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IRC log for #minetest, 2018-06-06

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All times shown according to UTC.

Time Nick Message
00:00 paramat funny how i'm still learning how to use LVM properly
00:00 paramat all comments?
00:00 hmmmmm not all of them
00:00 paramat ok phew
00:00 hmmmmm yeah
00:00 hmmmmm i'm gonna be honest, i mostly quit because of nerzuhl
00:00 hmmmmm can't stand that guy
00:02 paramat hm you're not in MT organisation 'people', so you didn't remove yourself
00:02 hmmmmm I think I did that
00:02 paramat ok
00:02 hmmmmm otherwise the only one who can remove/add people is celeron
00:03 paramat you're welcome to be there, there are long absent inactove people there like pilz and kahrl, and c55 heh
00:03 paramat *inactive
00:03 hmmmmm oh yeah i'm probably going to stay inactive
00:03 hmmmmm i've got totally different projects these days
00:04 hmmmmm getting more into electronics
00:05 twoelk model the electronics in mt
00:05 hmmmmm but the minetest spirit sorta lives on, one of my projects i put on hold because i got sick of ogre3d is a real time strategy game with dynamically generated terrain
00:05 Teckla Thanks all, my first little experiment is working.
00:05 Teckla clear_area(pos1, pos2) -- clears an area (all nodes = air) using LVM
00:05 Teckla I appreciate the help.
00:08 paramat and of course, you're always welcome to drop in somewhere and comment on anything. i've restrained myself from asking advice because i got the impression you needed a break
00:09 paramat (don't blame you heh)
00:09 hmmmmm ask me for sure
00:09 hmmmmm but minetest is its own project these days, i dunno if i can just pick up and start working on it again
00:09 paramat ok, luckily it hasn't become essential to bug you, yet
00:10 hmmmmm i mean i don't play it, i haven't loaded up the project in my IDE in years, never mind run ./minetest
00:10 paramat yeah there's no expectation of your return, no pressure
00:11 hmmmmm lol thanks
00:12 paramat CSM is sort of progressing, client side is done, server-provided mods to be done
00:14 paramat and i've been experimenting with a new core mapgen for 3 years now, it's tough going when you become numb to it
00:14 hmmmmm what do you mean when you say numb
00:14 hmmmmm you're fizzling out too?
00:16 twoelk hopefully not
00:16 Shara He's not allowed to :)
00:19 paramat lol
00:19 paramat i mean, when you work on something so much you get fed up even though it's probably good
00:20 paramat i can understand how you got fed up with mgv7
00:20 hmmmmm in the end it turned out to not quite be what i wanted it to be
00:21 hmmmmm i still want to try out that radical new idea of generation where each map chunk has a "stage" of generation
00:21 twoelk it hade a mind of it's own
00:22 hmmmmm for a given map chunk to generate at stage N, all the bordering map chunks need to be at least stage N - 1
00:22 hmmmmm like for example you start off with no chunks, stage 1 generation would be basic terrain shape with water
00:22 hmmmmm nothing else gets done
00:23 paramat and there's the issue of when to make a PR instead of endlessly redoing it better and better. anyway maybe for 0.5, then further improvements after (if people like it =/)
00:23 hmmmmm once a map chunk is surrounded by all stage 1 generated chunks, then it progresses to stage 2, where biomes are generated
00:23 hmmmmm and then stage 3 would be adding decorations
00:23 twoelk doesn't that cascade out of memory soon?
00:23 hmmmmm it might
00:23 hmmmmm i dunno
00:24 hmmmmm but this kind of generation broken into stages would gracefully handle the border problem
00:24 paramat yes
00:24 paramat and have interesting possibilities
00:25 erstazi woohoo! used minetest.remove_node(digpos) instead of minetest.dig_node(digpos)
00:25 twoelk sounds like rivers would be more logical
00:25 erstazi the old mod was using minetest.dig_node(digpos)
00:26 hmmmmm either that, or use current day minecraft-style generation where the entire map shape and features are predetermined
00:26 rubenwardy I like the idea of fractal / planned generation, to give an continental earth style map with seas, oceans, gulfs, and peninsulas etc
00:26 hmmmmm and as as you 'zoom in' you add more detail
00:26 rubenwardy continental plate simulation
00:26 hmmmmm lol ruben that's exactly what i was just talking about
00:27 rubenwardy It's the simulation dream in me talking
00:27 rubenwardy The desire to simulate all the things
00:27 hmmmmm because with the current style of generation, stochiastic processes are limited to the size of a map chunk
00:27 rubenwardy Yeah
00:28 hmmmmm you need to be able to determine a map feature at a specific point in O(1) time as it stands right now
00:28 hmmmmm like if i give you coords (X,Y,Z) the algo must be able to tell you if that's air, water, or stone
00:28 hmmmmm whereas a fully stochiastic process means that would be impossible
00:29 hmmmmm unless you were to iterate through each step of the generation
00:29 twoelk mega structures such as km-long mountain ridges would be cool
00:29 hmmmmm so
00:29 hmmmmm ultimately I think the minecraft style generation is the winner
00:29 rubenwardy This is the sort of thing I'd be interested in doing as a master's
00:30 rubenwardy But will probably end up doing lang eng or something with kernels
00:30 rubenwardy But yeah
00:31 rubenwardy As new mapgens go, that's probably the most rewarding new one imo
00:33 paramat i'm intent on MT being able to 'do space'. i think about mapgen with cubic planetoids of varying sizes scattered throughout a MT 'world'
00:33 hmmmmm I guess I never implemented a mapgen like that because it was too different and i thought i might've been able to do it a different way
00:33 hmmmmm lol dammit
00:33 hmmmmm i wanted MT to do space years ago and it never happened
00:33 hmmmmm :(
00:33 paramat i remember 'a space game'
00:33 rubenwardy Years ago I wanted to implement gravity using that law
00:34 Shara Cubic planets are weird, because gravity.
00:34 hmmmmm all the big ideas just went away
00:34 hmmmmm notice that?
00:34 rubenwardy This is before I learned cpp
00:34 rubenwardy Lol
00:34 paramat anyway first step is biome-defined air nodes, working on that now
00:34 hmmmmm thought we already had that
00:34 Shara I wish we did :)
00:34 hmmmmm the current stone/air/water are supposed to be placeholders
00:35 paramat .. where "air" is no longer the default 'void', nodes have a nodedef 'is_air_equivalent = bool' instead to act like "air"
00:35 hmmmmm for the biome pass
00:35 paramat yes "air" will still be the placeholder
00:36 hmmmmm ahh
00:36 hmmmmm and even if you did this, you'd need to put in place a new biome system where it takes hints from the mapgen
00:36 hmmmmm i remember i was supposed to make a mapgen like this based off of an edge detection algo
00:36 hmmmmm i sorta got bored with it tho
00:37 twoelk would it be actually be possible to run several mapgens at the same time on the same worldfile? as in stacked realms
00:37 paramat it's here https://github.com/minetest/minetest/pull/7241
00:37 hmmmmm if you can code it you can do anything
00:38 paramat wrote a simple planetoid mapgen to test it
00:38 hmmmmm this sorta makes me want to work on my game
00:39 hmmmmm heh
00:39 paramat and yes, cubic planets with 1 gravity direction, like small versions of current worlds
00:39 Shara Asteroids are much better
00:40 hmmmmm I have an idea of how to implement gravity
00:40 paramat finally a way to use the vertical space, i've sort of skipped over stacked realms, which are still good of course
00:40 hmmmmm you could maintain an R+ spacial index tree on rectangular regions to a gravity normal vector
00:41 Shara Planets with one gravity direction are really silly.
00:41 hmmmmm e.g. if user is inside of the region [(x1,y1,z1), (x2,y2,z2)], apply (0, 1, 0) gravity
00:44 twoelk will throwing/arrows work with that?
00:50 paramat https://www.rockpapershotgun.com/images/16/sep/planets4.jpg that game that used to be called planets cubed
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00:51 paramat gravity would flip as you jumped over an edge
00:51 paramat now called 'stellar overload'
00:51 Shara Doesn't look good to me
00:53 Shara You know I want space badly, but planets are massive things that don't come in cubes even in MT (or world wouldn't have hills)
00:54 paramat that image makes the planet look tiny, larger in the game
00:55 Shara Given generally low max viewing range in MT... I just can't see cube planets looking good
00:55 Shara If you ever want space in MTG, please go with asteroids. It's much less silly
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00:56 paramat yes, MTG would likely be something different if it does space
00:57 Shara okay :)
00:59 paramat .. since it's much more about a conventional full-width world
01:00 Shara Yes, this is my thought
01:00 paramat my thoughts would require a new game
01:01 Shara Well we do need some of them as well :)
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01:54 stormchaser3000 according to my web browser, the minetest.net website SSL secutiry certificate has expired
01:56 Unit193 "The certificate expired on June 5, 2018, 9:30 PM. The current time is June 5, 2018, 9:56 PM"  Yes.
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02:20 erstazi stormchaser3000: they must have not setup certbot to auto renew
02:21 erstazi they are using Let's Encrypt so it is a free cert so certbot could auto-renew it without issue
02:21 erstazi paramat, VanessaE, Shara (someone!): minetest.net needs the SSL cert renewed with Let's Encrypt
02:28 paramat celeron55 might do it tomorrow Finland time
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04:42 unclouded is it possible to store state on tools?
05:19 IcyDiamond unclouded: use metadata
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05:20 unclouded is that on the itemstack for the tool, i.e.  itemstack:get_meta()?
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05:26 ANAND unclouded, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2003
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05:35 unclouded nice :) thank you.  do I have to set_meta() or something?  my changes don't seem to be persisted between on_use invocations
05:36 ANAND I don't think a set_meta is needed
05:36 ANAND ...or is it?
05:38 ANAND nope, not needed
05:39 unclouded whoops, sorry.  my bad.  it *is* being persisted between invocations
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05:39 ANAND :)
05:39 unclouded brilliant.  I had been storing data on the player, which seems wrong
05:43 fadetime testing
05:47 unclouded got it: it's only persisting when I `return itemstack` from the `on_use` method
05:47 unclouded not otherwise
06:00 ANAND ah yes, itemstack should be returned by the on_use method
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10:36 entuland oh silly me, I've been rolling my own deep table copy and minetest provides table.copy() :P
10:37 entuland I see no trace of facilities for copying files over (instead of moving them with os.rename()), just trying: do we have such a file copy facility and I simply fail to find it?
10:37 entuland otherwise I'll roll my own copy function
10:56 MinetestBot [git] nerzhul -> minetest/minetest: CSM/SSM: Add on_mods_loaded callback (#7411) ccc3af1 https://git.io/vh0fV (2018-06-06T10:53:59Z)
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11:18 sovetskiy knock-knock! http://i.imgur.com/jHIQ9qP.jpg
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11:25 entuland ahahah nice one
11:25 Krock general reposti
11:26 entuland could anyone link me to where I should download 0.5 from? is that the master branch in gitlab?
11:26 Krock I believe it had less compression artefacts when I saw it on /r/programmerhumor
11:26 Krock master branch yes.
11:26 ANAND on Github
11:26 Krock git clone, cmake, make. run.
11:27 ANAND entuland, not on Gitlab
11:27 entuland okay
11:27 Krock gitlab is synced with github, so you could grab the binary from the pipeline there
11:28 Krock unless building it yourself is wanted
11:28 entuland uhm yes I think I need the binary from the pipeline
11:28 entuland I grab the latest passed one from https://gitlab.com/minetest/minetest/pipelines correct?
11:29 ANAND Krock, isn't the Gitlab repo generally a couple of days behind the Github repo?
11:29 Krock yes. However, I don't know whether the linux binaries are RUN_IN_PLACE or system-wide
11:29 Krock ANAND, check the repo state again. it's fresh as baguette
11:30 ANAND ohhh! nvm..
11:30 Krock > Updated 5 minutes ago.
11:30 entuland I think I'll be fine with the latest passed build on gitlab, after all I just need to repro #7416 on 0.4.17 and 0.5
11:36 entuland uhm...
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11:36 entuland running my wesh mod on 0.4.17
11:36 entuland WARNING[Main]: /!\ You are using old player file backend. This backend is deprecated and will be removed in next release /!\
11:36 entuland 2018-06-06 13:35:14: WARNING[Main]: Switching to SQLite3 or PostgreSQL is advised, please read http://wiki.minetest.net/Database_backends.
11:36 entuland I think I'll have to change something to run it on 0.5, we'll see
11:36 Krock yet it's a warning, not an error
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11:39 entuland uhm... not sure why those warnings are there for me though. I only enabled my mod and I am using the new mod_storage facilities... I think I'll find out in a minute when I'll run it on 0.5 - I'm not aware of using a player file backend nor SQLite
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11:41 entuland no error on loading on latest 0.5.0, but I forgot to enable creative mode... hitting ESC to go back and enabling it froze it :P
11:43 entuland nvm, it didn't do that again
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11:49 entuland neat, the heavy mesh with more than 14K vertices renders fine in 0.5.0 :P
11:51 Krock !tell sovetskiy One repost cycle later with improvements: https://i.redd.it/0sti776fa7211.jpg
11:51 MinetestBot Krock: yeah, sure, whatever
11:51 Krock <3 MinetestBot
11:51 MinetestBot <3 Krock
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11:52 entuland I don't recall the exact name for the last kill there (the red / white icon)
11:53 ANAND Whoa! :O
11:55 entuland the door count could be far higher than that: https://en.wikipedia.org/wiki/List_of_mergers_and_acquisitions_by_Microsoft#Acquisitions
11:56 ANAND haha
11:56 Krock but it does not apply to all of them that they went downhill afterwards
11:57 entuland still can't find the last one before github
11:57 ANAND I forgot the name too, looks very familiar tho
11:58 entuland I thought about lionhead but that's not the right one, unless they changed the logo
11:59 * entuland does an image search
11:59 * entuland fails to get meaningful results
12:03 Krock https://tineye.com/search/e10448a9a1f1975a82231b899fb8d32dd9fbda67/
12:03 Krock entuland, ANAND. Mojang.
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12:03 ANAND Ahhhh!
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12:33 MinetestBot [git] tukkek -> minetest/minetest: Stop autoforward on BACKWARD key-press (#7417) 9f8582d https://git.io/vh0sq (2018-06-06T12:31:34Z)
12:33 entuland eh, with my whopping 5 hours grand total of minecrafting no wonder I coulnd't recognize it
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13:39 BBmine https://www.minetest.net/ says "Your connection is not secure"
13:40 Krock 304 issue already exists for that
13:41 BBmine oh
13:41 BBmine thanks
13:41 serp looks like it's just expired
13:42 ANAND http://irc.minetest.net/minetest/2018-06-06#i_5323569
13:45 Ruslan1 Hi celeron55
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13:52 celeron55 oh crap
13:52 rubenwardy Pls use wildcard
13:52 rubenwardy And add it to dev.minetest.net
13:52 Fixer wat
13:52 rubenwardy XD
13:53 Fixer can confirm it has expired
13:53 Fixer the bomb has been planted
13:53 Fixer you have 45 seconds to renew your cert
13:53 celeron55 i recently added a cert for minetest.net and the cronjob added for renewing it overwrote the cronjob for renewing the www.minetest.net one
13:54 celeron55 hopefully it works after fixing this
13:54 rubenwardy cerbot renew
13:54 rubenwardy Done
13:55 Fixer he is procrastinator2000
13:55 celeron55 i'm fully expecting this old openbsd set-up to explode one day due to things being too old for anyone to support them
13:55 celeron55 what's certbot
13:55 Ruslan1 celeron55: do you know I open 2 Minetest and 1 show gray.  Do you know way to fix it
13:55 Fixer 100 years later, minetest is dead, but minetest.com is still running! yay!
13:55 celeron55 i'm using acme-client for openbsd
13:56 celeron55 _a_ version of it that happened to work a long time ago
13:56 rubenwardy Certbot is the name of the software that letsencrypt is aliased to
13:56 rubenwardy alias letsencrypt=certbot
13:56 Fixer Ruslan1: please post an issue here https://github.com/minetest/minetest/issues or if you have acc on minetest forum, ask there, or wait on IRC, maybe someone answers
13:56 rubenwardy I belueve
13:57 Fixer Ruslan1: celeron55 does not maintain it much anymore, other people do
13:58 celeron55 www.minetest.net is renewed now
13:58 Ruslan1 Fixer: thanks you
13:59 celeron55 i guess i'll do dev now that i'm at this
13:59 celeron55 i mean dev.minetest.net
14:04 rubenwardy Please may you add hsts too?
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14:05 celeron55 no, i don't like hsts
14:05 rubenwardy :'(
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14:07 celeron55 it's very inconvenient when things fail due to browsers being so difficult to get to ignore it
14:08 rubenwardy Curl is a good tool for debugging that
14:08 rubenwardy curl -I URL
14:11 celeron55 also it's impossible to remove tls then
14:11 rubenwardy Well
14:11 rubenwardy A good thing imo
14:11 sfan5 iirc chromium actually plans to deprecate HSTS for this reason
14:11 celeron55 just use https everywhere
14:11 celeron55 or similar
14:12 celeron55 and ask your preferred browser developer to include such by default
14:14 rubenwardy Can't find any sources for Chrome removing hsts
14:15 sfan5 oh it has HPKP, not HSTS
14:15 sfan5 s/has/was/
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14:32 celeron55 now dev.minetest.net has a certificate
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14:35 Genshin Howdy
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14:40 rubenwardy Thanks!
15:04 erstazi celeron55: thanks
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15:52 MinetestBot sovetskiy: Jun-06 11:51 UTC <Krock> One repost cycle later with improvements: https://i.redd.it/0sti776fa7211.jpg
15:55 sovetskiy Krock, yeah. Unenviable future of M$ products
15:59 VanessaE I don't recognize the icon on the closest open door
16:00 rubenwardy Mojang
16:00 VanessaE oh
16:00 sovetskiy VanessaE, minecraft company actially
16:00 VanessaE yeah I Know
16:00 VanessaE just didn't recognize their logo
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16:02 Krock VanessaE, see logs. I also had to put it into a reverse image search engine
16:03 Krock ..to enlighten the other people who didn't know it
16:03 VanessaE mehg
16:03 VanessaE meh
16:03 ANAND Krock: Mojang?
16:03 Krock ANAND, no, Gnajom
16:04 ANAND hehe
16:04 sovetskiy GNOME
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16:08 Krock VanessaE, https://i.redd.it/7b87it6t0b211.jpg
16:14 rubenwardy Kek
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19:44 azarus Hey guys, is there a mailing list or similar where I can subscribe to, to be notified of new releases? Thanks.
19:44 garywhite azarus: Do you use Reddit?
19:44 Ruslan1 joined #minetest
19:44 azarus garywhite: not really
19:45 garywhite oh, cause they post it on Reddit at r/minetest
19:48 azarus Also, encountering this error with minetest_game: https://i.imgur.com/1UVWZtO.png
19:48 azarus here the debug.txt: http://ix.io/1cwy
19:48 azarus ah, I see it
19:49 azarus it's the irrlicht engine version, right?
19:49 Krock azarus, wrong minetest_game version
19:50 azarus ah, okay.
19:50 Krock download the 0.4.17 version (stable-0.4) branch
19:51 azarus Krock: My distro will get 0.4.17 very soon.
19:51 azarus in a couple of hours, most likely
19:51 azarus (currently, it's 0.4.16)
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19:52 Krock you can also git clone minetest_game, which will also work on 0.4.16
19:53 azarus Ah, works now, thanks.
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21:00 longerstaff13 oops
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21:06 entuland oh crap
21:06 entuland size[6,6]field[1,1;2,1;meshname;Enter the name for your mesh]button_exit[4,1;0,0;capture;Capture]button_exit[4,2;0,0;cancel;Cancel]field_close_on_enter[meshname;false]
21:06 entuland 2018-06-06 23:04:20: WARNING[Main]: invalid use of unpositioned "field" in inventory
21:06 entuland 2018-06-06 23:04:20: WARNING[Main]: field/simple: use field_close_on_enter[name, enabled] instead of the 4th param
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21:06 entuland this is my form: size[6,6]field[1,1;2,1;meshname;Enter the name for your mesh]button_exit[4,1;0,0;capture;Capture]button_exit[4,2;0,0;cancel;Cancel]field_close_on_enter[meshname;false]
21:06 entuland I don't see really why I am getting those errors
21:06 rubenwardy try adding a final ;
21:06 rubenwardy maybe
21:07 rubenwardy wait no
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21:09 sovetskiy why your buttons have zreo width and height?
21:10 entuland I didn't recall whether it had an autosize feature setting them to zero, I'll try changing that
21:11 entuland buttons appear
21:11 entuland as does the form
21:11 entuland but the error is still there
21:11 entuland and my field has "2,1" as label
21:11 entuland maybe "meshname" is a reserved name?
21:12 entuland buttons appear _after_ that I set them to 1, 1 insteado of 0, 0
21:12 sovetskiy format of field is
21:12 sovetskiy field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
21:12 entuland I lack the default?
21:13 sovetskiy I guess yes
21:13 entuland that was it, the code must be checking the amount of params instead of checking the actual values
21:13 entuland turns out rubenwardy was right in first place there :P
21:14 entuland thanks everybody, sorry for the brainfart, I thought I could have left that out
21:16 rubenwardy lol
21:16 rubenwardy #FormspecsSuck
21:16 entuland eheheh
21:17 sovetskiy something like HTML+CSS would be cool to make any form
21:18 rubenwardy relevant: https://i.rubenwardy.com/AdIY3.png
21:18 Krock are we doing this discussion again?
21:18 rubenwardy you say that, but they're very heavy
21:18 Krock heavy as in 201 bucks per year
21:19 entuland I'm seriously thinking about making that formspec helper mod a dependency of my mods
21:19 entuland is there any other option available? or planned?
21:20 rubenwardy smartfs or formspeclib
21:20 Out`Of`Control Hi does minetest move to gitlab?
21:20 sfan5 no
21:20 Out`Of`Control stay at github?
21:20 sfan5 yes
21:20 Out`Of`Control just to know
21:20 Out`Of`Control ok thanks
21:21 rubenwardy relevant: https://github.com/minetest/minetest/issues/7412
21:23 Out`Of`Control cool
21:23 Out`Of`Control i plan to delete my github account.
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21:26 Krock Out`Of`Control, if you move to GitLab your data might be even closer to Microsoft. https://i.redd.it/7b87it6t0b211.jpg might, because it's just one of their servers
21:27 Out`Of`Control Krock:  i already got stuff on gitlab before this take over. Its not about data. I would like to stay away anything owned by m$$
21:28 sovetskiy couple of links to think:
21:28 sovetskiy 1) https://technologyadvice.com/blog/information-technology/github-alternatives/
21:28 sovetskiy 2) https://alternativeto.net/software/github/
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23:12 Teckla I might be crazy, but I think, when creating pos tables (x,y,z) for LVM, you have to specify whole numbers, or it chokes a bit.
23:12 Teckla At least, that's what I seem to be seeing, with my testing.
23:15 Teckla Yes, that absolutely seems to be the case.
23:15 Teckla So if anyone is struggling with odd LVM results: round all your coordinates to whole numbers!
23:18 Teckla And before I managed to figure that out, I had to figure out how to round Lua numbers to the nearest whole number, and came up with this.   https://www.irccloud.com/pastebin/ry3z29mH/
23:18 Teckla (In case anyone cares... heh)
23:19 Teckla However, I'm a Lua newbie, that might not be correct, or it might be correct, but not the "best" way to round Lua numbers to the nearest whole number.
23:19 * Teckla babbles.
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23:27 AlexYst Teckla: What is LVM in the context of Minetest, again?
23:27 * AlexYst just keeps thinking of the Logical Volume Manager
23:28 Teckla Lua Voxel Manipulators: https://rubenwardy.com/minetest_modding_book/en/chapters/lvm.html
23:28 AlexYst Ah. I was close then.
23:28 * AlexYst checks out the book
23:28 Teckla It's a great book.  It would be near impossible to get started without it.
23:29 AlexYst I had to get started without it. I'm not sure the book existed when I got started. To be honest, I started out by copying code I didn't understand and trying to use it.
23:32 Teckla AlexYst: That can be fun sometimes  :)
23:33 Teckla rubenwardy: I found a minor type on the LVM page, if you are interested -- just let me know.
23:33 AlexYst I guess. The code I used was highly inefficient, in retrospect. I wished at the time I knew what it was doing, too.
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