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IRC log for #minetest, 2018-06-04

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All times shown according to UTC.

Time Nick Message
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00:43 proller__ https://www.youtube.com/watch?v=D8ua34JYMUY
00:46 paramat hmm bookmarked
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03:53 unclouded Hi, is it possible to set properties on entities, like get_meta but for entities rather than nodes?
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04:14 sofar yup
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05:09 unclouded which method?
05:11 unclouded does get_attribute work with entities other than players?
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05:43 rubenwardy unclouded: no
05:43 rubenwardy You should store things in an entity's Lua table instead
05:44 rubenwardy And then serialise it with the associated funxruins
05:44 rubenwardy *functions
05:44 unclouded is it related to on_activate and get_staticdata then?  stumbling around in the dark a bit
05:44 rubenwardy Yeah
05:44 unclouded sweet, cheers.  is there an example somewhere or a pointer to a place in a mod that does this?
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08:22 Dr-Frankenstone paramat told me that if a mod is placing 'natural' nodes it's best to create new mod nodes that drop the normal version. I've also noticed that his mods do this. Is there an explanation for the thinking behind this anywhere? I don't believe I am able to do this as the right nodes to use will depend on the biome, and minetest.registered_biomes[] can't be accessed until its too later to register custom nodes
08:26 lumberJ Dr-Frankentone, What do you have in mind? you may just need to override the registration of the biome you wish to effect
08:27 Dr-Frankenstone It's a landscape mod, adds to an existing mapgen, so best to use the blocks the mapgen is uysing
08:28 ANAND Dr-Frankenstone, mapgens define aliases like mapgen_stone, mapgen_dirt, etc. which might be of use to you
08:29 ANAND https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L260
08:29 yusf Let’s discuss the Microsoft acquisition of Github here https://forum.minetest.net/viewtopic.php?f=3&t=20223
08:30 Dr-Frankenstone well, I don't know if aliases will be of use to me without knowing the reason paramat recommends building with custom blocks. I have it working by building with the blocks specified in the biome table, but am wondering if I should be doing it differently
08:34 lumberJ if it works as intended without performance issues I wouldn't worry about it too much
08:35 Dr-Frankenstone thanks
08:36 lumberJ usually there is more than one way to do thinks and sometimes it depends what exactly you are trying to do
08:37 lumberJ things*
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08:38 ANAND Dr-Frankenstone, in order to use native nodes the mapgen itself uses, you need to override the mapgen aliases, by doing something like this:
08:38 ANAND minetest.register_alias("mapgen_stone", "dr_franken:stone")
08:39 ANAND I'm assuming that you're making a mod that modifies mapgen's behaviour
08:41 lumberJ its sounds like the mod is meant modify the map after map is already generated
08:42 lumberJ if i understood correctly
08:42 Dr-Frankenstone No, it's the other way around, I want my mod to place the same sort of blocks that the main mapgen is placing. I'm not trying to change what the main mapgen is placing
08:42 ANAND Ah, I see
08:43 ANAND Wait.. isn't that what I was saying just now? :D
08:45 ANAND "I want my mod to place the same sort of blocks that the main mapgen is placing." <-- mapgen aliases serve to achieve that.
08:46 Dr-Frankenstone the biome determines which blocks to place, how do I place the biome.node_top using aliases?
08:48 ANAND If you've done this, register_alias("mapgen_dirt", "dr_frankenstone:dirt"), then biome.node_top should be set to "mapgen_dirt"
08:49 Dr-Frankenstone I don't want to change the biome, I want to use the information in the biome
08:49 lumberJ so like if it is dirt, do this...
08:52 lumberJ can you give a more concrete example of what you are trying to do. that might aid in giving better advice :)
08:56 ANAND Dr-Frankenstone, ^
08:57 Dr-Frankenstone https://i.imgur.com/qsccDZI.jpg
08:57 Dr-Frankenstone https://i.imgur.com/Ztsduxs.png
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08:59 lumberJ so you want the islands to match the biome below, Dr-Frankenstone?
08:59 Dr-Frankenstone yes
09:00 lumberJ I see how that is a little tricky
09:00 ANAND Agreed
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09:06 lumberJ If its working now without major performance issues, I think its probably fine.
09:06 lumberJ the only reason i can think of that paramat would suggest to use dummy versions is so that if the gen of one node triggers your mods node you don't get some kind of weird looping/feedback from the nodes your mods is placing
09:07 lumberJ then if your nodes dropped the default/regular node the player would be none-the-wiser to any difference
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09:10 Dr-Frankenstone yeah, it works buy just using the nodes in the biome table. I think he uses custom nodes so that they have is_ground_content = false, but if that's the only reason then I can work around issues from placing nodes that have is_ground_content set true
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11:22 sovetskiy do not forget about it http://static.open-open.com/news/uploadImg/20150111/20150111215432_207.jpg
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12:00 LevierMRQ Hi.  How can i make mods update the best way in order to dont get lost?
12:01 LevierMRQ just tell me to reformulate if you do not find my question understandable...
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12:06 NathanS21 LevierMRQ do you use Linux or Windows?
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13:05 LevierMRQ NathanS21: 16.04 LTS
13:07 NathanS21 You can run a cron job and a script to git pull
13:07 NathanS21 I have a utility I wrote to do that, let me find it.
13:07 NathanS21 https://github.com/NathanSalapat/Minetest_Mods_Updater
13:08 NathanS21 You do need to have two locations for your mods with this, but I've been using it for years (4 I guess) and never had a problem with it.
13:14 LevierMRQ NathanS21: Thanks alot.
13:14 NathanS21 no problem.
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14:13 Stix_ hi all
14:13 Stix_ any devs online?
14:14 ANAND Hello Stix_, is there an issue?
14:14 Stix_ @Shara whats permafrost? where is it generated? does it have any uses? what causes the various types of permafrost?
14:14 Stix_ oh hi anand
14:22 Stix_ @ANAND any chance you know the answer to these questions?
14:22 ANAND I'll check
14:22 Stix_ thx m8
14:23 ANAND It's provided as an example here: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5685
14:23 ANAND Apparently it belongs to the Tundra biome
14:24 Krock Stix_, permafrost was added here: https://github.com/minetest/minetest_game/commit/ace7ec953ea49
14:25 Krock this means you'll need a recent 0.5.0-dev build and an up to date minetest_game aswell
14:25 Stix_ ik
14:25 ANAND Starts a few layer below the surface and is 3 layers thick
14:25 Stix_ i saw it in the 9.5 blocks in the wiki, but no description
14:25 Krock according to the definition it's surely not in mgv6, but can be found anywhere else between 48m and 2m above sea level
14:26 Stix_ *0.5
14:26 Stix_ what biome?
14:26 Krock see code. tundra
14:26 ANAND Tundra
14:26 Stix_ nvm anand said it
14:26 Stix_ um how do you get the different variants?
14:26 Krock huh
14:27 Stix_ and what is permafrost even supposed to be? is it frosty stone that was said to be added?
14:27 Krock adds variety and needs cultivating to be used for farming
14:27 ANAND Stix_, https://en.wikipedia.org/wiki/Permafrost
14:27 Stix_ ah kk
14:28 Shara Stix_: sometimes google is your friend. Maybe look it up
14:28 Shara Like ANAND did :)
14:28 Stix_ but what is bluestone in the tundra biome?
14:28 ANAND or Wikipedia :3
14:28 Shara Bluestone?
14:28 Stix_ i saw there was bluestone at the link anand gave me
14:28 Stix_ it said register default:bluestone
14:28 MinetestBot [git] nOOb3167 -> minetest/master-server: Document serverUp protocol a2b47ff https://git.io/vh8l0 (2018-06-04T14:27:08Z)
14:29 sovetskiy guys, when you plan to release 0.5 ?
14:29 Krock TODAY
14:29 Krock RUSH B
14:29 Stix_ i think sometime in june
14:30 sovetskiy Krock, joking?
14:30 Stix_ @Krock rlly!? today??
14:30 Krock I'm totally being unserious
14:30 Stix_ oh btw did anyone else notice microsoft is aquiring github?
14:30 ANAND EVERYONE did :)
14:30 sovetskiy TODAY MICROSOFT BOUGHT GITHUB! WHAT IS TODAY!
14:30 Krock it's not like the bar for these news is 3cm thick on the top of the screen
14:30 Stix_ so ill be able to farm over permafrost?
14:31 Krock no due to M$ you can't do that
14:31 progysm today is the time to move out of github
14:31 Krock dig the dirt and make it into grassy dirt instead
14:31 Stix_ and so permafrost aquires moss when its near water or what?
14:31 sovetskiy time to move to GitLab
14:32 Stix_ hpw can i turn permafrost to grassy dirt? put it in a furnace?
14:32 Stix_ *how
14:32 ANAND Use a hoe -_-
14:32 ANAND It rhymes with a toe
14:32 Stix_ that makes 0 sense
14:32 Stix_ using a hoe melts all the frost!? like wth?
14:33 ANAND Did you try it yet?
14:34 Stix_ no...
14:34 Stix_ anyways bbl rlly gtg
14:34 ANAND cya
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16:14 rafalcpp sup, did the game mproved much in last year+ ?
16:14 rafalcpp mobs/animals are cool now?
16:16 Genshin Hello guys
16:18 Genshin rafalcpp,  maybe this may peak your interest?  :)   https://cdn.discordapp.com/attachments/443444786607947777/452669895230881792/screenshot_20180602_220424.png
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16:26 Krock looks like semi-transparent sprites to me. lovely.
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16:27 Krock probably I'll try to join the server again - hopefully without crashing the weak thing of router
16:28 Krock might be better to wait for the RAM upgrade first
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16:58 CWz_ i just read that microsoft is buying github
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17:01 Genshin CWz_ Hmm...  That doesnt sound good
17:03 Genshin Kind of reminds me of this https://cdn.discordapp.com/attachments/307238779662368770/444564337240178689/IMG_20180510_114442.jpg
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17:18 VanessaE CWz_: "Microsoft is acquiring GitHub! Read our blog and Satya Nadella's post to learn more."  at the top of github pages now.  guess it's definitely official.
17:18 progysm it was on slashdot, so it is official
17:19 sovetskiy IT IS OFFICIAL https://blog.github.com/2018-06-04-github-microsoft/
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17:19 VanessaE ^^^ the aforementioned "our blog"
17:22 sovetskiy This deal is the best advertising of GitLab
17:23 sovetskiy GitLab now have problems with access. Too many people want to migrate.
17:23 VanessaE yeah, they're getting the hell beat out of them right no
17:23 VanessaE now*
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17:34 sovetskiy VanessaE, are yoy going to migrate?
17:39 entuland joined #minetest
17:42 VanessaE sovetskiy: yes.
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18:42 est31 I'm trying to migrate some of my repos
18:42 est31 doesnt really seem to work
18:42 est31 still hung
18:42 est31 probably the entire thing is overrun
18:43 est31 but gitlab has always been, as far back as I can remember, been slow
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18:47 VanessaE est31: " We're seeing 10x the normal daily amount of repositories #movingtogitlab https://www.dropbox.com/s/uzg9vc5oljr8lin/Screenshot%202018-06-03%2015.52.52.png?dl=0 … We're scaling our fleet to try to stay up. "
18:48 serp yah it's way slower than normal
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19:04 sovetskiy what version of Lua is used in MT?
19:05 sovetskiy I know it is 5.1 in MT 0.4.16
19:05 VanessaE still 5.1 I believe.
19:05 sovetskiy and waht about future MT 0.5 ?
19:05 VanessaE same.
19:06 VanessaE afaik there are no plans to move to Lua 5.3 anytime soon
19:06 sfan5 upgrading to either 5.2 or 5.3 is not planned due to backwards compat concerns and because of luajit
19:06 VanessaE Maybe if LuaJIT gets full support for it
19:06 VanessaE half-ninja'd :P
19:07 sovetskiy It's a pity!
19:08 VanessaE that said, sfan5 is there anything standing in the way, programatically, of supporting both versions via some mod-provided function call (along the same lines as the secure environment calls) ?
19:08 sovetskiy at least 5.2 would to cool. Because of "continue" statement. Without it code becomes compilated.
19:09 VanessaE that would provide an upgrade path without breaking backward compat, anyway
19:09 sovetskiy sorry, typos.
19:09 sfan5 VanessaE: there are ways of making 5.2/3 backwards compatible with earlier versions
19:09 sfan5 but you can't have two different lua version in the same "environment"
19:09 VanessaE can't compartmentalize it somehow?  virtual env, something?
19:10 VanessaE that's too bad.  I have no use for 5.2/3 myself, but I imagine sooner or later MT will be forced to update.
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19:11 sovetskiy the sooner the better
19:11 sfan5 if each mod was running in its own lua state, this would be possible
19:11 sfan5 but minetest wasn't designed like this and adding it as an afterthought is lots of owork
19:12 sovetskiy for me best variant is Python for scripting but it is slower than Lua
19:13 sfan5 python is unfortunately not e
19:13 sfan5 mbeddable very well
19:13 sovetskiy why not?
19:13 sovetskiy gimp for example
19:14 sfan5 you have a huge standards library that needs to live in files outside somewhere, plus a few modules you either need to somehow link statically or load from .so files
19:14 sfan5 with lua you import the source into your project and that's it
19:14 sfan5 no external files needed, no thinking about how to link modules
19:15 sfan5 re your gimp example: you can embed python, but not the way gamedevs need it
19:21 sovetskiy why your docs is plain text file? Very inconvenient
19:22 lumberJ what's inconvenient about text files?
19:22 sovetskiy to read it obviously
19:23 lumberJ its not obvious to me, that's why i asked
19:24 lumberJ text is meant to be read... what would you prefer?
19:24 sovetskiy look at python docs. everything is structured in chapters withi hyperlinks to related things.
19:24 Shara It's as it is so you can link directly to a line number
19:24 lumberJ https://rubenwardy.com/minetest_modding_book/lua_api.html
19:25 lumberJ personally i prefer the text though. once you are familiar with the api anyway
19:26 sovetskiy I must not remember line number of what is interesting to me. Besides, line numbers change all the time text is edited. Search with Ctrl+F does not really help.
19:27 lumberJ well to each is own. the html version is there :)
19:27 lumberJ *his/her
19:27 Shara It's not about you remembering which line number is interesting to you. It's about, for example, if you ask for how to do a certain thing, a dev can then give you a link that takes you to exactly that thing.
19:27 Shara If not for that, it would probably have been changed to markdown by now at least
19:28 sovetskiy awful decision
19:28 lumberJ its also nice when you just need a quick reference to something and do not want a browser hogging up your monitor space
19:28 lumberJ lol both options are there, what's aweful about that :D
19:29 Shara Clearly someone only thinks their own way is good :)
19:30 sovetskiy Only this can help (http://dev.minetest.net/Category:Methods) but not this (https://github.com/minetest/minetest/blob/master/doc/lua_api.txt)
19:30 Shara Suit yourself, but I find both very useful.
19:30 Shara Just use what works for you.
19:30 sovetskiy First is good BUT "This page was last modified on 9 October 2016, at 19:27."
19:31 lumberJ sovetskiy, perhaps a good solution would be to contribute to updating the wiki so it keeps up with the text version
19:31 Shara ^
19:31 lumberJ instead of coming and complaining to a bunch of people who work for free
19:32 sovetskiy maybe you need script that make scructured version of your loooong sheet doc?
19:32 lumberJ i'll post it once more: https://rubenwardy.com/minetest_modding_book/lua_api.html
19:33 lumberJ the link to the script is there
19:33 Krock poor ruben is being highlighted every time
19:33 lumberJ sorry rubenwardy... :)
19:33 lumberJ its his fault for making such useful resources :)
19:33 Shara :D
19:34 Krock the link is outdated for the python script. it's now https://github.com/rubenwardy/minetest_modding_book/blob/master/utils/update_lua_api.py
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20:27 paramat !tell Dr-Frankenstone the only risk when a mod places biome nodes is that they are at risk from being removed by cave generation due to being 'is_ground_content = true'. but if your mod is adding landscape then that's not a problem, you would probably want caves to form in your mod nodes
20:27 MinetestBot paramat: yeah, sure, whatever
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20:33 entuland "yeah, sure, whatever" ahahahahahahahahah
20:34 entuland kudos to whoever coded that ack
20:37 Krock entuland, welcome in the world of programmers
20:39 entuland :P
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20:40 MinetestBot [git] nerzhul -> minetest/minetest: Modernize lua read (part 1): C++ templating insurance (#7394) 180e551 https://git.io/vh4eR (2018-06-04T20:38:07Z)
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23:19 Teckla Hey all, quick question.  :)  I'm using a bunch of calls to minetest.set_node() to programmatically create a fairly large structure (100x100x100).  Is that... okay to do?
23:22 rubenwardy probably not
23:22 rubenwardy lvm will be a lot faster
23:22 rubenwardy https://rubenwardy.com/minetest_modding_book/en/chapters/lvm.html
23:31 paramat use LVM, set node could take a minute for that volume
23:34 Teckla rubenwardy: Thank you good sir!
23:34 Teckla rubenwardy: Also, thank you and great <3 for your excellent documentation!
23:35 Teckla paramat: Thank you also  :)
23:35 Teckla This is my first time toying with Lua and Minetest scripting; it's a nice change from the usual day-to-day corporate Java grind.
23:36 Teckla I'm secretly trying to get my daughter interested in coding a bit; I figured if I wrote some Lua code to generate some cool Minetest structures, she might want to try it herself.
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23:37 entuland holy crap there is no bitwise shift in Lua???
23:38 entuland am I supposed to mess with dividing / multiplying by powers of 2 and hacking with math.floor() or the alike?
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23:44 rubenwardy Luajit has them iirc
23:44 rubenwardy And newer versions of Lua, which Minetest doesn't support because luajit doesn't
23:45 DrFrankenstone paramat, I asked here just before, but you're online now so I can get it from the hotses mouth... in the v7 rivergen issue you fixed, you mentioned that if a mod is placing 'natural' nodes it's best to create new mod nodes that drop the normal version, and I've also noticed that your mods do this.
23:45 DrFrankenstone Is this purely so the nodes can have is_ground_content = false, and is that only to avoid the cavegen cutting through them?
23:46 DrFrankenstone Knowing why this is recommended will let me judge whether I can ignore the recommendation. I don't think I'm able to use custom nodes, as the appropriate nodes to use for best interoperability will be the ones specified by the biome, and minetest.registered_biomes[] can't be accessed until its too later to register custom nodes.
23:46 paramat this luajit situation is unfortunate
23:46 paramat DrFrankenstone see http://irc.minetest.net/minetest/2018-06-04#i_5321806
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23:47 DrFrankenstone ahh, cheers
23:47 paramat so yes you are correct
23:48 DrFrankenstone I should sort out this icq client to register a permanent name
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23:56 entuland rubenwardy, after some googling and after posting on #lua turns out that my gargantuan problem of doing a x >> 2 is just matter of doing math.floor(x/4)
23:56 entuland should revise my math skills sooner or later

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