Time |
Nick |
Message |
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Sokomine |
great..placed building spawner instead of chest.... |
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09:07 |
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09:31 |
Krock |
I think Minetest is haunted. http://krock-works.16mb.com/u/selecting_the_right_server.mp4 |
10:02 |
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11:00 |
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11:12 |
nerzhul |
Krock: nice bug |
11:35 |
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11:50 |
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11:53 |
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11:54 |
IhrFussel |
If I set a global table of another mod that I depend on to something in a certain callback ... will the other mod 100% read my table value before it runs the same callback?? |
11:55 |
IhrFussel |
Example: mod2 sets table[name] = 1 in a callback ... mod2 checks content of table[name] in the same callback ... will mod1 have the 1 mod2 set? |
11:56 |
IhrFussel |
mod1 checks* |
11:59 |
IhrFussel |
And if so will it *always* have the value mod2 sets when reading the table value? |
12:00 |
sfan5 |
callback order is not guaranteed |
12:01 |
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12:05 |
IhrFussel |
Is there anything I can do make it guaranteed? Maybe minetest.after() in mod1 callback? |
12:05 |
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12:06 |
Krock |
Not guaranteed but in practice, if you depend mod2 on mod1, then it'll work |
12:06 |
IhrFussel |
Krock, but it can fail? rarely? |
12:06 |
Krock |
since new callbacks are inserted at the end of the table (using the official API functions) |
12:07 |
Krock |
it's a thing of when the callbacks are registered. mod1 which defines the global table for mod2 must register the callback first |
12:07 |
Krock |
which means that mod2 must depend on mod1 so that mod1 is loaded before mod2 |
12:08 |
rubenwardy |
You can use table.insert |
12:08 |
Krock |
it will work, but nobody guarantees that it doesn't break in a new Minetest release |
12:08 |
IhrFussel |
So depending on the mod does guarantee the the order of callbacks between those 2 mods? |
12:08 |
Krock |
if both use the official callback register function, yes. |
12:09 |
Krock |
otherwise, table.insert(core.registered_something, 1, whatever_function) |
12:09 |
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12:10 |
Krock |
doing the same with my Lua mapgen so that other Lua mods can rely on that the terrain is generated when they load |
12:11 |
IhrFussel |
Well I'm thinking about adding death reasons to 0.4.17.1 and I know that it is hacky but I *could* just depend on mods that cause player deaths and set the reason there for my 'deathreason' mod to read and display in chat |
12:11 |
Krock |
damage reasons (including death) is already available in 5.0-dev |
12:11 |
IhrFussel |
I know that but 5.0.0 is next year...maybe |
12:12 |
rubenwardy |
Cherry pick |
12:14 |
Krock |
oh well, the side-effect of my exploit tests is now that default chests never close |
12:14 |
Krock |
digging them seems to be impossible to in 0.4.17 |
12:15 |
IhrFussel |
Cannot dig opened chests, correct |
12:16 |
IhrFussel |
Which is why I always hope that player don't log off while moving stuff in chests |
12:16 |
IhrFussel |
Not sure if logging off still causes it...one sec |
12:17 |
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12:17 |
IhrFussel |
It seems that was fixed |
12:18 |
IhrFussel |
Or it only happens when I kill the client via kill -9 |
12:20 |
IhrFussel |
Nope seems fixed...maybe it could still happen when the server crashes while moving stuff in chests, but that should be relatively rare |
12:21 |
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12:39 |
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13:04 |
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13:24 |
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13:44 |
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13:47 |
rubenwardy |
!seen ShadowNinja |
13:47 |
MinetestBot |
rubenwardy: shadowninja was last seen at 2018-05-30 14:09:21 UTC on #minetest-hub |
13:49 |
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13:58 |
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14:20 |
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14:32 |
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14:48 |
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14:51 |
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14:53 |
rubenwardy |
IcyDiamond: #7469 merged |
14:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/7469 -- Formspecs: Add tooltip element for area by rubenwardy |
14:56 |
ANAND |
:hooray: |
14:57 |
* rubenwardy |
kicks ANAND |
14:57 |
rubenwardy |
this aint Discord |
14:57 |
rubenwardy |
y'know |
14:57 |
* ANAND |
yays |
14:57 |
ANAND |
better? :) |
15:06 |
rubenwardy |
don't let paramat catch you |
15:08 |
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15:22 |
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15:48 |
IhrFussel |
So there is no way to damage players directly in 0.4.17.1 when they are attached to something? Maybe I could add in the punch function of mobs to check for get_luaentity().driver and cause the damage that way...could that work? |
15:56 |
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15:58 |
Krock |
attached entities cannot be damaged in 0.4.x by a Lua function call |
15:59 |
Krock |
if working around, then you'd have to call set_hp |
15:59 |
Krock |
also: get_attach() is more general than just .driver |
16:00 |
IhrFussel |
I just need it to work for cars on my server and all cars have .driver and .passenger |
16:01 |
IhrFussel |
Krock, this should work I think https://pastebin.com/NyZuvFwH |
16:03 |
IhrFussel |
That code is right before self.attack:punch() of api.lua (mobs redo) |
16:05 |
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16:05 |
Krock |
my eyes hurt. where are the indents? :( |
16:06 |
Krock |
I don't know what kind of API you're using there but I guess 20 should be replaced by get_hp |
16:07 |
IhrFussel |
No cause I use custom HP...the 20 never changes (unless the player dies) |
16:12 |
Fixer |
"The Web Monkey Academy" lel |
16:12 |
Fixer |
literally |
16:19 |
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16:21 |
IhrFussel |
It works |
16:21 |
IhrFussel |
Now I have to code the same hack for PvP |
16:22 |
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16:24 |
paramat |
oi, language :) |
16:33 |
IhrFussel |
So this should work in the defininition of the cars I guess https://pastebin.com/f8BtWyEu |
16:33 |
IhrFussel |
Oops...is_player() is missing |
16:36 |
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16:36 |
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16:38 |
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16:41 |
IhrFussel |
What happens if a player dies while attached to something? |
16:41 |
IhrFussel |
Could it crash in 0.4.X? |
16:54 |
Krock |
maybe. |
16:55 |
IhrFussel |
Nope |
16:56 |
IhrFussel |
Bones appear inside the car but that's it |
16:56 |
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17:09 |
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17:11 |
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17:14 |
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17:23 |
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17:39 |
IhrFussel |
How can I do a "contains_item" on a detahced inv? is the list name "main" then? |
17:39 |
IhrFussel |
detached* |
17:40 |
rubenwardy |
the list name is what you make it |
17:40 |
IhrFussel |
I want to check if the detached 3d_armor inv contains a certain armor |
17:40 |
rubenwardy |
there's nothing special about main, except it's the list name that the engine uses for players |
17:40 |
rubenwardy |
then you need to check how 3d armor is coded |
17:41 |
IhrFussel |
I found local dinv = minetest.get_inventory({type="detached", name=name.."_armor"}) |
17:41 |
rubenwardy |
that's the inventory name |
17:41 |
rubenwardy |
not the list name |
17:41 |
rubenwardy |
there will be a set_size() somewhere |
17:43 |
IhrFussel |
So dinv:contains_item("armor",stackname) I guess |
17:51 |
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17:51 |
IhrFussel |
Is it slow to check a detached inventory on every attack (mostly once per sec)? |
17:54 |
Krock |
do some profiling, but I wouldn't think so |
18:24 |
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19:10 |
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19:30 |
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19:34 |
Krock |
aww.. Sokomine! You really disappointed me. I thought your mod would also include Pirate NPCs |
19:35 |
Krock |
just kidding. It looks amazing :) |
19:38 |
IhrFussel |
YES!! I implemented attached player damage in 0.4.17.1 |
19:38 |
IhrFussel |
Works both with monsters and players |
19:38 |
Krock |
Since when do monsters ride carts or cars? |
19:39 |
IhrFussel |
I mean monsters attacking players in cars...that didn't work in 0.4.X |
19:40 |
IhrFussel |
Entities can only punch the parent of the player when attached...and if that parent has no HP defined then the player is basically invincible |
19:59 |
Sokomine |
Krock: the pirates are busy stealing blocks from other ships so that the new flotilla can be built. that's why you can't see them |
20:00 |
Sokomine |
besides...you need to complain to aspiremint :) his one is the pirate ship. mine is a peaceful trader :) (crew currently...er...missing, somehow) |
20:00 |
Krock |
hah :) |
20:02 |
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20:30 |
paramat |
IhrFussel halting vehicles now fixed in engine |
20:46 |
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23:22 |
garywhite |
welcome e-mail |
23:27 |
Bobr |
lol |
23:30 |
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