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agrecascino |
https://forum.minetest.net/viewtopic.php?f=7&t=15388 |
00:10 |
agrecascino |
help |
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segfault22 |
I need to put some lua code in some single place, without it being run there, and then reference it within a function, wherein the reference would run the code as if it were replaced by the code written-out in its place. I have tried using variables, but that doesn't work, and it can't be put within its own separate function, because the code has calls to debug.getinfo()... is this even possible? |
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16:14 |
ElectronLibre |
Can any of you devs here tell me what the purpose of this single line is? https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L381 |
16:22 |
ElectronLibre |
I believe mode "3" and "5" have the same behaviour with this code, hence my question. The presence of those two mods is useless. |
16:22 |
ElectronLibre |
s/mods/modes |
16:32 |
sfan5 |
ElectronLibre: mode 5 will return nil if cb_ret is false, mode 3 will return false if cb_ret is false |
16:32 |
sfan5 |
actually not nil but what the previous callback returned |
16:34 |
ElectronLibre |
I see. |
16:34 |
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ElectronLibre |
Well at least I know what line is to blame for the blocking callbacks |
16:34 |
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16:35 |
ElectronLibre |
If I were to register my own callback in the lua builtin, and called it myself, what mode should I use? I think 3 would work. |
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18:08 |
APNG |
why are nodetypes called nodetypes and not blocks? |
18:13 |
nore |
APNG: because blocks are 16x16x16 nodes |
18:13 |
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18:14 |
APNG |
does minetest have a concept of chunks? |
18:19 |
burli |
APNG, yes |
18:19 |
APNG |
and what are chunks? |
18:19 |
burli |
default is 5x5x5 blocks or 80x80x80 nodes |
18:22 |
APNG |
and what are voxels? |
18:23 |
burli |
mapblocks have a fixed size, chunks can set from 1 to whatever, but less than 4 and more than 6 does't make sense |
18:23 |
burli |
node = voxel (I think) |
18:23 |
APNG |
why do we have the ugly "nodetype" name? .-. |
18:24 |
burli |
idk |
18:25 |
APNG |
I prefer block for a node's type (the definition of block is ambiguous and it can mean either a node or a node type or in minetest's case a collection of nodes), node for a position + associated data (including type) (that's kinda the definition of node), chunk for the smallest region of a map, region for the largest, map for the whole map |
18:25 |
APNG |
so let's say I'm making a game |
18:25 |
APNG |
does that make sense? |
18:25 |
Krock |
then make a pull request if you have a better idea |
18:25 |
APNG |
anyway what I'm here for is uh |
18:25 |
APNG |
how big is the minetest API? |
18:25 |
Krock |
smaller than the sun |
18:26 |
Krock |
about 9001 |
18:26 |
APNG |
I mean in number of methods and stuff |
18:26 |
Krock |
do grep on "lua_api.txt" for "minetest." |
18:26 |
APNG |
and just the parts that aren't pure-Lua |
18:26 |
rubenwardy |
where are you getting "nodetypes" from? Do you mean "nodes" |
18:27 |
APNG |
rubenwardy, no, a node is stuff in a position in the world |
18:27 |
APNG |
that is, the position and the contents |
18:27 |
APNG |
a nodetype is all the code and stuff of a node |
18:27 |
rubenwardy |
nodetype is not mentioned anywhere in the source code |
18:28 |
rubenwardy |
do you mean a node definition? |
18:28 |
APNG |
really? I thought I saw "nodetype" in the API docs a few times... |
18:28 |
APNG |
or node_type, idk |
18:28 |
Krock |
about 328 pure functions that aren't Lua-only. additionally there are functions in objects, like the player's set_hp and so on |
18:28 |
rubenwardy |
src$ grep -nir "nodetype" * | grep -v "SceneNodeType" | wc -l |
18:28 |
rubenwardy |
0 |
18:29 |
Krock |
neither node_type exists |
18:29 |
APNG |
uh ok |
18:29 |
APNG |
the wiki is the docs right? |
18:30 |
Krock |
as a reference, yes |
18:30 |
APNG |
ok |
18:30 |
APNG |
w/e |
18:30 |
APNG |
anyway |
18:31 |
rubenwardy |
docs/lua_api.txt is the official docs |
18:31 |
APNG |
so uh let's say I wanna implement the minetest API in java? |
18:31 |
Krock |
anyone please kick APNG |
18:31 |
APNG |
does minetest expose the internal concepts of blocks, chunks, etc? |
18:31 |
APNG |
because if so that'll be a pain because the API I'm using has no such concepts |
18:31 |
KaadmY |
in the api, nope |
18:32 |
APNG |
ok |
18:32 |
KaadmY |
except for custom lua map generation |
18:32 |
KaadmY |
which is still mostly abstract |
18:32 |
APNG |
hmm... |
18:32 |
KaadmY |
but gives you map data by block boundaries |
18:32 |
APNG |
how do mapgens work? |
18:32 |
KaadmY |
no idea |
18:32 |
KaadmY |
never used them |
18:33 |
APNG |
are they part of the standard API or are they a separate API? |
18:33 |
Krock |
abstract? It's some noise calculation and finding the ground node to put plants on it |
18:33 |
Krock |
but it gets quite complicated the more noise values you have |
18:33 |
APNG |
because the API I'm using doesn't quite have mapgen support last I checked... |
18:33 |
rubenwardy |
? |
18:33 |
Krock |
then you're using Minetest 0.3.§ |
18:33 |
Krock |
*0.3.1 |
18:34 |
APNG |
I basically wanna write a minetest-NOVA bridge |
18:34 |
APNG |
http://novaapi.net/ |
18:34 |
Krock |
update to 0.4.14 and check your docs again |
18:34 |
APNG |
run minetest mods straight in NOVA |
18:35 |
Krock |
that's 100% java. good luck |
18:35 |
APNG |
NOVA doesn't quite have mapgen support |
18:35 |
APNG |
Krock, you do know there are Lua VMs written for Java right? |
18:35 |
Krock |
yes and there aren't |
18:35 |
APNG |
as well as JNI bindings for normal Lua and LuaJIT |
18:36 |
Krock |
not specifically for Minetest at leas |
18:36 |
Krock |
+t |
18:36 |
APNG |
yes, I'd have to implement the Minetest Lua API from scratch |
18:36 |
Krock |
yes, do that. |
18:37 |
APNG |
the plan isn't to run NOVA in minetest but to run minetest in NOVA |
18:37 |
APNG |
if that makes sense |
18:39 |
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19:46 |
celeron55 |
APNG: that sounds like a reasonable approach to at least something 8) |
19:46 |
paramat |
nore sofar rubenwardy simple PR for when you have time #4457 |
19:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4457 -- Camera: Higher frequency limit for view/hand bobbing and footsteps by paramat |
19:46 |
celeron55 |
APNG: i guess you've researched the amount of content made for minetest and decided it would be worth it? |
19:46 |
APNG |
celeron55, nope |
19:47 |
APNG |
it'd just be a great way to learn the NOVA API |
19:47 |
APNG |
it's a fixed, known goal |
19:47 |
APNG |
not something I'll make up as I go along |
19:47 |
APNG |
makes sense? |
19:48 |
celeron55 |
wait, is nova made in java too? |
19:48 |
celeron55 |
why is everything java, this is ridiculous |
19:48 |
APNG |
well NOVA started as an abstraction over Minecraft |
19:48 |
APNG |
so yes it's in java |
19:48 |
rubenwardy |
~g NOVA java |
19:48 |
ShadowBot |
rubenwardy: Error: invalid version |
19:48 |
celeron55 |
somebody please for the love of god make a competent voxel game engine in something else than java |
19:48 |
rubenwardy |
awesome |
19:48 |
APNG |
MC:W10 |
19:49 |
APNG |
inb4 "that works on linux" |
19:49 |
celeron55 |
i'm always like "oh this is interesting" and then "...oh it's java all over again" |
19:49 |
rubenwardy |
I can't find what NOVA is |
19:49 |
APNG |
I linked it some lines above |
19:49 |
APNG |
http://novaapi.net/ |
19:50 |
rubenwardy |
ah, just found it |
19:50 |
rubenwardy |
thanks |
19:50 |
APNG |
Neatly Organized Voxel API is easier to google I think? |
19:51 |
rubenwardy |
I like the attempt to make an abstraction layer like that |
19:51 |
celeron55 |
well anyways, the minetest api is as much as possible abstracted away from the internal storage structures and almost everything is just nodes at coordinates |
19:52 |
celeron55 |
the lua API provided by the minetest "internals" to the so called "builtin" lua (which defines more apis), the games/mods and the menu is not documented anywhere altough the source code is bearable enough to read |
19:53 |
celeron55 |
most of the api goes directly to the games and mods though and that is documented |
19:53 |
celeron55 |
you need to choose whether you want to reuse the builtin lua or not |
19:54 |
APNG |
well uh |
19:54 |
APNG |
NOVA is LGPLv3 |
19:54 |
APNG |
so I don't think I can reuse the builtin |
19:54 |
rubenwardy |
builtin is LGPLv2.1 or later |
19:54 |
rubenwardy |
so you can relicense it to LGPLv3 |
19:55 |
rubenwardy |
paramat, will review later |
19:55 |
APNG |
oh ok |
19:56 |
celeron55 |
(i appreciate the choice of LGPL; too many things use GPL) |
19:56 |
APNG |
GPL doesn't work with Minecraft |
19:59 |
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20:01 |
rubenwardy |
updated #4294 #4416 |
20:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/4294 -- Formspecs: Add container[] and container_end[] elements by rubenwardy |
20:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/4416 -- Formspecs: Fix background elements from interferring with each other by rubenwardy |
20:02 |
rubenwardy |
also waiting: #4417 |
20:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/4417 -- Formspecs: Add text field enter key event, allow fields to disable form close on enter by rubenwardy |
20:03 |
celeron55 |
formspecs, the COBOL of minetest! |
20:03 |
celeron55 |
d8-) |
20:03 |
celeron55 |
it |
20:03 |
celeron55 |
-it |
20:04 |
rubenwardy |
basically |
20:04 |
rubenwardy |
I wish they used layouts |
20:04 |
rubenwardy |
so much more responsive |
20:04 |
celeron55 |
this is basically a full-on meme already since many years ago |
20:05 |
APNG |
why not add an optional OOP-based formspec library thing? |
20:05 |
Calinou |
APNG: do it |
20:05 |
rubenwardy |
see smartfs |
20:05 |
rubenwardy |
although needs improvement |
20:06 |
APNG |
also |
20:06 |
APNG |
parse the formspecs on the server |
20:06 |
APNG |
to figure out what metadata fields need to be sent over to the client |
20:06 |
Calinou |
what would you give to the client then? |
20:06 |
rubenwardy |
the alternative to #4294 is either parsing and editing the formspecs, or giving an origin variable to the builder of the child formspec |
20:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/4294 -- Formspecs: Add container[] and container_end[] elements by rubenwardy |
20:06 |
APNG |
aka nonstupid metadata |
20:07 |
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20:07 |
paramat |
ok |
20:07 |
rubenwardy |
!web g smartfs minetest |
20:08 |
rubenwardy |
https://github.com/minetest-mods/smartfs |
20:08 |
rubenwardy |
I swear ShadowBot is completely useless |
20:09 |
paramat |
btw i want to help by reviewing your formspec PRs but find the code inpenetrable :] |
20:10 |
APNG |
rubenwardy, does it work for node metadata and stuff? |
20:33 |
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20:33 |
paramat |
#3923 is ready to go, since it's a fairly big change perhaps more devs want to have a look? |
20:33 |
ShadowBot |
paramat: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request." |
20:34 |
paramat |
#3923 |
20:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/3923 -- Make plantlike drawtype more fun. by sofar |
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