Minetest logo

IRC log for #minetest, 2019-02-14

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:07 argyle77 Kinda new to irc.  What's this MinetestBot thing?
00:12 sfan5 a bot
00:13 kaeza !help
00:13 MinetestBot https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md
00:14 argyle77 Thank you sfan5, kaeza, I will check it out.
00:15 kaeza !next
00:15 MinetestBot Another satisfied customer. Next!
00:24 scr267a joined #minetest
00:42 argyle77 Can I restrict a player's movement by manipulating their position?
00:50 Miner_48er joined #minetest
00:52 paramat you could attach them to a stationary entity
00:52 paramat an invisible entity
00:52 argyle77 Oh like the way boats work?
00:53 GreenDimond wouldnt physics override work?
00:54 argyle77 A physics override might actually be appropriate here too.
00:54 argyle77 Unrelated question:  Is the only underwater stuff plantlike drawtype?
00:55 GreenDimond player:set_physics_override({speed=0,jump=0}) or something
00:55 GreenDimond If you mean 5.0.0, no; it's plantlike_rooted
00:55 GreenDimond otherwise there is no default stuff underwater that isnt a node
00:56 argyle77 Okay.
00:56 GreenDimond Note for physics override you should save prior physics for when you unfreeze a player
00:56 GreenDimond (assuming you intend to, of course)
00:58 argyle77 I'm working on visible world barriers that don't disrupt the map too much.
00:59 GreenDimond why would you freeze the player to do so?
01:00 argyle77 Not freeze, but impede movement past a certain point.
01:00 GreenDimond So you want to prevent them from going too far out but you dont want to use nodes?
01:02 argyle77 I'll likely use nodes in the air, but underground and across trees, I'd prefer to preserve the landscape.  Perhaps making it still diggable, but impassible
01:03 argyle77 The problem with a semitranparent node is that it replaces the solid nodes and allows you to see down the fissures it creates
01:04 GreenDimond you need to use the correct drawtype to prevent that
01:05 argyle77 I'm using a nodebox at the moment.  I'm pretty sure the functionality I desire isn't going to come from a node though because you can't put more than one in one position.
01:06 VanessaE don't use nodeboxes if you can avoid it.
01:06 VanessaE use a mesh node.
01:07 argyle77 Those require a model, right?
01:07 GreenDimond Correct
01:07 VanessaE they are a model, yeah.  most of the time, you can build an equivalent mesh with fewer faces
01:07 VanessaE which if you have enough of them, can impact fps./
01:09 argyle77 ATM, my nodebox is a simple rectangle, but I suppose a model could cut that down to two triangles.
01:09 VanessaE yep.
01:09 Emerald2 One time I played on a server which had a restricted map size. Once you walked to the edge it would teleport you to the opposite side.
01:09 VanessaE a nodebox always has a minimum of 12 tris or 6 quads.
01:09 Emerald2 Or you could turn the player around 180?
01:10 Emerald2 And you'd get a message about it being the edge of the map.
01:10 argyle77 I'll look into that one Emerald2.
01:11 argyle77 Guess I'll try to fire up blender and see if I can make a square.  It couldn't be that difficult.
01:11 VanessaE blender has a learning curve but it's worth it.
01:11 argyle77 I've used it for video editing before.  Youtube helps alot.
01:12 Emerald2 Or even teleport them back a few nodes from the edge.
01:12 VanessaE the skills you learn there (if you have none) translate over to stuff like 3d printing
01:12 GreenDimond A Delete Enter/X Shift+A "Plane" S 0.5 Enter R X 90
01:12 GreenDimond ^creating a plane to be exported to Minetest
01:12 GreenDimond not uv-mapped
01:12 GreenDimond if you uv map its another U Unwrap
01:12 GreenDimond very simples
01:13 VanessaE ^ though you may have to go into the UV editor and rotate there if the texture is cockeyed.
01:13 VanessaE (also trivial)
01:13 GreenDimond Shouldnt have to in most cases but yeah
01:13 argyle77 I'm to understand then that you've used blender before, GreenDimond
01:13 GreenDimond and if its a solid color then it doesnt matter
01:13 VanessaE righty
01:13 VanessaE -y
01:14 GreenDimond Used before? Use regularly*
01:15 GreenDimond Also, if you dont care if the plane is in the middle or not, you can solve this with a normal node by putting the texture on only one side
01:16 argyle77 Normal nodes can't be partially transparent though, can they?
01:16 GreenDimond They can
01:16 argyle77 Mine all end up with a filler color.
01:16 GreenDimond use_texture_alpha = true, and drawtype = glasslike to prevent void-seeing
01:16 GreenDimond "glasslike"*
01:16 VanessaE oh sure.  full alpha is available if you need it, but MT doesn't handle multiple layers of alpha well.
01:17 argyle77 I only need full
01:17 GreenDimond MT handles multiple layers terribly
01:17 argyle77 Thats an artifact or irrlicht, right?
01:17 argyle77 or = of
01:17 VanessaE no
01:17 paramat any 'plantlike' underwater nodes without an air bubble around them, kelp and corals, are plantlike rooted
01:17 VanessaE MT just doesn't do Z sorting properly.
01:18 GreenDimond Many people have already suggested solutions to that
01:18 GreenDimond But whatever
01:18 argyle77 I'm just getting acquainted with the engine.  There's alot there.
01:18 GreenDimond oh, thank you for reminding me I need to make a custom drawtype
01:18 GreenDimond I shall call it plantlike_rooted_2
01:19 GreenDimond both because it is a second version and provides only a 2-tall plant ;p
01:20 GreenDimond Unfortunately it will be a mesh but whatever
01:20 Emerald2 Gotta go. Good luck argyle. :)
01:20 GreenDimond Cya Emerald2
01:20 argyle77 Thanks!
01:20 GreenDimond plantlike_rooted param2 stacks the existing texture making it impossible to make taller textures.. so I shall shimmy around it
01:24 GreenDimond kms
01:24 GreenDimond I just overwrote a blend file I didnt intend to
01:25 argyle77 ug
01:25 GreenDimond this is why .blend1 exists :D
01:25 paramat problem with physics override is that if you set player speed to 0 they can't move away from the barrier to have speed restored to them. also it may interfere with other mods using physics override
01:26 GreenDimond I didnt know he was using it for a barrier when I suggested it x)
01:27 paramat i see :)
01:28 argyle77 No, I understand that issue.  I'm not there yet, but I get that I can't just freeze the player without an exit strategy.
01:29 argyle77 It at least gives me the clue that I can see and manipulate the player's position.
01:42 argyle77 So, if a player digs a block in a certain position, I (my mod) want  to know about it.  Is this feasible?
01:43 sofar of course
01:43 sofar a specific block, or any block?
01:43 sofar with a specific tool, or any tool?
01:43 sofar all possible
01:44 GreenDimond minetest.register_on_dignode
01:44 argyle77 Any block, any tool, specific position.
01:44 GreenDimond https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3596-L3599
01:45 argyle77 That function says its not recommended, but is that because most users would want it for a specific block type?
01:46 GreenDimond Correct
01:46 sofar it's a sledge hammer function
01:46 argyle77 splendid
01:46 sofar it will get called for *any* node removal
01:46 GreenDimond In your case it is really the only feasible option
01:46 sofar the more specific you can make it, the more efficient it will be
01:46 sofar maybe consider node protection, even
01:47 GreenDimond sofar, he wants to keep players from removing nodes at a certain perimeter around the world
01:47 sofar how many "specific position" are you talking about?
01:47 argyle77 I will try to return from it as quickly as possible
01:47 GreenDimond He is making a barrier mod
01:47 argyle77 Billions probably.
01:47 GreenDimond lol no
01:47 sofar so protection api is viable
01:47 sofar if (outside perimeter) then return false end
01:48 GreenDimond actually yes billions
01:48 GreenDimond sofar, that is still using on_dignode though
01:48 sofar it will catch more than on_dignode
01:48 GreenDimond 15.4 billion positions, assuming you cover each wall at the furthest possible point
01:48 argyle77 That may help too.  I'll look into it.
01:48 sofar could also just monitor player location and remove interact privs
01:49 sofar many ways to rome
01:49 sofar they're all long and windy :)
01:49 GreenDimond that sounds like a hack
01:49 argyle77 That is the number GreenDimond
01:50 argyle77 slightly less
01:50 GreenDimond right
01:50 GreenDimond I rounded up
01:56 argyle77 It looks like I may be able to achieve the same objective using the protection api or register_on_dignode.  Are they similarly expensive?
02:09 paramat joined #minetest
02:12 riff-IRC joined #minetest
02:20 swift110 joined #minetest
02:23 stiell joined #minetest
02:36 JDCodeIt left #minetest
02:43 Cornelia joined #minetest
02:52 Emerald2 joined #minetest
03:22 machinehum joined #minetest
03:26 swift110 joined #minetest
04:00 argyle77 joined #minetest
04:08 Wuzzy joined #minetest
04:19 tina10 joined #minetest
04:37 Fusl joined #minetest
06:24 Tux[Qyou] joined #minetest
06:26 Fusl joined #minetest
06:46 MinetestBot [git] translations@minetest.net -> minetest/minetest: Update translations e0ebe79 https://git.io/fh74j (2019-02-14T06:45:35Z)
06:48 Emerald2 Hey nerzhul, do you know about translation of the game then?
06:49 MinetestBot [git] translations@minetest.net -> minetest/minetest: Run updatepo.sh eb5ac72 https://git.io/fh7Bv (2019-02-14T06:47:08Z)
07:06 Markow joined #minetest
07:28 CWz joined #minetest
07:43 aheinecke joined #minetest
08:33 jluc_ joined #minetest
08:58 Beton joined #minetest
09:11 Fixer joined #minetest
09:25 proller joined #minetest
09:26 Dr_Frankenstone joined #minetest
09:28 proller joined #minetest
09:30 nowhere_man joined #minetest
09:50 proller joined #minetest
09:54 clavi joined #minetest
09:56 sveta left #minetest
10:11 troller joined #minetest
10:14 SanskritFritz joined #minetest
10:50 Dr-Frankenstone joined #minetest
10:52 DrFrankenstone joined #minetest
10:56 Dr_Frankenstone joined #minetest
11:06 YuGiOhJCJ joined #minetest
11:08 CWz_ joined #minetest
11:08 Lunatrius joined #minetest
11:24 Lunatrius joined #minetest
11:30 Lunatrius joined #minetest
11:30 Dr-Frankenstone joined #minetest
11:55 riff-IRC joined #minetest
12:06 Emerald2 joined #minetest
12:33 LMD joined #minetest
12:56 Tux[Qyou] joined #minetest
13:04 scr267 joined #minetest
13:15 Pentium44 joined #minetest
13:22 calcul0n joined #minetest
14:20 Beton joined #minetest
14:28 jas_ Hi
14:28 jas_ !server Glitchtest
14:28 MinetestBot jas_: Glitchtest | dcbl.duckdns.org | Clients: 0/15, 0/1 | Version: 5.0.0-dev / Glitchtest | Ping: 126ms
14:52 proller joined #minetest
15:09 argyle77 joined #minetest
15:24 NathanS21 joined #minetest
15:35 est31 joined #minetest
16:26 Elon_Satoshi joined #minetest
16:31 Darcidride joined #minetest
16:33 Rafi59 joined #minetest
16:51 JDCodeIt joined #minetest
16:52 JDCodeIt Hi All: Any ideas where to start digging into this warning that pops up when a player goes into a new area? I didn't find an open issue at Github : WARNING[Emerge-2]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
16:53 sfan5 which mods are you running?
16:54 JDCodeIt Too many - so it's mod-related, right?
16:54 sfan5 i've never seen this with "vanilla" 5.0, so yes
16:55 JDCodeIt So a mod like mobs - spawning an entity in a block that another thread is emerging could be an issue, no?
16:56 sfan5 yes, i'd expect entity creation to only work when a block is loaded
17:06 JDCodeIt So a block emerges with nodes that have an abm registered with an interval = some number. Does the system call the function once immediately (if chance is hit), then wait interval seconds to go again? Or waits first for interval seconds? Might be a good note in the wiki and lua_api.txt...
17:08 JDCodeIt ...or neither - interval is counting off all the time and you don't know when it will be called for a newly emerged block?
17:11 nowhere_man joined #minetest
17:16 LMD joined #minetest
17:54 nowhere_man joined #minetest
17:59 Wuzzy joined #minetest
18:01 kaeza joined #minetest
18:06 Emerald2 joined #minetest
18:22 puzzlecube joined #minetest
18:32 argyle77 joined #minetest
18:32 puzzlecube joined #minetest
19:07 Andrey01 joined #minetest
19:15 proller joined #minetest
19:23 Andrey01 can i use own inventory lists names instead 'main', 'craft', 'craftpreview'?
19:24 Andrey01 however, on trying of creating with own names i get a warning: WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory list "kwc1_1" @ "nodemeta:2,16,63" doesn't exist
19:38 p_gimeno how do I debug who generated an unwanted recipe?
19:38 rubenwardy unwanted?
19:39 p_gimeno yeah, I have a dupe, cooking gravel results in tar and in asphalt; the desired result is asphalt because tar can be obtained by cooking tar base too, but the output of the furnace is tar
19:39 rubenwardy in buildin/register.lua
19:40 rubenwardy local old = core.register_craft
19:40 rubenwardy core.register_craft = function(def, ...) def.modname = minetest.get_current_mod(); old(def, ...) end
19:40 rubenwardy heh, kind of a pain
19:40 p_gimeno worst of all, I can't find any such recipe by grepping
19:42 p_gimeno I'll see if that leads me somewhere, thanks
19:49 illwieckz joined #minetest
19:49 Andrey01 again the question: can i create inventory list with own name?
20:02 JackFrost joined #minetest
20:03 proller joined #minetest
20:04 MinetestBot [git] rubenwardy -> minetest/minetest: Fix extract zip writing lowercase files (#8221) a8311ad https://git.io/fh71S (2019-02-14T20:03:45Z)
20:07 Andrey01 and also rubenwardy`s modding book nothing says about it :\
20:08 proller joined #minetest
20:10 nowhere_man joined #minetest
20:13 Fixer joined #minetest
20:16 Lia joined #minetest
20:18 Lia joined #minetest
20:21 ssieb joined #minetest
20:22 FreeFull joined #minetest
20:38 illwieckz joined #minetest
20:45 Naskita joined #minetest
20:45 Naskita Hello
20:46 jas_ Lo
20:56 Gael-de-Sailly joined #minetest
21:14 jluc joined #minetest
21:18 kaeza joined #minetest
21:27 SanskritFritz joined #minetest
21:28 p_gimeno rubenwardy: that did it, thanks! found the culprit
21:30 p_gimeno it turns out, there were two blocks named tar, one from building_blocks (part of homedecor) and one from moreblocks
21:43 Markow joined #minetest
21:45 p_gimeno hmm, there doesn't seem to be a tar block in moreblocks, even though the recipe is there, which is obviously a mod bug. However I wonder why does that register as tar in another mod (building_blocks).
21:51 p_gimeno er, wait, there's one block, sorry
21:56 FreeFull joined #minetest
22:19 scr267a joined #minetest
22:20 kaeza joined #minetest
22:22 jas_ I guess calinou should have called it "morenodes" ^_^
22:24 Calinou p_gimeno: there's tar in More Blocks, but maybe it's aliased if you have other mods installed
22:25 p_gimeno Calinou: yes, that seems to be it, I think I found the culprit
22:26 p_gimeno thanks
22:29 Calinou no problem :)
22:40 MinetestBot [git] Wuzzy2 -> minetest/minetest: Update minetest.conf.example, settings strings and locale files (#8230) f290d01 https://git.io/fh7Sq (2019-02-14T22:38:24Z)
22:48 riff-IRC joined #minetest
22:58 galaxie left #minetest
22:59 paramat joined #minetest
23:37 puzzlecube joined #minetest
23:43 JDCodeIt left #minetest
23:49 Ruslan1 joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext