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02:36 |
VanessaE |
is there some way to disable generation of default ores from within an ordinary mod? |
02:46 |
fu-fu |
Would I be right in guessing that if I want to preserve variables, I've got to make a file and save them their? |
03:20 |
Zeno` |
preserve values of variables between runs? |
03:28 |
fu-fu |
Yeah, like an entityies target. |
03:29 |
Zeno` |
yeah a file would be best. Please don't put the file in the mod directory :p (remember that many people run multiple servers) |
03:32 |
fu-fu |
Heh, alright. Is there a consistant way to redefine the same entity too? (Like a Entity ID number or something I can check?) |
03:39 |
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03:41 |
fu-fu |
Zeno`: Can I bother you to tell me how path.size is getting it's value on line 701 in https://github.com/minetest/minetest/blob/c4359ff65cd8e4e754442b9f2ef7051a8eaa4241/src/script/lua_api/l_env.cpp ? |
03:44 |
Zeno` |
what do you mean? It's calling a member function of std::vector |
03:44 |
Zeno` |
size() is a standard function |
03:44 |
Zeno` |
i.e. refer to line 698,699 |
03:45 |
Zeno` |
Are you sure you're interested in the C++ ? |
03:46 |
Zeno` |
I'm not sure of the "correct" way to get the length of a table in Lua (that function returns a Lua table) |
03:46 |
fu-fu |
Well, I was more-so looking to see if it made sense to someone who knew more of C++, as to me I see path.size() == ?!? but path[4] or simmilar making more sense. |
03:47 |
Zeno` |
path.size() returns the number of "elements" in that vectors |
03:49 |
fu-fu |
Yeah, that's what I'd think to.. and with that the if seems redundent no? |
03:50 |
Zeno` |
It's not really redundant. If there are no elements you wouldn't want to create an empty table on the Lua stack (I don't think) |
03:51 |
fu-fu |
Yeah, but you'd do a big check earlyer on, instead of setting the algorithm and then buggering off to do nothing no? |
03:51 |
fu-fu |
(Which, btw, does nothing at all. :/ ) |
03:52 |
fu-fu |
((Unless I'm wrong, which case, point it out.)) |
03:53 |
Zeno` |
No, I think you're probably right |
03:55 |
fu-fu |
Woo, I feel so skilled with my extreamly basic C++ knowedge. If I knew more I'd try do it. I'll make note of it, and if I get better at C++ I'll try. |
03:56 |
fu-fu |
(The function just seems to return nil.) |
03:57 |
Zeno` |
it returns 1 if the path.size() is > 0 (the 1 is the number of objects pushed onto the Lua stack; in that case a table) |
03:57 |
Zeno` |
a better way to look at the 1 is "1 return values have been given to Lua" |
03:59 |
fu-fu |
? Line 713 or one of the lua-line thingys? |
04:01 |
Zeno` |
line 713 |
04:02 |
Zeno` |
1 means that there is 1 value returned. if it was 2, 2 values returned. 0, 0 values returned, etc |
04:03 |
fu-fu |
return 1; just returns the value "1/true/allgood" to whatever calls it, no? |
04:04 |
fu-fu |
Maybe that's how the rest of the codebase works..? I don't know, this is my first look really. |
04:04 |
Zeno` |
in C or C++ that would generally be the case, but remember that the function you're looking at is part of the Lua VM |
04:05 |
Zeno` |
and Lua wants/needs the number of items added to the stack (aka the number of values "returned" to Lua) to be returned by the C++ |
04:05 |
fu-fu |
I see. So it tells the Lua VM "One value", and it's always one value, as it's always just the one table. |
04:05 |
Zeno` |
correct |
04:05 |
fu-fu |
Ahh. |
04:05 |
Zeno` |
although that particular function can return 0 as well |
04:05 |
Zeno` |
i.e. it /may/ return no table at all if path.size() == 0 |
04:06 |
fu-fu |
Can it..? wouldn't that cause an error? |
04:06 |
Zeno` |
Back in Lua you would have to check that the value was actually returned; i.e. make sure the function didn't return nil (which will happen if the C++ side of things returns 0) |
04:07 |
fu-fu |
(Somewhere else that is, as it seems particular about the argument count already.) |
04:07 |
Zeno` |
If the C++ returns 0, then Lua "sees" the function as returning nil |
04:08 |
fu-fu |
I just tested it, it crashes before it gets to that return 0 code. |
04:08 |
Zeno` |
? |
04:08 |
Zeno` |
can you paste the test case? |
04:09 |
Zeno` |
at codepad or something (not in the channel heh) |
04:09 |
fu-fu |
I just threw minetest.find_path() in a mod. (The only way it would get a path.size !> 0 is to have no arguments.) |
04:10 |
fu-fu |
or... no? |
04:11 |
Zeno` |
not sure, I'd have to study the code. But at a cursory glance, get_Path() may return 0 if no path can be found using the chosen algorithm |
04:11 |
Zeno` |
it's probably a rare edge-case |
04:11 |
Zeno` |
I don't think you can just leave out Lua arguments like that when the function expects arguments |
04:12 |
fu-fu |
Yeah, I think it's more C++ wanting set number of arguments.. but.. that just makes me think that if statment is even more redudent. |
04:14 |
fu-fu |
Idk, It just returns nil, and the algithims don't seem to set anything (or really be checked, "pangus" works..) I'ma guess it's not really implmented right now. |
04:14 |
Zeno` |
I'm not sure I'm following now :) |
04:14 |
Zeno` |
quite possibly |
04:15 |
fu-fu |
I think it's just C/C++'s thing, can't have function(parm1,parm2) and not give it parm2. |
04:16 |
Zeno` |
It's not a C++ thing really |
04:16 |
fu-fu |
Oh? |
04:16 |
Zeno` |
its the interfacing between Lua and C++ |
04:17 |
Zeno` |
actually it's more of a Lua thing if the C++ side is written correctly (and that function in the C++ is) |
04:18 |
Zeno` |
It's kind of tricky at first... you need to get your head around that the C++ is using a "stack" from the Lua VM |
04:18 |
Zeno` |
But you seem to be doing ok :) |
04:18 |
Zeno` |
bbiab |
04:19 |
Zeno` |
Can you write a test case demonstrating "Idk, It just returns nil, and the algithims don't seem to set anything (or really be checked, "pangus" works..) I'ma guess it's not really implmented right now." |
04:20 |
Zeno` |
By test case I mean an uncomplicated and simple (as possible) Lua script that demonstrates what you're describing |
04:20 |
fu-fu |
Ahh, yes I can. |
04:20 |
Zeno` |
I will bbiab.. have to go to the shops |
04:20 |
fu-fu |
Alright, I'll probably be sleeping when you get back, but I'll post a link. |
05:06 |
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05:09 |
fu-fu |
Zeno`: http://pastebin.com/U6NMS9rX |
05:13 |
fu-fu |
Zeno`: And one with all the test-cases of the 4 vectors. http://pastebin.com/JagnEnuC |
05:13 |
fu-fu |
erm 5. |
05:14 |
fu-fu |
Anyways, I'ma goto bed now, enjoy. |
05:20 |
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11:49 |
RealBadAngel |
http://i.imgur.com/uMzaqOn.png https://www.youtube.com/watch?v=v52f-1YsSAM |
11:49 |
RealBadAngel |
how do you like the shader? |
11:51 |
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12:01 |
Amaz |
RBA It looks awesome! |
12:35 |
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17:18 |
cg72 |
does someone have a secon im trying to make a pull request but my gitbub isnt liking it |
17:20 |
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17:26 |
sfan5 |
whats wrong? |
17:28 |
cg72 |
trying to do a pull request for minetest_game but it says "There isn't anything to compare." but i can see its different, god github hates me |
17:29 |
Jordach |
you sure you pushed? |
17:29 |
cg72 |
im looking at it now on my github |
17:29 |
cg72 |
https://github.com/crazyginger72/minetest_game |
17:30 |
sfan5 |
https://github.com/crazyginger72/minetest_game/compare/minetest:master...master |
17:30 |
sfan5 |
doesn't that link work? |
17:31 |
cg72 |
that link worked but through the page didnt for me wtf |
17:33 |
cg72 |
the site sends me to master@{1day} |
17:34 |
Krock |
cg72, reset to the original minetest_game by downloading it from upstream and pulling it on your repo. after this, create a new branch and make your changes in there |
17:34 |
sfan5 |
Krock: that is not the issue |
17:35 |
Krock |
well, it works after that |
17:36 |
cg72 |
works on sfan5's link |
17:36 |
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17:37 |
cg72 |
https://github.com/minetest/minetest_game/pull/296 |
17:37 |
cg72 |
thanks sfan5 :D |
17:37 |
* sfan5 |
meows |
17:37 |
cg72 |
lol |
17:38 |
cg72 |
hope i can actually be usefull to you guys for once |
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21:46 |
fu-fu |
test |
21:48 |
Krock |
tset |
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23:04 |
nore_ |
sfan5: thoughts about adding a setting to minetest_game that would disable default oregen? |
23:11 |
VanessaE |
something like minetest.enable_oregen = false (defaults to true if not expressly set to false) seems fair to me. |
23:11 |
VanessaE |
(or just s/minetest\.//) |
23:49 |
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23:54 |
VanessaE |
another way we thought of was having something like "preloads.txt". items listed would be loaded *after* the current mod. e.g. a mod could write "default" in this file, forcing itself to load *before* default does. same format as depends.txt (with opt-preload ? support, for example) |