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IRC log for #minetest-dev, 2013-07-08

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All times shown according to UTC.

Time Nick Message
00:01 PilzAdam the menu header is not drawn in other tabs than Singleplayer
00:02 PilzAdam when I click on a world then the list moves up until the world is at the bottom of the window
00:04 PilzAdam when you change the tab and then directly click on a world then a singleclick is enough to start it
00:05 PilzAdam mods in the modlist should be sorted alphabetically
00:06 PilzAdam creating a world that does already exists only prints an error message to the terminal, but nothing happens in the GUI
00:07 PilzAdam the public server list inserts the name of the server into the adress field
00:07 PilzAdam the favorite server list only if there is a name set, otherwise it works correctly
00:08 PilzAdam creating a new world doesnt work anymore <- !!! important !!!
00:09 PilzAdam home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:1290>MAINMENU ERROR: error: /home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:586: attempt to index global 'worldlist' (a nil value)
00:10 VanessaE eek
00:11 PilzAdam the selected world is not always visible at startup since the scrollbar is always at the top
00:11 PilzAdam no mouswheel support in lists
00:12 PilzAdam it happens sometimes that the selection in a list follows the mouse
00:12 PilzAdam (seems to be reprocable by moving the scrollbar slider and then clicking outside of the formspec)
00:12 PilzAdam *reproduceable
00:13 VanessaE confirmed.
00:13 PilzAdam there is some weird debug output printed to the terminal ("cfav: nil")
00:14 PilzAdam (and "image name=/home/adam/Minetest/minetest/games/../textures/base/pack/logo.png, pos=(130,225)")
00:15 PilzAdam ok. now the windows build :-)
00:18 PilzAdam the windows menu is still messed up
00:18 PilzAdam (like this: http://mg.viewskew.com/mgoblin_media/media_entries/59/FormspecMenu.png )
00:19 VanessaE ouch
00:19 PilzAdam I get errors like this: "01:18:12: ERROR[main]: Invalid pos for element imagebuttonspecified: "-0,25,5.7""
00:19 PilzAdam it works when returning from a world, though
00:19 VanessaE PilzAdam: I saw errors like that in unified inventory briefly also
00:20 PilzAdam the "selection following the mouse" bug is not reproduceable in wine
00:20 VanessaE (though in your case it's pretty obvious
00:20 VanessaE I presume 0,25 = 0.25
00:21 PilzAdam creating a world when there is no other works
00:21 PilzAdam (also in Linux)
00:22 hmmmm ugh
00:22 hmmmm you're kidding
00:22 hmmmm anyway just to be clear, none of these things are caused by what i did
00:22 hmmmm pilzadam, how are you running that, under wine?
00:22 PilzAdam ehm, I guess Ill just paste all that into an issue on github
00:22 PilzAdam hmmmm, yes
00:23 hmmmm we couldn't figure out what wine possibly does to mess up the positioning like that
00:23 hmmmm it is a wine problem though
00:23 hmmmm and it's not like that under real windows
00:23 hmmmm [08:01 PM] <PilzAdam> the menu header is not drawn in other tabs than Singleplayer  <--- i am 95% sure this is intentional
00:24 PilzAdam it is not
00:24 PilzAdam the menuheader in textures/base/ has to be drawn
00:24 ShadowNinja Shouldn't the header from base be drawn?
00:24 PilzAdam (or textures/all/, if present)
00:24 hmmmm that was a problem that's been present from the beginning in that case
00:24 PilzAdam hah!
00:25 PilzAdam putting os.setlocale("C", "numeric") at the top of mainmenu.lua fixes it
00:25 hmmmm (well, then again, i rarely if ever update my minetest_game so it could be that i simply never saw it)
00:25 hmmmm fixes what, now?  the positioning?
00:25 PilzAdam hmmmm, this one should be drawn: https://github.com/minetest/minetest/blob/master/textures/base/pack/menu_header.png
00:25 PilzAdam hmmmm, yes
00:26 hmmmm hah
00:26 hmmmm how is it that you figured that out exactly
00:26 PilzAdam I remembered something being broken in builtin/ some time ago too
00:26 PilzAdam and builtin.lua does the same
00:27 hmmmm erm anyway, a while back, sapier was talking about how irrlicht's file open dialog changes the current locale with no warning, options, or anything else (which is very bad because this screws atof())
00:27 hmmmm an obvious solution is to surround myatof() calls with setlocale, but obviously horrible as setting locale is slow and atof is used extremely often
00:28 hmmmm the only place the irrlicht file dialog is used is in his menu api, which i suggest we avoid until we figure out a real solution to this
00:28 PilzAdam Ill push that os.setlocale("C", "numeric")
00:28 hmmmm alright
00:29 PilzAdam https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410
00:29 hmmmm it'd be really nice if we could use a custom atof() with istringstream.... no idea if that's possible though
00:30 hmmmm i know that, for BSD at least, there's a atof_l() variant where you pass your desired locale (calls to atof(s) are simply atof_l(s, getlocale())
00:31 hmmmm we could use atof_l(s, "C") for myatof() if we can find the correct function for all four platforms
00:32 PilzAdam https://github.com/minetest/minetest/issues/814
00:35 hmmmm I'll fix the create a world thing at least
00:37 hmmmm so remove that line
00:37 PilzAdam Ill remove it if its actually fixed
00:37 hmmmm .....it ..is
00:38 PilzAdam oh, nice
00:38 hmmmm ah
00:38 hmmmm great, sapier didn't test out his fixes evidently :)..
00:39 hmmmm that was broken in an attempt to prevent duplicate world creation
00:40 PilzAdam well, that check works now
00:41 PilzAdam updated the issue
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00:44 PilzAdam so, everything except the serverlist are "cosmetic" fixes
00:47 hmmmm WTF!
00:47 hmmmm a newly created world is not selected?  i fixed this and now it's re-broken
00:48 hmmmm but evidently not, it seems to work fine for me
00:49 PilzAdam I created a the world "Pilztest_world_13", and "Pilztest_world_7" is selcted
00:49 PilzAdam before that I created "Pilztest_world_12" and no world was selected
00:49 PilzAdam (or I havent seen it due to the scrollbar)
00:50 PilzAdam ok, by *_14 no world is selected
00:50 hmmmm probably the scrollbar is the issue.  but it works fine for me
00:50 PilzAdam (hitting "Play" does nothing)
00:50 hmmmm anyway it seems that modmgr.global_mods is nil
00:53 hmmmm get_mods_list, mod_exists, precheck,
00:54 hmmmm get_mods_list updates the global mod list which should initialize modmgr.global_mods
00:54 hmmmm which is called in the tab function
00:54 hmmmm no idea, not looking deeper
00:55 PilzAdam modmgr.identify_modname() seems hacky to me
00:56 hmmmm the whole thing is hacky because it was done in a day
01:04 hmmmm oh right, speaking of the main menu, one of the things on my agenda was to remove the mapgen selection box (or comment it out).  it's rather advanced to change the mapgen, and most people aren't going to care for the math mapgen, mapgen v7 i discourage people from using because it's a work in progress, and singlenode is really only of interest to modders
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01:06 Exio add a "hide" option?
01:08 hmmmm yeah but that would really go along with the enhanced world create option menu.  i don't want it to be daunting so there'd definietly need to be a "show/hide advanced" button.  the simple dialog would just have world name and seed.
01:08 ShadowNinja How about a 'show advanced' option?
01:09 VanessaE the ninja got ninja'd :)
01:10 VanessaE guys I'm seeing something new:  sudden, unexplained, not-logged crashes of the server
01:10 hmmmm the map creation menu is something that i've had in mind for quite a while... in the advanced menu i plan on having mapgen selection, the individual noise params settings, water level, chunk size, and so on.  presets for certain kinds of worlds would be available too, e.g. for a "waterworld" it'd have maybe a higher water level setting or a larger offset for the noise params
01:21 ShadowNinja Can someone push this please? https://github.com/minetest/minetest/pull/812
01:22 VanessaE return 0?  shouldn't you return false or nil or something?
01:22 VanessaE (I'd say NaN but I guess Lua doesn't have that)
01:46 hmmmm no, returning 0 is most appropriate here
01:48 VanessaE hm, ok
01:48 ShadowNinja VanessaE: No, the distance is 0, not undefined.
01:49 VanessaE seems like a convoluted way to calculate a hypotenuse, but ok
01:50 ShadowNinja VanessaE: http://wikipedia.org/wiki/Hypot
01:50 VanessaE hm, good point
01:50 VanessaE didn't consider math precision
01:53 hmmmm i personally don't think it'd make much of a difference.. a double can store quite a lot, you know.
01:53 hmmmm hypot makes sense for limited things
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13:23 Taoki http://i.imgur.com/wUSTw9r.jpg - http://i.imgur.com/ISWBBB5.jpg Parallax mapping in Minetest! Credits go to RealBadAngel
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14:01 sfan5 Taoki: wow
14:01 Taoki indeed :)
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18:13 sapier it's still the wine menu Pilzadam not the windows menu ;-)
18:14 sapier the imagebutton  error is correct >>>-0,25,5.7<<< is a 3d position wich isn't supported ... I guess it should be -0.25,5.7
18:14 sapier oh vanessa already told :-)
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18:29 sapier can someone tell me what got merged yesterday? :-/ there are missing lots of fixes
18:30 hmmmm uhh, you sure?  you might've left some out in that case
18:31 hmmmm what i did was revert the last two commits, applied both patches of yours, and then readded the hex color thing on top of that
18:31 hmmmm and squashed it all to one commit
18:31 sapier I'm rechecking hope it's only a rebase error of my current repository
18:33 sapier puhh sorry my fault .. I guess I'm gonna setuo a new repository
18:34 sapier did those locale changes fix the wine problem? I didn't quite get it from log
18:36 hmmmm they did
18:37 sapier great ... so there's only mouswheel and vanessas doubleclick problem left?
18:37 sapier at least atm :)
18:37 hmmmm a lot more actually
18:38 hmmmm pilzadam made an issue with an exhaustive list of everything wrong
18:38 sapier great I just wanted to ask for a list
18:38 hmmmm modmgr.global_mods is nil in the configure tab for some reason, clicking the checkbox causes lua errors for example
18:38 hmmmm when you create a new world, after 14 of them or so they stop getting auto-selected
18:39 hmmmm this might be due to the listbox scroll problem
18:39 sapier only if 14 would fit into a single screen what I don't think
18:39 sapier there must be something else
18:42 sapier can someone tell me what pilzadam means with menu header?
18:43 hmmmm there's an image in the base texture directory that gets drawn as the header for all screens not specific to a certain game
18:44 sapier the "minetest" header?
18:44 hmmmm yeah
18:44 sapier hmm it's shown for me everywhere except singleplayer :/
18:44 hmmmm hah, it's the opposite for everybody else
18:44 sapier very very strange :-)
18:45 hmmmm oh by the way, not sure if you saw it or not, that weird listbox concatenation issue was because some constants were missing commas :)... the instances where we didn't think it happened again was our eyes playing tricks on us
18:46 sapier :-)
18:47 sapier did someone already fix bugs from pilzadams list?
18:48 hmmmm anything we fixed between yesterday and now was removed from the list when we fixed it
18:48 sapier ok
18:53 celeron55 "Also it ought to be possible to use mobs from one mod for the other one. I've done so for mobf on my local server. Problem is that mobf expects the model's orientation to be rotated by 90 degrees, so the mobs move sideways." <- haha, nice luck there
18:54 hmmmm rotations..... wondering where i should put this rotateAlongYAxis().  probably MapNode
18:54 Jordach celeron55, theres a fix for that: simple mobs
18:54 hmmmm vm->m_data[vi].rotateAlongYAxis(ndef, rot);
18:55 hmmmm but to follow suit with other similar things i feel like it ought to be a static function
18:55 sapier yea :-) that's the problem with many mods once you have done it in some way you're to lazy to change ;-)
18:55 celeron55 http://forum.minetest.net/viewtopic.php?id=3133 <- i was just reading this; it's funny how you immediately see how some people have likely tried *neither* of them at least in a *very* long time 8)
18:56 sapier simple mobs isn't even a workaround
18:57 sapier once pilzadam starts to workaround all those minor glitches he'll end up same as mobf ;-)
18:57 celeron55 Jordach: the issue there was using models from mobf in simple mobs
18:58 sapier no that rotation wasn't on purpose ... even if it may look like
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19:15 sapier does anyone have a tool to read iqualfragiles json moddb rawdata?
19:20 hmmmm Taoki:  https://github.com/minetest/minetest/commit/ce955f37ba9f431122ca3c46e5a7dac63ffd65ea
19:21 Taoki hmmmm: Awesome! Glad it could be fixed, thanks :)
19:21 Taoki I'm sure that will be helpful with several things, not just my mod
19:22 Taoki hmmmm: Is the furnace crash fixed too (it's ok if not, not pressuring or telling you what to do). The one that would crash MT to crash when a schematic has a furnace due to the fuel parameter
19:22 hmmmm there's that "fixed" again
19:22 hmmmm taoki, sounds like a furnace problem
19:22 Taoki Erm, resolved... or added :P
19:22 hmmmm now that, *THAT* is not my problem at all
19:23 PilzAdam Taoki, see logs of a few days ago
19:23 Taoki PilzAdam: Awesome, thanks
19:25 PilzAdam sapier, the problem in the windows build was that you need to set the numeric locale in Lua to "C"
19:26 sapier hmm there's a similar problem for fileselects as hmmmm already mentioned
19:26 PilzAdam https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410
19:27 proller is possible to merge all features from all mob mods to one? and develop one?
19:28 PilzAdam proller, I dont see how, the main goal of Simple Mobs is to be _simple_
19:29 sapier proller it isn't possible at all due to diametral design decisions
19:29 proller for mobs simple == stupid
19:29 PilzAdam yes
19:29 sapier simplemos is designed to give only very basics and let modder do everything
19:29 PilzAdam but its also faster
19:30 sapier while mobf is designed as comprehensive toolkit fixing almost all glitches that a modder may suffer from
19:30 proller trees is fastests mobs ;)
19:30 sapier and fixing those glitches is what gives speed penalty to mobf
19:31 NakedFury what does the F in mobf stand for?
19:31 sapier framework
19:31 proller maybe try to move all slow functions to core?
19:32 proller pathfind already..
19:32 PilzAdam proller, that would be too mod specific
19:32 sapier that's already a midrange long range goal
19:32 sapier at least for generic features
19:33 sapier still main problem with mobs is they'll show up latency ... same as other players in multiplayer would do but there aren't may servers populated that much
19:35 sapier question name should not be set to address field for public server list but be shown in list right?
19:37 sapier I take that as yes
19:51 hmmmm sapier, i wanted to apply some of your pull requests
19:52 hmmmm would you like to rebase get_surface()?
19:52 sapier on my way
19:52 sapier should serverlist show port number for server names?
19:53 hmmmm also how do you feel about the automatic face movement direction after 6 months of sitting there (no idea why it was left there...)
19:53 sapier it may conflict a little bit with pilzadams autorotate (only number doubluse)
19:54 PilzAdam hm? what autorotate?
19:54 hmmmm do you recommend merging it?
19:54 PilzAdam oh, do you mean that one by Jeija?
19:54 sapier jeija? ok could be yes
19:54 sapier I think both variants are worth adding yes
19:55 sapier I'm gonna remove port number from public server list any objections?
19:55 hmmmm i think there's another pull request that adds something new to content features serialization and if i merge this, the other will be broken
19:55 hmmmm no objections here..
19:56 sapier it's show once you click it so no loss of information
19:56 PilzAdam sapier, with #815 I get "21:55:49: ERROR[main]: Kann Spiel nicht finden/laden """ ("cant load game """) when clicking "play" with an empty world list
19:57 sapier yes ... I think this is a correct message :-)
19:57 hmmmm speaking of contentfeatures, the structure is really bloaty and I was thinking of internally storing all those bools as a single u32
19:57 hmmmm with this we should be able to save several hundreds of KB
19:57 sapier uhh ... I hope we never need to access those information concurrently
19:57 PilzAdam sapier, I would expect that it has same behaviour as when nothing is selcted
19:57 hmmmm sapier, once they're set, they're set
19:58 hmmmm after the registration phase anyway
19:58 Taoki PilzAdam: Furnace fuel issue still crashes Minetest. Just that it doesn't close it... freezes it in place
19:58 sapier ok if they neverever change there's no problem true
19:58 sapier PilzAdam but there is something selected I'd have to add a special handling just to detect "" at different locations
19:58 hmmmm a similar topic.. things from g_settings (all settings for that matter) are hardly ever set
19:59 PilzAdam Taoki, the furnace's on_construct() needs to be called after placing it (same for chests and other nodes that use meta), but this would slow down the whole thing a lot
19:59 hmmmm and if they are, it's in a single thread on shutdown or something
19:59 Taoki Also: It's not the importing of the schematic that causes it. Even if I log in after, MT crashes as soon as the world loads
19:59 hmmmm for an easy performance gain we should be able to remove the locks
19:59 PilzAdam sapier, I guess it would be best then to select nothing, if the list is empty
19:59 hmmmm someone ought to look into that
20:00 sapier I'll have a look I think this should be possible
20:01 hmmmm also before you do it, it'd be a good idea to get a general idea of how bad Settings really is.. log how much time is spent in Settings::get* calls globally
20:02 hmmmm and maybe log it for a single server tick, along with the total cpu time of a server tick
20:02 sapier ok the delete last world bugfix was lost yesterday :)
20:03 Taoki Ok, the fix for facedir in create_schematic is almost fully working. Only that torches are still mirrored (edge-wise) at 90* rotation
20:04 Taoki Trying 180 and 270 now
20:04 hmmmm oh shoot
20:04 Taoki At 180* all is good though :)
20:04 hmmmm when i tested it i didn't really test it
20:04 PilzAdam hmmmm, does it support 6d facedir? or only 0-3?
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20:05 Taoki At 270* same torch flipping issue, otherwise all good
20:05 Taoki Doors are good at any rotation
20:05 sapier PilzAdam I can't stop a player from selecting an empty element but at least it won't be selected after deleting ... ok that way?
20:05 hmmmm it supports everything in the way it's supposed to
20:05 Taoki So seem to be slabs
20:05 PilzAdam sapier, yea
20:05 PilzAdam sapier, but how would a player select an empty world?
20:05 sapier hmmmm do you want to rebase the rotation thing while merging or shall I rebase it before?
20:06 hmmmm the rotation thing doesn't need rebasing from what i see
20:06 Taoki hmmmm: http://i43.tinypic.com/2hd456e.png Other than that it's fully correct and working
20:06 sapier PilzAdam just click first slot ... don't know why irrlicht allows to select empty element
20:06 Taoki (see the torches there, issue at both 90* and 270*)
20:07 PilzAdam Taoki, can you please stop using an image hoster that needs JS?
20:07 hmmmm what is he supposed to use
20:07 Taoki Ah, didn't know TP needs javascript
20:07 Taoki Also, they suck because direct links for an image open a website
20:07 hmmmm there's really no other option (for me at least)
20:07 hmmmm zimages.eu deletes after like 5 minutes
20:07 PilzAdam http://mg.viewskew.com/ <- this is better, hosted by StarBlessed
20:07 Taoki Don't know what smartass checks they do to see when you're opening a direct link from a browser to bring you to a HTML page instead
20:07 hmmmm ompldr doesn't exist anymore
20:08 hmmmm imgur doesn't work for freebsd because it uses some sort of retarded flash thing
20:08 hmmmm imageshack is shit
20:08 Taoki Back in the day i used imageshack. But I remembe they changed something that pissed me off a lot and I left them
20:09 hmmmm and they hosted malware that tried to exploit your browser for a time
20:09 hmmmm popup ads everywhere
20:09 hmmmm it's so dodgy
20:13 PilzAdam sapier, I just discovered that mousewheel works if the focus is on the scrollbar
20:13 PilzAdam (i.e. you have clicked it)
20:14 sapier I know but that doesn't help very much
20:15 sapier if you try to press enter this won't work in that situation :-/
20:15 sapier escape won't work either
20:15 PilzAdam well, it helps me; I have a very long world list, and clicking on the scrollbar is better than no mousewheel support
20:15 sapier ok glad to hear
20:16 PilzAdam (better support for mousewheel would be better, though)
20:17 sapier I know I already tried but it's same as the rescroll problem when clicking a listboxentry ... its really annoying especialy in modmanager
20:17 Taoki Anyway, why is it so hard to fix this furnace in schematics problem? Now that facedirs are fixed (apart from the torch mirroring) that's the only reason we can't use schematics for villages yet
20:17 Taoki (because hhouses will have furnaces too)
20:18 PilzAdam sapier, can you push that not selecting and empty entry thing to the #815 branch so I can merge it?
20:19 sapier yes once I readded the escape fixes that got lost yesterday
20:20 sapier ok I need to check what exactly wasn't merged there is missing something
20:21 * Taoki wonders why we can't just ignore the fuel parameter? I assume this is some nil vs 0 issue or something
20:22 PilzAdam Taoki, the furnace still wouldnt work, best thing is you manually call on_construct() of it after placing it as schematic
20:23 Taoki Isn't on_construct automatically triggered on objects after a schematic generates them?
20:23 PilzAdam a simple function that loops through the whole schematic and checks the nodedefs for on_construct ~= nil should work
20:24 PilzAdam it decreases performance, thats why its not called automatically
20:24 PilzAdam (in many cases its not needed)
20:24 Taoki Can someone who has a bit of time and wishes to help pastebin the base of such a Lua function?
20:25 PilzAdam sure
20:25 Taoki PilzAdam: Still don't see why the fuel parameter can't be ignored, or why it causes a crash
20:25 Taoki Ia ssume because fuel is a meta: property, and it's trying to use it when it doesn't exist, right?
20:26 Taoki I guess the code could just skip it then or automatically set it to 0 when it notices it wants to use something that's not there
20:27 PilzAdam https://gist.github.com/PilzAdam/5952203
20:28 Taoki Thanks. Will add that to my mod at least temporarily, till someday maybe it's fully solved
20:28 PilzAdam ehm.. that is the "full solution"
20:28 Taoki ok
20:33 PilzAdam sapier, also, there seems to be some things broken when using RUN_IN_PLACE=0
20:34 sapier hmm didn't test that
20:34 Taoki PilzAdam: Even with that, MT still crashes when a furnace is created
20:34 PilzAdam then you are using it wrong
20:34 sapier can you be a little bit more precise about "some things"? :-)
20:35 sapier no I don't want to mess up my os with applications not built with packet management system
20:35 PilzAdam https://github.com/minetest/minetest/issues/813
20:36 sapier this should be fixed by changes merged yesterday
20:37 Taoki PilzAdam: Yes, a dumb typo on my end. Fixed it and now furnaces import and don't crash. All is good :)
20:37 sapier at least the error message
20:37 Taoki I'm going to convert the default structures to MTS and adapt my mod to use it by default
20:38 Taoki I know I'm a pest, but will someone look at the torch flipping too?
20:40 PilzAdam <hmmmm> oh shoot
20:41 PilzAdam ^ I guess this means "I made a mistake, will fix it"
20:41 PilzAdam ^ Taoki
20:43 sapier grrr I hate escaping
20:44 sapier text = string.gsub(text,"%[","\\[")
20:44 sapier shouldn't this line replace all [ by \\[?
20:50 sapier did anyone ever check if escaping [] in minetest did work?
20:51 PilzAdam you mean before Lua menu?
20:51 sapier ye
20:51 sapier s
20:51 PilzAdam dunno
20:52 sapier I use exactly same code as in misc but it wont replace any [
20:52 Taoki hmmmm: A question about schematics: When adding a node with probability -1, is the node written to the schematic file or simply discarded? I use that to ignore some nodes when exporting structures, and it'd be nice if they wouldn't increase file size for nothing
20:52 Taoki Obviously if it does add them and there's a reason for that, it's all good. Just asking
20:53 PilzAdam Taoki, AFAIK it writes ignore then
20:53 Taoki oh, good then
20:53 PilzAdam when placing them with place_schematic() air is placed, when placing them with register_decoration() nothing is placed at that position
20:53 PilzAdam thats inconsistent and IIRC hmmmm wanted to change that
20:59 Taoki Yeah... I'm not sure if it matters to place air blocks. If something is ignore it can just left to be
21:02 PilzAdam hmmmm, with the current v7 mapgen I get one layer of stone only and weird lighting errors at y=47
21:03 hmmmm pilzadam, i know.
21:14 Taoki Weird. Is there any reason for which setting minetest.after would fail? I seem to have a case where even if I set that it forgets it after a few tries
21:19 Taoki Yes. minetest.after seems to have clear failures
21:21 Taoki Anyone know what can be causing this?\
21:23 PilzAdam what problems do you have with it?
21:24 Taoki PilzAdam: I have a function which calls itself every few seconds using minetest.after(#, itself). At some point however, it simply stops working, although the formula should go on forever
21:24 PilzAdam can I see your code?
21:25 Taoki Kind of a big code
21:25 Taoki And I added a lot of temporary debug prints to be sure it's this
21:27 Taoki Wait... I'll try something else. Think it's possible I messed something up
21:34 Taoki PilzAdam: Yes, I was failing somewhere. Although the code looked certain, there was a line I was missing... fixed it
21:34 Taoki So no bug
21:35 sapier ok fixed the header thing too ... plz check and merge ... I doubt serverlist is completely fixed, at least it works while there's no server with [] in list
21:36 PilzAdam whats 73c1192 for?
21:37 PilzAdam also, it shouldnt use the default header when the game doesnt provide one
21:37 PilzAdam just draw nothing in this case
21:38 sapier what the ... grrr
21:38 sapier I guss theres a merge error
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21:48 sapier ok now it's sane
21:48 sapier sometimes I wonder how a vcs like git could become that popular
21:51 PilzAdam now the name is removed from favoriteservers.txt
21:51 PilzAdam thats not good
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21:56 sapier yes but escaping [] doesn't work ... sadly that server disappeared
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22:43 Taoki hmmmm: How would I use the voxel manipulator to clear a cube area between two points (set everything to air if that's the way)?
22:43 PilzAdam ... set everything to air
22:45 Taoki Sorry, I still can't understand the whole data system. Can you define two corners and just fill with air?
22:46 hmmmm agh i finally got the wallmounted rotations right
22:46 hmmmm the whole system is a bunch of crap..
22:46 hmmmm pure guesswork
22:46 VanessaE sure you don't wanna have RBA change to match the rest of 6dfacedir? ;)
22:47 Taoki hmmmm: Been through that when I did my structures mod too
22:47 hmmmm i still don't get how you'd do that without breaking backwards compatibility
22:47 Taoki VanessaE: Schematics will only support 4 dirs which makes sense
22:47 PilzAdam Taoki, maybe look at existing examples that use the vmanip
22:48 VanessaE hmmmm: I don't think you can really.
22:48 hmmmm then why is he presenting it to me as some sort of option
22:49 VanessaE maybe just for consistency
22:49 VanessaE (frankly I'd have done the same, contingent upon finding a backward-compatibility solution)
22:50 Taoki Anyone know of a good example on how to fill an area with vmanip?
22:50 VanessaE if there were some way to guarantee a node has not been "loaded" before, one could very easily pass the old data through a table or some simple math to translate it to the right values
22:50 hmmmm taoki, plenty of mods use it already.
22:50 VanessaE s/loaded/converted/
22:51 hmmmm i know the nuke mod uses it
22:51 PilzAdam the nether mod uses it for mapgen
22:51 hmmmm right
22:51 hmmmm so guys, if everybody's on board with it, i'd like to change the schematic probability thing
22:51 hmmmm the problem is that i don't know how many mods use it the way it is already
22:53 Taoki Nether mod on github is 1 year old *sighs*
22:53 PilzAdam Taoki, my nether mod, also its in a seperate branch
22:54 PilzAdam hmmmm, just dont place air where nodes with probability of -1 are should be good, I think
22:54 Taoki link please?
22:54 hmmmm no, i want to change it all
22:54 hmmmm 0 should be never place, 255 should be always place
22:55 PilzAdam yea that makes more sense, but breaks mods
22:55 hmmmm instead 0 is always place because 0 is the default value, and -1 is -1 so it doesn't break compatibility
22:55 Taoki Any link to the nuke or nether mod that use voxelmanip (or any example on how to fill a cube in world)?
22:56 hmmmm it'd really make my day if i were able to change this
22:56 PilzAdam Taoki, ... my github account... "nether" repo
22:56 PilzAdam ... not hard to find
22:56 hmmmm so there ought to be a way to talk to these modders who already used it and tell them to change it
22:58 Taoki PilzAdam: https://github.com/PilzAdam/nether/blob/master/init.lua Nothing about voxelmanip there
22:58 PilzAdam <PilzAdam> Taoki, my nether mod, also its in a seperate branch
23:00 Taoki ...
23:00 Taoki I can't find it in your minetest_game or common branch
23:00 hmmmm lol
23:01 Taoki AH... a different branch ON the nether mod
23:01 Taoki NVM think I found it
23:04 sokomine there's a small but very annoying problem with the locked chests since some versions: they do not show their content client-side but ask the server. this may take ages if there's lag. whoever introduced that to the game - please turn it back to the old behaviour! not wanting to show the inv to non-owners of that chest is no excuse for that amount of lag. it can be turned on again once and if the lag is reduced to 1-2 seconds (pe
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