Time Nick Message 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 00:52 aSourceFish it looks like I'm stuck at Minetest 0.4.14 00:55 pgimeno what distro is that? 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 03:22 SonosFuer minetest-dev 03:33 aSourceFish ok 08:06 * jas_ pats hands 08:12 RafiX o/ 09:51 pgimeno rubenwardy: ping 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 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 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)" 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 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 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 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. 18:10 nop Krock: but on_place is when you place the object no? 18:10 nop or the name is just wrong 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 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 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? 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 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 21:04 Sliss_ someone knows which mod does auto take items that are near the player? 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 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 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 22:01 ThomasMonroe heh forgot about that Krock 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 - 23:20 sofar if it's for a private server, then you control the mods on it 23:21 sfan5 depending on what you're doing, you may not need to load last 23:21 sfan5 the thing is you shouldn't need to 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_* 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 23:36 numzero tone mapping enabled? 23:38 Jordach nope 23:38 Jordach tone mapping breaks my texture looks :( 23:52 numzero Jordach: works for me (with other mod) 23:53 numzero testing Solar_Plains now 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) 23:54 Jordach try a 16x16 #ffffff texture on random meshnodes 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