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IRC log for #minetest, 2019-04-07

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All times shown according to UTC.

Time Nick Message
00:12 kurtzmusch can i multiply a vector by a number like this? player.get_look_dir()*5
00:24 kurtzmusch nevermind, found vector.multiply
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02:20 trom_ MT crash witout any logs when I do vm:set_lighting({day=12, night=14})
02:20 trom_ is it magic ?
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02:52 Emerald2 I wonder if paramat's volcano will get more conical shaped eventually.
03:31 VanessaE trom_: that isn't how you use that function.
03:31 VanessaE as far as I know anyways
03:32 VanessaE hm, maybe it is.
03:32 VanessaE meh, whatever :P
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03:46 trom_ VanessaE: but if I do vm:set_lighting({day=15, night=14}) no problem there all works
03:47 VanessaE oh, because you tried to set day darker than night heh
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03:50 trom_ VanessaE: but vm:set_lighting({day=12, night=7}) crash MT anyway
03:52 VanessaE hm
03:52 VanessaE I dunno..
03:52 VanessaE file a bug report :)
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04:25 useruser_ hi all, my most recent map (carpathian, minetest 5.0.1) doesnt appear to have any iron ore - is this normal, is there any way to generate some?
04:30 Emerald2 How deep in the world have you gone?
04:31 Emerald2 I've been on a couple new servers recently where the iron ore was around -200
04:33 useruser_ not quite -200 yet, but deep enough to see copper, tin, silver.
04:33 Emerald2 Yeah I encountered a lot of silver before I hit the iron level. Also copper and tin.
04:34 useruser_ interesting
04:34 useruser_ guess i'll keep digging! :D
04:35 Emerald2 You should find some iron soon.
04:37 walle303 kaeza, thanks
04:37 walle303 i solved it already though by reducing max active mapblocks to whatever a player is standing in and let them manually remove them
04:38 walle303 what kept happening is that the server would lock up because of too many active blocks
06:26 humhumhum so, can i split inventory into two types of items?
06:26 humhumhum or do I have to change its size on inventory change?
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06:48 humhumhum also, does item_eat trigger player_inventory_change?
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07:02 nezby AHOJ JSOU TU ČEŠI ?
07:03 VanessaE huh?
07:05 Emerald2 Google translate said that's Czech.
07:05 Emerald2 I think they want to know if anyone else here speaks that.
07:06 VanessaE that'll be a no.
07:06 VanessaE :)
07:09 humhumhum ahoy, are there czechs he said
07:09 humhumhum slavic languages are similar enough to understand 95% common and 50% uncommon words
07:10 Emerald2 Google translate has been known to mangle things. :)
07:10 Emerald2 Seems to do better with more related languages, and then makes a mess of others.
07:10 humhumhum allah is a bycicle
07:11 VanessaE nezby: just ask your question
07:11 * Emerald2 blinks.
07:11 sofar bicycle?
07:11 sofar bycycle?
07:11 sofar bicicle?
07:11 humhumhum ah yeah old mistranslation
07:11 humhumhum famous one
07:12 humhumhum bicycle ofc
07:12 Emerald2 Wow. What was that supposed to say?
07:12 humhumhum allah is great
07:13 Emerald2 Bicycle is pretty random.
07:13 humhumhum its wasnt done by google translate but still
07:13 humhumhum technically it was correct
07:14 humhumhum it just didnt consider the context
07:16 Emerald2 That's... weird.
07:19 humhumhum so, does eating trigger inventory change?
07:21 Emerald2 Check out the volcano. https://imgur.com/a/2K9iKRZ
07:26 humhumhum rubenwardy: on your ctf server crafting grid is replaced with recipe list, is it some separate mod or a part of ctf?
07:27 humhumhum i haven't found a separate mod on content db at least
07:27 ANAND humhumhum: It's a separate mod
07:28 humhumhum which one?
07:28 ANAND https://github.com/rubenwardy/crafting
07:28 ANAND Originally developed for another game in development, but found its way into CTF
07:28 humhumhum that's the stuff yeah
07:29 humhumhum i was just thinking on how to prevent people from carrying stuff in the crafting grid when i remembered this mod
07:30 ANAND Btw, I'm 99% sure eating doesn't trigger the inventory change callbacks
07:30 humhumhum Ehm, that's bad.
07:30 ANAND Those callbacks are executed only for those inv. changes that happen in C++
07:31 ANAND Yea, agreed
07:31 ANAND Eating is defined in Lua, so...
07:31 ANAND See #8390 for why that callback isn't called for certain actions
07:31 ShadowBot https://github.com/minetest/minetest/issues/8390 -- minetest.register_on_player_inventory_action ignores many inventory changes
07:34 humhumhum mm crap
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07:36 humhumhum ok, say I wanted to make player be colored red when his inventory is not empty and green when his inventory is empty
07:36 humhumhum is there no way to do that other than checking player's inventory all the time?
07:38 ANAND No other way at present, unfortunately
07:45 humhumhum is there a way to forbid climbing up by ladders and such?
07:46 humhumhum temporarily, depending on the player's state
07:54 Nezrok Does setting their jump to 0 prevent going up ladders? I never tried
07:55 humhumhum hmm
07:56 humhumhum technic radio hazard suit reduces jump but ladders can still be climbed normally if i'm not mistaken
08:00 humhumhum doing anything with entities and inventories is such a pain in the ass
08:05 ANAND Nezrok: I don't think so
08:06 ANAND Ladders themselves disable players from jumping, which seems to indicate that climbing is different from jumping.
08:08 humhumhum modding minetest is easy they said, you can do anything there they said
08:09 ANAND :)
08:09 humhumhum i guess i'll try back when 6.0 comes out
08:09 humhumhum if i will live till then
08:11 Nezrok You could make it so that if their y value changes positively, they are automatically sent back down one block
08:11 Nezrok I dunno
08:12 humhumhum i think ladders and water are similar, is there a swimming speed or something?
08:12 Nezrok Yeah, something to do with the viscosity
08:13 humhumhum are ladders viscous?
08:13 Nezrok I don't think so :c
08:13 Nezrok It only applies to liquids
08:16 ANAND > You could make it so that if their y value changes positively, they are automatically sent back down one block
08:16 ANAND That experience won't be great
08:17 ANAND Throw lag into this, and you will be guaranteed of an empty server
08:17 ANAND -of
08:18 Nezrok Youuuuu could write an abm that swaps out ladders near affected individuals with identical but non-functional ones, and swap them back when they leave
08:18 ANAND Wut
08:19 humhumhum what if two people try to climb the same ladder?
08:19 Nezrok It's doable
08:19 Nezrok Oh right
08:19 ANAND lol :)
08:20 Nezrok You could attach the player to an invisible entity that overrides player controls, like a boat, with no up/down functionality
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08:21 Nezrok up/sneak rather*
08:21 ANAND Laggy
08:21 Nezrok How's that laggy?
08:22 ANAND Player movement is handled client-side. Player-controlled entity movement on the other hand happens server-side
08:22 ANAND Think carts
08:22 ANAND and boats, oc
08:22 ANAND ofc*
08:22 Nezrok Yes, and?
08:22 humhumhum ah, you'd run around and see yourself drifting into walls and jerking at the corners
08:22 ANAND They're laggy and the movement is sluggish
08:22 Nezrok Hmm
08:23 ANAND As I said, player movement is client-side and everything happens instantaneously.
08:23 ANAND Not the case with player-controlled entities
08:24 ANAND Carts and boats are notorious for causing even more lag than there already is
08:24 Emerald2 lol carts
08:24 ANAND Bc, they check for player keypresses every step
08:24 Emerald2 So many times I've had my cart get stuck in the ground or in midair.
08:24 ANAND Operate a cart and Minetest will turn into a slideshow
08:24 ANAND sorta
08:25 ANAND Entities are messed up...
08:27 humhumhum so, no way without killing performance?
08:27 ANAND Sadly, correct
08:28 ANAND Unless SSCSMs are fully implemented and are released in 5.1.0
08:28 ANAND i.e. Server-Sent Client-Side Mods
08:29 ANAND Server controls what the mod does, but the mod itself is run client-side
08:29 ANAND Running client-side opens up a metric ton of new possibilities and features
08:30 ANAND Bc there won't be any performance hit due to latency or lag
08:30 humhumhum is there an api for doing that or something
08:30 humhumhum so i can start making stuff now
08:31 ANAND Not yet
08:31 Nezrok Might be easiest simply to modify how the ladders work, where if they have whatever effect you are applying to them, they simply can't use them
08:32 ANAND But it should be similar to CSMs for the common features. So the CSM API reference might be of help
08:32 ANAND https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt
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09:06 humhumhum server-sent client-side bitcoin miners when?
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10:02 MinetestBot [git] starling13 -> minetest/minetest: util/hex.h: Reserve result space in hex_encode() 1db4ae9 https://git.io/fjLjQ (2019-04-07T10:01:42Z)
10:02 MinetestBot [git] ClobberXD -> minetest/minetest: Add deprecation warnings for ObjectRef:get/set_attribute (#8443) 3deaa7c https://git.io/fjLj7 (2019-04-07T10:00:57Z)
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11:16 p_gimeno humhumhum: maybe physics override while in a ladder helps? there isn't a lot of things you can change in a player to make it behave differently to other players, but maybe that one helps
11:20 p_gimeno also, http://irc.minetest.net/minetest-dev/2018-12-17#i_5461377
11:23 humhumhum i see
11:31 humhumhum its easier to just ignore the ladders
11:31 humhumhum let them climb em i don't cacre
11:31 humhumhum care
11:37 humhumhum is there a way to determine whether player moved on his own or was teleported/taken somewhere by a cart or by boat?
11:42 oil_boi_minetest Oh boy
11:42 oil_boi_minetest https://i.imgur.com/SIUzv7r.png
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11:42 oil_boi_minetest I found a hole in the map :T
11:42 ANAND humhumhum: A hacky way would be to override set_pos and move_to to track the latest position. Then you could check if the player's position matches the position stored by the modified methods set_pos and move_to.
11:43 humhumhum that's too smart for me
11:43 humhumhum just say no
11:43 ANAND :P
11:43 ANAND It's actually quite simple though
11:44 humhumhum i'm doing iq40 scripting
11:44 ANAND Hmm, it isn't as simple bc set_pos and move_to are defined in the C++ side
11:45 ANAND It'd be much easier if these were defined on the Lua side
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11:48 humhumhum why are there differences between client and server chunks even in singleplayer?
11:49 humhumhum e.g. i have 1 block in my hand, i place it somewhere but for some reason two blocks are placed and remain. If I mine one I get a block back, but if I mine another I get nothing, also one block disappears if I restart the game.
11:50 humhumhum I've experienced blocks blinking when mining on laggy servers, but eventually the correct mined state prevails, but when placing blocks they remain indefinitely.
11:50 humhumhum you can even walk on them
11:50 humhumhum even though they technically don't exist
11:52 ANAND I've experienced this issue quite a few times, but not in singleplayer o_O
11:52 humhumhum I've had it during intentse mapgen yesterday
11:53 ANAND Server was too busy to ignore events like these, in singleplayer? :O
11:53 humhumhum yes
11:54 humhumhum i guess
11:54 humhumhum i dunno, but it happened
11:55 humhumhum also, is it possible to forbid dropping items?
11:55 humhumhum with 'q'
11:58 oil_boi_minetest Is there a way to make random particles from a texture like how the digging particles are?
11:58 oil_boi_minetest Like random sections of the texture
12:00 ANAND humhumhum: Override minetest.item_drop
12:00 Krock humhumhum: register a player inventory callback
12:01 Krock but you cannot figure out where the "take" action goes to :/
12:01 ANAND Only dropping items have no "take" action, right?
12:02 ANAND The callback might be able to detect a drop by checking if take doesn't exist
12:05 Krock uh, I'm not sure because there was a change in the code to handle the amount of dropped items in Lua instead of C++
12:05 ANAND :(
12:07 humhumhum to be precise I want behaviour like this: craftitems and stuff like saplings can be dropped and taken, tools can be dropped and taken, nodes can't be dropped even after mining (they should tranform into a mined node instead, then drop like sand).
12:08 ANAND So they shouldn't even be diggable in the first place, right?
12:09 ANAND i.e. They should be transferred to the player's inv after digging
12:09 ANAND shouldn't*
12:09 ANAND ugh, my English is getting worse by the day >.<
12:09 humhumhum well, they should transfer if there's space
12:09 ANAND But they shouldn't be placed?
12:09 humhumhum if there isn't they should drop down like sand
12:10 ANAND They already do
12:10 ANAND Not as falling nodes like sand, but as item entities
12:10 humhumhum yes, but if you mine stone with full inventory it drops a cobble item
12:10 humhumhum I want stone instead to create cobble which will drop down like sand
12:11 ANAND Ah I see
12:11 Krock https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L515
12:12 Krock called by core.node_dig
12:12 Krock the issue is that the digging result and the actual dropping is handled separately
12:12 ANAND You ninja'd me :P
12:13 humhumhum well i'm ok with digging result as they are now
12:13 humhumhum i just want the item which digging would normally yield to drop down and if possible (if its not a piece of ore or coal) to transform into a block
12:15 humhumhum i have very vague idea of what that function does tbh
12:15 ANAND handle_node_drops creates the item entities.
12:15 Krock ^ i.e. the small objects to pick up
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12:15 Emerald2 Like if you dig stone it turns into a cobble that drops down as though it were a sand?
12:16 ANAND You'll have to register the falling nodes for each node, and override handle_node_drops to create falling nodes instead
12:16 ANAND Emerald2: If I understand correctly, yes
12:16 * Emerald2 is reminded of nodecore.
12:16 ANAND I was stuck trying to craft ladders
12:16 ANAND in NodeCore
12:17 Emerald2 I am *terrible* at figuring out the crafts. I just ask Lone_Wolf.
12:17 ANAND lol
12:17 ANAND Spent around 15 minutes trying to craft ladders, and rage-quit
12:17 Emerald2 Just wait until you start trying to figure out optics. I just can't.
12:17 humhumhum what's nodecore about, figuring recipes out?
12:17 Emerald2 Haha. I joined the nodecore server so I could REEEEEEEEE at Warr.
12:18 Emerald2 humhumhum, the crafting doesn't use a craft grid like normal minetest. You have to create the items in the world by putting things together the right way.
12:18 Emerald2 Or pummeling them with the right thing.
12:19 humhumhum oh hmm sounds like what I'd like to create, where's warr1024 now?
12:19 Emerald2 I'll see if he's around.
12:21 humhumhum i'm trying to make a mod for realism, i'm still considering how to implement crafting when you can only carry 1 block at a time
12:21 humhumhum if you can craft by placing them on a ground together that'd be cool
12:22 Emerald2 Like nodecore? :P
12:22 humhumhum in nodecore you also carry one block at most?
12:22 Emerald2 Warr said you can add nodes to the falling_node group and they fall.
12:22 Emerald2 THe inventory was restricted to 8 or so, last I looked.
12:22 humhumhum nah, thats not realistic
12:23 humhumhum i bet you can even stack em
12:23 Emerald2 Otherwise good luck collecting things.
12:23 Emerald2 Some things stack.
12:23 Emerald2 I mean you *could* shrink the inventory if you wanted, I'm sure.
12:23 humhumhum well its not hard
12:23 humhumhum i didnt really shrink it completely, i think you should be able to carry like 10-20 sticks without problems
12:24 humhumhum but carrying 1 cubic meter of stone is only possible because there is no way around it if i want to make it playable at all
12:24 Emerald2 I've seen items have restricted stack sizes on servers before.
12:25 humhumhum i tried splitting inventory into "heavy" and "light" item slots, but didnt know ho
12:25 humhumhum how*
12:26 humhumhum so I just added weights to all items and now if you walk around you get slowed and damaged depending on how heavy a load you carry, carrying 2 blocks of coble kills you in a few seconds
12:26 humhumhum and i wanted to prevent climbing ladders but its too hard
12:28 humhumhum and if I manage to forbid dropping items out of inventory you would have to carry a block outside every time you mine it and drop into a pile
12:30 humhumhum well, also need to reduce chests for that, otherwise people would just dump thousands of tonnes of stone into a single chest
12:34 humhumhum does anyone play catadda?
12:34 Emerald2 Never heard of it.
12:34 humhumhum eh you're missing out
12:35 humhumhum basically i want to making something like catadda's inventory and crafting in minetest
12:35 humhumhum to make*
12:35 humhumhum your char has a weight limit below which it can carry without trouble, if going above it you get damaged and slowed
12:36 humhumhum also you have only one slot by default - hand slot - which can fit item of any size
12:36 humhumhum for other slots you need to wear clothes with pockets, backpacks, etc, they all add volume which you can stuff with any amount of items which fit
12:38 humhumhum but among wearable items only power armor in powered state adds additional carrying weight
12:38 humhumhum backpacks add volume but don't increase maximum weight
12:40 rubenwardy that's certainly possible
12:41 rubenwardy you'll need to have something to check the inventory
12:41 rubenwardy it's painful to handle all cases, as there's no callbacks for mod actions
12:41 rubenwardy in crafting, I make a hash of the inventory to check for changes
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12:47 humhumhum I'm just not sure how to go about volume limit
12:47 humhumhum Just cutting and increasing/decreasing amount of slots doesn't work as required.
12:48 humhumhum I mean, a person can hold 1 big rock, or a heap of sticks, flowers, leafs and seeds.
12:48 humhumhum 1st takes 1 stack, 2nd takes 4 stacks
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12:50 humhumhum If I just let them have 5 stacks of anything people would often die from getting 5 blocks of stone and forgetting that walking like that damages heavily
12:52 humhumhum inventory could be dynamically resized but by picking up items in a different order you'd get lots of corner cases and create more troubles than solve
12:53 humhumhum i guess it can be alleviated by adding volume stat to all items? and then counting when counting weight
12:54 humhumhum nope still doesn't work
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12:56 humhumhum is it possible to forbid certain items from being transferred to another inventory?
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13:14 ANAND Only via the inventory change callbacks, AFAIK
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13:43 oil_boi_minetest Is there a way to make random particles from a texture like how the digging particles are?
13:43 oil_boi_minetest Like random sections of the texture
13:43 oil_boi_minetest <-repasted
13:50 oil_boi_minetest actually, where is the mining particle definition stored in the source code? :O
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13:53 oil_boi_minetest https://github.com/minetest/minetest/blob/master/src/client/particles.cpp#L612 Hmmm I think!
13:54 oil_boi_minetest I didn't realize I could actually read c++ :O
13:55 oil_boi_minetest That should be a function :D random selection of particle!
13:55 Krock you could use texture modifiers to get a specific area from the input texture
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14:31 oil_boi_minetest Krock: What is BS? https://github.com/minetest/minetest/blob/master/src/client/particles.cpp#L607
14:31 oil_boi_minetest Block Size? :O
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14:37 ANAND Been wondering the same
14:37 Krock https://github.com/minetest/minetest/blob/master/src/constants.h#L74
14:38 Krock no, it's just some number to reduce floating point to integer inaccuracy
14:38 ANAND Cool, thanks
14:38 Krock !next
14:38 MinetestBot Another satisfied customer. Next!
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14:43 oil_boi_minetest Krock: Thanks!
14:49 oil_boi_minetest Krock: How do I find a texture size? :O
14:49 Krock you can't, and that's a pity
14:55 oil_boi_minetest That's okay! I translated the c++ into lua then rewrote it again to work with the particle api and it works :D
14:56 oil_boi_minetest Krock: https://pastebin.com/WyuKMvdy
14:57 oil_boi_minetest the size variable on line 26 will be for the loop I'm going to run instead of a particle spawner so it mimicks the engine
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15:38 Krock nice
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15:51 oil_boi_minetest Krock: Here is the fully developed version https://forum.minetest.net/viewtopic.php?f=47&amp;t=22500&amp;p=348267#p348267
15:51 oil_boi_minetest I love it :D
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16:04 trom_ Halp ! Why vm:set_lighting({day=12, night=7}) crash MT ?
16:05 ANAND trom_: Are there any errors in debug.txt?
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16:11 trom_ ANAND: no one error. Last line is  - 2019-04-07 20:03:22: VERBOSE[Main]: Saving registered mod storages.
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16:12 trom_ singleplayer mode. client crash silently after show me someyhing https://i6.imageban.ru/out/2019/04/06/50e261c07beebe93ac094ed150d549b0.jpg
16:14 stormchaser3000 looks like some bots posted spam on the forums... https://forum.minetest.net/viewtopic.php?f=42&amp;t=22498 https://forum.minetest.net/viewtopic.php?f=42&amp;t=22497
16:15 stormchaser3000 oddly enough, they made those posts in the builds section
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16:46 MinetestBot [git] adrido -> minetest/minetest: Find PostgreSQL correctly (#8435) 25f231a https://git.io/fjtIU (2019-04-07T16:45:25Z)
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16:53 oil_boi_minetest For some reason you can only use the top left of a texture when modifying it?? I can't move it to the right :O
16:54 oil_boi_minetest OH
16:54 oil_boi_minetest You have to do a negative value! :O
16:54 CWz does "minetest.run_server_chatcommand" not work anymore?
17:01 ANAND CWz: Is it in client_lua_api.txt? If not, it probably wouldn't.
17:01 CWz it worked in 0.4
17:02 ANAND Some of the more-abusable CSM features were removed for 5.0.0 IIRC
17:05 Krock before you open an issue: it's intended. the CSM API isn't stable yet anyway
17:10 MinetestBot [git] osjc -> minetest/minetest: Optimize random turns in dungeongen (#8129) 0c90ab4 https://git.io/fjtIK (2019-04-07T17:08:27Z)
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17:37 p_gimeno oil_boi_minetest: I've been thinking, can't you just use object:set_yaw() to make the object face the desired direction instead of having it done automatically by the engine? that's what many mods do, e.g. carts, advtrains, vehicles
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17:39 kurtzmusch guise, i looked into the API doc on github  but couldnt find the option to make facedir not mess with the texture orientation...
17:43 sfan5 texture orientation?
17:44 oil_boi_minetest p_gimeno: I dunno I'll just wait until it's fixed, I'm just working on balancing the alpha game
17:45 kurtzmusch sfan5 vanessae toldd me its now possible to rotate the mesh without rotateing the textures
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17:49 kurtzmusch looking into mtg, it seems to be something like align-style="world"
17:49 kurtzmusch oh, nvm found it in the api
17:54 Multi__ Hola Is anyone able to come join a IRC or discord and guide my friend through port forwarding a minetest server
17:54 MinetestBot Multi__: Apr-04 21:52 UTC <nri> You can test my server out ask me for the keyword if you go on its called Nri_Creative and its on v5. i will build the spawn and rules on saturday
17:54 Multi__ Thats nice
17:55 oil_boi_minetest Is there an api call for when player's get hurt?
17:55 oil_boi_minetest minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier) Oh okay
17:55 sfan5 Multi__: there's lots of guides available on the web, wouldn't that work?
17:56 Multi__ sfan5 for some reason they want a guide through message
17:57 Multi__ ...
18:20 MinetestBot [git] paramat -> minetest/minetest: Android settings: Use 'simple' leaves instead of 'fancy' (#8440) a222ff4 https://git.io/fjttv (2019-04-07T18:20:00Z)
18:27 Ki joined #minetest
18:36 oil_boi_minetest I wish the server thing that doublechecks your password would auto focus to the text bar so I can just type in my password again :T
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18:36 rubenwardy oil_boi_minetest: platform?
18:36 rubenwardy it does for me
18:36 oil_boi_minetest arch linux
18:37 rubenwardy weird, same
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18:37 rubenwardy nvm, it doesn't
18:37 oil_boi_minetest You are about to join this server with the name "oilboi" for the first time.
18:37 oil_boi_minetest If you proceed, a new account using your credentials will be created on this server.
18:37 oil_boi_minetest Please retype your password and click 'Register and Join' to confirm account creation, or click 'Cancel' to abort. and then I have to click the box to type
18:37 oil_boi_minetest First world problems
18:37 oil_boi_minetest I am the master of nit picking
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18:40 paramat !tell useruser_ all ores were made deeper in MTGame 5.0.0. iron ore starts at y = -128 at low density, higher density at y = -256
18:40 MinetestBot paramat: I'll pass that on when useruser_ is around
18:41 paramat that registration confirmation menu is going to be reworked, there's an issue
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18:43 AceNovo On my family server, everyone is walking around in the floor. Hit boxes are correct, but avatars are standing on the bottom of the current block rather than the top
18:44 rubenwardy AceNovo: make sure to update Minetest Game
18:44 rubenwardy and 3D Armor
18:44 AceNovo OK, I updated Minetest, but forgot that game was a separate update. Tx
18:47 kurtzmusch tfw lua has no +=
18:48 AceNovo ikr? I was also expecting != instead of ~=. Took forever to relearn that
18:49 rubenwardy because -- are comments
18:52 paramat trom_ "Why vm:set_lighting({day=12, night=7}) crash MT ?" it's a known issue, but the cause is unknown
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18:54 paramat #4399
18:54 ShadowBot https://github.com/minetest/minetest/issues/4399 -- Mintest crashes when vm:set_lighting({day = 7, night = 7}) or higher
19:00 trom_ paramat: thanks )
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19:08 p_gimeno looks like a stack overflow
19:20 kurtzmusch why player.eye_height returns nil ?
19:21 rubenwardy Missing :get_properties()
19:22 kurtzmusch huum
19:22 kurtzmusch noice i think i understand now
19:23 kurtzmusch it seems lua doesnt have objects, right? only nested tables that can contain functions...
19:37 rubenwardy tables are lua's objects
19:37 rubenwardy this is exactly the same as Javascript
19:37 rubenwardy Lua is a prototype-based OOP language rather than class-based OOP
19:38 rubenwardy just like JS
19:38 rubenwardy here's a class in the prototype pattern: https://github.com/CapitalismGame/capitalism_game/blob/master/mods/capitalism/company/company.lua
19:39 nri I'm Back
19:39 nri Multi__: can you please join NRI_Creative
19:39 Multi__ I am
19:39 Multi__ nri join #NRI-Creative so I can talk to you
19:48 kurtzmusch thanks ruben
19:48 jluc what about people's power ?
19:49 jluc i mean : citizens
19:50 rubenwardy ?
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19:53 jluc ethic and high moral orientated agendas
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20:24 Fixer rubenwardy: minetest ingame content window needs Installed category for sure, to update them all in one view
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20:41 Lone-Star got a question for any scripting gurus. i made a script to update/build minetest dev and stable. anyways, is there a way to stop the script if "git pull origin" returns already up to date?
20:43 nri I'm Back
20:51 p_gimeno Lone-Star: I don't use git pull myself. Does it output nothing when there are no changes, as fetch does?
20:52 Lone-Star when i do a git pull origin, if my sources are up to date, console displays "Already up-to-date". i want to stop the script and not continue to compile if Already up-to-date
20:55 Lone-Star use to know all this back 30yrs ago, not so much now
20:55 p_gimeno ah hmm... well maybe you can switch to fetch + merge, as I know how to do it with these, though that's somewhat off-topic here... want to talk in PM?
20:55 Lone-Star sure
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21:20 nri I'm Back
21:24 proller joined #minetest
21:27 diemartin Hi Back. Nice to meet you.
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23:39 MinetestBot [git] paramat -> minetest/minetest: daynightratio.h: Improve codestyle, minor optimisations (#8453) 0cc85a7 https://git.io/fjt3K (2019-04-07T23:37:52Z)

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