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IRC log for #minetest, 2018-03-11

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00:21 MinetestBot [git] paramat -> minetest/minetest_game: Pine trees: Add small pine tree and mix into coniferous forests 160dc21 https://git.io/vAjdy (2018-03-11T00:18:13Z)
00:21 MinetestBot [git] paramat -> minetest/minetest_game: Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice ac50b3e https://git.io/vAjdS (2018-03-11T00:18:07Z)
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03:14 OutOfHecks https://a.uguu.se/zzJ4ag3Y554s_spotlight.gif Spotlights
03:15 Doyousketch2 cool
03:17 OutOfHecks check this out too https://a.uguu.se/2cP6Cpre4nFV_sine.gif
03:19 Doyousketch2 the texture is trippy
03:19 OutOfHecks it's just ruins
03:19 OutOfHecks https://a.uguu.se/wAhtrEPQzpzE_foo.png
03:23 srifqi What model is that?
03:23 Doyousketch2 looks like something from the bastoni lab
03:23 OutOfHecks it's my own
03:24 Doyousketch2 cool
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04:49 srifqi Any idea? "/home/srifqi/git/minetest/src/​script/cpp_api/s_async.cpp:f5: virtual void* AsyncWorkerThread::run(): A fatal error occured: Execution of async base environment failed"
04:52 Doyousketch2 hard to say from just that.  some sorta error with multiple threads running
04:54 blaise minetest isn't even mutithreaded, is it?
04:57 Doyousketch2 shaders are essentially multiple tiny threads, so there's at least that
04:58 blaise that's gpu stuff though
04:58 blaise I've only ever seen one instance of minetestserver
04:58 blaise no forking
04:58 blaise ps aux only shows one
04:59 blaise like ever
04:59 blaise even with several users on
04:59 blaise I would love for it to be multithreaded... I host my minetest server on a 8 core machine
05:15 blaise quitter
05:36 srifqi nvm, just recompiled from master branch and worked. Thanks!
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10:31 Jani_ .-:
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10:47 Enricoo Why will my posts in forum will back up?
10:49 Enricoo Help
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10:53 Enricoo bye
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12:24 Beug hello, is there a tuto for using get_perlin_map somewhere ? i don't understand exactly how it works, even after looking all the pages i found about it, can someone could point me to a good direction ?
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12:40 Minenmann How can I add new translated pages to the wiki?
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12:49 Peppy /CLEAR
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13:34 yusf Hope everyone are having a great sunday! I've a question. How, in a new mod, do I override the default player object properties by using player_api?
13:34 yusf I only need to adjust stepheight but I don't want to sidestep player_api and having the mods compete.
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13:40 Krock yusf, depend on player_api and register a on_joinplayer callback to set the properties
13:40 sfan5 sounds like you need to edit a model definition in player_api.registered_player_models[name]
13:41 yusf So for instance, `player_api.registered_player_mo​dels["character.b3d"].stepheight = 1.05`
13:41 yusf ?
13:41 Krock yes. but you'll have to apply that to the player too
13:42 sfan5 isn't that player_api's job?
13:42 yusf ^ That's what I thought.
13:43 Krock there's no function that would get called when writing to a table field: https://github.com/minetest/minetest_game​/blob/master/mods/player_api/api.lua#L10
13:44 Krock oh well, if the stepheight is changed on-load that's no problem
13:45 yusf Doing above while only depending on `player_api` gives:
13:45 yusf > attempt to index field 'registered_player_models' (a nil value)
13:46 Krock see link above. it's registered_models
13:49 * yusf sent a long message: yusf_2018-03-11_13:49:42.txt <https://matrix.org/_matrix/media/v1/down​load/matrix.org/HPKiOCUoedxVVaysubWSyuQg>
13:49 sfan5 lmao
13:50 sfan5 the docs are wrong then
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13:51 * yusf sent a long message: yusf_2018-03-11_13:51:35.txt <https://matrix.org/_matrix/media/v1/down​load/matrix.org/nXXvxJJxhggdUIaBUYzvwrhU>
13:52 yusf Why do I need a timer in order to compete and win with player_api when I depend on it?
13:53 sfan5 because what you're really doing is side-stepping player_api
13:54 yusf Yeah, but still mitigating any future updates from player_api by setting its stepheight definition beforehand. Hacky, as I said :)
13:55 Krock you can set " player_api.registered_models​["character.b3d"].stepheight = 1.05 " on-load, outside of on_joinplayer, so player_api will use the changed model params for each new joined player
13:55 Krock no need to call set_properties in that case
13:55 yusf Oh.
13:58 yusf But setting `player_api.registered_models​["character.b3d"].stepheight` doesn't update the player property.
13:58 yusf Checking `player:get_properties().stepheight` in-game still says 0.6.
14:00 sfan5 registered_models is not supposed to be edited at runtime
14:01 yusf That's fine, but how do I override stepheight then?
14:02 sfan5 once at startup, does that work?
14:02 yusf By setting `player_api.registered_models​["character.b3d"].stepheight = 1.05` you mean? No.
14:03 adfeno I suppose there is a config option for this?
14:03 adfeno (I really don't know, but this is my guess)
14:06 yusf I've also tried `player_api.register_model("character.b3d", …` with new values in def in order to override it, no difference.
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14:09 yusf sfan5
14:11 sfan5 I haven't ever used player_api, so no idea
14:12 adfeno Again, I wonder if minetest.conf or map-based conf doesn't allow you to have this set before starting.
14:12 yusf Okay. I want to comply and use it properly, but it won't play nice I feel. :) I just use the hack for now and be on my way. Thanks for chiming in!
14:13 adfeno ... for one, having this set in minetest.conf or in map-based conf would be simpler.
14:13 yusf adfeno: There's no reference to stepheight or player_api in minetest.conf.example at least.
14:14 yusf Easily done with a mod that pulls settings from minetest.conf.
14:14 adfeno Hm.... I wonder if there is a way to make a mod be configured per-map, instead of holding the mod configuration in the mod's directory.
14:16 adfeno ... with what I just said, then the only thing that would be left is to find a way for player_api to expose the setting --- I assume the worst case: that it doesn't do so currently.
14:17 yusf Seems like that, yes.
14:18 * yusf sent a long message: yusf_2018-03-11_14:18:06.txt <https://matrix.org/_matrix/media/v1/down​load/matrix.org/urJbPDQOmnQKKpvhioNXigNL>
14:18 yusf But perhaps I'm not very smart.
14:18 adfeno .... but if it does expose the setting, then one can probably look it up in the player_api docs, or in the source code for anything related to stepheight that is preceeded by an attempt to get the setting from a configuration variable.
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14:23 yusf I think I did and I found no way of actually updating the value by using player_api.
14:24 yusf I figured the value could be set on startup but that didn't work either.
14:25 yusf The value is set, yes, but to "propagated" to the actual player properties.
14:25 yusf * not
14:28 adfeno What if you only do:
14:28 adfeno player:set_properties({stepheight = 1.05})
14:29 VaultBoy ooo squishy bits
14:31 yusf adfeno: That's exactly what I did in the example posted above, but that competes with player_api and thus it only works if delaying it by 0.5 seconds which is of course super hacky.
14:36 adfeno yusf: Which version of minetest_game are you using?
14:40 adfeno yusf: Hm... player_api seems to be pretty new indeed.
14:41 adfeno I think you can sort of help us out here by coding in player_api a check for a server variable override for stepheight.
14:42 adfeno .... this check would have to ignore the model's stepheight and also the default-if-null stepheight (which currently is of 0.6).
14:42 adfeno yusf: See https://github.com/minetest/minetest_ga​me/blob/master/mods/player_api/api.lua
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14:43 adfeno you can clone this by doing: git clone "https://github.com/minetest/minetest_game"
14:44 adfeno you can then use the clone as your "minetest_game" to test the changes.
14:44 yusf Thinking of it, yes.
14:44 adfeno ... after changing stuff, send patch to upstream (original minetest_game)
14:46 adfeno (I think they have an email address there in the LICENSE.txt file, send patches to that address and if they like it, they will probably merge it
14:47 adfeno ... or you can go all the way to self-maintainnance --- with the extra cost of having to keep the local copy --- and make a project based on the original minetest_game, called yusf_game, for example
14:50 adfeno yusf: By the way, you don't need to be on GitHub to contribute to the project, so long the project keps an email with which you can contact and send patches.
14:51 yusf I know my way around GH, I just operate under a different name :)
14:51 adfeno `git' (not only GitHub) itself also facilitates finding emails of contributors for which you can send the patches to.
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15:56 MinetestBot [git] nerzhul -> minetest/minetest: Android: update tools (gradle, NDK) & prepare to switch to clang 69247ca https://git.io/vxe07 (2018-03-11T15:52:53Z)
16:03 MinetestBot [git] stujones11 -> minetest/minetest: Android build fixes for c++11 22a891a https://git.io/vxeE3 (2018-03-11T15:56:27Z)
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16:48 MinetestBot [git] nerzhul -> minetest/minetest: Fix Android build, but there is a remaining linking issue in guiConfi… a1c5a01 https://git.io/vxegG (2018-03-11T16:45:58Z)
16:53 MinetestBot [git] nerzhul -> minetest/minetest: Finally fix android build f7938fa https://git.io/vxegz (2018-03-11T16:52:46Z)
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17:23 MinetestBot [git] nerzhul -> minetest/minetest: Android: typo fix since recent gradle update, as output path changed 1106109 https://git.io/vxeaR (2018-03-11T17:22:11Z)
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18:13 jluc hello rubenwardy
18:13 jluc i'm creating a mod with your mod_maker
18:14 jluc my son choosed an "explody" mode so as to create a "megabomb"
18:14 jluc we now have to create the texture
18:15 jluc hmm 16x16
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18:16 jluc no, i read it can be of any square size  https://wiki.minetest.net/Texture_Packs
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18:33 jluc OK init.lua and texture done and installed,
18:33 jluc minetest launched,
18:33 jluc mod activated
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18:34 jluc ... craft table opened
18:34 jluc but no way to create the new node
18:34 jluc and it doesnt appear in block list neither
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18:35 jluc Any idea how i can find out the issue ?
18:35 jluc its minetest 0.5dev on Ubuntu
18:36 Doyousketch2 was there a way to create a recipe, or is creative-mode expected?
18:36 jluc yes i created a craft to create it
18:37 jluc AND i launched mineted in creative mode
18:37 jluc minetest
18:37 Doyousketch2 I can look at the lua, if you post it on something like pastebin
18:38 jluc here : http://minetest.pastebin.fr/53273
18:41 jluc Launching it in the terminal, lots of warnings
18:41 jluc "Client side mods are disabled by configuration."
18:41 jluc "Irrlicht: PNG warning: iCCP: known incorrect sRGB profile"
18:42 jluc maybe not related
18:42 Doyousketch2 ok, well the order of the tiles is off
18:42 Doyousketch2 top, bottom, left, right, back, front
18:42 Doyousketch2 someone needs to update the wiki
18:44 Doyousketch2 but in this case, you only need 1
18:44 jluc this is the exact result of https://rubenwardy.com/minetest_mod_maker/
18:44 Doyousketch2 yep.  not a biggie.  just sayin'
18:44 * jluc trying
18:45 jluc anyway the png are all the sames - so no impact on the issue here
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18:46 Doyousketch2 maybe you need to specify a drawtype?
18:49 jluc ok i try with drawtype = "plantlike",
18:49 jluc (first time i read lua or minetest code...)
18:50 Doyousketch2 you've enabled it in your world?
18:50 jluc yes i enabled the mod
18:51 Doyousketch2 I'm not certain that you need to specify a drawtype.  I would think it defaults to normal
18:52 jluc with a drawtype added i got an error when launching the world
18:52 Doyousketch2 ahh, well that's something.  what did it say?
18:52 jluc invalid crafting recipe (output="ulyssemod:megabombe") in function register_craft
18:53 jluc on line 10
18:53 jluc on line 19
18:53 Doyousketch2 oh, you need a requires tnt
18:53 Doyousketch2 in your depends.txt
18:54 Doyousketch2 just put the word  tnt   on a line in that file
18:55 jluc i did so with 'default' also (as seen in another depends.txt)
18:55 jluc nope
18:55 jluc same error
18:55 jluc see debug.txt
18:56 jluc nothing more in debug.txt
18:56 jluc i will try without the craft, just the node
18:58 jluc Yes !
18:58 jluc the megabomb is in the inventory
18:58 Doyousketch2 maybe because of "shapeless" ??
18:58 Doyousketch2 I don't know what that does.  http://dev.minetest.net/minetest.register_craft
19:04 jluc And it seems to not explode at all
19:06 jluc many parameters to try...
19:06 jluc but eating now !
19:06 jluc thanks doyousketch
19:06 jluc thanks doyousketch2
19:06 Sketch2 yep
19:06 Sketch2 looking at tnt code
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19:14 Sketch2 I think instead of   minetest.register_node()   you have to use   tnt.register_tnt()
19:15 Sketch2 look at the last few lines of   /minetest/games/minetest_game/mods/tnt/init.lua
19:17 Sketch2 basically the same thing, but include a   radius=10   parameter with whatever value you decide upon
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20:09 jluc Sketch2, you mean, it would make megabomb a sub-object of tnt ?
20:09 Sketch2 yea.  cuz it needs to access the function to explode
20:18 MinetestBot [git] nerzhul -> minetest/minetest: Add Voxelarea unittests (#7121) a09a994 https://git.io/vxeDz (2018-03-11T20:16:19Z)
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20:28 jluc it looks too complex
20:28 jluc would need more in depth understanding of all the whereabouts
20:28 jluc not tonite
20:29 jluc thanks for your wellcoming help Sketch2
20:29 jluc gn
20:29 Sketch2 k.
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23:08 MinetestBot [git] paramat -> minetest/minetest: Biome API: Add 'get_biome_name(biome_id)' API 7ad6cdd https://git.io/vxebX (2018-03-11T23:06:17Z)
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23:55 MinetestBot [git] paramat -> minetest/minetest: Lua_api.txt: Split long lines part 3 1d385ca https://git.io/vxepe (2018-03-11T23:52:12Z)

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