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IRC log for #minetest, 2018-03-13

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Time Nick Message
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00:16 nisio anybody used to play on the Ogb.us server? wondering what happened to it and the guy who ran it
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00:42 Boingo Can someone tell me what is going on in the last line here:  https://pastebin.com/S50wMb5g  (Not the end...)
00:42 Boingo Specifically, what is the vector.divide doing?
00:43 Boingo It is moving the object, I get that, but I don't seem to understand how.
00:43 Hecklesss vector.divide(v, x):
00:43 Hecklesss Returns a scaled vector or Schur quotient
00:43 Boingo Hecklesss: I read that.  Looking for more.... english-y
00:44 rubenwardy It makes a new vector
00:44 Hecklesss no, I don't know what a Schur quotient is either, which is why I wrote my own vector lib
00:44 Boingo Hecklesss: Yeah....
00:44 rubenwardy Which is the old vector but with each component divided by x
00:44 Hecklesss so it's just a plain old divide
00:45 Hecklesss with needlessly smug documentation
00:45 Boingo So, maybe I am missing it, but if I increase "speed", it slows down.
00:45 Hecklesss yes, because that's what dividing does
00:45 Boingo Figured as much.
00:45 Hecklesss for x/y, as y goes up the result goes down
00:46 Hecklesss as y approaches infinity, result approaches zero, or something like that
00:46 Hecklesss and as y approaches zero OH SHI-
00:46 Boingo So if I change it around and multiply, and give it, like 1.8, that will do more like I am expecting?
00:46 Boingo Which is increase = faster
00:46 Hecklesss you should multiply instead of dividing
00:46 Boingo Gotcha, thanks.
00:47 Hecklesss and it's set_velocity, not setvelocity
00:47 Hecklesss also, don't try doing this to a player, it won't work
00:47 Boingo Why not?
00:48 Boingo Although I am not doing that yet, that was sorta coming up next.
00:48 Hecklesss it just doesn't, because some parts of minetest are hardcoded
00:48 Hecklesss what you can do is attach a player to an entity and manipulate that
00:48 Boingo Hmm... good to know.
00:49 Boingo setvelocity seems to work though.... vs set_velocitiy?  Or alias?
00:49 Boingo *old alias?
00:49 Hecklesss maybe setvelocity is an old alias
00:50 Hecklesss anyway, the api txt clearly says which methods are legal for which type of ObjectRef
00:51 Hecklesss and sadly player has a get_player_velocity but no setter equivalent, probably something to do with movement prediction, which I just argued that it shouldn't be so hardcoded
00:51 Hecklesss what are you hacking anyway, Boingo?
00:52 Boingo Um.... just messing around right now.
00:53 Boingo Reading other peoples mods.
00:53 rubenwardy It's not because it's hardcoded
00:53 rubenwardy It's because the server does not control the player
00:53 rubenwardy The client does
00:53 Boingo While I do program for a living, it isn't, sadly, on MineTest.  Just sorta getting my bearings and the feal for Minetest.
00:53 rubenwardy So it can't do set_velocity, as it's not suppotted
00:54 rubenwardy It's also a bad idea, due to latency
00:54 Heckless hardly an excuse
00:54 Heckless Minecraft has pistons (I think), Quake has jumppads, don't tell me you can't set velocity in a multiplayer game
00:55 Heckless not to mention any form of knockback in any game at all
00:55 Heckless whatever the excuse me is, trust me, the workaround is going to be worse
00:56 Heckless whatever the excuse is*
00:56 rubenwardy It's not an excuse
00:56 rubenwardy It's saying we don't support it yet
00:56 rubenwardy It's not a hardcoded thing
00:56 Heckless there you go
00:57 Heckless the 'yet' is what I wanted to hear :)
00:59 Boingo rubenwardy: Since you wrote the book on the subject....  Animated nodes.  Are there docs on how to make them (I don't see it in the book)
00:59 Heckless Do you mean animated textures? Cause that's just a texture modifier
00:59 rubenwardy What kind of animations?
00:59 Boingo Yeah, textures.
01:00 Boingo animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.4}
01:00 Boingo That is it, right?
01:00 Heckless yup
01:00 Boingo K.
01:00 Boingo I will play with it.
01:00 Heckless aspect w/h isn't actual frame resolution, but just the aspect ratio
01:01 Heckless length is the length of the whole cycle
01:01 Heckless vertical_frames has the frames arranged vertically on one texture, played top to bottom
01:02 Boingo Seems like I am backwards again.  Increasing length makes it go slower.
01:02 Heckless cause it's length, not speed
01:02 Boingo Length in time?
01:02 Heckless as I said, it's the amount of time in seconds it takes to flip through all frames
01:02 Boingo Length in pixels
01:02 Boingo Ah, time.
01:02 Heckless so it's also dependent on frame count
01:02 Boingo Cool.
01:02 Boingo Thanks again!
01:15 MinetestBot [git] paramat -> minetest/minetest: Lua_api.txt: Improve and complete drawtype documentation d57024b https://git.io/vxJWu (2018-03-13T01:12:28Z)
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02:08 MarisaG I am working on a text gui for managing the Linux minetest server, what do you think? https://imgur.com/Oc3jJ5Q
02:08 Heckless Turning off respawn sounds scary.
02:09 MarisaG LOL that is server respawn, not items ;)
02:09 MarisaG THat means oif the server dies should it be started p again
02:11 Heckless I thought it's like when you dunk the spawn in lava, making death effectively permanent
02:11 MarisaG lol
02:12 Heckless I'll call it a Lava Bucket Denial of Service attack.
02:12 MarisaG :p
02:14 MarisaG can you think of other features i should add?
02:16 Heckless dUnleash dinosaurs on the players
02:16 MarisaG hehe
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03:08 MarisaG hi nowhere_man
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03:10 MarisaG hi Hawk777
03:14 Hawk777 Uh, hi.
03:14 Hawk777 Never been greeted here before, I don’t think!
03:14 MarisaG lol really? thats so sad!
03:15 MarisaG im in san francisco, you?
03:19 Hawk777 Generally prefer not to advertise that.
03:19 MarisaG oh ok
03:20 MarisaG i run the minecity.online website
03:21 Hawk777 I see, a hosting platform.
03:21 MarisaG hosting and general minetest discussion/download
03:22 MarisaG its nice to meet you anyway :)
03:23 Hawk777 Glad to see there are people doing dedicated Minetest hosting, as there were doing Minecraft back when I played that.
03:23 MarisaG thx
03:24 Heckless Dedicated hosting, you say?
03:24 MarisaG im working on a gui for managing the minetest server
03:24 Heckless Just how powerful those servers are, then?
03:25 MarisaG amd64 with 2gb ram
03:25 MarisaG 32gbsdd
03:25 MarisaG Can get beefier if there is really a need for it.
03:26 MarisaG i dont bother to list that now as most people can get by with the $14 plan
03:27 MarisaG my plan is $14 with first month free
03:28 MarisaG or $19 if you want daily offsite backups
03:31 MarisaG servers in several areas including europe and asia
03:31 Heckless I'm not looking for a server, but I'm curious about how much of a Lua beating can a server like that take
03:31 Heckless and how bad can a subgame get before it's declared single player only
03:32 MarisaG depends on how much data you have i suppose
03:34 MarisaG i run several servers of my own on the base level and havent seen any issues yet
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03:35 MarisaG mb LaCosa
03:35 MarisaG wb
03:35 MarisaG ;)
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03:51 MarisaG hi paramat
03:51 paramat hello
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03:54 MarisaG wb AndroBuilder
03:57 MinetestBot [git] paramat -> minetest/minetest: Rename 'subgame' to 'game' 92ca9dd https://git.io/vxJzi (2018-03-13T03:54:52Z)
03:57 Heckless whoa
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04:23 MarisaG wb indiana
04:27 sofar MarisaG: btw, if you have any insights into "bad mods" I'd love to hear about them
04:27 sofar maybe we can fix up some of them
04:29 MarisaG ok, will keep my eyes open :)
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04:32 MarisaG hi sonosfuer
04:33 MarisaG sofar: i am more of a server/utility coder though, not that good in lua ;)
04:33 sonosfuer ello there
04:39 sofar MarisaG: easy enough to see which servers are unusually high in load ;)
04:39 MarisaG true
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04:42 MarisaG hiya Weedy
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05:13 Heckless How many goats do I need to sacrifice to get hud_remove to work?
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05:47 VanessaE Heckless: nonono, you have to sacrifice a dragon, goats are only needed when dealing with formspecs.
05:48 Heckless but I haven't implemented dragons yet, or goats for that matter
05:48 VanessaE well, then you're screwed. :P
05:48 Heckless I do have plenty of roast lizards on a stick though, do these count as dragon?
05:49 VanessaE nope
05:50 Heckless seriously though my hud_remove calls are ignored
05:50 Heckless all they do is free the ID
05:50 VanessaE odd
05:50 Heckless the text stays and just lays over the last one
05:50 Heckless hud_change is also ignored
05:51 Heckless I do get new IDs if I "accidentally" leak the element
05:51 VanessaE is there some other mod out there that uses those calls that's also broken?
05:51 Heckless this is a subgame from scratch
05:52 VanessaE well, just for something that you can base a bug report on
05:55 Heckless https://a.uguu.se/2ZhtBUqazaHT_lizards.png :(
05:58 Heckless https://a.uguu.se/g1dl62Q0fRYx_bug.gif
05:59 Heckless I wanted a roast lizard, and all I got was a raw bug
06:20 rubenwardy 0.5.0-dev has HUD bugs still
06:20 Heckless thanks, that could be it
06:20 rubenwardy Although don't believe that specific one has been reported
06:21 Heckless I tried checking 4.x for comparison but my stuff doesn't compile on that already
06:25 sofar please stop using a.uguu.se
06:25 sofar it's blocked everywhere
06:27 Heckless first time I hear that complaint
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06:41 iska nice character but you should consider putting some clothes on it
06:42 Heckless Not until bone-to-bone parenting works :^)
06:42 iska maybe just dirty texture work :P
06:47 Heckless https://a.uguu.se/y1IEGsqtj1Wr_run.gif hey, how are you gonna appreciate this with full armor on
07:10 MarisaG any motre things you guys would want in a minetest management tool?
07:10 MarisaG more
07:11 nore sofar: same, first time I heard about a.uguu.se being blocked, never has any problems with it, where is it blocked?
07:11 MarisaG what is a.uguu.se?
07:11 MarisaG like imgur?
07:11 nore An image pasting service
07:11 nore Yep
07:11 MarisaG ah ok
07:12 MarisaG i like imgur ;)
07:12 MarisaG integrated into ubuntu well
07:22 MarisaG https://imgur.com/Oc3jJ5Q my minetest management console ;)
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07:37 MarisaG hi jluc
07:41 jluc 'o
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07:55 MarisaG hi srifqi
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08:42 srifqi hi MarisaG
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10:15 srifqi Any suggestion for #7126 ?
10:15 srifqi https://youtu.be/8Rgk7FjNDv0
10:15 srifqi https://youtu.be/z9x4qkHGfrU
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13:08 Boingo Two questions...  Is it better in general to split out various functions of a mod into sub-mods and make a modpack, or just leave it all in one mod?
13:10 Boingo And... I am looking to make something that goes "up" and "down" like rails do, when attached to a nearby version of it, but lay flat if there is no similar block up or down. The same logic as a rail asending or desending, it forms a 45 degree angle when attached.  I was looking in the carts mod, but I can't seem to locate the logic that handles drawing that part.  Any pointers would be greatly apprciated.
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13:17 juli is it possible to delete the player settings of a player from ingame?
13:17 juli so that it is after that like a new player?
13:17 juli or is there some command i could use in a mod?
13:18 rubenwardy player settings?
13:18 rubenwardy ahh
13:18 rubenwardy minetest.delete_player()
13:18 rubenwardy deletes the inventory, position, health, etc
13:19 rubenwardy not the privileges or password
13:19 juli hmm ok but what happens if the player joins?
13:19 juli is the function on_newplayer called?
13:20 rubenwardy not sure
13:20 rubenwardy I imagine that's auth related
13:21 juli hmm
13:21 rubenwardy minetest.get_auth_handler().delete_auth(name)
13:21 rubenwardy so, call both that ^ and delete_player
13:21 rubenwardy note that chests and things in mods will still exist
13:21 juli ok
13:21 juli yes thats not the big problem
13:22 juli but maybe there should be a function on_delete_player etc to let mods remove this stuff in the files too ^^
13:22 rubenwardy good idea
13:24 juli where can i find the api for the buildin functions or just a list? in the dev wiki its not listed
13:24 rubenwardy minetest.net/lua_api
13:25 rubenwardy that's the official API docs
13:25 rubenwardy there's also     rubenwardy.com/minetest_modding_book/lua_api.html
13:26 juli ok thank you :)
13:27 juli the delete player function isn't listed in the api though
13:30 rubenwardy huh
13:30 rubenwardy did it work though?
13:30 juli not testet yet
13:32 juli attemt to call field delete_player: a nil value ...
13:35 juli same with auth handler ...
13:35 rubenwardy the auth handler one definitely exists
13:36 rubenwardy although it may only be 0.5.0
13:36 rubenwardy I can't find delete_player anywhere, looks like I made it up
13:36 lumberJ it used to be there
13:37 lumberJ you are not going crazy rubenwardy
13:37 lumberJ https://github.com/minetes​t/minetest/pull/5475/files
13:37 juli lol but 4.16 says definitely nil value
13:38 rubenwardy aah, remove_player
13:38 rubenwardy it's minetest.remove_player
13:38 rubenwardy that's why
13:38 juli kk i'll test
13:38 rubenwardy should be delete player
13:38 rubenwardy lol
13:40 juli ok inventory is deleted, that is good. Seems also on new player was called, because the player has initial items
13:43 juli ah i wrote delete_player and not delete_auth ....
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14:32 AndroBuilder hi how can i "messure" the performance of MT on my server? ... is there any way to find out which of two empty servers will perform better with many users on them later on?
14:33 Boingo You could run:  minetest --speedtests
14:34 Boingo But I am not sure if that is really what you are looking for.
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17:35 ThatMTGuy Hi guys, I got questions on meta:mark_as_private(). #1: if I call this twice with different names, does the second call unset the private status of names mentioned in the first call but not the second call?
17:35 ThatMTGuy #2: can I mark special keys like "infotext" as private?
17:36 ThatMTGuy #3: finally, this does reduce network usage, right?
17:36 ThatMTGuy The documentation is pretty basic and doesn
17:36 ThatMTGuy 't cover this. Thanks in advance!
17:37 ThatMTGuy My use-case: machines similar to Technic. There can be lots of them, and a lot of data is stored in numerous meta keys.
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17:57 sfan5 ThatMTGuy: 1) no, calling it twice with the same name won't unset anything 2) yes, but then the infotext will obviously not display 3) it does, yes
17:57 sfan5 s/the same/a different/
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18:00 ThatMTGuy sfan5, thanks! just want I hoped for.
18:01 ThatMTGuy *what
18:02 algun|home DjZeb here perhaps?
18:06 algun|home Shift falling was great while it lasted.
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18:07 algun|home I don't see why shift jumping was "fixed" though
18:07 algun|home You could sneak and then jump farther
18:08 algun|home because you'd jump from a ledge
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18:20 jluc Hello
18:20 jluc i just installed minetest on windows10
18:20 jluc it hangs when i launch it
18:20 jluc i have to launch it "as admin"  so it runs nice
18:20 jluc is that the way it has to be ?
18:23 algun|home i highly doubt it, where did you get it from?
18:24 jluc from minetest.net
18:25 jluc it seems it requires it so as to write on the disk
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18:25 jluc i installed it in "program files (x86)"
18:25 algun|home there's an installer?
18:25 jluc no
18:25 jluc i linked to the bin/minetest.exe
18:25 rubenwardy do not ever run a program as admin if it's not an installerf
18:25 rubenwardy not a good idea
18:25 algun|home pcard: what do you mean linked?
18:26 rubenwardy and you should move minetest to somewhere writtable
18:26 jluc ah that's it
18:26 jluc linked = create shortcut on desktop
18:26 rubenwardy for example,  c://games/minetest
18:26 rubenwardy does it work i fyou open it directly?
18:26 jluc ok rubenwardy
18:26 jluc nope, same
18:26 algun|home rubenwardy: don't support my customer!
18:27 jluc :-)
18:27 rubenwardy then move to a writable place like c://games
18:27 rubenwardy or my documents
18:27 jluc my son is playing with it now so i'll do the move later
18:27 algun|home jk, i was taking my sweet time i reckon. i wanted to be sure
18:27 jluc and i've promised him to try create a megabomb (out of tnt mod, just renaming and changing 5 to 50 !)
18:28 jluc btw rubenwardy i tried your mod maker first and had issues with the produced craft code
18:28 jluc the block code was ok
18:29 jluc i thought the craft code might be outdated
18:29 jluc it was very pleasant to start easily and see : you just created a new ore !
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18:31 ThatMTGuy Another question: does `meta:set_*(..., nil)` delete the meta data entry (instead of simply set it to "" or 0 or 0.0)?
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18:32 ThatMTGuy In particular, would that call also delete the private status of the meta key?
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18:42 algun|home yo rubenwardy these are questions for you ^^
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18:52 paramat Boingo 'raillike' drawtype is handled in the engine, not lua mods. have you tried using 'drawtype = "raillike"' to have your node act the same way?
18:59 jluc it worked ! nice megabomb available now lol
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19:47 Boingo paramat: I didn't know that was what I was looking for.  I can try it.
19:49 Boingo paramat: Did you see my other question about the modpack vs monolithic mod?
19:49 paramat ah that
19:50 paramat functions of a mod are best all in one mod
19:50 paramat a modpack is only for distinct mods
19:50 rubenwardy lol
19:51 paramat :)
19:51 rubenwardy smaller mods are better, ie: each one should have a focused purpose
19:51 rubenwardy it's annoying to deal with mods like homedecor or UI which are all in one mod
19:51 Boingo Those seem like conflicting answers.
19:52 rubenwardy not really, paramat's is a non-answerf
19:52 paramat well it's a balance
19:52 rubenwardy a mod is a single mod
19:52 rubenwardy a modpack is for distinct mods \o/
19:52 paramat closely related functions should of course be in 1 mod
19:52 Boingo If I have some epic new mod I want to build, but parts seem like they could be isolated and used by others independantly?
19:52 rubenwardy everything is a compromise
19:52 sfan5 ThatMTGuy: setting a meta to an empty string will delete it, this applies to the "private status" too
19:53 sfan5 it may only apply once the mapblock is serialized though
19:53 rubenwardy like, don't have some mega god mod like default or homedecor
19:53 rubenwardy which is a pain to depend on or work with
19:53 rubenwardy but don't have a mod per node
19:53 sfan5 so don't try :set_string("foo", "") :set_string("foo", "oldvalue") to reset the private status of "foo"
19:54 paramat " parts seem like they could be isolated and used by others independantly?" that is a good reason to use multiple mods
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19:56 Boingo Oof, that raillike worked, and screwed up a ton of other stuff... more playing.  Thanks for the tip though.
20:01 MinetestBot [git] paramat -> minetest/minetest_game: Rename 'subgame' to 'game' da877cc https://git.io/vxTqM (2018-03-13T20:00:29Z)
20:03 MinetestBot [git] paramat -> minetest/minetest_game: Add new pine needles texture by Splizard c2209c1 https://git.io/vxTmq (2018-03-13T20:02:18Z)
20:05 algun|home Are Gundul or Hoshi here?
20:07 algun|home banned me from Jungle for hacking (which I wasn't)
20:08 algun|home you bend physics a bit with a vanilla client and suddenly you're accused of sorcery
20:09 paramat how can you bend physics from the client?
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20:10 algun|home obviously people who are not accustomed to having no privs
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20:10 algun|home paramat: i'll tell you an example that doesn't work: while falling, you used to be able to hold shift and stop immediately without getting hurt (now you do)
20:11 Shara paramat: depending on a few things, there's more than one option for breaking physics.
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20:11 algun|home i used to dig holes straight down, then make a "ledge" on the bottom, could fall for 1000s of blocks, if i held shift at the right time i would stop and wouldn't get hurt
20:11 paramat yes old sneak behaviour
20:12 paramat that's fine in my opinion
20:13 algun|home now i would understand if i was banned for lagging the server, but no, i'm told "[Jungle] is no playground for [my] hacked stuff"
20:13 ThatMTGuy sfan5, I'm actually trying to know in what specific cases would the private status of metadata be erased, so that I can avoid them. So after calling :set_string("foo", ""), the key "foo" will be guaranteed to exist? Because before calling meta:mark_as_private(), I am having to initialize a bunch of keys, and most of the time the default value is "" or 0 or something like that.
20:14 sfan5 0 is fine, "" is not
20:14 sfan5 set_string("foo", "") will erase the key "foo"
20:14 paramat that old damage evasion bug is part of old sneak behaviour so is not hacking, you can quote me on that
20:14 ThatMTGuy Oh dear.
20:14 algun|home Another thing is the classic digging while moving through owned blocks. They reappear but you go through. Apparently the mod wasn't aware of this (because at most places they have send to jail functionality for this)
20:14 ThatMTGuy How can I ensure a key with string value exists then, with value ""?
20:15 paramat algun yes that is an engine bug, also not hacking
20:15 algun|home paramat: i said, i have a vanilla client
20:15 Shara algun|home: If you got banned for hacking due to lag glitching through a node under you, just find a better server maybe
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20:15 algun|home but i can't tell *them* that because they banned my ip
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20:16 paramat do they have a forum thread or any other way of contact?
20:16 algun|home Shara: i don't know what it was specifically. I just know one of my tricks sounded like hacking to them
20:16 Shara Of course some servers may also have that against the rules, but it's not hacking.
20:16 algun|home though i explained each one to the mod...
20:16 algun|home mod mentioned no rules against any of it
20:16 rubenwardy if you modify your client to use old move when the server wants new move, and it gives you an advantage, then I consider that a hacked clientf
20:18 algun|home rubenwardy: vanilla is vanilla
20:18 algun|home but i have new move
20:18 algun|home i figured out a different trick, and this one won't be as easy to fix ;)
20:18 paramat algun here's the link to this discussion http://irc.minetest.net/min​etest/2018-03-13#i_5252447 if you can send it to them somehow
20:18 paramat does the server allow each player to choose between old move and new move?
20:18 algun|home paramat: heh cool
20:19 algun|home paramat: i don't think it's mentioned
20:19 Shara paramat: algun said they are not using old move, so that doesn't make much sense :)
20:19 algun|home but again, that's not what i exploited
20:19 algun|home thx Shara
20:20 Shara But if you genuinely didn't break rules, and got banned without them being able to say why, it's probably not a server that's worth your time long term.
20:20 Shara None of us can know what happened, but that would be my approach.
20:20 algun|home *shrugs* maybe
20:20 paramat how are you using the old damage evasion bug then? new move fixes that
20:20 algun|home seemed nice, so i invested some time in it :/
20:20 algun|home paramat: i'm an old player
20:21 Shara paramat: that was given as an example that used to work, not what was done now
20:21 paramat oh
20:22 paramat i misunderstood
20:23 paramat anyway lagging through owned nodes is an engine bug that affects everyone
20:23 ThatMTGuy This is what I've been doing so far:
20:23 ThatMTGuy meta:set_string("owner", "") meta:set_int("siren", 0) -- More keys: string, int, float. meta:mark_as_private({ ... -- Key names. })
20:23 algun|home paramat: i'm a bit better than others at it ;) maybe that gave them a spook
20:23 algun|home i read something in an admin room
20:24 ThatMTGuy So I'm to understand that the "owner" key will not exist here, even though I need it to?
20:24 fwhcat ,b k,vck,CGn?GCML6gh5k6cgh5k1gcjdxgh,mlxfkg,j
20:25 algun|home ThatMTGuy: i hate you not getting answers, hope 70 peeps in #minetest-dev can help you
20:25 ThatMTGuy Webchat is muted there. I'd have to download an ENTIRE irc client and set up and account ... too lazy.
20:26 sfan5 algun|home: -dev is not for mod development
20:26 sfan5 ThatMTGuy: correct
20:26 algun|home ThatMTGuy: ok i guess you're where you want to be then
20:28 ThatMTGuy sfan5: so the only way is to set a dummy string value, then?
20:28 sfan5 just mark it as private when you know the actual owner
20:30 fwhcat crap, sorry for that
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20:31 fwhcat I could say keyboard bugged, but it was my 4 y.o.'s son
20:33 algun|home :)
20:38 ThatMTGuy It's not just owners though (that was not a representative example). For instance, in some cases the string keys are modified frequently, and sometimes they are given a "" value to represent null/off/disabled/inactive, etc.
20:38 sfan5 then you need to find a different value for that
20:39 ThatMTGuy I suppose I could basically rewrite everything to make it work, but that is a lot of effort.
20:49 Boingo Is it possible to change the nodebox and textures on a node after it is intilized, like on_punch (or really anything)?
20:50 paramat no, but you can change it to another node
20:50 Boingo I tried to change the node_box to a new value and it didn't crash, but it didn't work (in on_punch)
20:51 Boingo Ah, so swap it to a totally different node.... hmm....
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21:00 algun|home Boingo: what would happen if you changed it then swapped with itself?
21:01 Boingo I have no idea.
21:02 Boingo A completely different node works for my case though (I think it might at least, still playing with it)
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21:39 paramat changing to a different node is useful because the node name now reflects the state
21:40 Boingo Yeah, but I think that won't work for me either, but just conceptually, not because of the code.
21:40 Boingo Is it possible to animate raillike in specific directions?
21:40 Boingo When I use the animation, it seems like when they link up it is weird around corners, etc.
21:43 Boingo rubenwardy's book doesn't cover raillike really at all, and certainly no animation of raillike, plus I can't really find it anywhere else either.
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21:53 paramat i just added documentation in lua_api.txt
21:54 paramat it takes 4 textures in a certain order, and each needs to be a certain orientation to work
21:54 paramat copy the orientation of rails in MTG
21:56 paramat actaully see the textures in tnt mod in MTG, that's animated raillike
21:56 paramat *actually
21:56 Boingo in the TNT mod?
21:57 Boingo Interesting...
21:57 Boingo I wouldn't have thoght to look there.
21:57 Boingo And I can animate those?
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22:00 paramat they are already animated
22:00 paramat it's used for gunpowder trails
22:01 Boingo Gotcha.  And if I don't want one (crossing) is that possible?
22:01 Boingo (It should just be a T)
22:01 paramat well, any railike node placed with 4 neighbours will take the crossing texture, but you can make the crossing texture anything you want
22:02 paramat visually you can avoid crossings
22:02 Boingo Hmm.... but then I have to make it work correctly too.
22:02 Boingo Hm......
22:03 paramat see https://github.com/minetest/minetes​t/blob/92ca9dda54299a9ccbccf43071f6​d44468cac05d/doc/lua_api.txt#L1027
22:03 Boingo Yeah, I see that.
22:04 paramat what are you using it for?
22:04 paramat the raillike behaviour is hardcoded in the engine
22:05 Boingo Well, I was just goofing off, trying to learn the API/etc.  I was trying to build converyor belts (based off the old factory mod).  It looked pretty good, with half-height (slab-like) nodes that worked.  I added 3 different speeds, with colors to match.  Then I ran into problems.
22:05 Boingo Slopes up and down down't work so well with the half-height nodes.
22:05 Boingo They work great when flat.
22:06 paramat indeed slopes are always 45 degrees and are for whole node slopes
22:06 Boingo So I though, just use raillike...  That gives you up and down.
22:06 Boingo But, I don't want crossing converyors.
22:07 Boingo A "T" should just dump the contents on to the other belt.
22:07 paramat yes, the flow behaviour will be determined by your code, not the visuals
22:07 Boingo (And this stems from my other question about mods vs modpacks, I think if this works, it would be a good small mod, used in other modpacks)
22:07 paramat so no problem
22:07 Boingo Right.
22:08 Boingo The movement code works pretty well already.
22:08 Boingo I also want to make the belts "back up", as an option, instead of fall off the end... but I don't have that part yet.  I have to have each entity look ahead down the belt to see if it is full.
22:10 swift110 hey all
22:16 algun|home can a mod subscribe to node registration?
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22:20 blaise bleh
22:20 blaise I got the logitech G430's
22:20 blaise lmao
22:24 rubenwardy algun|home, kinda
22:24 rubenwardy by overriding register_item
22:28 algun|home rubenwardy: a mod could do that?
22:28 rubenwardy yeah
22:28 algun|home Shara: ^
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22:28 algun|home bb
22:28 rubenwardy local old_reg = minetest.register_item
22:28 andirc8000 can someone help me with a simple mod?
22:29 rubenwardy function minetest.register_item(name, def)  /   --- some stufff   /  return old_reg(name, def)  /  end
22:29 rubenwardy andirc8000: ask, don't ask to ask :)
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22:30 andirc8000 rubenwardy: so I'm trying to make destroy-on-one-click mod to work in creative mode.
22:31 andirc8000 rubenwardy: for now this is the code: https://pastebin.com/PwQAT5iG (init.lua)
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22:32 rubenwardy you've got mixed up between APIS
22:32 rubenwardy display_chat_message is server side only
22:32 rubenwardy oops
22:32 rubenwardy *client side only
22:32 andirc8000 rubenwardy: I get: 'attempt to call field 'display_chat_message' (a nil value)
22:32 rubenwardy replace it with chat_send_all
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22:37 Shara No idea if algun checks logs, but overriding would never be a good solution to what I think he was thinking there.
22:38 rubenwardy not sure what he wanted
22:38 Shara He was trying to look at ways other mods could register handholds nodes that would work with my handholds mod
22:39 rubenwardy ah yeah
22:39 rubenwardy well, heh
22:39 Shara As the mod is set up right now, it simply won't work
22:39 Shara But overriding the tool in another mod wouldn't solve anything, as the next mod would need to do the same and so on
22:39 Shara Way too messy.
22:40 rubenwardy !title https://forum.minetest.net/vi​ewtopic.php?f=18&t=19808
22:40 MinetestBot rubenwardy: Subgames have been renamed to Games - Minetest Forums
22:40 Shara :D
22:40 Shara About time too
22:40 rubenwardy not sure on the grammar of that title, lol
22:40 andirc8000 I see in https://wiki.minetest.net/Controls that 'Punch / Mine / collect / item stack' has no 'minetest.conf setting' is it possible to assign a keyboard key to it instead of left-mouse-button?
22:40 Shara Now you spoiled it... no one would have wondered without you saying that :)
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22:45 andirc8000 ... Is there a reason for 'Punch' key being un-customizable?
22:46 andirc8000 non-customizable *
22:46 rubenwardy there's a PR to make it bindable
22:46 andirc8000 ... -> Is it possible to do that with a mod?
22:46 rubenwardy currently it's only the left key
22:46 rubenwardy no
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