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IRC log for #minetest, 2020-04-05

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All times shown according to UTC.

Time Nick Message
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01:12 orbea in the minetest.conf, how big are "blocks"? The same size as each individual block in game?
01:13 orbea struggling to get player_transfer_distance right, maybe 100 is more than I understood?
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01:25 rubenwardy orbea: a cube in the game is called a "node".   A block (full name: MapBlock) is 16x16 nodes
01:25 rubenwardy 100 is 1600 metres
01:25 rubenwardy if you assume a cube is a metre
01:27 orbea thanks :)
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01:43 Sketch2 https://www.isitdownrightnow.com/forum.minetest.net.html
01:44 rubenwardy Sketch2: hardware issues
01:45 Sketch2 k, ty
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06:51 Extex Woah the forums are really acting up!
06:51 Extex What's come up?
06:51 Extex Have we like reached the max forum data usage or something?
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07:22 oil_boi_ Is there a function to modify node textures during server loop yet?
07:23 texmex oil_boi_: no
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07:34 oil_boi_ texmex: This is a very interesting problem to think about, I cannot see anything which allows me to create nodes while the game is running, or items, if I could do that I could create special nodes during the game loop to create signs. The other option is, create sign entity when signs are placed and simply delete the sign entity when it's  sign.get_staticdata is called since that only becomes called on unload. I'm not sure
07:34 oil_boi_ if nodes get unloaded the same as entities do though
07:35 oil_boi_ And then register the sign base node as an LBM with sign meta (Text) and yaw so that signs can be angled in any direction
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07:35 oil_boi_ Also the fact that you will be able to overlay the actual texture into the texture of the sign means that they will not look all messy and you can actually read the text
07:40 texmex oil_boi_: check out display_api for an implementation like the one you’re describing.
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07:47 newbie identify?
07:51 twoelk great, all my irc scripts got trashed :(
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08:00 * twoelk muses on what to make of the perfect sunshine outside
08:02 * twoelk big sigh
08:02 twoelk surfing the forum isn't much fun these days
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08:20 oil_boi_ texmex: https://github.com/oilboi/Crafter/issues/5 Hahaha I forgot to add an exception in for TooManyItems, I didn't even know that was possible :P
08:20 oil_boi_ Now you can get infinite "help" literally in your inventory!!
08:21 Krock twoelk: moreover I cannot update the mod search engine easily like this
08:21 oil_boi_ texmex: I'm so excited to work on the HALLOWEEN! Update once I fix all the bugs you guys found
08:22 oil_boi_ I love Halloween :D I can't wait for pumpkins! Also Krock is it possible to have the forum move to GitHub?
08:23 Krock oil_boi_: excuse me what?
08:30 oil_boi_ Krock: Oh nevermind, I didn't know github.io was made of static pages
08:31 oil_boi_ My brains moving a mile a minute right now :T Sorry about that
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08:52 twoelk if the problems on the forums are current situation related, I wouldn't recomend moving just right now - things will be similar elsewhere
08:55 nephele Now that github has more outages, moving more stuff to it is a good move, especially stuff that makes no sense to put on it :D
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10:47 oil_boi_ texmex: Would it be cooler if for the credits: I took the player to a corner of the map, generated the credits in nodes, and then literally scrolled the player down the world to simulate the credits scrolling up?
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11:00 texmex oil_boi_: It would! But the real cool thing to do would be to have a easter egg portal that brought the player to The Temple of Mese deep underground where credits would be browsable freely.
11:17 oil_boi_ That's a great idea :D
11:17 oil_boi_ texmex: Sticky pistons work perfectly now, I'm making a hidden door :D
11:19 oil_boi_ That duplication glitch was easier to fix than I thought, got me worried for a second until I can just check if it's deactivated before activating it
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12:45 adfeno Hi Amaz, I and a group of Brazilians made some changes to the interact mod, and would like to know if you accept patches through email (I couldn't find your email address in the auxiliary files or copyright notices of the mod), …
12:46 adfeno … or if by giving you the link to the fork you could review that, decide whether to merge it, and tell us the result.
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12:57 sfan5 !seen amaz
12:57 MinetestBot sfan5: amaz was last seen at 2020-03-30 15:41:11 UTC on #minetest
12:57 sfan5 oh huh
13:00 oil_boi_ texmex: I thought this was a fun way to unveil the trap chest and sticky piston https://youtu.be/zs3BHRymxlw :D
13:04 MinetestBot [git] pyrollo -> minetest/minetest: Hypertext: Fix hovercolor not working in global tag (#9582) 0eb3072 https://git.io/JvNGM (2020-04-05T13:04:41Z)
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14:34 orbea i was bored and read the old discord presence PRs a bit, I appreciate there is at least one game related project refusing that crap :)
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15:29 MinetestBot [git] BreadT -> minetest/minetest: Translated using Weblate (Japanese) 40dccc0 https://git.io/JvNW3 (2020-04-05T15:27:48Z)
15:29 MinetestBot [git] sfan5 -> minetest/minetest: Translated using Weblate (German) 7aec5f4 https://git.io/JvNWs (2020-04-05T15:27:48Z)
15:29 MinetestBot [git] oguzersen@protonmail.com -> minetest/minetest: Translated using Weblate (Turkish) e6e1c12 https://git.io/JvNWG (2020-04-05T15:25:55Z)
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16:32 MinetestBot [git] rubenwardy -> minetest/minetest: Update credits for 5.2.0 (#9593) 09b8f5d https://git.io/JvN80 (2020-04-05T16:30:44Z)
16:46 MinetestBot [git] sfan5 -> minetest/minetest: Continue with 5.3.0-dev 528b162 https://git.io/JvN8N (2020-04-05T16:31:52Z)
16:46 MinetestBot [git] sfan5 -> minetest/minetest: Bump version to 5.2.0 24147d9 https://git.io/JvN8A (2020-04-05T16:31:50Z)
16:50 sfan5 !op
16:50 Topic for #minetest is now The official Minetest channel | Latest version: 5.2.0 (2020-04-05) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest
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17:03 sfan5 ANNOUNCEMENT: Minetest 5.2.0 has been released https://github.com/minetest/minetest/releases
17:08 rubenwardy est31: I don't seem to be in the Minetest developers team?
17:08 rubenwardy my user is https://launchpad.net/~rubenwardy
17:08 rubenwardy I've requested access
17:08 rubenwardy also might be worth denying all those people
17:09 Wuzzy joined #minetest
17:11 rubenwardy also celeron55 ^
17:11 rubenwardy looks like you're the only one with "Administrator" rank
17:12 tf2ftw joined #minetest
17:12 tf2ftw Hello.
17:12 rubenwardy o/
17:13 tf2ftw Where are the mods and maps located when installing from Ubuntu Snap?
17:13 est31 rubenwardy: only c55 can add you
17:13 rubenwardy ok
17:13 celeron55 i'll set some extra administrators
17:13 DS-minetest tf2ftw: ~.minetest/*
17:13 DS-minetest oh, forget it
17:14 celeron55 which is, you two
17:14 tf2ftw DS-minetest, thanks but it doesn't seem that the mods are being picked up in that dir
17:14 est31 celeron55: ok
17:14 * DS-minetest didn't see the "Snap"
17:14 sfan5 rubenwardy: if you have the chance to edit the recipe make sure to look for a place to add -DCMAKE_BUILD_TYPE=Release to the build flags
17:15 tf2ftw I wasn't a fan of the Snap idea and now I'm not loving it in practice either.
17:15 DS-minetest tf2ftw: there's a minetest ppa (actually two, one stable and one daily)
17:16 tf2ftw Thanks I'll check it out.
17:17 est31 sfan5: the place for that would be here: https://code.launchpad.net/~minetestdevs/minetest-c55/+git/packaging
17:17 est31 ... I think
17:17 sfan5 https://git.launchpad.net/~minetestdevs/minetest-c55/+git/packaging/tree/rules yep
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17:18 tf2ftw Is the MT wiki open source? I'd like to mirror or supporting the hosting fees. I've been getting a lot of timeouts the past few days
17:18 sfan5 I tried to find those files a few days ago but failed due to Launchpad's complicated and user-unfriendly interface
17:20 rubenwardy est31: is launchpad safe? If I edit the flags and the build fails, can I try again or would I need 5.2.0-1 or something
17:20 est31 it depends on whether it was uploaded or not
17:20 est31 there are two steps
17:20 est31 1. uploading of the source
17:21 est31 2. building the uploaded source
17:21 est31 if the build fails, say you placed an ( somewhere in the cpp file
17:21 tf2ftw DS-minetest, is this the end-user ppa? ppa:minetestdevs/stable
17:21 est31 then step 1 will succeed but 2 will fail
17:21 rubenwardy tf2ftw: yes, we're updating it now
17:21 rubenwardy >  The build has two steps: first it assembles the source code and uploads it, then it builds the code. If the first step completed successfully but the second one failed, you need to update the version number in the recipe (e.g. 1.2.3-ppa1) before rebuilding.
17:21 tf2ftw "now" as in "wait a few min" ? :)
17:22 est31 rubenwardy: yeah that needs to happen
17:22 rubenwardy possibly tens of minutes
17:22 tf2ftw lol thanks
17:22 est31 rubenwardy: anyways, it's always good to add -ppa0
17:22 est31 or something like that
17:22 rubenwardy ah right, so it can be  -ppa1 after
17:22 est31 yes
17:22 rubenwardy should this be changed?   Maintainer: Juhani Numminen
17:22 est31 no
17:22 est31 if you want to, maybe
17:22 est31 idk
17:22 rubenwardy also, the copyright says it's GPL not LGPL. Is that for the build scripts?
17:23 rubenwardy I'll default to loeaving things
17:23 rubenwardy as they are
17:23 est31 oh I guess it was from before the change
17:23 est31 IIRC minetest changed from GPL -> LGPL early on before I joined
17:23 est31 so should probably be changed
17:23 est31 rubenwardy:  adding -ppa0 is also good because then it doesnt conflict the proper ubuntu packages
17:24 est31 then you can be sure the ppa package stays installed over the ubuntu package
17:24 est31 idk the details tho
17:24 est31 <est31> then step 1 will succeed but 2 will fail
17:24 est31 to add to this, it will conflict with the uploaded source if you dont change it
17:24 est31 so that's why you need to add the version identifier
17:25 est31 rubenwardy: the version only shows up in apt though, it doesn't affect what the minetest program outputs
17:27 tf2ftw Snap out. PPA in. Game up and running with mods. Thanks everyone
17:28 rubenwardy Ok, so I've   1. appended  -DCMAKE_BUILD_TYPE=Release to the list of cmake flags in rules    2. updated copyright to have the correct licenses, making sure not to change the license of the debian files
17:29 rubenwardy https://git.launchpad.net/~minetestdevs/minetest-c55/+git/packaging/commit/?id=0bc3635323bdd991ba507ff4d7fd7e8f97e210c8
17:33 sfan5 nice
17:34 sfan5 thanks
17:34 rubenwardy ok, I've queued the builds
17:35 Wuzzy IT HAS HAPPENED!!! 5.2.0 is out! good job.
17:35 rubenwardy shock
17:36 Wuzzy ok now the clock is ticking for MCL2 ?
17:36 rubenwardy build failed https://code.launchpad.net/~minetestdevs/+archive/ubuntu/stable/+recipebuild/2536394
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17:37 DS-minetest :/ the opportunity was missed to release minetest on first of april and skip one version to cause confusion, as april fool practical joke
17:41 rubenwardy est31: do I need to push upstream minetest git to some debian repo?
17:41 rubenwardy it's not detecting the tagged commit
17:42 Wuzzy DS-minetest: you mean, Minetest 6.6.6, release of the devil? ?
17:42 rubenwardy aha
17:43 rubenwardy found it
17:43 rubenwardy importing again
17:46 DS-minetest Wuzzy: nah, rather like from 5.1 to 5.3 so that everyone will wonder on where to find version 5.2 and to make them think that they overslept an upgrade
17:49 rubenwardy tf2ftw: the PPA now has 5.2.0
17:49 rubenwardy est31: thanks for your help
17:50 rubenwardy hopefully, we won't need to ping your again :D
17:51 DS-minetest did anyone ever try playing minetest on a screen with more than 10000 pixels sidelength?
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17:55 Sires Hello!
17:55 Sires I'm trying to make technic chests work with protector redo mod, still I have one problem
17:55 Sires to do that I'd have to use minetest.is_protected function from protector mod, but its not working, seems like its still the default minetest.is_protected function
17:55 Sires I tried minetest.is_protected == core.is_protected, it says true
17:55 Sires I put protector on depends.txt and mod.conf
17:56 DS-minetest Sires: protector mods override this function
17:56 Sires yes
17:56 Sires thats what I want
17:56 Sires I want to use the overrided function, but its using the normal one
17:56 orbea nether + moreblocks + 5.2.0 = a crash on not finding stairs:stair_cobble
17:56 DS-minetest core == minetest -> true
17:56 * orbea bisects...
17:56 DS-minetest it is already the overridden one (should be at lease)
17:57 DS-minetest least*
17:57 Sires doesn't seem to work then
17:57 Sires I'll do some more testing one sec
17:57 DS-minetest Sires: look at your privs
17:58 DS-minetest orbea: which nether?
17:58 DS-minetest pilz or dog?
17:58 tf2ftw rubenwardy, thanks
17:58 orbea DS-minetest: this one https://github.com/minetest-mods/nether
17:58 tf2ftw FYI, I've started this for myself. Figured I'd share in the spirit of community. https://github.com/chris-roerig/minetest-stuff
17:58 orbea is there one I should use instead of that?
17:59 Sires ok just tested also old_is_protected == core.is_protected, returns false
18:00 Sires so for sure its working
18:00 DS-minetest that's the pilz nether. dog nether is better imo: https://github.com/HybridDog/nether-pack/
18:00 Sires but I wonder why my protection is not working, I got all the privs as well
18:00 rubenwardy you should consider downloading mods using git, tf2ftw, makes it easier to update
18:00 rubenwardy https://gitlab.com/rubenwardy/dev_plays_minetest/-/blob/master/update.sh
18:00 DS-minetest Sires: I wonder how you got the reference to the original function...
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18:01 Sires at the mod itself
18:01 tf2ftw rubenwardy, thats true. skipped that option for now as I'm considering some type of unified packaging system for mods.
18:01 Sires just to test
18:01 DS-minetest Sires: if you have protection_bypass, protection mods will always allow you to bypass protection
18:01 Sires or at least should..
18:01 rubenwardy also, I'd appreciate CLIs for https://content.minetest.net
18:01 rubenwardy something like     cdb install tenplus1/mobs
18:02 Sires at singleplayer works fine
18:02 rubenwardy https://github.com/minetest/minetest/issues/7358
18:02 rubenwardy !title
18:02 MinetestBot rubenwardy: Add CLI package install interface · Issue #7358 · minetest/minetest · GitHub
18:02 rubenwardy I haven't decided whether it's best as a standalone tool, or part of MT
18:02 rubenwardy standalone tool would be easier
18:02 DS-minetest Sires: what exactly is your problem btw?
18:03 Sires Seems like minetest.is_protected returns false
18:03 orbea DS-minetest: in which ways it is better?
18:03 Sires while I have privs and I am the owner of the protection
18:03 tf2ftw rubenwardy, standalone would be great considering could be used for MT and MT-server
18:04 rubenwardy So could a CLI as part of mt
18:04 tf2ftw true true
18:04 tf2ftw thanks for the help all. out for now
18:05 Sires even when the area has no protection at all its returning false
18:05 Sires that only happens when I host server
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18:07 DS-minetest orbea: better map generation (pilz nether is just normal mapgen with normal stone swapped with nether stone, some ore with glowstone and so on.), interesting items (eg. nether pearl, new tools, nether wood, blood structure wood, ...), a whole new gamplay thingy (normal picks don't work, you have to craft new picks from nether), ...
18:07 DS-minetest => more content
18:08 orbea ah, that does sound better
18:08 DS-minetest Sires: are you sure you are calling the function correctly (ie. with correct argument types)?
18:09 Sires minetest.is_protected(pos, player:get_player_name())
18:09 orbea my bisect resulted in this commit https://github.com/minetest/minetest/commit/fd4daefb29f2922937849a207812fe368260f43e
18:09 Sires pretty sure thats correct, thats the same as the protector mod calls as well
18:10 orbea DS-minetest: if no one has visited the nether yet in current map, swapping mods should be no problem?
18:10 DS-minetest orbea: I think so
18:11 orbea cool, will try, thanks
18:11 DS-minetest ^_^
18:11 DS-minetest !next
18:11 MinetestBot Another satisfied customer. Next!
18:12 Sires Lol im here xD
18:12 DS-minetest Sires: are there any other mods overriding .is_protected
18:12 DS-minetest ?
18:12 Sires I'll look
18:12 orbea no crash :)
18:12 Sires as far as I know only protection mod is this one
18:13 DS-minetest Sires: and get sure whether you really have an existing player. print the player name
18:16 Sires printed the name, its "Sires"
18:17 Sires pos is correct type
18:18 sfan5 rubenwardy: cdb cli as part of mt would be better
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18:19 DS-minetest Sires: isn't false the correct return value in this case? it is not protected => the statement "it is protected" is false
18:19 Sires that would mean in singleplayer I have no access to anything(I do have all privs)? Because in singleplayer it works just fine
18:21 Sires also in chests without protection its returning false
18:21 DS-minetest if you have protection_bypass, .is_protected will always return false
18:21 DS-minetest it's not protected
18:21 DS-minetest hence false
18:21 Sires but I have protection_bypass in singleplayer and it returns true
18:21 Sires oh wait
18:22 Sires I got it
18:22 Sires I'll test
18:22 Sires (I was using the normal chest thats why it was working)
18:26 Sires Worked perfectly thanks so much!
18:27 DS-minetest !next
18:27 MinetestBot Another satisfied customer. Next!
18:27 Sires xD
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18:47 Verticen Speaking of single player permissions, is there a command that I can give myself Z to Zoom privlage in single player?
18:47 fluxflux joined #minetest
18:49 sfan5 /grantme zoom
18:50 Verticen sfan5: thx
18:50 Verticen !next
18:50 MinetestBot Another satisfied customer. Next!
18:51 rubenwardy does zoom still exist?
18:52 Sires Its not supposed to?
18:53 sfan5 huh no
18:53 sfan5 it does not
18:54 sfan5 keep the binoculars item and then you can use zoom
18:54 sfan5 +in your inventory
18:55 rubenwardy you also have the ability to zoom when in creative
18:57 Sires Just finished altering technic, now its compatible with protectors mod :D
18:57 Sires should I perhaps make a pull request?
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19:06 sfan5 making a PR is always a good idea
19:07 galaxie joined #minetest
19:08 Sires last time I made they said they were in feature freeze or smth
19:12 rubenwardy sounds like a bug fix
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20:18 Edgy1 forums are running extremely slowly
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20:23 rubenwardy Edgy1: "hardware" issues on the VPS, c55 is on it
20:31 calcul0n joined #minetest
20:31 Edgy1 ok ty rubenwardy
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21:06 johnnyjoy Does anyone know if floatlands just appear at the mgv7_floatland_level elevation or do they do all the way up from that point. It's not clear from the docs that it's just a thin layer of islands or if islands are scattered from that elevation all the way up like skylands.
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21:52 orbea would it be possible to make stone punchable and not drop anything like in minecraft? Would prevent silly players from digging down, losing tools adn softlocking themselves...
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23:42 Copenhagen_Bram hello
23:42 * Copenhagen_Bram is playing realtest
23:42 Copenhagen_Bram i wonder what the hammer can be used for
23:46 Copenhagen_Bram Or the spear...
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