name, it should be "set_pos()", not "setpos()".
15:05 sfan5 setpos() was the old name for that method
15:08 nop srifqi thanks for the advice but using set_pos() is still not working
15:08 srifqi Without errors?
15:08 nop yea
15:09 sfan5 nop: on_use has a different function signature
15:09 sfan5 on_use = func(itemstack, user, pointed_thing),
15:10 srifqi :O
15:13 nop ok that wa is working https://pastebin.com/5bM0i57B
15:13 nop thansk sfan5
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15:36 nop there is a table for register_tool that specify what happen on right click?
15:36 nop the doc on the wiki is incomplete
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17:38 nop hi, there is a method to handle the right click on tool?
17:40 Krock on_use, after_use
17:40 Krock nvm, that's left-click. on_place, that is.
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18:10 nop Krock: but on_place is when you place the object no?
18:10 nop or the name is just wrong
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18:14 nop ok yea, is the name that is misleading
18:18 Krock yeah, it was designed for nodes, but also works on tools
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18:23 nop ookok thanks Krock is saw i can move a player relative to the current position but how to set it relative to the node, i mean, if i set dst = {x=dc.x, y=dc.y+1, z=dc.z} the y+1 is relative to where i look  the node so if is at -1 it get 0 but if is on 1 i get 1, what i need is a way relative to the node to specify a position
18:24 nop so for example, i want to end on top of the block (the absolute position looking the node should be y+1 and z+1 but this is not the case
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18:25 Krock pointer_thing.under.y + 1
18:26 Krock or if it's buildable_to, then pointed_thing.under directly
18:26 nop why under? i use above
18:28 nop oh i saw why
18:28 nop thanks again Krock
18:32 Krock !next
18:32 MinetestBot Another satisfied customer. Next!
18:39 nop but wait i don't get this.. above is y+1 and under has the same coordinates of the node positio
18:39 nop why?
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18:52 electrodude512 I'm having trouble running a minetest server on my headless raspberry pi running Gentoo.
18:53 electrodude512 It's displaying messages like:
18:53 electrodude512 WARNING[Main]: Mod name conflict detected: "       b"
18:53 electrodude512 where there are random characters inside the quotes
18:54 sfan5 bug
18:56 electrodude512 I'm on branch backport-0.4
18:57 electrodude512 The only strange thing I did was that I copied /usr/include/irrlicht/*.h headers from my 64 bit laptop to my 32 bit RPi
18:57 electrodude512 I didn't want to install Irrlicht on my RPi because it would pull in lots of X dependencies
18:57 sfan5 sure that's fine
19:01 electrodude512 I'll try making a new world with just the minimal game and see if that works
19:10 electrodude512 nope
19:10 electrodude512 even worse
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19:12 electrodude512 I'll try 0.4.16 stable, and then git-bisect if that works
19:16 sfan5 consider trying a with -fstack-protector-strong or ASAN
19:23 nop question: i want to create a bridge given a point A and B that goes from A to B, after X seconds this will disappear, i don't think is convenient to store in memory the position of all the blocks i created and after x seconds destry them.. any solution?
19:23 rubenwardy if you make them a unique node type, you can use a LVM
19:23 rubenwardy see capture the flag
19:24 electrodude512 sfan5: ok
19:24 rubenwardy https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_barrier/init.lua#L151-L182
19:24 nop CTF is a bit big as mod ahaha
19:24 rubenwardy ...
19:24 nop oh ok thanks
19:24 rubenwardy :D
19:24 rubenwardy CTF is also like 40 mods
19:33 nop rubenwardy: so you save the map and then restore it after x sec?
19:33 nop or i'm wrong?
19:33 rubenwardy no
19:34 rubenwardy you find all the nodes then remove them
19:34 rubenwardy as they have a unique node name
19:35 Emerald2 Oh so that's how it works.
19:35 nop oh ok i see data[vi] = c_air
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21:04 Sliss_ someone knows which mod does auto take items that are near the player?
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21:08 Sliss_ saw this on "Ledgends of Survival" server I think
21:09 Hijiri pipeworks
21:09 Emerald2 Yo ThomasMonroe
21:09 Hijiri it has a vacuum pipe
21:09 Hijiri Sliss_: ^
21:09 Hijiri There may be other mods that will take nearby items, but pipeworks is probably the most popular
21:09 Emerald2 There's one that takes items when you walk over them. As that's Tre's server I'll try get his attention to answer you.
21:11 Sliss_ well it was the playewr itself that took all items automatically
21:11 Emerald2 I know what you mean.
21:11 Sliss_ right ;-)
21:12 Krock vacuum tube, if it's from pipeworks
21:12 Emerald2 Nope. Sliss means the one where a player walks over items and it picks them up.
21:12 Krock item_drop, then.
21:12 * Sliss_ nods
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21:43 ThomasMonroe Sliss_, I'll get you the name of the mod
21:45 ThomasMonroe the name is drops, but search around on the forums for item_drop or item drop
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21:49 Krock !mod item_drop
21:49 MinetestBot Krock: Item Drop [item_drop] by Calinou - https://forum.minetest.net/viewtopic.php?t=9638
21:49 Krock did that research for ya
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22:01 ThomasMonroe heh forgot about that Krock
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22:42 pgimeno is there a way to make a mod load last, other than making it depend on every other mod?
22:43 pgimeno guess not
22:44 sfan5 nope there isn't
22:45 sofar depending on what you're doing, you may not need to load last
22:51 ThomasMonroe technically there is
22:51 ThomasMonroe name it zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
22:53 Krock pgimeno, a few things can be injected after all mods (including yours) was loaded, using minetest.after(0, function() .. end). Speaking of callbacks, but not node/item registrations
22:54 pgimeno I want to override all items that support a stack of 99, so they support a stack of 999
22:55 Krock where's the issue?
22:55 pgimeno my idea was, load last, then go item by item checking stack_max and overriding it
22:55 sofar ThomasMonroe: (echo Zz; echo zz)|sort
22:55 pgimeno maybe I'm going about it the wrong way?
22:55 Krock you can alter all mods that loaded before yours using item override. all following registrations can be modified by overriding the "master table ": https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L732
22:56 Krock there's your solution without having to care about when it's loaded ;)
22:56 Jordach numzero: got a few issues that need fixing
22:57 pgimeno hm, food for thought, thanks!
22:57 Krock pgimeno, you could even go that far and override minetest.register_node or minetest.register_craftitem, so it sets the definition table value of "stack_max" to your value if not specified to call the old function afterwards with the new params
22:58 pgimeno Krock: actually I think I get your idea. The only potential problem is a mod explicitly stating a stack_max value, but I don't think that will be common if it happens at all.
22:58 pgimeno ah
22:58 pgimeno nah I don't think I need to go that far
22:59 Krock well, if it specifies a stack_max value, then it will be most likely not be the same as 99 (or the one currently present in the master table)
23:00 pgimeno yeah
23:00 Krock it's indeed not fail proof but works in almost all cases
23:00 pgimeno this is for a private server, my wife doesn't like so many limitations :) (and I refuse to play in creative mode)
23:00 Krock well then, good luck with that mod. - off -
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23:20 sofar if it's for a private server, then you control the mods on it
23:21 sfan5 <sofar> depending on what you're doing, you may not need to load last
23:21 sfan5 the thing is you shouldn't need to
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23:25 sofar well you could do this:
23:25 sofar (1) override any already registered item
23:25 sofar (2) catch-and-intercept all subsequent registrations by overriding minetest.regsister_*
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23:31 numzero Jordach?
23:31 Jordach numzero: wield items are too dark compared to entities and blocks in similar light levels
23:32 numzero with or without shaders?
23:32 Jordach with shaders
23:32 Jordach https://github.com/minetest/minetest/issues/6697
23:32 Jordach that texture is #FFFFFF
23:35 numzero checking the shader now
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23:36 numzero tone mapping enabled?
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23:38 Jordach nope
23:38 Jordach tone mapping breaks my texture looks :(
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23:52 numzero Jordach: works for me (with other mod)
23:53 numzero testing Solar_Plains now
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23:53 Jordach numzero: /giveme wardrobe:node
23:53 Jordach then right click it, then set the skin tone to #ffffff
23:53 Jordach then restart your game (hand needs to be regenerated)
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23:54 Jordach try a 16x16 #ffffff texture on random meshnodes
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23:55 Jordach numzero: this only occurs in direct sunlight
23:55 Jordach at night, this bug isn't visible
23:56 numzero oh, I missed one point
23:56 Jordach numzero: every texture under wardrobe is alpha
23:57 Jordach the block (in world) side is cbcbe0
23:57 Jordach your wielditem as shown in comment is cbcbd5
23:58 Jordach now compare that to an entity
23:58 Jordach or player model with a pure #ffffff texture

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