Time |
Nick |
Message |
00:13 |
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00:32 |
Natechip |
it everyday... BRO |
00:53 |
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00:57 |
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00:58 |
paramat |
wow so late already Shara i hope to have something ready for the morning |
01:09 |
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01:38 |
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01:51 |
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02:36 |
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02:39 |
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04:40 |
jas_ |
good morning |
04:57 |
Natechip |
good night |
04:57 |
Natechip |
jas-^ :P |
04:57 |
Natechip |
jas_ ^ :P |
04:59 |
jas_ |
heh |
04:59 |
* jas_ |
sips coffee |
05:01 |
jas_ |
i wonder what other benefits may come from a player database, like would it make it easier to register from a webpage for example? |
05:23 |
jas_ |
https://www.twitch.tv/videos/182513240 |
05:30 |
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05:37 |
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06:12 |
Calinou |
https://blogs.msdn.microsoft.com/commandline/2017/10/11/whats-new-in-wsl-in-windows-10-fall-creators-update/ |
06:13 |
Calinou |
Fedora isn't available in the WSL yet, but openSUSE already is |
06:15 |
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06:15 |
jas_ |
https://www.youtube.com/watch?v=Um7lfY3i_WM |
07:02 |
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07:33 |
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07:41 |
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08:26 |
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08:28 |
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08:28 |
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08:37 |
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09:11 |
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09:51 |
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10:30 |
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10:59 |
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11:06 |
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11:16 |
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Fixer joined #minetest-hub |
11:28 |
IhrFussel |
Fixer, did you reproduce the crash last night? |
11:54 |
Fixer |
IhrFussel: i have not looked into it |
12:21 |
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12:32 |
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Jordach joined #minetest-hub |
12:33 |
Jordach |
BWAHAHAHAHA |
12:33 |
atorian37 |
is it possible to activate the light when holding a torch in the torches mod? |
12:33 |
Jordach |
Denuvo cracked on day 1 |
12:35 |
Jordach |
prooooof https://i.imgur.com/LlNqdAG.png |
12:38 |
IhrFussel |
atorian37, AFAIK the engine doesn't support that ... there are mods who "implement" it by turning the nearby air into "glowing air" |
12:38 |
IhrFussel |
mods that* |
12:39 |
IhrFussel |
But I heard it's extremely laggy |
12:46 |
atorian37 |
I have found the right mod, thanks... I used the wrong one. The one from BlockMen doenst support that, the one from sofar does :) |
12:46 |
atorian37 |
*doesnt |
12:48 |
Calinou |
Jordach: famous last words of the sentenced, "DRM helps sales" |
12:54 |
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12:57 |
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Aerozoic joined #minetest-hub |
13:00 |
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zorman2000 joined #minetest-hub |
13:00 |
zorman2000 |
!tell |
13:00 |
ShadowBot |
zorman2000: tell <nick1[,nick2[,...]]> <text> |
13:01 |
zorman2000 |
!tell tenplus1 Please take a look at https://github.com/tenplus1/mobs_redo/pull/126 whenever you have a chance! |
13:01 |
ShadowBot |
zorman2000: O.K. |
13:21 |
Fixer |
Jordach: nice |
13:25 |
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13:43 |
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13:50 |
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13:59 |
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ThomasMonroe joined #minetest-hub |
14:02 |
* Jordach |
achieved another certificate for IT |
14:02 |
Jordach |
it seems any monkey can get qualified these days |
14:19 |
RobbieF |
LOL |
14:19 |
RobbieF |
congrats |
14:57 |
|
tenplus1 joined #minetest-hub |
14:57 |
tenplus1 |
hif olks |
14:57 |
tenplus1 |
er... hi folks :P |
14:58 |
red-001 |
hi |
14:58 |
red-001 |
ten |
14:59 |
tenplus1 |
hi red |
15:00 |
Raven262 |
hi ten |
15:00 |
Raven262 |
hi red |
15:00 |
tenplus1 |
hey raven |
15:02 |
IhrFussel |
tenplus1, reach means in nodes? |
15:02 |
tenplus1 |
hi fussel, and yes...reach is radius around mob |
15:03 |
IhrFussel |
Sorry hi an ok thanks ... that would explain why my dog can't attack mobs that stand on snow (reach missing) ... I guess default reach is 1? |
15:04 |
tenplus1 |
if reach is missed out then it defaults to 1, yes |
15:04 |
tenplus1 |
sorry, defaults to 3 |
15:08 |
IhrFussel |
That's weird...my dog seriously can't attack a mob that's staning 1 node higher + snow slab |
15:08 |
IhrFussel |
standing* |
15:09 |
tenplus1 |
prolly cant see through snow slab |
15:09 |
tenplus1 |
mobs need line_of_sight to attack |
15:10 |
tenplus1 |
they can see through flowers and water but not weird nodeboxes |
15:10 |
tenplus1 |
does it work without snow ? |
15:10 |
IhrFussel |
Yes attacking works as soon as I dig the slab |
15:12 |
CalebDavis |
hi ten |
15:13 |
tenplus1 |
hi caleb |
15:13 |
IhrFussel |
tenplus1, is there something I can change in the code to allow a "tolerance"? |
15:13 |
tenplus1 |
it's all up to line_of_sight |
15:14 |
tenplus1 |
hold on, lemmie check |
15:16 |
IhrFussel |
Otherwise battling in snowlands is pretty much impossible cause those snow slabs on top of nodes are everywhere |
15:16 |
tenplus1 |
checking los function, could possibly get mobs to ignore snow altogether, but only the thin layer |
15:17 |
RobbieF |
hi tenplus1 |
15:17 |
tenplus1 |
hi robbie o/ |
15:17 |
tenplus1 |
how;s tricks |
15:17 |
RobbieF |
Doing well man! |
15:17 |
RobbieF |
you? |
15:18 |
RobbieF |
Today we fire up the game rig! |
15:18 |
tenplus1 |
am okie |
15:18 |
|
nerzhul joined #minetest-hub |
15:18 |
tenplus1 |
hi nrz |
15:18 |
RobbieF |
overclocking to 4.5 GHz |
15:18 |
tenplus1 |
ooh, game rigg... schweet |
15:18 |
ircSparky |
shouldnt this work? local x, y, z = param:match("%d %d %d") (this is in a chatcommand) |
15:19 |
RobbieF |
oh I got a ODROID XU4Q! Really excited about htat. |
15:19 |
RobbieF |
*that |
15:19 |
RobbieF |
Fired it up and realized the Raspberry Pi is dead. LOL |
15:19 |
tenplus1 |
mini arm board to tinker with :) |
15:19 |
RobbieF |
... 8 cores with 2 GB RAM! |
15:19 |
tenplus1 |
aww.. what happened to your pi ? |
15:19 |
red-001 |
wow full screen is so badly designed it's kinda amazing |
15:19 |
RobbieF |
and eMMC |
15:19 |
RobbieF |
tenplus1 - what happened to my Pi? XU4 came out. |
15:20 |
RobbieF |
The Pi 3 benchmarks roughly 1/4 the performance of the XU4 |
15:20 |
RobbieF |
CPU/RAM alone |
15:20 |
RobbieF |
let alone filesystem with eMMC and USB 3.0 on the XU4 |
15:21 |
tenplus1 |
what you running on it ? |
15:22 |
nerzhul |
h ite |
15:22 |
nerzhul |
hi tenplus1 |
15:22 |
IhrFussel |
ircSparky, maybe %d is just 1 digit? |
15:23 |
tenplus1 |
fussel, using latest mob api, remove DO at end of line:228 and add this right after to try: |
15:23 |
tenplus1 |
or nn == "default:snow") do |
15:23 |
IhrFussel |
Or you probably need to group the paremeters (%d) (%d) (%d) |
15:23 |
tenplus1 |
that should allow it to ignore snow layers |
15:25 |
sfan5 |
ircSparky: string.match returns more than just what it matched |
15:26 |
sfan5 |
e.g. https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit_commands/init.lua#L317 |
15:26 |
tenplus1 |
hi sfan |
15:27 |
IhrFussel |
tenplus1, my mobs redo is a bit outdated cause I modified it heavily to fit on my server... will this work? "while minetest.registered_nodes[nn] |
15:27 |
IhrFussel |
and minetest.registered_nodes[nn].walkable == false or nn == "default:snow" do" |
15:27 |
tenplus1 |
give it a go, see if dog attacks on snow |
15:28 |
ircSparky |
what would i use then? |
15:28 |
tenplus1 |
what modifications have you added to api for your server btw ? |
15:29 |
IhrFussel |
Many...too much to list, but the big ones are level ups for tamed animals, special nametag color for hostile mobs, no switching between name/HP modes, auto healing every 2 secs for tamed animals |
15:30 |
tenplus1 |
all of those could be done using do_custom instead of changing api |
15:30 |
tenplus1 |
and hp level is a switch to toggle off |
15:32 |
IhrFussel |
I have too many animals to use do_custom() but it's alright I'm happy with my work...I will just edit patches in manually when I find them useful |
15:32 |
tenplus1 |
okie |
15:32 |
RobbieF |
tenplus1 I'm using the XU4 as a Blender rendering box |
15:33 |
tenplus1 |
it's a powerful enough wee beastie to handle that :D |
15:33 |
RobbieF |
yep |
15:33 |
RobbieF |
and small enough to setup as dedicated and stick it in the back room out of the way. |
15:33 |
RobbieF |
ideal |
15:34 |
RobbieF |
I also got a RAID 1 SATA backplane for it so I have 500 GB mirrored storage. |
15:36 |
tenplus1 |
nice |
15:39 |
ircSparky |
would there be a way to do it without even using patterns? I just want a /setmarker command that adds a waypoint at the coords from param |
15:42 |
tenplus1 |
https://github.com/tenplus1/carts updated for anyone who uses it |
15:44 |
tenplus1 |
ircSparky: this is how /teleport command handles it: https://github.com/minetest/minetest/blob/1105a14bccefb48a0e264fe19190c39629259338/builtin/game/chatcommands.lua#L344 |
15:46 |
ircSparky |
great! thanks tenplus1 (why didn't I think of that? :P) |
15:49 |
tenplus1 |
:P |
16:02 |
IhrFussel |
Footstep sounds on very thin slabs are still not fixed? I mean when I jump on a thin meselamp slab (moreblocks saw) I still hear the sound of the node under it |
16:03 |
tenplus1 |
the y offset to check the node below player is too large... |
16:13 |
Calinou |
evening |
16:13 |
tenplus1 |
hi Cal |
16:13 |
Calinou |
I now drive to university, since a few days ago :D |
16:14 |
Calinou |
it goes pretty well most of the time |
16:14 |
tenplus1 |
w00t! congrats Cal |
16:16 |
|
nerzhul joined #minetest-hub |
16:16 |
tenplus1 |
wb nrz |
16:17 |
tenplus1 |
RobbieF: watching a youtube vid on odroid-xu4 being used as a desktop replacement... pretty kewl ;)) |
16:26 |
Fixer |
everybï½ï½„y ï½ï½ï½–e yï½ï½•ï½’ bï½ï½„ï½™ |
16:27 |
tenplus1 |
hi fixer, I have no idea what you just wrote |
16:27 |
Fixer |
hi |
16:27 |
|
Krock joined #minetest-hub |
16:27 |
tenplus1 |
hi Krock |
16:27 |
Krock |
hi tenplus1 |
16:27 |
Krock |
:3 |
16:27 |
Calinou |
https://media.hugo.pro/quasselclient_2017-10-18_18-27-51.png |
16:28 |
Calinou |
:P |
16:28 |
tenplus1 |
I updated the carts redo mod to use your new changes :) works well |
16:28 |
* Krock |
moves |
16:29 |
Krock |
glad to hear, tenplus1. When will you release the technic redo bzw? :P |
16:30 |
tenplus1 |
ehehe, am not touching that one |
16:31 |
tenplus1 |
am thinking basic_machines mod could take over if grinder/compressors etc were added |
16:34 |
RobbieF |
tenplus1 interested in seeing my build? |
16:35 |
tenplus1 |
the odroid ? or gaming rig ? |
16:35 |
RobbieF |
and yeah, I think the XU4 is more powerful than any desktop I have at home - LOL |
16:35 |
RobbieF |
tenplus1 the odroid |
16:35 |
tenplus1 |
it already beats my net-top computer hands down |
16:35 |
tenplus1 |
*jelly* |
16:36 |
RobbieF |
https://www.youtube.com/watch?v=6dqJ_vgLGjI - 'tis my build |
16:36 |
tenplus1 |
le click |
16:37 |
tenplus1 |
how many watts total system ? |
16:41 |
|
Fixer_ joined #minetest-hub |
16:42 |
RobbieF |
usage you mean? |
16:42 |
RobbieF |
or power from the PSU? |
16:42 |
tenplus1 |
usage... under full load ? |
16:43 |
tenplus1 |
my current net-top pc is 42watts full load |
16:43 |
tenplus1 |
the arm boards are generally 1-2 watts... |
16:44 |
tenplus1 |
every upgrade I do now is power based... lower the wattage or keep same at higher cpu power |
16:44 |
RobbieF |
tenplus1 I haven't put it on our tester yet. |
16:44 |
RobbieF |
but I own one, so will test that for you during the upcoming review |
16:44 |
RobbieF |
(so far all I've done is build it) |
16:44 |
tenplus1 |
mwhehehehe, thanks dude :P |
16:44 |
RobbieF |
the SSD brackets just arrived, so I'll be adding them as well. |
16:45 |
RobbieF |
getting the baracudas out of ther |
16:45 |
tenplus1 |
ooh saw that... 2x sata mechanicals with the odroid on top... hot hot hot!!!! |
16:45 |
RobbieF |
well, it has a 92mm fan |
16:45 |
RobbieF |
and plenty of airflow with the open bottom |
16:45 |
RobbieF |
but yeah, ssd will be COOOOOOOL |
16:46 |
tenplus1 |
am surprised they dont just make arm pc modules for tv's now with wireless dongle for mouse/kb |
16:46 |
tenplus1 |
save all teh assembly |
16:46 |
tenplus1 |
ubuntu is teaming with Lg to run there next-gen smart tv's with ubuntu core |
16:51 |
benrob0329 |
We have an LG TV, the thing is slooooow |
16:51 |
tenplus1 |
hi ben... yeah, current smartOs' are crappy and use old android versions |
16:52 |
tenplus1 |
or tizen |
16:52 |
Calinou |
my TV isn't a smart one, but only my parents really use it anyway |
16:52 |
Calinou |
smart TVs are BS, everyone knows it anyway |
16:52 |
Calinou |
there's lots of potential, but TV manufacturers always manage to screw it up |
16:52 |
tenplus1 |
hehehe, they are too fiddly... gone are teh days you just switch it on and choose a channel |
16:52 |
benrob0329 |
And STVs tend to never be updated |
16:53 |
Calinou |
that too |
16:53 |
Calinou |
you can also forget about things like GPL compliance and open source-friendliness/privacy :^) |
16:53 |
tenplus1 |
if they do have it running linux then it can be updated, optimized etc for personal use |
16:53 |
benrob0329 |
Just gimme a monitor |
16:54 |
Calinou |
my 32" monitor might as well be a small TV ;) |
16:54 |
tenplus1 |
https://i.ytimg.com/vi/FpXSeFsywfQ/maxresdefault.jpg |
16:54 |
benrob0329 |
It won't have an enormous overscan too |
16:54 |
tenplus1 |
yeah, I have a 24" HD monitor only... not v |
16:54 |
tenplus1 |
*no tv |
16:55 |
benrob0329 |
You pay for a FHD TV, but everything is cropped...so it's probably not actually FHD |
16:58 |
Calinou |
it's funny how we have plenty of 4K TVs in stores, but still nearly no 4K movies/shows out there |
16:58 |
Calinou |
a few videos are available in 4K, but not a lot… |
16:58 |
Calinou |
(on YouTube, that is) |
16:58 |
Calinou |
even I "only" make 1440p60 videos :P |
16:59 |
tenplus1 |
netflix has 4k movies and tv shows ready to go |
16:59 |
Calinou |
yes, but not a lot of them, still |
16:59 |
Calinou |
you also need a very fast connection |
16:59 |
tenplus1 |
and already korea are moving 8k.... o.O whyyyyyyyy ??? |
16:59 |
Calinou |
(forget about it, if you're on ADSL like me) |
16:59 |
tenplus1 |
am using Full HD and think that's good enough :P |
16:59 |
Calinou |
1080p is nice, but I'd like more 1440p and higher |
17:03 |
RobbieF |
I dream of upgrading Category5 to 4K cameras but keep broadcasting at 1080p ... so we can use some sweet digital zoom effects losslessly. |
17:03 |
tenplus1 |
lol, where will it all end |
17:03 |
RobbieF |
tenplus1 on little 2" screens strapped to our faces. |
17:03 |
tenplus1 |
running 16k each |
17:03 |
RobbieF |
that appear as jumbotrons to the wearer |
17:03 |
tenplus1 |
lol |
17:04 |
tenplus1 |
ooh, I went to see the new "BladeRunner" movie last night in 4DX cinema theatre... was amazing!!!!!!! |
17:04 |
RobbieF |
cool |
17:04 |
tenplus1 |
didnt realise how much immersion 4DX gives you in teh movie |
17:04 |
RobbieF |
should give that a try |
17:04 |
RobbieF |
not sure if the local theatres have it |
17:05 |
RobbieF |
Legoland had it :D |
17:05 |
RobbieF |
but only lego movies |
17:05 |
benrob0329 |
Bah, I hate colds |
17:06 |
benrob0329 |
I have the tail end of one, and I end up making all sorts of unholy noises trying to clear my throat |
17:06 |
benrob0329 |
...and I can't record a voice over like this :-( |
17:07 |
tenplus1 |
hot ginger, honey and lemon will help if you have it |
17:08 |
benrob0329 |
tenplus1: honey and lemon to coat the throat, and ginger to kick the snot put of your sinuses :^) |
17:09 |
tenplus1 |
ehehe yeah... works for me :) |
17:11 |
benrob0329 |
We have a similar thing, honey lemon and hot water, and if you like rum, the steam helps clear your sinuses, and the rum, well I just assume that helps your mood lol |
17:11 |
tenplus1 |
or a really nice CLEAR chicken soup with onion |
17:12 |
Shara |
Hi all |
17:13 |
Raven262 |
Hi Shara |
17:13 |
tenplus1 |
hi Shara o/ |
17:14 |
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Wayward_One joined #minetest-hub |
17:14 |
tenplus1 |
hi Wayward |
17:14 |
benrob0329 |
He Shara, Raven262, Wayward_One |
17:26 |
Raven262 |
Hi benrob0329 |
17:31 |
|
ssieb joined #minetest-hub |
17:32 |
tenplus1 |
hi ssieb |
17:32 |
RobbieF |
hey Shara |
17:33 |
Shara |
Hi RobbieF :D |
17:36 |
ssieb |
hi |
17:45 |
|
sniper338 joined #minetest-hub |
17:45 |
tenplus1 |
hi sniper |
17:46 |
sofar |
BTW for those who played on Inside the Box before - we've got a bunch of new puzzle boxes to play, but always looking for new builders as well! |
17:47 |
Shara |
sofar: at what point can you build something? Is there some amount of boxes you need to complete first? |
17:48 |
sofar |
just the 8 tutorial levels |
17:48 |
sofar |
after that you can build |
17:48 |
sofar |
and for those who struggle with the tutorial, there are video's showing how to complete the tutorials on the website |
17:48 |
|
CWz joined #minetest-hub |
17:48 |
tenplus1 |
hi CWz |
17:48 |
Shara |
I don't really know what my progress is, since I seemed to be redoing levels I did before |
17:49 |
Shara |
and didn't see a way to check |
17:49 |
sofar |
I think you were past the tutorial already |
17:49 |
sofar |
I can check for you, if you want |
17:49 |
Shara |
Would be nice to know |
17:49 |
sofar |
we're at 50+ puzzles atm |
17:49 |
sofar |
lemme sqlite for a sec to check... |
17:51 |
Shara |
By the way, think I found a (probably) unintended typo when poking around the last time, but now I'm not sure which level it was on. |
17:51 |
sofar |
Shara: seems you're at 6/8 in the tutorial |
17:52 |
Shara |
I guess progress got reset from the first time I was there then, but no worries. |
17:53 |
Shara |
Unless I hit a silly parkour next time I join. Zero patience for them. |
17:54 |
tenplus1 |
I like the adventure style maps where you have a story or purpose |
17:54 |
Shara |
tenplus1: Yup. |
17:54 |
Shara |
I'm sure I will one day get that server of mine online. |
17:54 |
Shara |
Or well, it is online, but public. |
17:56 |
Shara |
Did start rewriting the requirements to plan it out a bit better. |
17:56 |
Shara |
Then lack of time happened again :P |
17:57 |
* tenplus1 |
plops you on mars to squeeze in another hour per day :p |
17:57 |
Shara |
Hehehe :D |
18:05 |
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Fixer joined #minetest-hub |
18:05 |
tenplus1 |
hi Fixer |
18:05 |
Fixer |
ty |
18:08 |
tenplus1 |
lol Krock, I tested carts with 62 of them running around a course mixed with mese and brake rails... so funny |
18:08 |
tenplus1 |
but works :) thx for improvements |
18:15 |
tenplus1 |
lol, watching "Adam Ruins Everything" on youtube, so funny and informative :P |
18:25 |
|
zorman2000 joined #minetest-hub |
18:25 |
tenplus1 |
hi zorman |
18:25 |
zorman2000 |
Hi tenplus1 |
18:25 |
zorman2000 |
Updated the PR https://github.com/tenplus1/mobs_redo/pull/126 |
18:26 |
zorman2000 |
We can discuss here as well |
18:28 |
zorman2000 |
Please let me know if it still doesn't make sense |
18:28 |
tenplus1 |
any mob variable stored in self. table is remembered and reloaded once mob is re-activated |
18:29 |
tenplus1 |
although self.state is reset incase the mob was in the middle of an attack and the player logged out... wouldnt do much good to remember that on reload |
18:29 |
zorman2000 |
I agree and that's why I don't want to modify the mob_activate() function |
18:30 |
zorman2000 |
But be able to do something a additional everytime mob is activated |
18:30 |
tenplus1 |
what else would you do that the custom on_spawn function doesnt let you do ? |
18:31 |
zorman2000 |
on_spawn is only called once in a mob lifetime |
18:31 |
tenplus1 |
and what it sets or changes remains inside mob... |
18:31 |
zorman2000 |
While on_activate is called everytime the object itself is deserialized |
18:32 |
zorman2000 |
Which is on map reload, game restart, etc. |
18:32 |
zorman2000 |
My NPC mod sets animation on the NPCs like sit and lay |
18:33 |
tenplus1 |
the self.* variables that mobs use to run are all saved, so if you log out and back in again, the mob is reloaded in the same state you left it |
18:33 |
zorman2000 |
Not, not really. Animation is set to stand specifically |
18:33 |
zorman2000 |
That's one example |
18:33 |
zorman2000 |
Maybe not much more |
18:33 |
zorman2000 |
But I know for certain animation is set to stand |
18:34 |
tenplus1 |
so an after_activate would let you change this back, but... a do_custom could also do the same |
18:34 |
zorman2000 |
https://github.com/hkzorman/mobs_redo/blob/d70a616b183a90b56a4a5b6485ec4cda5ba3f95b/api.lua#L2507 |
18:35 |
zorman2000 |
Yes, correct, but this is a one time change |
18:35 |
zorman2000 |
Do custom will, if implemented correctly, at least add another if statement to the object step |
18:35 |
zorman2000 |
This one time change is only required on activation |
18:36 |
zorman2000 |
The do custom requires me to implement a flag whether change has to be done or not, check if it is set, do the change, set the flag to false |
18:36 |
zorman2000 |
And then forever it will check if the flag is false or not |
18:36 |
zorman2000 |
Adding one more check for each step |
18:36 |
zorman2000 |
It is not efficient |
18:37 |
tenplus1 |
true |
18:37 |
zorman2000 |
I found this the most elegant way to do it |
18:39 |
zorman2000 |
I do not want the mob_activate function to be overwritten since it does lots of important things, but at least a way to extend it sounded the best way |
18:39 |
tenplus1 |
addingthis inside mob_activate would be the way to handle it |
18:39 |
zorman2000 |
It is ok if you don't like to do this though... |
18:39 |
zorman2000 |
Well, that could also work I guess |
18:40 |
tenplus1 |
since 'def' is passed to that function anyhow... would save storing inside mob data |
18:41 |
zorman2000 |
Ok, so basically you just want the check for def.after_on_activate to be called within mob_activate itself, right ? |
18:41 |
zorman2000 |
And executed inside |
18:41 |
tenplus1 |
yeah |
18:42 |
zorman2000 |
Ok, I can do the changes... I will close that PR and open a new one |
18:42 |
tenplus1 |
dont worry about new one, am adding now |
18:42 |
tenplus1 |
will call it after_activate since that's what it does |
18:42 |
zorman2000 |
Ok, sounds good! |
18:42 |
zorman2000 |
Thanks a lot! |
18:42 |
IhrFussel |
tenplus1, I have another request: Sometimes mobs become invincible reporting negative HP if the server crashed |
18:43 |
zorman2000 |
I was also thinking to add a "smart" wandering code... basically not going into directions where mobs will get stuck. This would be, of course, configurable. Would you be interested on that? |
18:43 |
IhrFussel |
It seems to affect mobs that were part of a battle while the crash occured |
18:43 |
tenplus1 |
so a check for -hp and remove entity |
18:45 |
IhrFussel |
The check exists in mob_punch() but not in mob_step() AFAIK |
18:47 |
IhrFussel |
Maybe it should be in on_activate() so that the check only happens once when loading the mob |
18:47 |
zorman2000 |
^ Another use case :) |
18:49 |
tenplus1 |
if a mobs health is sitting at a negative value the environment checker that runs every 1 second will pick up on this and kill/remove mob |
18:49 |
IhrFussel |
Regarding the new callback I have yet another usecase: Reset timers whenever the mob is loaded (for explosions for example) |
18:49 |
IhrFussel |
tenplus1, that's not always the case...the mobs that were affected were immortal, nobody could deal damage to them but they could still deal damage |
18:50 |
IhrFussel |
So maybe it's another bug...maybe a certain state not resetting properly after a crash |
18:52 |
IhrFussel |
To summarize: Only affects mobs that are currently fighting, only occurs after a server crash or (rare) when properly shutting down |
18:52 |
tenplus1 |
testing changes |
18:53 |
zorman2000 |
Awesome! |
18:56 |
tenplus1 |
k, changes are live... after_activate function added and <=0 health checks added to remove mob |
18:57 |
zorman2000 |
Great, thanks tenplus1, now I can remove that ugly workaround I was doing! |
18:57 |
tenplus1 |
lol |
18:58 |
IhrFussel |
tenplus1, I am not sure if the issue is actually HP < 0 ... maybe you should start a singleplayer with some mobs and then unexpectedly crash the game and restart and see if it happens |
18:58 |
tenplus1 |
I did, worked fine |
18:58 |
tenplus1 |
values are stored inside entity meta and those that aren't are reset on activation |
18:58 |
tenplus1 |
if <=0 health found it removes entity |
18:59 |
IhrFussel |
But where in the code could it make HP < 0 mobs immortal? |
18:59 |
tenplus1 |
mobs entities themselves are immortal, the health system is separate from the entity so i can do special features like healing et |
19:00 |
tenplus1 |
I've just added a few checks to make sure mobs with no health found or nil health is handled correctly |
19:02 |
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19:08 |
zorman2000 |
It works! Just changed my NPC mod |
19:08 |
zorman2000 |
Thanks a lot |
19:08 |
tenplus1 |
sweet |
19:09 |
zorman2000 |
Need to leave now, but appreciate a lot your quick turnaround |
19:09 |
zorman2000 |
See ya o/ |
19:10 |
tenplus1 |
have fun |
19:11 |
zorman2000 |
You too! |
19:18 |
IhrFussel |
I wish there was an entity unload callback...that would for example finding lost pets possible if you could store their last known pos before they unload :/ |
19:19 |
tenplus1 |
that's something we could do with inside engine |
19:20 |
IhrFussel |
You mean it's possible to implement it in the API without a specific callback? |
19:21 |
IhrFussel |
My hacky idea was storing its pos every step...but would that be too much? |
19:22 |
tenplus1 |
seld.object:get_pos() would give u mob coords |
19:22 |
tenplus1 |
*self |
19:22 |
IhrFussel |
Yes, and then store the pos every mob_step()? Or is there a better way? |
19:23 |
tenplus1 |
store it where ? |
19:23 |
tenplus1 |
you dont need to store inside mob itself cause self.object:get_pos() already tells you coords, although an external table for another mod would be easily done |
19:23 |
IhrFussel |
I mean I'd like to add a command or some sorts that tracks the pet pos in case it gets lost |
19:24 |
tenplus1 |
you would need to make a separate mod for that one |
19:24 |
tenplus1 |
once an entity is unloaded you cannot read it's settings without being in same mapblock and activating it again |
19:25 |
IhrFussel |
I know...so create new mod, depend on mobs and use global table for the mob pos |
19:25 |
tenplus1 |
there ya go, a project for you to work on ;) |
19:26 |
IhrFussel |
I still need a way to make mobs unique...maybe I'll add an ID for each owned mob in the API |
19:28 |
IhrFussel |
Maybe a big random number would be sufficient |
19:29 |
IhrFussel |
The chances of 2 mobs getting the same are very slim then |
19:32 |
tenplus1 |
willl look into that another time :) |
19:32 |
tenplus1 |
nite folks o/ |
19:32 |
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19:34 |
Fixer |
nerzhul: your tezt server is up? |
19:50 |
nerzhul |
Fixer, yes |
19:56 |
Fixer |
nerzhul: instant crash when both starting SP and MP, forgot to build debug build, so backtraces later |
19:56 |
Fixer |
nerzhul: debug.txt is clean |
20:07 |
Fixer |
segfault |
20:41 |
nerzhul |
noted, waiting for input |
20:41 |
nerzhul |
strange you are the only to have this problem :s |
20:52 |
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20:55 |
nerzhul |
Fixer, do you have memory problem ? crashes are on irrlicht parts |
20:56 |
Fixer |
nerzhul: don't think so, everything else seems stable, more or less |
20:56 |
nerzhul |
both crash are in irrlicht |
20:56 |
nerzhul |
not related to network |
21:00 |
Fixer |
o.O |
21:00 |
nerzhul |
thread 1 crashed and it's not network, look at the BT |
21:01 |
nerzhul |
it's the main client thread, one crashed during memory allocation, second during loading font |
21:01 |
nerzhul |
network threads are just waiting |
21:02 |
Fixer |
nerzhul: default, just does not crash like that |
21:02 |
Fixer |
nerzhul: and here it instant crash when starting singleplayer |
21:03 |
nerzhul |
are you sure your build setup is correct ? |
21:05 |
nerzhul |
maybe i can give you my binary ? |
21:06 |
Fixer |
nerzhul: you can |
21:10 |
nerzhul |
Fixer, http://www.filedropper.com/debug_39 |
21:13 |
Fixer |
nerzhul: msvcp140d.dll not found |
21:14 |
nerzhul |
i don't get it, install last .net framework |
21:14 |
nerzhul |
it's built upon MSVC 2017 |
21:15 |
nerzhul |
oh it's because it's a debug build maybe |
21:16 |
Fixer |
i have msvcp140.dll but without D |
21:16 |
nerzhul |
yeah let me some minutes to compile in release mode |
21:17 |
Fixer |
nerzhul: https://stackoverflow.com/questions/32998902/msvcp140-dll-missing |
21:17 |
red-001 |
it's pretty annoying how ms doesn't let you easily redistribute the debug build of the runtime |
21:17 |
nerzhul |
red-001, heh |
21:24 |
Fixer |
ALL NIGHT LONG |
21:27 |
nerzhul |
Fixer, ? |
21:27 |
Fixer |
https://www.engadget.com/2017/10/17/zte-axon-m-hands-on/ when this madness stops? give me fucking compact fucking smartphone |
21:27 |
Fixer |
nerzhul: f a s t e r |
21:28 |
nerzhul |
interesting un release build i get lua.lib problems... |
21:28 |
nerzhul |
i think VS forgot to rebuild deps... |
21:29 |
nerzhul |
useless phone, 2 times less battery with that |
21:29 |
Fixer |
tired of this huge bricks |
21:29 |
Fixer |
those* |
21:30 |
Fixer |
nerzhul: your compile time seems too slow :( |
21:41 |
nerzhul |
oh it's fixinished but i have linking issues |
21:41 |
nerzhul |
i don't know why |
21:44 |
Fixer |
hehe |
21:59 |
nerzhul |
Fixer, http://www.filedropper.com/relwithdebinfo_3 |
21:59 |
nerzhul |
it's RelWithDebInfo, at least it works not like Release |
22:03 |
Fixer |
nerzhul: joined singleplayer and got asio related crash |
22:07 |
Fixer |
nerzhul: https://pastebin.com/raw/9vp8S8EN |
22:07 |
Fixer |
nerzhul: thats for my build |
22:08 |
Fixer |
nerzhul: still wants msvcp140D.dll |
22:10 |
nerzhul |
roh |
22:10 |
nerzhul |
can you get this dll somewhere ? |
22:11 |
red-001 |
legally only with msvc |
22:11 |
nerzhul |
red-001, erf |
22:11 |
nerzhul |
Fixer, another crash on memory allocation, but this time in network code, when sending data to server |
22:11 |
nerzhul |
are you sure you are not running out of memory, it's strange |
22:12 |
Fixer |
nerzhul: i have 8 GIG of ram |
22:12 |
red-001 |
I think there is a limit expection for setting up test machines |
22:12 |
nerzhul |
it's late, i should find why i have a linking issue on release... |
22:12 |
Fixer |
lots of free mem |
22:12 |
red-001 |
limited* |
22:12 |
nerzhul |
lua and sqlite refuse to link in release mode |
22:12 |
Fixer |
nerzhul: try searching this msvcp thing on your PC |
22:12 |
red-001 |
nerzhul, debug builds? |
22:13 |
red-001 |
https://msdn.microsoft.com/en-us/library/aa985618.aspx |
22:13 |
Fixer |
Visual Studio>\VC\redist\debug_nonredist\x86\Microsoft.VC140.DebugCRT |
22:13 |
Fixer |
look here |
22:14 |
nerzhul |
red-001, here it's a RelWithDebInfo |
22:14 |
nerzhul |
seems it needs debug lib too |
22:15 |
nerzhul |
Fixer, i give you tomorrow okay ? i'm tired :p |
22:15 |
Fixer |
wait, i think i found redistr |
22:15 |
Fixer |
nerzhul: you have 64 bit build? |
22:15 |
nerzhul |
32b |
22:16 |
Fixer |
fuuuck |
22:16 |
nerzhul |
64b doesn't work on MSVC2017 for me now |
22:16 |
Fixer |
"Visual C++ Redistributable for Visual Studio 2015" what to install? |
22:16 |
Fixer |
32 bit or 64 ? |
22:16 |
Fixer |
if you compiled 32 bit |
22:16 |
nerzhul |
it's 32b |
22:16 |
nerzhul |
both packages i give to you |
22:16 |
red-001 |
Fixer, thats the none debug version |
22:17 |
red-001 |
non-debug* |
22:17 |
red-001 |
you need to install all of msvc to get the dlls/find them somewhere online |
22:18 |
red-001 |
and msvc is like 10gb |
22:18 |
Fixer |
i will not |
22:19 |
Fixer |
nerzhul: tomorrow, go here in your program files or whatever and search around "Visual Studio>\VC\redist\debug_nonredist\x86\Microsoft.VC140.DebugCRT" |
22:19 |
Fixer |
nerzhul: i will play more with non asio default game, to see wth is wrong with irrlicht |
22:20 |
nerzhul |
Fixer, i don't know where is the problem, but i really want you to use my build to ensure it's not your build :p |
22:20 |
red-001 |
nerzhul, 2017 community edition? |
22:22 |
nerzhul |
red-001, yes |
22:22 |
nerzhul |
i should go, see you tomorrow |
22:22 |
red-001 |
let me see if I can get arch to load my windows partition |
22:22 |
red-001 |
I should have that installed |
22:23 |
Fixer |
i only have those strange crashes on ASIO |
22:23 |
Fixer |
i have NO crashes on default |
22:23 |
Natechip |
when I last tried to compile with VS it DID NOT work |
22:24 |
Natechip |
the LIB command wasnt working |
22:24 |
Fixer |
there was one BSOD, very probably due BETA VISTA drivers that I'm running for this videocard, that is older than octacian |
22:24 |
Fixer |
due to* |
22:24 |
red-001 |
there are like 6 diffrent redist for debug |
22:25 |
Fixer |
red-001: i don;t wanna debug winshit, only gdb please |
22:28 |
Fixer |
in cartmans voice |
22:28 |
Fixer |
tired of this |
22:36 |
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22:37 |
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22:47 |
benrob0329 |
Fixer: Beta Vista? That sounds...terrifying |
22:47 |
Fixer |
benrob0329: beta driver for vista |
22:47 |
benrob0329 |
Still though |
22:49 |
Fixer |
benrob0329: runs mostly fine, driver crashes in google earth though |
22:55 |
Fixer |
feel the pain of early 2000s, if you know what I mean: https://i.imgur.com/419I1U5.png |