Time |
Nick |
Message |
01:00 |
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01:24 |
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01:27 |
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01:27 |
Thenps |
sfan5 are you there? |
01:28 |
VanessaE |
by now, he's probably asleep |
01:28 |
VanessaE |
it should be something like 2:30 am his time |
01:29 |
Thenps |
vanessaE can i consult you with somethin? |
01:30 |
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01:30 |
VanessaE |
I can try to help, but if it's engine core code, I'll have to defer to others here. I focus on game and modding content (thus, Lua), generally. |
01:30 |
VanessaE |
but go ahead anyway :) |
01:31 |
Thenps |
lol ok |
01:31 |
Thenps |
i just need to know this |
01:31 |
Thenps |
would it be possible that if a user types something like |
01:31 |
Thenps |
this /basictools or /basic_tools |
01:31 |
Thenps |
they get an iron set or just whatever? |
01:31 |
VanessaE |
sure, easily. |
01:32 |
VanessaE |
you define what's called a chat command, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1408 |
01:32 |
VanessaE |
inside that call, you just do a bunch of add_item() calls |
01:32 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2032 |
01:33 |
VanessaE |
according to what it is you want to give to the user |
01:34 |
VanessaE |
scroll up a bit in the document, from that second link, to see the related calls for managing the player's inventory - you will want to check for free slots, for example. |
01:34 |
Thenps |
i am a noob :( wpuld it possible for you to maybe cook up a little sample |
01:34 |
VanessaE |
no, sorry |
01:34 |
Thenps |
:( |
01:34 |
Thenps |
why |
01:34 |
Thenps |
lol n/m |
01:34 |
VanessaE |
I suck at inventory handling, in practice :) |
01:34 |
Thenps |
anyhow another thing |
01:34 |
Thenps |
ohh ok |
01:34 |
Thenps |
hehe thats ok |
01:34 |
Thenps |
also would this be possible |
01:34 |
VanessaE |
(it's not something I do a great deal of) |
01:35 |
VanessaE |
you should probably take the rest of your questions over to #minetest |
01:35 |
VanessaE |
if they're not of a core engine nature |
01:36 |
Thenps |
just 1 last thing and ill stop heheh would it be possible for a normal user to load a schematic in a fixed spot? like /reload whatever.we in a fixed position |
01:36 |
VanessaE |
//pos1 //load file.we |
01:36 |
Thenps |
without worldedit privs |
01:36 |
VanessaE |
no. |
01:36 |
Thenps |
not at all? |
01:37 |
VanessaE |
please take further questions to #minetest. |
01:37 |
Thenps |
hmmm that is odd |
01:37 |
Thenps |
ok thanks |
01:37 |
VanessaE |
and no, worldedit doesn't work like that. |
01:37 |
Thenps |
i see |
01:37 |
VanessaE |
it could be modified |
01:37 |
VanessaE |
and easily so |
01:37 |
Thenps |
and yes if you unban me i will joint _ |
01:37 |
VanessaE |
but by default, it does not allow such a thing. |
01:37 |
Thenps |
#minetest |
01:37 |
RealBadAngel |
how nore's mg is placing villages? |
01:37 |
RealBadAngel |
isnt that related? |
01:38 |
VanessaE |
RealBadAngel: with schematics, I believe, but not with worldedit functions as such |
01:38 |
VanessaE |
rather, with direct calls |
01:38 |
VanessaE |
so it does what Thenps wants, but at a level below what he's asking for |
01:38 |
RealBadAngel |
so, related |
01:38 |
VanessaE |
yes |
01:38 |
VanessaE |
the actual act of placing a schematic is easily replicated. |
01:39 |
VanessaE |
with a chat command or punching a special node or whatever you want. |
01:39 |
RealBadAngel |
level below is better always |
01:39 |
Thenps |
yes for example, we have a 6x6 area with stone, as a normal user i remove it all then i do /reload stone1 and it loads the same 6x6 area |
01:39 |
VanessaE |
it's just that worldedit itself doesn't do that. It's a matter of coding it. |
01:39 |
Thenps |
or something like that |
01:39 |
Thenps |
but in a spefic location |
01:40 |
RealBadAngel |
so read the nores mapgen |
01:40 |
RealBadAngel |
it has the methods you need |
01:41 |
Thenps |
thanks RBA |
01:41 |
Thenps |
also can you unban me from #minetest? |
01:41 |
VanessaE |
I will not mess with the ban list. |
01:41 |
Thenps |
:( |
01:42 |
Thenps |
you only have to unban me |
01:42 |
Thenps |
specifically |
01:42 |
Thenps |
or up range or something |
01:45 |
Thenps |
VanessaE can you help me with that request it has been along time |
01:49 |
VanessaE |
no |
01:50 |
Thenps |
why?? |
01:50 |
Thenps |
specifically |
01:50 |
VanessaE |
because I don't know who you are, and I don't know why you were banned. |
01:50 |
VanessaE |
let alone when. |
01:53 |
Thenps |
it was about a year ago |
01:53 |
Thenps |
i am reformed and learned my lesson |
01:53 |
VanessaE |
oh no. |
01:53 |
LandMiner |
and you do knwo me |
01:53 |
* VanessaE |
wanders off. |
01:53 |
LandMiner |
whaT??!!! why |
01:54 |
LandMiner |
i have not given you trouble |
01:54 |
LandMiner |
and you just leave VanessaE? |
01:55 |
TheLandMine |
VanessaE are you there? |
01:56 |
TheLandMine |
RealBadAngel are you therE? |
01:57 |
TheLandMine |
OldCoder are you there? |
01:58 |
OldCoder |
Hi |
01:59 |
TheLandMine |
old coder can you please tell VanessaE i have been good |
01:59 |
TheLandMine |
and not harrased anybody in the last year |
01:59 |
OldCoder |
Yes |
02:00 |
TheLandMine |
she will not unban me from minetest main channel even though i have asked nicely |
02:00 |
OldCoder |
I can and will discuss the matter. I need to finish some business email but will ping her shortly. |
02:00 |
TheLandMine |
why is it that she responds to me with different names but not with this one |
02:00 |
TheLandMine |
thank you oldcoder |
02:00 |
OldCoder |
It is related to a couple of factors; not for discussion in this channel |
02:01 |
TheLandMine |
may i ask why, if the answer can be sent via pm that would be great |
02:01 |
RealBadAngel |
wtf? mexico is back? |
02:01 |
RealBadAngel |
hi TheLandMine |
02:01 |
TheLandMine |
hi lol yeah its been a while |
02:01 |
RealBadAngel |
you missed us or what? ;) |
02:01 |
TheLandMine |
little bit yeah hehe |
02:02 |
TheLandMine |
:p |
02:02 |
RealBadAngel |
fun fact, i checked out you harry potter mod a day before |
02:03 |
TheLandMine |
is that so? man that is not even fisnished hehe |
02:03 |
TheLandMine |
finished*** |
02:03 |
RealBadAngel |
were just browsing the forums and some1 had revoked it |
02:04 |
RealBadAngel |
some1 coud finish that if not you |
02:04 |
RealBadAngel |
we dont have real magic mod by now |
02:05 |
TheLandMine |
lol yeah it was super raw, might find time to remake it hhehehe |
02:05 |
TheLandMine |
RealBadAngel do you forgive me for all the past? |
02:06 |
RealBadAngel |
well, just code something |
02:06 |
RealBadAngel |
that is better than words |
02:07 |
TheLandMine |
yup indeed |
02:07 |
TheLandMine |
well i dont have much time in my hands anymore |
02:07 |
TheLandMine |
so might just do it on the weekends |
02:08 |
TheLandMine |
trying to set up a server with minigames and stuff lol have alot of brainstorming to do hhehehe |
02:08 |
TheLandMine |
something unique like me |
02:21 |
TheLandMine |
can anyone unban me from #minetest |
02:21 |
TheLandMine |
i would appreciate it |
02:25 |
OldCoder |
TheLandMine, the matter is being discussed in another channel |
02:26 |
TheLandMine |
ok thank you |
02:42 |
OldCoder |
TheLandMine, PM |
02:47 |
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07:43 |
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07:43 |
cg72 |
https://github.com/minetest/minetest/pull/1537 << i fixed the error that had been driving me nuts |
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18:49 |
* Krock |
is active |
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20:42 |
cg72 |
https://github.com/minetest/minetest/pull/1540 |
20:42 |
cg72 |
there now that is nice and pretty :D |
20:45 |
sapier |
You know this is not identical to old c++ menu? ;-) |
20:46 |
cg72 |
i know and i build here and it works fine |
20:46 |
cg72 |
well my ver is a lot different but thats "MY PERSONAL TASTE" just for my pc lol |
20:47 |
sapier |
Imho it's fine, for what I remember there have been two reasons only ... the mentioned "it wasn't a dropdown in c++" and the other was there haven't been dropdowns in formspec at the time that code was initial written |
20:47 |
sapier |
... none of those reasons is still valid |
20:48 |
cg72 |
you guys change so much its hard to follow sometimes :) |
20:49 |
sapier |
it's hard to understand why some things have to stay how they are and others are changed permanently for core devs too so no reason to blame you |
20:51 |
cg72 |
:D |
20:51 |
cg72 |
i did it, i brok it all ;) |
20:52 |
sapier |
ok good ... usually it's me to be blamed ;-) ... in future I'll just tell them you've been the one ;-) |
21:00 |
cg72 |
im probably the only girl trying to contribute to 90% of the stuff i work on so i get either blame or just not taken seriously |
21:06 |
sapier |
you're a girl? wait in this case I don't think we can merge it ;) *just joking* |
21:06 |
ShadowNinja |
I'm trying to make a formspec --> form table converter. FormSpecs are so statefull though, making this hard. |
21:07 |
sapier |
ShadowNinja: you know there already is a converter? |
21:07 |
ShadowNinja |
sapier: table -> string yes, is there a string -> table one? |
21:07 |
VanessaE |
sapier: it isn't that the menu can't change - it's that what replaced the C++ menu had to initially be as close as possible to it to retain feature parity |
21:08 |
sapier |
forget about my comment I wont start this discussion again today ... you know my opinion at adding another proprietary gui format |
21:08 |
VanessaE |
now that we've long since surpassed that, it's okay to tweak it here and there, so long as we avoid huge changes in the look (lest we cause a big upheaval in the community) |
21:09 |
sapier |
VanessaE: maybe I wasn't clear enough, I don't see a reason to not support the change cg72 suggested ;-) |
21:09 |
VanessaE |
ok good :) |
21:09 |
* cg72 |
likes sapier, hes always super nice to her :P |
21:10 |
VanessaE |
kissup ;) |
21:10 |
OldCoder |
sapier, o/ |
21:10 |
sapier |
OldCoder: ? :-) |
21:10 |
cg72 |
no not really lol, but he has been helpful to me so many times |
21:12 |
cg72 |
other devs give me attitudes **cough** hmmmm |
21:15 |
VanessaE |
sapier: can you look into this problem please of players just...timing out? (probably that same issue of force-deleting entities causing player objects to be deleted) |
21:16 |
sapier |
hmm |
21:16 |
sapier |
could be ... do you have any scenario how to trigger it? |
21:16 |
VanessaE |
sure |
21:16 |
VanessaE |
make lots of entities. |
21:17 |
VanessaE |
get the engine to engage its "too many entities in a block, forcing delete" code. |
21:17 |
VanessaE |
in this case I triggered it by digging lots of blocks while my inventory was full. |
21:17 |
sapier |
yes but why is player deleted in this case? |
21:17 |
VanessaE |
because it's being bulk deleted with the rest of the objects. |
21:17 |
VanessaE |
the player's being treated as just another entity/SAO or whatever. |
21:18 |
sapier |
bulk deleted? thought only new ones aren't saved? |
21:19 |
VanessaE |
beats me how it works out but it's definitely not working according to y'all's plan |
21:19 |
sapier |
we didn't have that issue prior user deletion ... maybe we should revert that one till it's really working |
21:19 |
VanessaE |
meanwhile, I also managed to trigger a stack overflow in the nodeupdate code. |
21:20 |
VanessaE |
twice. |
21:20 |
cg72 |
how the heck Ve? |
21:20 |
sapier |
do you have a backtrace for those cases? |
21:20 |
VanessaE |
sapier: one second please. |
21:21 |
VanessaE |
http://pastebin.com/n9zEPR7d |
21:22 |
sapier |
argh a recursive call |
21:22 |
VanessaE |
afaik, streets:asphalt doesn't even call that code :) |
21:23 |
VanessaE |
anyways, that's minor. |
21:24 |
VanessaE |
yes it crashed the server, but that's a different issue :) |
21:24 |
sapier |
I didn't look at it in detail but I guess two "attached_node"'s next to each other are involced |
21:24 |
cg72 |
i got that once when building on sand, there was a beach and a cave under it. nodes didnt fall till i placed the block on top of it ( gravvel does that to my server to in the same way) |
21:26 |
VanessaE |
anyways, when the server goes to delete entities..well here, look: |
21:26 |
VanessaE |
http://pastebin.com/gWpEk1Bj |
21:27 |
VanessaE |
if there is a player in that block, there's about...oh...a 75% chance that that player will also be deleted |
21:27 |
sapier |
why? |
21:28 |
VanessaE |
I don't know. |
21:28 |
VanessaE |
here's an example of a player being deleted: |
21:28 |
VanessaE |
13:02:20: ERROR[ServerThread]: ServerEnv: Trying to store id=6818 statically but block (34,-1,72) already contains 500 objects. Forcing delete |
21:28 |
VanessaE |
. |
21:28 |
VanessaE |
13:02:21: ERROR[ServerThread]: Server::ProcessData(): Cancelling: No player for peer_id=186 disconnecting peer! |
21:28 |
VanessaE |
(from a bit earlier the same day) |
21:28 |
VanessaE |
13:02:59: ERROR[ServerThread]: Server::ProcessData(): Cancelling: No player for peer_id=179 disconnecting peer! |
21:28 |
VanessaE |
as you can see, two players got booted off, in that event,. |
21:28 |
sapier |
hmm if entities are saved periodicaly that could be an explanation |
21:29 |
VanessaE |
I don't know if they are or not but that pastebin link with the horde of errors would seem to imply that they're being re-saved |
21:29 |
sapier |
yes could be a periodic timer |
21:29 |
VanessaE |
on the long-term, often the entity counts will increase from one line to the next |
21:30 |
VanessaE |
e.g. I might see 501, then 502...503.... with each successive line in those multi-line errors |
21:31 |
sapier |
I wonder if this error is result of not detecting entity beeing already saved in that block |
21:31 |
VanessaE |
I might tend to agree - this is from today, and I ran a /clearobjects yesterday |
21:32 |
VanessaE |
those timestamps are from about 4 hours ago. |
21:33 |
VanessaE |
the increasing counts in the middle of a delete tell me the delete isn't entirely erasing the entities, or maybe it's erasing only part of the data |
21:33 |
ShadowNinja |
http://pastebin.ubuntu.com/7964705/ |
21:33 |
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21:34 |
sapier |
ShadowNinja: could you explain what this is really good for prior speding a lot of work for it? |
21:36 |
sapier |
btw this example is quite insane if you dump a more complex formspec written in about 100 lines this way you end up in 1000 lines |
21:38 |
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23:49 |
cg72 |
https://github.com/minetest/minetest/pull/1541 |
23:50 |
cg72 |
i fixed the issues with the dropdown, and the dlg_create_world error as well |
23:50 |
cg72 |
at the same time :D |
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