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IRC log for #minetest, 2018-02-16

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All times shown according to UTC.

Time Nick Message
00:03 Tmanyo joined #minetest
00:17 Open_Future joined #minetest
00:17 Open_Future hi all, any ideas why welcome message to the server isnt changing even though I changed it in minetest.conf
00:19 Sketch2 Is it using a certain subgame, and you have a minetest.conf in there with a different welcome message?
00:19 Open_Future forget it, I figured it out....
00:19 Open_Future thanks anyway
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00:49 dante123 hi all, if I change zombies=true in the world.mt will they suddenly appear or do they have to be enabled somewhere else?
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00:56 raymoo[m] dante123: zombies don't come with Minetest, they are added by some mods
00:56 raymoo[m] so it will depend on the mod
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01:16 Open_Future ok thanks
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03:45 jff_[m] Brew install minetest doesnt work
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06:32 zking Hello
06:32 zking ##mineetst-ctf
06:33 zking ##minetest-ctf
06:43 jff_[m] Seems the brew script not moving the directory
06:43 jff_[m] I got it working
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07:44 hisforever Hi I have a Qurry that
07:45 hisforever i'd like to fill with water. is there a way to fill the Qurry with out clicking a lot?
07:55 Sketch2 hisforever, you could write a Lua script to do it, or use a mod such as WorldEdit
07:56 Sketch2 With WorldEdit, you'd use the wand to select point 1 & 2, then change Air blocks to common:water
07:59 * twoelk remembers seeing a new mod with a filler tool - somewhere
08:00 twoelk https://forum.minetest.net/viewtopic.​php?f=9&t=19524&hilit=filler
08:00 twoelk might help
08:01 hisforever Thanks that helps
08:04 * twoelk suddenly has an urge to have a look at the old bar mod
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08:05 Sketch2 lols, yea.  I need to put it on GitHub.
08:06 Sketch2 Never was a fan of the GitHub interface.  Takes me ages to build up the courage to attempt it
08:09 twoelk maybe ask sofar to add it to minetest-mods
08:11 twoelk https://github.com/minetest-mods
08:15 Sketch2 K, updated it to ver 1.9 through the web-interface.  https://github.com/doyousketch2/nightclub
08:16 Sketch2 Was easier than anticipated.  Just had to send 'em dir-at-a-time
08:18 Sketch2 I've got a few more improvements in mind for it.  Wanted to make the glasses fillable
08:20 Sketch2 guess I could put what I have of the 2.0 code so far
08:20 Sketch2 Has a pullable bar-tap and a better absinthe glass
08:21 * twoelk hurries over to github
08:21 twoelk yay
08:22 Sketch2 Well, it's not up yet
08:22 Sketch2 gimme another min or two for GitHub to process the upload
08:28 Sketch2 wow, the GitHub interface sux.  It totally ignores the .gitignore file
08:28 Sketch2 What's the purpose of the .gitignore if it's gonna ignore it...  amiright?
08:34 Sketch2 K.  Try now.  Lemme know how it goes for you
08:46 * twoelk updates his nightclub
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08:51 Sketch2 Next time I should just run BleachBit to delete any old temp~ files before uploading
08:51 twoelk hmm https://i.imgur.com/beb0xtM.jpg
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08:56 Sketch2 That looks about right.  I just uploaded 'em all and let GitHub sort 'em out
08:57 Sketch2 But had to go back in and delete all the ~files.  Think I got 'em all.
08:57 twoelk I don't seem to have downloaded any ~files
08:57 Sketch2 Not a biggie if they're there.  They won't do anything, it's just previous code that's never read again
08:58 Sketch2 k, cool
09:03 twoelk you might like to ad support for other mods like this https://forum.minetest.net/vi​ewtopic.php?f=11&t=13642 (wine) or the wine bottles in home_dekor
09:13 Sketch2 Add support?  to do what, exactly?
09:13 Sketch2 I'm not against the idea, just don't know what it means
09:14 Sketch2 Add aliases for 'em?
09:15 Sketch2 Oh, like 3D those textures if you have both installed
09:21 Sketch2 BleachBit doesn't seem to delete ~files either.
09:21 Sketch2 Hmm, I thought if you ticked Temporary Files, it would
09:23 Sketch2 Could write a Lua or Python script to dir-walk and delete, but that feels like overkill
09:23 Sketch2 wish GitHub just did what'cha wanted it to
09:27 Sketch2 oh, found a solution on StackExchange-   find . -type f \( -iname "*~" \) -delete
09:39 Sketch2 Can-opener creaks when you wield & use it
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10:18 danSNDBX hi
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10:33 Sketch2 The bar mod'll get att'n later on, I'm actully tring to recreate an old C64 game, Paradroid, as a Minetest subgame
10:34 Sketch2 Initial testing, like a map of 1:1 seemed tiny, so I blew the pixels up to 2x2
10:35 Sketch2 Which makes it spacially feel more correct, but complicates elevators
10:36 Sketch2 Edited the elevator mod, so it would use 4 tiles, and while it's doable, was brainstorming with VanessaE, and pondered the idea of just dropping the eyeheight instead
10:36 Sketch2 so you run around in mouse-mode, close to the floor
10:37 Sketch2 that way everything seems bigger.  But alas, scripting that's tough
10:37 Sketch2 like it, uh, doesn't seem to realize there's a player in-game when it runs the init
10:38 Sketch2 so it doesn't actually change the eye-height
10:39 Sketch2 Here's the relevant code:  https://pastebin.com/48dScRwY
10:41 Sketch2 It seems to print 'Paradroit init' ok, so I assume that's where it's trying to look for the player,
10:41 Sketch2 but it doesn't specify the player actually exists 'till much later, when everything's done loading... singleplayer [127.0.0.1] joins game.
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10:43 Sketch2 So I need to put a delay in there, but I haven't seen anything that lets you do that through official Minetest methods
10:44 Sketch2 Maybe there is, I'm just not seeing it
10:44 Sketch2 could keep looping and test if it's a nil value, maybe maybe
10:45 Sketch2 then run it once player is actually populated
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10:46 sfan5 that wouldn't work because then the mod code would never finish
10:46 sfan5 so minetest would never finish starting up
10:46 sfan5 what you want is a combo on minetest.register_on_joinplayer and minetest.after
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10:51 Sketch2 oh, say what?  Like do you know of any mods that do this, so I can see an example?
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10:54 Sketch2 Oh, ok.  nevermind, it looks pretty straightforward
10:55 Sketch2 yea, thought by 'combo' I had to work some coding voodo magic.  I get it now
10:57 Sketch2 I think the minetest.register_on_joinplayer() should do ok.  It isn't something that needs to repeat after it's been set
10:58 sfan5 indeed, this also means you won't need to loop over all players
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11:49 Sketch2 huh,  player:get_eye_offset()  only returns one set of coordinates.
11:51 Sketch2 Is there a Lua function to toggle player view from 1st to 3rd perspective?
11:52 Sketch2 Or somehow get both locations?
11:53 Sketch2 well, I might not need it.  hmm
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12:16 Sketch2 K, 1st person seems ok as mouse-eye view.  Who knows what 3rd perspective is doing.  Might just leave it as-is for now
12:21 Sketch2 Here's what I ended up with, if anyone's interested-  https://pastebin.com/48dScRwY
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12:35 Sketch2 Oh wait, my collisionbox is still 2 blocks high
12:36 Sketch2 Is that dependent upon players' model?  Like could I put in a new nodebox or render something up in Blender?
12:50 twoelk what client are you using? some stuff about player size might be only in the 0.5dev
12:54 Sketch2 this one's 0.4.16, I believe.  I've got 0.5 in another dir, if need be
12:55 Sketch2 just to make sure my 0.4 is up-to-date, what's the git branch trick?
12:55 Sketch2 If I do this-  git branch --set-upstream-to=origin/stable-0.4
12:55 * twoelk hides
12:56 Sketch2 then a  git pull  will it break stuff?
12:56 * twoelk hides even more
12:56 Sketch2 I always hate playing around with git commands, ugh
12:56 Sketch2 lols.  I'll try it and pray
12:58 * twoelk is mighty happy he can update his clones
12:59 Sketch2 meh.  it's crying that it's not a git repo
12:59 Sketch2 It came from  https://github.com/minetest/minetest/releases
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13:00 Sketch2 hmm, same thig when I do   git remote set-url origin https://github.com/minetest/minetest.git
13:00 Sketch2 I know it's something like that
13:01 twoelk maybe do a git init from within the folder?
13:01 Sketch2 yea, I'd hate to see it start pulling 0.5 code tho
13:02 Sketch2 Maybe can copy 0.5 .git dir into 0.4 dir, then modifiy git config file
13:02 sfan5 what are you even planning to do
13:07 Sketch2 ok, well.  Think I did the whole git thing correctly.  It says stuff is up-to-date
13:08 Sketch2 Uh, I got my playerview right down on the ground, so it runs around like a MicroMachine
13:08 Sketch2 But the collisionbox is still 2 blocks high, when I need it mouse-size instead.
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13:13 Sketch2 so it bumps into the transom above doorways, and it won't do for actual combat, 'cuz enemies'll be tiny too.
13:13 Sketch2 I'll try replacing the mesh, see what it does
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13:32 twoelk Sketch2: https://github.com/minetest/minetest/pull/6007 might be of interest
13:34 Sketch2 ty.  that illustration in there explains what I'm running into-  https://user-images.githubusercontent.com/3686677/​28441992-b69dcd50-6da5-11e7-91d1-b8732be065bf.png
13:35 twoelk or rather https://github.com/minetest/minetest​_game/blob/master/game_api.txt#L417
13:36 Sketch2 ooh yea, that looks doable
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13:42 Sketch2 Ok, so...  `player_api.register_model(name, def)`   I wonder what it means by   def: See [#Model definition]
13:43 Sketch2 oh wait, that's the Lua code that you program in
13:43 Sketch2 ok, it's all coming together
13:54 Sketch2 hmm.  /mods/xpanes/init.lua:167: attempt to call field 'node_sound_metal_defaults' (a nil value)
13:56 Sketch2 oh, will change to stone, as per forum notes-  https://forum.minetest.net/vi​ewtopic.php?p=245793#p245793
14:10 Sketch2 player_api.register_model(name, def)  loos like the right thing, but I don't get how you use it
14:10 Sketch2 *looks
14:10 Sketch2 Do you just put minetest_game folders into your subgame folder?
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14:11 Sketch2 That's what I tried, but it doesn't see the API anywhere
14:13 Sketch2 tried   minetest.player_api.register_model(model_name, model_def)
14:13 Sketch2 and   default.player_api.register_model(model_name, model_def)
14:14 sfan5 that api does not exist in 0.4.16
14:14 Sketch2 nada.  I'd do a   dofile(minetest.get_modpath("modname") .. "/script.lua")
14:14 sfan5 https://github.com/minetest/minetes​t_game/blob/stable-0.4/game_api.txt
14:15 sfan5 also it should've been "player_api.register_model("name", ...)"
14:15 Sketch2 oh, ok.  So that's 0.5 code then?
14:16 sfan5 yes
14:16 Sketch2 thank you.  I'm ok with that
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14:37 Sketch2 Does anyone have a realistic estimate on it's release?  1 month, 3, 6, more?
14:39 twoelk hopefully before christmas :-D
14:40 Sketch2 lols, k.  I know these things take time, as many are involved
14:43 twoelk 0.5 will probably breack quite a few things so progress is slow and carefull or rather should be such
14:46 twoelk CSM hasn't been resolved yet to fully address the needs and fears of server owners
14:53 Sketch2 seems to break name_restrictions mod  init.lua:52   for iname, data in pairs(minetest.auth_table) do
14:53 Sketch2 bad argument #1 to 'pairs' (table expected, got nil)
14:54 Sketch2 I wasn't really using it, so it's not a biggie.  Just pulled it in from some other subgame
14:54 sfan5 yes that was changed in 0.5
14:55 Sketch2 think I cloned uh, what was it, carbone-new or something like that, as a base set of mods to use
14:57 Sketch2 so what's the trick with this player API?  do you have to   dofile(minetest.get_modpath("modname") .. "/script.lua")
15:00 Sketch2 'cuz I keep getting   Undeclared global variable "player_api" accessed at ...
15:02 Sketch2 like, the code actually exists somewhere in the 0.5 branch.  It's not just a readme, right?
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15:25 sfan5 Sketch2: you need to put "player_api" into your mod's dependencies
15:25 Sketch2 oh yea, that makes sense
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15:35 Sketch2 Getting somewhere.  Little gruesome tho.  It's using the default player.png and 'cuz it's tiny, there's just a decapitated head sliding around the floor
15:49 Calinou `gibs` mod when? :P
15:58 Sketch2 Lols, yea like 'Rise of the Triad' oh man
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16:10 blaise omg, havent heard of that title in a long time
16:15 Sketch2 It was a crazy one.  Had a DB-9 serial connection between my pentium and my dad's 486, so me and my buddies would deathmatch it on the weekend
16:17 blaise lol
16:17 blaise I used the plip module with a bidirectional parallel cable
16:17 blaise much more bandwidth
16:18 blaise same situation though
16:19 Sketch2 Oh, I'm sure, but this was running all the way across the house and down a flight of stairs.  Used 6-strand wire
16:19 blaise i487 <--> pentium classic 60
16:19 blaise Sketch2: omg.
16:19 Sketch2 you'd need ribbon cable to do that tho, and there's like a max length of ;bout a meter for that if I recall
16:20 blaise oh? i had one solid cable that was 30'
16:20 Sketch2 impressive.  shielded perhaps?
16:21 blaise cable originally came from a prime 4150.. was the scsi link cables
16:21 blaise yeah, definitly shielded
16:22 Sketch2 Never tried it.  Guess it is possible, they had long printer cables in the drafting room
16:22 Sketch2 I was thining of the ribbon cables inside the case
16:22 Sketch2 was epic.  We'd get so riled up we'd yell at each other that we didn't need the intercom to hear
16:22 blaise I was totally psyched when I got my box full of 10mb ethernet cards
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16:24 blaise that token ring crap was a nightmare.. and slow as all getout
16:24 Sketch2 I believe it.  man, that reminds me of drafting.  Snuck a copy of Doom in there
16:24 Sketch2 We'd play during lunch on the CAD pc's
16:24 blaise naughty
16:24 Sketch2 good times
16:25 blaise I was a distributed for apogee and id software then
16:25 blaise distributor I meant
16:25 Sketch2 cool
16:26 blaise they would always send me a massive catalog of floppies to update their selection on my board with
16:26 blaise was like perpetual christmas
16:27 blaise I totally bought a copy of rise of the triad but I was the only one
16:27 blaise everyone else on the board seemed to go for wolf3d or some sim games or something
16:28 Sketch2 one of my buddies I was talking about, his dad ran a computer shop, so he'd get stuff like that
16:28 Sketch2 and dad got practically every game out there from friends at work
16:29 Sketch2 They'd hook him up.  He never played 'em, just give 'em to us
16:30 blaise so at the end of the rise of the triad game
16:30 blaise what was that catarpillar thing that raced around on the ground?
16:30 Sketch2 2D one?
16:30 blaise no, 3d
16:30 blaise I never saw a 2d rise of the triad
16:30 Sketch2 oh wait, you mean in the game
16:31 blaise yeah!
16:31 Sketch2 I thought you were talking about another game
16:31 Sketch2 uh, it's been so long
16:31 blaise lol
16:31 Sketch2 that's really stretching my memory
16:31 blaise Infedel!
16:33 blaise swift110: I know you can't hear or see me, but your internet connection sucks
16:36 Sketch2 sounds like the name of a C64 modem
16:36 Sketch2 running at the blazing speed of 110 baud
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16:57 Sketch2 is there a mod that does auto-open doors?
16:57 Sketch2 There's pressure-plates in what, mesecons?
16:59 lumberJ in xdecor as well
17:01 Sketch2 oh, and they slide open like a grocery store?
17:03 lumberJ i think it only works with the traditional door models in xdecor
17:03 Sketch2 'prolly end up writing my own, but I need something to drop in place, just to test out
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17:25 Sketch2 ok, cool.  it does something.  Approx what I was going for
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19:16 Hi joined #minetest
19:16 Hi Hi
19:16 Sketch2 'ello
19:17 Guest88013 Can i take proof that Minetest is non-virus or sth?
19:18 rubenwardy lol
19:18 Sketch2 if you get it from the proper website, yea
19:18 Guest88013 (my English is not good at all, sorry)
19:18 Sketch2 minetest.net
19:18 Fixer Guest88013: https://github.com/minetest/minetest/
19:19 rubenwardy see the number of stars, at least counts towards proving it's legit
19:20 Guest88013 Ok, tnx, but how can i be sure that it not steal some data from my pc?
19:20 rubenwardy lol
19:20 rubenwardy I mean, you can't
19:20 rubenwardy but you can be sure beyond any reasonable doubt simply by the number of users we have
19:21 Guest88013 Why i can't?
19:21 rubenwardy philosophical argument, we could all be bots or smth
19:21 rubenwardy and also the fact that googling "minetest malware" doesn't return anything
19:23 Sketch2 worst thing that happens 'round here is people mod a client so they can fly
19:23 Guest88013 How can i completely disconnect Minetest from internet on my pc?
19:23 rubenwardy lol
19:23 Sketch2 unplug your LAN card
19:23 rubenwardy using a firewall
19:23 Guest88013 ok, i think that
19:23 Guest88013 ;d
19:23 rubenwardy alternatively, make a VM and use wireshark
19:24 rubenwardy and see for yourself that it doesn't nick data
19:24 rubenwardy you're being overly paranoid, foss is pretty safe
19:24 rubenwardy as long as you get it from a good source
19:25 rubenwardy and make sure it's popular enough for people to report any issues
19:25 Guest88013 No paranoid, careful
19:26 rubenwardy it's paranoid
19:26 rubenwardy careful would be doing above
19:26 Guest88013 MSVC and MinGW - what's the difference?
19:27 CWz Hey Sketch2
19:27 rubenwardy if you really cared about security you'd use some sort of container to restrict a program's access to files
19:27 Sketch2 how's it goin'
19:27 rubenwardy they're different ways of making the program
19:27 rubenwardy MSVC usually runs better because it's by MS
19:27 rubenwardy err
19:27 rubenwardy really cared, as in cared a lot
19:27 rubenwardy not saying that you don't care
19:28 Guest88013 so, MSVC is running better?
19:28 rubenwardy yeah
19:28 Guest88013 ok
19:29 Guest88013 Again. Why you named me paranoid? This time is time of invigilation, isn't that?
19:29 Guest88013 *Our times
19:31 Sketch2 It is a good idea to be cautious with all internet activity what with Meltdown and Spectre floating around nowadays
19:32 Sketch2 but if you're just playing local games air-gapped from the 'net, you're 100% safe from that
19:36 Sketch2 Need food in me.  Be back in a bit
19:37 Guest88013 I have blocked the game on firewall, and, despite it, i can play on servers
19:37 Guest88013 Why?
19:37 rubenwardy you need to block UDP
19:38 Guest88013 ok
19:39 Guest88013 tnx for all good from you ;d
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19:52 Sketch2 s'pose I'll study the inventory mods, 'cuz I feel making a little in-game menu would be something like that
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20:44 CWz a LadyJ
20:44 CWz LazyJ*
20:44 LazyJ Hehehe... Howdy CWz ;)
20:45 CWz Salutations
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