Time |
Nick |
Message |
00:41 |
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01:17 |
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01:39 |
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01:52 |
ircSparky |
is it possible to have something happen when you rightclick a player? |
01:52 |
ircSparky |
with just a fist |
01:55 |
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03:16 |
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03:28 |
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03:28 |
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04:04 |
sofar |
ircSparky: maybe try overriding the hand item's `on_use` callback |
04:45 |
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05:08 |
Hijiri |
wouldn't it be on_place or on_secondary_use |
06:12 |
sofar |
unsure, but on_secondary_use is for when pointing at nothing |
06:12 |
sofar |
so on_place for clicking on a player seems weird |
07:49 |
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07:55 |
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08:03 |
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12:31 |
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12:36 |
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12:36 |
IhrFussel |
2018-02-13 13:06:53: ERROR[Main]: AREAS FROM FILE ARE NOT A TABLE |
12:36 |
IhrFussel |
2018-02-13 13:06:53: ERROR[Main]: DUMPED AREAS DATA: nil |
12:57 |
Jordach |
https://github.com/xoreaxeaxeax/movfuscator/tree/master/validation/doom |
12:57 |
Jordach |
Calinou: ^ mov only doom |
12:58 |
Jordach |
"This is thought to be entirely secure against the Meltdown and Spectre CPU vulnerabilities, which require speculative execution on branch instructions." |
13:01 |
Calinou |
Jordach: saw it |
13:01 |
Calinou |
it's very, very slow :P |
13:01 |
Jordach |
i saw the notes :D |
13:02 |
nore |
"The mov-only DOOM renders approximately one frame every 7 hours" :'( |
13:02 |
Calinou |
performs worse than JavaScript |
13:07 |
red-001 |
I mean doom runs in pretty much real time in JS |
13:28 |
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13:28 |
Fixer |
meh, just install gzdoom+brutal doom and stop wasting your time on hip crap |
13:38 |
Jordach |
i can run brutal doom on my Galaxy Note 8, Fixer |
13:39 |
IhrFussel |
How can I remove a data set from mod storage? |
13:40 |
IhrFussel |
Will set_string("name",nil) work? |
13:43 |
sfan5 |
set it to an empty string |
13:45 |
red-001 |
IhrFussel, don't think you can |
13:46 |
IhrFussel |
sfan5, that will realy remove it like nil in player attributes does? |
13:47 |
sfan5 |
"really remove"?? |
13:47 |
sfan5 |
doing get_string() on non-existent metadata will return an empty string |
13:47 |
sfan5 |
so setting something to an empty string is pretty much identical to "really removing it" |
13:48 |
IhrFussel |
Okay but if I set the data to "" will it remain in RAM/DB/whatever |
13:48 |
red-001 |
looks like that was fixed |
13:48 |
red-001 |
an empty string is now removed fully |
13:48 |
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13:48 |
sfan5 |
IhrFussel: the old data will be overwritten, obviously |
13:48 |
red-001 |
ofc it's not documented anywhere, but https://github.com/minetest/minetest/blob/1992db1395d9c068327a7c08bac7a24ef7112274/src/metadata.cpp#L80 |
13:51 |
IhrFussel |
Was that backported to 0.4.17? |
13:51 |
* red-001 |
¯_(ツ)_/¯ |
13:52 |
sfan5 |
it's been like that since 2014 |
13:53 |
IhrFussel |
Huh? mod storage exists since 2014?? |
13:53 |
sfan5 |
no |
13:54 |
sfan5 |
but the metadata code it reuses was originally written in 2012 with the exact same behaviour |
13:55 |
Fixer |
funny http://www.zdnet.com/article/skype-cannot-fix-security-bug-without-a-massive-code-rewrite/ |
13:56 |
Wayward_One |
Hi all :) |
13:56 |
IhrFussel |
Oh I see...so just to make 100% sure: If I set_string("blah","beep") and later do set_string("blah","") it's like I never used blah correct? |
13:56 |
red-001 |
yes |
13:56 |
Mr_Pardison |
hello Wayward_One |
13:59 |
Mr_Pardison |
one reason why I don't like Skype. |
14:08 |
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14:09 |
ircSparky |
sofar, " maybe try overriding the hand item's `on_use` callback" what is the hand's itemstring? |
14:30 |
IhrFussel |
At which amount does the mod storage slow down the server? I mean how many data sets can I store before it takes more than a few ms to load/save? |
14:32 |
IhrFussel |
ircSparky, it's just ":" |
14:32 |
IhrFussel |
core.register_item(":", { |
14:40 |
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14:41 |
Megaf |
MinetestBot! |
14:41 |
MinetestBot |
Megaf! |
14:49 |
red-001 |
IhrFussel, is that documented? |
14:49 |
IhrFussel |
red-001, what is? |
14:53 |
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14:54 |
red-001 |
that hand itemstring |
14:54 |
IhrFussel |
No, it's just defined in builtin/game/register.lua |
14:54 |
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14:55 |
IhrFussel |
Or maybe it is...never checked |
14:58 |
IhrFussel |
Nope, not documented...at least I can't find anything about "hand" |
15:05 |
Shara |
The result of some bordom: http://gingercat.tk/dg/hw_kelp.png |
15:06 |
red-001 |
whats the draw type for plants underwater? |
15:06 |
red-001 |
also if anyone has time #6982 needs testing |
15:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/6982 -- Make settings files per-world. by red-001 |
15:07 |
Shara |
plantlike_rooted |
15:19 |
red-001 |
(also needs general review ofc) |
15:20 |
* twoelk |
looks for his flippers and goggles |
15:22 |
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15:25 |
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15:35 |
Fixer |
Shara: nice |
15:36 |
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15:52 |
IhrFussel |
Creating a party system is really really difficult in MT ... well at least complex |
15:55 |
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16:02 |
Fixer |
IhrFussel: political party? |
16:03 |
Mr_Pardison |
Fixer: there's no party like a Pardison party. |
16:06 |
benrob0329 |
Fixer: the Minepublicans |
16:06 |
benrob0329 |
And the Testocrats |
16:08 |
Mr_Pardison |
benrob0329: you neglect the independents who want to do their own thing. |
16:08 |
benrob0329 |
With major media Blox News and TNN saying whatever the hell they want to, just to mirror reality |
16:10 |
Mr_Pardison |
TNT is the one they favor one party over the other. |
16:10 |
celeron55 |
isn't that more like the US than the reality |
16:11 |
Mr_Pardison |
*sarcasm* what gave that away? |
16:14 |
benrob0329 |
celeron55: true |
16:15 |
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16:25 |
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16:39 |
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16:41 |
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17:03 |
IhrFussel |
Is "party" the right word when describing a group in an online game? IIRC it was called "party" in the RPGs I played |
17:03 |
Shara |
IhrFussel: Yes. Or call them groups. Doesn't matter. |
17:04 |
IhrFussel |
I get the feeling that many think party is "yeah let's party!" |
17:05 |
IhrFussel |
They think of celebrating rather than a group |
17:05 |
Mr_Pardison |
for me, it's that and a group of ppl united under a collective theme. |
17:07 |
IhrFussel |
It doesn't help that the command to invite a player to a party is /invite ... Is there a better word I can use? Maybe I should ask ##English |
17:08 |
Mr_Pardison |
join might work. |
17:10 |
twoelk |
IhrFussel: maybe factions? |
17:11 |
IhrFussel |
Aren't factions more like guilds? What I got is a group of up to 4 players..they can switch groups at any time |
17:12 |
Mr_Pardison |
hmm...... |
17:13 |
IhrFussel |
Maybe I should just name it group... I'll do that if too many players find it to be confusing |
17:14 |
Mr_Pardison |
group works as an overall thing. |
17:14 |
Mr_Pardison |
faction seems a bit divisive. |
17:16 |
Shara |
party is the most common from what I know... |
17:16 |
Shara |
Most people who make comments will be joking about it, not confused |
17:16 |
Shara |
At least in my experience |
17:16 |
Fixer |
eh, you can hardly fit mc 1.12.2 into 256 mb of vram after exsessive walking |
17:16 |
IhrFussel |
Shara, or they probably never played an MMORPG in their life xP |
17:17 |
Mr_Pardison |
clan |
17:17 |
Mr_Pardison |
that might work. |
17:20 |
IhrFussel |
Now to implement the bonuses if the player is with others in a party... will hopefully not be as complex as the creation/invitation/exit code |
17:23 |
Shara |
Mr P, that would make no sense |
17:24 |
Mr_Pardison |
clan is a group of like minded individuals who share a common goal. |
17:25 |
Mr_Pardison |
can be any number of players. |
17:35 |
Shara |
clan is usually something more permanent |
17:36 |
Mr_Pardison |
yeah.... |
17:37 |
Mr_Pardison |
needs name for a temporary group. |
17:39 |
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17:44 |
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17:51 |
celeron55 |
party tends to mean something relatively small and non-permanent |
17:51 |
Mr_Pardison |
celeron55: political parties have lasted a long time. |
17:51 |
celeron55 |
in games |
17:54 |
Mr_Pardison |
in games, they don't last long. |
18:27 |
Jordach |
^^^ |
18:29 |
IhrFussel |
Does MT write the mod storage data after each set call? |
18:30 |
IhrFussel |
Or map_interval? |
18:34 |
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18:34 |
Krock |
IhrFussel, map interval |
18:35 |
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19:01 |
IhrFussel |
Is colored text in formspecs possible? |
19:01 |
Krock |
yes. |
19:01 |
IhrFussel |
Maybe the wiki is outdated regarding that subject but I cannot find a "textcolor" |
19:02 |
Krock |
you're looking too far. minetest.colorize() |
19:02 |
IhrFussel |
Ah so it works in formspecs too..okay thanks |
19:22 |
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19:24 |
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19:34 |
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19:51 |
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19:58 |
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20:09 |
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20:28 |
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20:28 |
tumeninodes |
https://haxe.org/ |
20:28 |
tumeninodes |
!title |
20:28 |
MinetestBot |
tumeninodes: Home - Haxe - The Cross-platform Toolkit |
20:30 |
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20:30 |
tumeninodes |
I had posted that link on the forum, and was just reminded by someone that I may not have ever posted it here. Thought it may interest some |
20:46 |
Jordach |
tumeninodes: you could say, it's haaaaaaaaaaaaaaaaax |
20:49 |
Fixer |
.io |
20:50 |
tumeninodes |
haxe body spray... hacky as hell |
21:06 |
Calinou |
wallhaxe |
21:12 |
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21:14 |
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21:14 |
Mr_Pardison |
https://github.com/minetest-mods/technic/pull/415 |
21:14 |
Mr_Pardison |
my pr for technic |
21:15 |
IhrFussel |
BTW why oes the mod storage data get sent to clients?? Makes no sense...does the client receive the mod_storage folder files of the world? |
21:15 |
IhrFussel |
does* |
21:24 |
sofar |
the client doesn't get any part of it |
21:25 |
sofar |
mod_storage is purely server-only and that data doesn't get sent to the client |
21:32 |
red-001 |
IhrFussel, node meta does not mod storage |
21:32 |
red-001 |
IhrFussel, node meta does, not mod storage* |
21:32 |
IhrFussel |
Huh but it says that |
21:33 |
IhrFussel |
http://dev.minetest.net/StorageRef |
21:33 |
IhrFussel |
"The mod storage's data is sent to client, don't store sensitive stuff here such as passwords." |
21:38 |
IhrFussel |
So whoever wrote the article was misinformed I guess |
21:40 |
red-001 |
IhrFussel, fixed |
21:48 |
sofar |
wiki dev == always incorrect |
21:49 |
sofar |
the storage ref used to be only used for nodemeta |
21:49 |
sofar |
that is sent to the client |
21:49 |
sofar |
(otherwise you can't do node formspecs, essentially) |
21:49 |
sofar |
but now the class is used for a bunch of things |
21:50 |
sofar |
and thus the documentation is outdated (to say the least) |
21:50 |
Jordach |
tbh i always refer to the lua_api.txt |
21:50 |
Jordach |
always correct |
21:51 |
sofar |
for most values of "always" |
21:56 |
IhrFussel |
sofar, I assumed it would be the updated article cause it was changed in June last year...not that long ago |
21:57 |
IhrFussel |
Most likely the person who updated it forgot to remove that sentence |
21:57 |
AndroBuilder_ |
would it be a lot of work to expand the privilage areas mod with a control of WorldEdit selected areas? and also a list of saved areas to edit or delete them? |
21:58 |
AndroBuilder_ |
thanks sofar :) |
21:58 |
sofar |
Shara: mind giving AndroBuilder_ permanent voice ? they run an educational server |
21:58 |
AndroBuilder_ |
thanks Shara and sofar and i'm running a test-edu-server ... since i'm inexperienced so far ... but try to work on that :D |
21:59 |
sofar |
hmmm glueing WE to areas? I suppose that makes sense |
21:59 |
IhrFussel |
The dev wiki is better formatted sometimes, that's why I prefer it ... I look into lua_api.txt when I find no article about it on the wiki or the article is very old |
21:59 |
sofar |
I wonder if you could just patch areas to detect WE and add an appropriate command |
22:01 |
AndroBuilder_ |
it would ... as i said i just started using all those but i can create areas with privalages ... but can't edit nor delete them? or list them unless i'm connected to the server with ssh ... which i'm not all day since the school follows a very very restricted policy and i'm happy to have them open this one port so the students can play on the server at home |
22:01 |
Shara |
Sure, and done. :) |
22:03 |
AndroBuilder_ |
don't know what is easier to achieve ... expand WE to have priv.areas or the other way around |
22:03 |
sofar |
the logical place would be to expand areas |
22:04 |
sofar |
the logic would become something like `if (we_detected) then minetest.register_chatcommand("//areas", .....) end |
22:05 |
sofar |
this way all that areas needs to know about is how to get the coordinates from worldedit and it can do with them what it wants (modify, add, etc) |
22:07 |
AndroBuilder_ |
and am i correct at the moment there is no edditing of saved areas in this mod? |
22:23 |
lumberJ |
AndroBuilder you might consider using the advanced areas protection mod instead |
22:23 |
lumberJ |
depending on what other capacities you would like to have |
22:23 |
lumberJ |
i believe the api would support granting and revoking privs based on being in an area with very little modification |
22:24 |
lumberJ |
and allow you to easily edit those areas in game |
22:25 |
AndroBuilder_ |
lumberJ: might be a good idea ... i don't have done anything in lua yet so it's a little hard to see what is easier to do but in general i need to setup and edit areas so the sutdents have different privs (creative and fly for example only in a certain area) ... in addition to that edditing and deleting/listing the areas would help to keep track |
22:26 |
AndroBuilder_ |
and last ... once a student leaves this creative area ... they should "loose" their inventory ... or at least all they didn't have before |
22:28 |
lumberJ |
i've been working a lot on modding related to adjusting various things depending on player location, and I have found the advanced areas mod fairly complete as a basis to build off of |
22:28 |
lumberJ |
plus you have the added benefit of being able to protect and have students protect their work on the server |
22:29 |
lumberJ |
I am quite interested in supporting educators using minetest |
22:29 |
AndroBuilder_ |
here i am :) |
22:29 |
lumberJ |
so feel free to get in touch with any specific issues: jwmanningmail.com |
22:29 |
sofar |
there's a few teachers lurking on the forums |
22:29 |
lumberJ |
and i am in irc here and elsewhere regularly |
22:29 |
sofar |
I've helped some of them setup servers and maps |
22:30 |
lumberJ |
you will definitely find help here :) |
22:30 |
AndroBuilder_ |
discuss details here? or pm? |
22:31 |
lumberJ |
its up to you. there are certainly more proficent modders than me here |
22:31 |
lumberJ |
but not everyone may have the time to dig into code into detail, so feel free to contact me privately as well |
22:32 |
AndroBuilder_ |
server is u and running ... took me a while and sofar ... right now i still have one problem with the ubuntu server ... i need the minetest server to auto-restart if it crashes ... because it might take 2 days to be back in school to restart the entire server ?! how would i do this ... systemd everybody said but i don't know how |
22:33 |
lumberJ |
if you'd like to join my channel on freenode, we can talk more there to not flood this channel with specific issues |
22:33 |
lumberJ |
its at #City-States |
22:34 |
sofar |
AndroBuilder_: one sec |
22:34 |
sofar |
I'll show you a service file that I use |
22:34 |
AndroBuilder_ |
great |
22:34 |
red-001 |
s y s t e m d incoming? |
22:35 |
Fixer |
r e s i s t |
22:35 |
Fixer |
font align nicely |
22:35 |
tumeninodes |
red-001, you just made me spit rice all over my desk |
22:35 |
red-001 |
n i c e |
22:35 |
sofar |
https://gist.github.com/ahkok/9310c5a9d7c1ee9f01e1a9f889051de8 |
22:36 |
sofar |
AndroBuilder_: please note that you may have to modify it, and place a copy of `minetest.conf` as `server.conf` inside the world folder |
22:36 |
sofar |
as well as make sure the User=<username> is correct, as well as the path to the world folder is correct |
22:36 |
sofar |
but that unit is the most consistent way of doing it imho |
22:37 |
Fixer |
new 0.4.17 build |
22:37 |
sofar |
AndroBuilder_: copy that file to /etc/systemd/system/minetest.service |
22:37 |
sofar |
edit... systemctl daemon-reload; systemctl start minetest |
22:38 |
AndroBuilder_ |
i will try this tomorrow ... two questions about this :) |
22:38 |
AndroBuilder_ |
1) will this work on raspbian ... i assume yes because as far as i know it uses systemd ... |
22:39 |
sofar |
disclaimer: I work professionally for Intel on ClearLinux. |
22:39 |
AndroBuilder_ |
2) i have the minetest installation all in one folder /..../minetest/bin/minetestserver (and /.../minetest/worlds/TestWorld/world.mt) |
22:40 |
sofar |
so I kinda don't do raspberry stuff :) |
22:40 |
sofar |
you can adjust the paths as needed, obviously |
22:40 |
sofar |
you can change `minetest --server` to `minetestserver`, yes |
22:41 |
sofar |
just fix the file you create up so all the paths are good |
22:41 |
sofar |
under WorkingDirectory should be the world folder |
22:41 |
sofar |
under ExecStart obviously the full path (don't use $HOME or ~) to your binary |
22:42 |
sofar |
and replace the username with the proper unix name that /..../ is owned by, of course |
22:43 |
AndroBuilder_ |
which username? ah the folder it is in you mean |
22:43 |
* Fixer |
.oO(0.5.0-git compile time) |
22:44 |
sofar |
whatever user owns /TestWorld/ is what you want to put in there |
22:48 |
AndroBuilder_ |
will try this in a min |
23:04 |
ircSparky |
I'm trying to have player rightclickable, but the on_use callback dosnt seem to be working https://paste.ubuntu.com/p/sBptjdNdtg/ |
23:04 |
ircSparky |
the chat is not being sent |
23:05 |
sofar |
don't re-register the hand |
23:05 |
sofar |
override the item instead |
23:06 |
ircSparky |
oh |
23:08 |
ircSparky |
"Attempt to override non-existent item :" |
23:09 |
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23:11 |
Fixer |
more tree schems = orgasmic |
23:12 |
sofar |
maybe you need to depend on the mod that adds the basic hand item? e.g. 'default' ? |
23:21 |
sofar |
seems luaentities have an on_rightclick() handler, but players don't have one of those? |
23:28 |
Fixer |
sofar: remember those skeleton keys? riiiiight, still not renameable (and tbh not sure how to rename those anyway and octacian is absent) |
23:29 |
sofar |
shrug |
23:30 |
Fixer |
wonder if anyone used them IRL |
23:30 |
Fixer |
after merge |
23:31 |
Fixer |
hmmmmmmmmmmmmmmm |
23:32 |
Fixer |
whole renamer thing may be a bit overblown |
23:32 |
Fixer |
why not to add simple "Seal" item, you can give name to it, and then you apply it on any block, it gets name of the seal |
23:35 |
sofar |
well the keys get a description when they're fitted to a chest or door, right? |
23:36 |
sofar |
https://github.com/minetest/minetest_game/blob/master/mods/default/craftitems.lua#L243 |
23:36 |
sofar |
that should still work |
23:36 |
sofar |
skeleton keys themselves shouldn't be renamed. Don't see why you couldn't do so, but they're just skeleton keys. |
23:37 |
red-001 |
on that topic does anyone really use the book writing features? |
23:37 |
Fixer |
red-001: i'm using books during exploration |
23:37 |
Fixer |
to write down stuff I see |
23:37 |
Fixer |
sofar: you sure? o_0 one sec |
23:39 |
Fixer |
sofar: it does! WTH... what was original issue then... |
23:39 |
Fixer |
maybe I missed some PR |
23:39 |
Fixer |
key to X chest, totally fine |
23:40 |
Fixer |
"key to singleplayer's door", fine |
23:41 |
Fixer |
we probably wanted ability to rename it, right |
23:44 |
ircSparky |
addind default to depends.txt dosnt help |
23:44 |
ircSparky |
adding* |
23:44 |
paramat |
is renaming keys not essential then? i had the impression it was and that was the reason for octacian's workbench (which likely will not be added now, he may be moving to Minecore) do we need a simple renaming tool? |
23:45 |
red-001 |
paramat, he said he wants to work on his own game so I imagine he doesn't have much time for mt or minecore |
23:45 |
paramat |
ok |
23:46 |
red-001 |
maybe someone else should work on getting it mergable then? |
23:47 |
paramat |
workbench is not a well thought out thing and barely developed |
23:47 |
paramat |
see thread |
23:47 |
paramat |
i'd prefer a simple renaming tool, maybe used in craft grid |
23:48 |
Shara |
Did it exist only to rename things? |
23:49 |
Shara |
Because I never understood how a work bench made sense for that |
23:50 |
Shara |
Seems more like something you'd use an engraving tool or marker pen for :P |
23:51 |
Fixer |
paramat: renaming is good, i'm thinking on alternative, I will post a post later |
23:51 |
Shara |
Renaming certain things is fine as an idea. Just... why a workbench? |
23:51 |
Shara |
I'd expect to use a work bench for all kinds of other things. |
23:55 |
Fixer |
my idea about alternative approach: https://github.com/minetest/minetest_game/pull/1592#issuecomment-365446596 |
23:55 |
Fixer |
of renaming |
23:56 |
Fixer |
aka seal |
23:57 |
Fixer |
using seal to rename stuff and making books author-proof (and read-only in the process) |
23:57 |
Fixer |
requires just one item |
23:57 |
Fixer |
no hard questions |
23:59 |
Shara |
A seal would make sense for books but how does that work for other things? |
23:59 |
Shara |
Fixer: to be honest, that sounds like a nice feature for books, but it doesn't sound like a good renaming approach |
23:59 |
paramat |
yes the workbench was submitted for inclusion with the idea that 'more features would be added later', i insisted the features that justify it should be there from the start, and lucky i did, the author moved on |