Time Nick Message 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?) 03:41 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. 05:09 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. 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? 12:01 Amaz RBA It looks awesome! 17:18 cg72 does someone have a secon im trying to make a pull request but my gitbub isnt liking it 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 17:37 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 21:46 fu-fu test 21:48 Krock tset 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\.//) 23:54 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)