Time |
Nick |
Message |
01:03 |
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01:04 |
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01:43 |
aerozoic |
searched the logs and found the answer to my own question |
01:44 |
aerozoic |
it's a bug with 4.16 and you search the server log for "from creative inventory" |
01:49 |
rubenwardy |
oh jesus |
01:49 |
rubenwardy |
https://forum.minetest.net/memberlist.php?mode=viewprofile&u=22667 |
01:55 |
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04:33 |
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06:14 |
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06:29 |
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07:11 |
IcyDiamond |
Why doesn't sfinv have a trash slot |
07:20 |
lumberJ |
recycle, reduce, reuse |
07:21 |
VanessaE |
nono. reduce, reuse, recycle, in that order P |
07:21 |
VanessaE |
;P |
07:21 |
lumberJ |
yeah, i was quoting the old commercials, but you are right, that way is better |
07:22 |
VanessaE |
I was quoting a commercial too :) |
07:23 |
lumberJ |
the one i'm thinking of was a jingle from the early nineties i think |
07:23 |
VanessaE |
I remember it. bunch of cartoon/animated dinosaurs, and "close the loop". |
07:24 |
IcyDiamond |
cant really reuse unknown items |
07:24 |
IcyDiamond |
XD |
07:24 |
VanessaE |
the one I had in mind was a mashup of a Sylvester and Tweety cartoon |
07:24 |
IcyDiamond |
well i made a quick mod that adds a trash slot to the crafting page |
07:24 |
lumberJ |
Icy, i like to frame them |
07:25 |
VanessaE |
bah, use unified inventory :) |
07:25 |
IcyDiamond |
nah |
07:25 |
IcyDiamond |
i dont like it |
07:25 |
VanessaE |
even in lite mode? |
07:26 |
lumberJ |
i didn't remember the video at all, just the chorus |
07:27 |
lumberJ |
i think that is kind of the point of sfinv though, to be simple and support modularity |
07:27 |
VanessaE |
yep, that's the one. this is the one I thought of, https://www.youtube.com/watch?v=YrCHEHKDggw |
07:27 |
lumberJ |
personally a trash slot is useless to me, but it makes sense for mobile players I guess |
07:28 |
lumberJ |
ah yeah i remember seeing that too |
07:30 |
IcyDiamond |
https://termbin.lunasqu.ee/lbd8 quick & easy |
07:34 |
IcyDiamond |
next up i need a sort button on chests |
07:35 |
IcyDiamond |
XD |
07:36 |
lumberJ |
sort by glass, plastic and paper? :P |
07:36 |
VanessaE |
what about metal? ;) |
07:37 |
lumberJ |
that too |
07:37 |
IcyDiamond |
:D |
07:40 |
VanessaE |
http://i.imgur.com/fHdOcfk.png |
07:41 |
VanessaE |
( https://gitlab.com/VanessaE/street_signs ) |
07:42 |
IcyDiamond |
oh god what is your wm theme |
07:42 |
VanessaE |
Keramik |
07:46 |
* TommyTreasure |
is adding street_signs tonight :) ty |
07:46 |
VanessaE |
yw |
07:49 |
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08:04 |
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08:17 |
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08:27 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=11&t=20866 |
08:27 |
VanessaE |
there, a proper forum topic for it. |
08:29 |
VanessaE |
and with that, I'm out. |
08:31 |
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08:31 |
tenplus1 |
hi folks |
08:31 |
TommyTreasure |
hi tenplus1, looks like my mob issue is under control now :) |
08:31 |
tenplus1 |
hi tommy :) what did ya change ? |
08:32 |
TommyTreasure |
i commented all pathfinder = 'non numeric' from all of my mob mods |
08:33 |
TommyTreasure |
and, i was able to enable 'remove_far_mobs = true', and not have severe lag |
08:33 |
tenplus1 |
lol |
08:33 |
tenplus1 |
glad it worked :D |
08:34 |
TommyTreasure |
can't speak for other admins, but it sure worked for my server |
08:34 |
tenplus1 |
will have to think of a better mob spawning system and counter |
08:35 |
TommyTreasure |
i do have to say, that if the pathfinder warnings were suppressed, i wouldn't have taken the time to really look for a fix |
08:36 |
TommyTreasure |
may i suggest that rather than remove logging those, there be an option to allow them |
08:36 |
tenplus1 |
lucky that minetest forces them to display :P |
08:36 |
tenplus1 |
if a path couldnt be found it should return nil so the mod can handle the error instead |
08:37 |
TommyTreasure |
i also forgot to mention (yesterday) that i run 4.17.1. and the issue i had was made worse after the update last week, and even worse with the latest release (mobs_redo) |
08:38 |
tenplus1 |
it could be how 0.4.17 handles abm's and map updates, isnt it limited to player view and not behind them so much |
08:38 |
TommyTreasure |
but, i do have another question. if knock_back isn't defined in the mod, it looks like it can be reduced with settingstype.txt, and what's the range. |
08:39 |
TommyTreasure |
i'm using the mp-xtraores weapons, and the knock_back on the hydras looks like 20 to 30 nodes. lol |
08:39 |
tenplus1 |
knockback is dealt with the {knockback=?} setting in the tool itself, and if it doesnt have one then the fleshy damage of the tool is used instead |
08:40 |
TommyTreasure |
ah, great to know. i'm in the process of resetting all the tool/weapon/armor properties |
08:41 |
tenplus1 |
in the tool: damage_groups = {fleshy = 4, knockback = 7} |
08:41 |
TommyTreasure |
the xtraores stuff is insanely out of the realm of sense |
08:41 |
tenplus1 |
and knockback setting in mob definition tells wether it can be punched back or not |
08:42 |
TommyTreasure |
i set my waterdragons to 1. testing that setting now |
08:42 |
TommyTreasure |
will the tool def override the mob def? |
08:42 |
tenplus1 |
1 ?? it's a true or false setting |
08:43 |
tenplus1 |
true by default so knockback happens, false if you dont want mob to move (like iron golems) |
08:43 |
TommyTreasure |
knock_back = 1 in mob def. did i do that wrong? |
08:44 |
tenplus1 |
knock_back = false, -- kb has no effect on mob (true by default) |
08:44 |
TommyTreasure |
hmmm, looks like another quick edit. ty |
08:45 |
TommyTreasure |
fwiw, my pathfinder warnings went from 65K to 0 with the edits |
08:45 |
tenplus1 |
maybe I should have made it numerical... 0 for none, 0.5 for half, 1.0 for full etc |
08:45 |
TommyTreasure |
both of those were over a 20 hour period |
08:45 |
TommyTreasure |
i was under the impression that setting was the amount of nodes for knock back |
08:46 |
TommyTreasure |
time to study the api.txt again |
08:46 |
tenplus1 |
knockback works the same in mobs api and playerplus for players also :D |
08:47 |
TommyTreasure |
so, if i'm understanding correctly, the stronger the tool, the more knock back is inflicted on the victim :) |
08:47 |
TommyTreasure |
tool - weapon |
08:48 |
tenplus1 |
yeah |
08:48 |
tenplus1 |
fleshy damage of 6 has knockback 6... unless you specify knockback in the tool instead :D |
08:48 |
TommyTreasure |
and if knock_back = false, then the victim stays put |
08:48 |
tenplus1 |
mobs only |
08:48 |
TommyTreasure |
gotcha |
08:49 |
tenplus1 |
but... in playerplus there's a priv you can grant a player to stop knockback effects :D |
08:49 |
TommyTreasure |
pvp isn't a main thing on my system, so the pvp button is all i need for now |
08:50 |
tenplus1 |
it's funny when a monster gets you and hits you back into lava :D |
08:50 |
TommyTreasure |
pvp_button mod |
08:50 |
tenplus1 |
no-one expects it |
08:50 |
TommyTreasure |
now, that i like |
08:51 |
TommyTreasure |
something like the way the dm knocks you into the stone |
08:51 |
tenplus1 |
just wish player:set_velocity() was a thing so we could do it properly with effects |
08:51 |
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08:51 |
tenplus1 |
dm uses tnt:boom effects and that teleports you to simulate knockback |
08:51 |
tenplus1 |
it's kinda borked |
08:52 |
TommyTreasure |
those things are over my head. i'm just happy hacking away with my installed mods :) |
08:52 |
tenplus1 |
heh, it's fun to mod :D |
08:53 |
TommyTreasure |
if i wasn't the chief cook and bottle washer on mine, and keeping an eye on darklands all the time, i'd have more time to learn |
08:53 |
tenplus1 |
we find time where we can :D |
08:54 |
TommyTreasure |
at least i've got a few players that let me know if and when they find a problem or discover an exploit |
08:54 |
tenplus1 |
same, we give rewards on Xanadu if someone finds an issue |
08:55 |
TommyTreasure |
i need to see if my account is still valid there someday |
08:55 |
tenplus1 |
should be |
08:55 |
tenplus1 |
we only limit accounts that break the rules |
08:55 |
TommyTreasure |
with my luck, i'll spawn in the middle of some other player's wall |
08:56 |
tenplus1 |
ahahaha |
08:56 |
TommyTreasure |
its been more than a year since i've logged in |
08:59 |
tenplus1 |
added screenshot and description to bee's mod, works well |
09:00 |
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ChimneySwift joined #minetest-hub |
09:00 |
tenplus1 |
wb chimney |
09:00 |
TommyTreasure |
i've been working on making bees and bee_keeper work together. aliases and stuff so honey_comb and honey are the same between them |
09:00 |
ChimneySwift |
ty tenplus1 |
09:02 |
TommyTreasure |
i added bee_keeper so players could automate honey extraction |
09:02 |
tenplus1 |
bee's has an industrial hive that can use pipeworks and extraction :D |
09:03 |
TommyTreasure |
i must have an old version |
09:03 |
tenplus1 |
yup, I made a redo yesdterday :D notabug.org/tenplus1/bees |
09:03 |
TommyTreasure |
oh sorry, i misread that |
09:03 |
tenplus1 |
fixed some issues, added intllib support and protection checks |
09:04 |
TommyTreasure |
i was thinking mobs:bees, not bees:bees |
09:04 |
TommyTreasure |
mobs_animals, i think |
09:04 |
tenplus1 |
ohh,lol... nah those just spawn around flowers and let you craft a beehive for honey if you catch enough |
09:05 |
TommyTreasure |
i know, i changed my recipe to require 9 bees, and raised their spawning rate to an outrageous setting |
09:05 |
tenplus1 |
hahaha nice |
09:05 |
tenplus1 |
I have them work for their honey :D lol |
09:06 |
TommyTreasure |
i did raise the stack limit to 30 though. have to make it a little more worth their while to craft them |
09:06 |
tenplus1 |
:P free food for the taking :) |
09:07 |
TommyTreasure |
i also took the bee texture, and colorized it to replace the queen bee. looks better in inventory too |
09:08 |
tenplus1 |
did you add a crown ? :P |
09:10 |
TommyTreasure |
that would have made it a king bee |
09:10 |
tenplus1 |
lol, they both wear crowns... kings have the beards :D |
09:11 |
TommyTreasure |
ah, right you are. there goes my knighthood |
09:11 |
tenplus1 |
ehehe |
09:11 |
TommyTreasure |
knock_back = knave |
09:11 |
tenplus1 |
? |
09:12 |
TommyTreasure |
knave, much lower than a knight |
09:12 |
tenplus1 |
ohh, lolz |
09:13 |
TommyTreasure |
next step down would be a eunuch |
09:15 |
tenplus1 |
I wonder if 0.6 will have the character creator included :D |
09:15 |
TommyTreasure |
i haven't even tried 5 yet |
09:16 |
tenplus1 |
it's nice being able to customize many features of a player :) |
09:17 |
TommyTreasure |
until they cover it all up with armor |
09:17 |
TommyTreasure |
maybe a left handed sam :) |
09:17 |
tenplus1 |
maybe have a custom glass armor :P |
09:17 |
TommyTreasure |
i'm actually working on something close to that |
09:18 |
tenplus1 |
maybe a steel/glass mix that's just as strong but invisible armor |
09:18 |
TommyTreasure |
still in paper-based flow chart stage though |
09:18 |
TommyTreasure |
exactly what i'm trying. transparent aluminum |
09:18 |
tenplus1 |
ooh, not as strong as steel but fashionable :D |
09:18 |
TommyTreasure |
process cobble similar to the difficulty in uranium processing |
09:19 |
TommyTreasure |
x/alum was strong enough for kirk and spock to transport a whale from the past. :) |
09:20 |
tenplus1 |
ahhhh, very good point :) make it so number 1 |
09:21 |
TommyTreasure |
i just keep coming up with weird ideas to use the useless resources found while mining |
09:22 |
tenplus1 |
yeah, we need more uses for metals and ores |
09:22 |
TommyTreasure |
i'm not laying claim to that idea, so if someone picks up on the idea, that would be very cool |
09:23 |
tenplus1 |
I still want silver and mithril included in default game but we need uses for them... of course silver can be made into coin for trading :) but mithril |
09:23 |
TommyTreasure |
with servers running digtron, a player can easily acquire way too many chests of compressed cobble. even if stack_max was increased |
09:24 |
tenplus1 |
you would need to add blastproof blocks made of triple compressed cobble so dm's cannot blow it up or tnt damage it :D |
09:24 |
TommyTreasure |
ah, i did make a use for it. since the hazmat suit is no longer in the current 3d_armor, i added radiation protection to mithril armor |
09:25 |
tenplus1 |
that's a good idea actually |
09:26 |
TommyTreasure |
simple edit. armor_groups = {fleshy=20, radiation=20}, |
09:27 |
tenplus1 |
I think on Xanadu I lowered gravity when wearing mithril boots |
09:27 |
tenplus1 |
so players can jump and fall a tad slower |
09:27 |
TommyTreasure |
i added that to each piece of the mithril armor group |
09:28 |
TommyTreasure |
i've got the xtraores armor, so no need to change gravity on the default ore armors |
09:28 |
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09:28 |
TommyTreasure |
except, i did get rid of the slow-down with steel armor |
09:29 |
TommyTreasure |
with the amount of mobs in my game, i issue steel armor as initial_items |
09:30 |
tenplus1 |
nuuuuuuu, our players start with nothing unless someone has put items inside the spawn chest :DDD it's survival of the fittest... ehehe |
09:30 |
tenplus1 |
although to be fair they dont drop armor on death |
09:31 |
TommyTreasure |
tell that to a newplayer when they get attacked by a moon heron at spawn :) |
09:31 |
tenplus1 |
hahaha, nssm is really good but the models are huge... |
09:32 |
tenplus1 |
xanadu has 1.5mb of textures/models/code to download and that's all |
09:32 |
TommyTreasure |
funny, the name of my server reflects that issue :) |
09:32 |
tenplus1 |
sounds too |
09:32 |
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09:32 |
TommyTreasure |
if i told you the size of my media, i'd get expelled from -hub :) |
09:33 |
TommyTreasure |
needless to say, most mobile devices crash on join |
09:33 |
tenplus1 |
lol |
09:34 |
tenplus1 |
when I had 2gb memory most of the servers crashed my minetest game simply on join |
09:34 |
tenplus1 |
had to upgrade to 4gb to sort that |
09:34 |
TommyTreasure |
but then, i'm not into competition for rankings. just a laid back game that (hopefull) is very difficult to progress |
09:35 |
tenplus1 |
progression is a good thing in-game |
09:36 |
TommyTreasure |
it can still be done fairly easily with the experience player. especially with digton installed. that made mining so easy, i had to make the recipes for it much more expensive |
10:04 |
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10:04 |
tenplus1 |
o/ |
10:24 |
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10:26 |
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Fixer joined #minetest-hub |
10:26 |
Fixer |
\o |
10:36 |
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11:05 |
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ChimneySwift joined #minetest-hub |
11:22 |
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11:43 |
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11:44 |
IhrFussel |
Tools that don't exists anymore just become unknown items and have no functionality anymore...correct? |
11:44 |
tenplus1 |
hi fussel |
11:44 |
tenplus1 |
yeah they will become unknowns |
11:45 |
IhrFussel |
Okay good cause I had to redefine rainbow tools for them to be supported by enchantment tables...and it would be crazy if the players with the older definitions now could use them forever or something |
11:46 |
IhrFussel |
And hi tenplus1 |
11:46 |
tenplus1 |
so long as it has some sort of compatibility for the older tools players wont be too pissed |
11:47 |
IhrFussel |
So the item name and wear etc are still part of the inventory but they are unused then I guess |
11:49 |
tenplus1 |
the metadata stored in the tool is still there, but it's capabilities are all stored in the register_tool part |
12:24 |
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13:37 |
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13:53 |
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13:53 |
tenplus1 |
wb ANAND |
13:54 |
IhrFussel |
Is MT coded that way? That you stand midair until the map around you loaded? Or is that caused by certain apps? I'm not sure if the people just have a very bad connection when they can't move/drop to the floor |
13:55 |
tenplus1 |
you spawn in default position until chunk loads |
13:55 |
* VanessaE |
looks in |
13:55 |
tenplus1 |
unless overridden with .conf setting |
13:55 |
VanessaE |
good morning |
13:55 |
tenplus1 |
hi Vanessa |
13:56 |
IhrFussel |
Yes but I mean a player used a teleport pad and at the target destination they remained midair ~ 1 node above ground |
13:56 |
VanessaE |
sounds more like ordinary lag to me |
13:56 |
tenplus1 |
that'll happen until chunk loads and foot level isnt above "ignore" node |
13:56 |
VanessaE |
plus that ^^ |
13:57 |
IhrFussel |
So it's likely just a terrible connection? Isn't a map chunk for a few KBs in most cases? Weird |
13:57 |
tenplus1 |
could just be connection speed and server load |
13:58 |
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13:58 |
tenplus1 |
did ya check out the bee's Vanessa |
13:59 |
IhrFussel |
Nah max_lag is 0.3 ...definitely not server issue |
13:59 |
VanessaE |
tenplus1: no? I wasn't aware you'd started on it |
13:59 |
tenplus1 |
https://notabug.org/TenPlus1/bees |
13:59 |
tenplus1 |
could just be client lag then fussel |
14:01 |
IhrFussel |
Is a vector.distance() call heavy? I will potentially implement a loop that runs every few secs and checks 10-20 vector.distance() |
14:01 |
tenplus1 |
to do what ? |
14:02 |
IhrFussel |
10-20 times per player per loop* ... I want to check if the player stands inside one of these zones |
14:03 |
tenplus1 |
run a test mod with a timer and loop it 30 times to simulate 30 players :) |
14:04 |
IhrFussel |
Or is there a better way to check if the player is near a certain position? |
14:04 |
tenplus1 |
this is how I do it in mobs redo and it's very fast: https://pastebin.com/xitd34hG |
14:05 |
tenplus1 |
that's math.square btw |
14:05 |
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14:06 |
IhrFussel |
vector.distance() uses something worse? |
14:07 |
tenplus1 |
vector.distance calls math.hypot twice which is slower |
14:08 |
tenplus1 |
and math.hypot calls math.abs math.min, math.max and math.sqrt |
14:08 |
tenplus1 |
mines only uses math.square :D |
14:08 |
VanessaE |
tenplus1: I don't see anything of substance there? (just two new commits consisting of comments and some image changes, but no code) |
14:09 |
tenplus1 |
VanessaE: I tweaked all of the code, tidied some functions, added protection checks, intllib support, floating wild beehive checking |
14:09 |
VanessaE |
did you not push? |
14:09 |
tenplus1 |
fixed particle effects which were dodgy in extractor |
14:09 |
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14:09 |
tenplus1 |
it's all there on my site |
14:09 |
tenplus1 |
https://pastebin.com/xitd34hG <-- latest |
14:09 |
tenplus1 |
oops |
14:09 |
tenplus1 |
https://notabug.org/TenPlus1/bees <-- latest |
14:09 |
tenplus1 |
v2.3 |
14:10 |
VanessaE |
nope |
14:10 |
tenplus1 |
https://notabug.org/TenPlus1/bees/commits/master |
14:10 |
tenplus1 |
last 2 commits |
14:10 |
VanessaE |
notabug sucks. it's not showing me the code changes. |
14:11 |
tenplus1 |
*checking |
14:11 |
VanessaE |
"File diff suppressed because it is too large + 1173 - 798 init.lua" |
14:11 |
tenplus1 |
heh, will be that |
14:11 |
VanessaE |
lemme clone it and look |
14:11 |
tenplus1 |
https://notabug.org/TenPlus1/bees/src/master/init.lua |
14:12 |
tenplus1 |
https://github.com/bas080/bees/blob/master/init.lua <-- oriignal |
14:12 |
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14:13 |
VanessaE |
there we go. clone plus `git show <cid>` |
14:13 |
tenplus1 |
all tested and works, will add listring support for formspecs and tidy those up at some point also |
14:14 |
VanessaE |
ok, I'll deploy it |
14:14 |
VanessaE |
I still don't like notabug :P |
14:14 |
tenplus1 |
lol |
14:15 |
tenplus1 |
until something better comes along it's my git of choice :D |
14:15 |
VanessaE |
gitlab or bust :) |
14:17 |
tenplus1 |
gitlab is annoying to read and navigate |
14:17 |
tenplus1 |
I really like how notabug looks and feels for me, simplicity is key |
14:18 |
VanessaE |
fair enough :) |
14:18 |
tenplus1 |
the one wuzzy uses is far more annoying and gives me a headache |
14:18 |
VanessaE |
there, it's on my servers. let's see what cheapie says about it ;) |
14:19 |
VanessaE |
which one does Mr. OCD use? :) |
14:19 |
tenplus1 |
http://repo.or.cz/w/minetest_hudbars.git |
14:19 |
VanessaE |
oh G*d |
14:19 |
VanessaE |
dude, get some CSS. |
14:19 |
tenplus1 |
yup, like andrey's code it makes my eyes bleed |
14:20 |
VanessaE |
plus no issue tracker. screw that |
14:20 |
IhrFussel |
tenplus1, #lua says the math.sqrt() isn't needed for pure distance |
14:21 |
tenplus1 |
vector.distance uses within the functions it uses, that's why I dont use it :D |
14:21 |
tenplus1 |
the pastebin function I pastedworks faster and gives same answer :D |
14:21 |
IhrFussel |
Yes but you still use square() isn't that math.sqrt? |
14:22 |
tenplus1 |
it uses it once only instead of the 6 other functions vector.distance uses |
14:23 |
IhrFussel |
But #lua tells me I can remove the square and just "return x * x + y * y + z * z" |
14:23 |
tenplus1 |
give it a go and see if it returns same number |
14:23 |
tenplus1 |
will test it here also :D |
14:25 |
tenplus1 |
returns two totally different values... one actual one bogus |
14:25 |
tenplus1 |
show me link to where lua tells u square isnt required ? |
14:27 |
IhrFussel |
Yeah looks like math.sqrt() is required... they said this 'also if all you need is to compare two vectors, like to detect collision or something, you don't need to take the sqrt' |
14:27 |
tenplus1 |
heh |
14:27 |
tenplus1 |
the one I use is the faster function |
14:28 |
VanessaE |
tenplus1: thanks for working on it :) |
14:28 |
VanessaE |
did you guys see my new mod? |
14:29 |
tenplus1 |
will keep tinkering with it Vanessa, gotta redo formspecs yet |
14:29 |
tenplus1 |
ooh what newmod ? |
14:29 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=11&t=20866 |
14:29 |
tenplus1 |
oh yeah,saw that earier :DDD looks very useful indeed |
14:30 |
tenplus1 |
signs_lib needs some love, or even better, actual engine support for text facings |
14:31 |
VanessaE |
the street signs mod got most of the "love" that signs_lib needed. I've been pondering continuing the rewrite and developing it into a new signs_lib replacement |
14:31 |
tenplus1 |
so long as it's compatible with current signs, go for it :D |
14:31 |
tenplus1 |
everyone uses them on Xanadu :D |
14:32 |
VanessaE |
heh... fork signs_lib, rewrite it into a new mod, continue rewriting it until it can replace what it was forked from |
14:32 |
tenplus1 |
we use a custom version of signs_lib already :DDD |
14:32 |
VanessaE |
it would be compatible for sure, if I continue with it. |
14:32 |
VanessaE |
custom? to what end? |
14:34 |
tenplus1 |
little tweaks n stuff, chars per line is 20 cause the default 30 is too small for some players to read |
14:34 |
tenplus1 |
new background for signs :D |
14:35 |
tenplus1 |
removed sign posts completely, and no automatic updating of signs, punch to remove text and update incase of issues |
14:35 |
VanessaE |
ah |
14:35 |
IhrFussel |
tenplus1, your get_distance() seems to take 100ms with a loop of 10,000 |
14:35 |
tenplus1 |
oh, and removal of sheet metal recipes |
14:35 |
tenplus1 |
kewl fussel :) do the same with vector.distance and lemmie know how long that takes :D |
14:37 |
VanessaE |
why remove signs-on-posts? |
14:37 |
tenplus1 |
so many posts/fences available I wasnt gonna register a sign for them all, plus players like the colours so that adds to the mix :D |
14:38 |
tenplus1 |
so I just removed them |
14:38 |
VanessaE |
understood. |
14:39 |
tenplus1 |
:PP |
14:40 |
IhrFussel |
Your version is at least twice as fast |
14:40 |
tenplus1 |
w00t! |
14:40 |
IhrFussel |
vector.distance() returns a float which is completely unnecessary for my case |
14:41 |
IhrFussel |
I need simple whole numbers |
14:41 |
IhrFussel |
So I'll use your function thanks |
14:41 |
tenplus1 |
use math.floor or math.ceil to round it down or up |
14:42 |
timdorohin |
tenplus1: is there a way to make mobs model like in minecraft (from cubes description without using any ugly bloatware like blender)? |
14:42 |
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14:42 |
IhrFussel |
I mean vector.distance() is too complex for my use case and it shows in the time difference |
14:43 |
tenplus1 |
hi tim... yeah there's nodebox mobs in forum that use simple boxes and textures, and slimes are just a box |
14:44 |
tenplus1 |
here's an exmaple of a nodebox cow: https://github.com/duane-r/nmobs/blob/master/cow.lua#L20 |
14:44 |
tenplus1 |
only thing is they dont animate |
14:44 |
timdorohin |
I will read about that... btw i will try to port open-source https://github.com/sehrgut/minecraft-smp-mocreatures |
14:45 |
timdorohin |
>they dont animate |
14:45 |
tenplus1 |
you seen the mobs_mc mod ? |
14:45 |
timdorohin |
OH GOD, WHY? |
14:45 |
tenplus1 |
https://github.com/maikerumine/mobs_mc <-- every minecraft mob for mobs redo :D |
14:45 |
timdorohin |
they really cant be animated? |
14:45 |
tenplus1 |
nodeboxes and .obj cannot be animated, only .x and .b3d can and you need something like blender to make those |
14:46 |
timdorohin |
tenplus1: can nodeboxes be raplaced from lua code on the go? |
14:47 |
timdorohin |
*replaced |
14:47 |
tenplus1 |
it's possible but very slow |
14:47 |
tenplus1 |
you'd have to update nodebox coords, update base textures and collisionboxes etc |
14:49 |
timdorohin |
well, that is bad. |
14:51 |
tenplus1 |
there's also cubic mobs for simplicity |
14:54 |
VanessaE |
tenplus1: oh btw, thanks for satisfying my OCD: no more spaces for indenting in bees mod ;) |
14:55 |
VanessaE |
bas080 was horrible about that |
14:55 |
tenplus1 |
eheheh I like spacing code out so it's readable :DDD |
14:55 |
tenplus1 |
brb |
14:56 |
VanessaE |
I mean he used space to indent instead of tab, like a normal person :) |
14:57 |
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14:57 |
Fixer |
this #overflow shit is annoying, can I somehow ban myself from entering it? |
14:57 |
VanessaE |
no idea |
15:02 |
tenplus1 |
what #overflow shit ? |
15:03 |
VanessaE |
some join spam/flood guard thing |
15:03 |
tenplus1 |
ohh, is thatthe thing that freenode keeps bringing up in a separate tab when you connect ? |
15:05 |
VanessaE |
I've only had it happen once |
15:06 |
tenplus1 |
tbh I hate all of the popups that appear for cookies and privacy for websites and other apps, I just wanna look at the site |
15:06 |
tenplus1 |
*shakes fist at EU* |
15:06 |
tenplus1 |
and this CoC for linux is highly annoying as well |
15:06 |
rubenwardy |
Fixer: use a bouncer |
15:07 |
tenplus1 |
hi ruben |
15:07 |
rubenwardy |
Connect with sasl |
15:07 |
rubenwardy |
Nothing else you can really do |
15:07 |
rubenwardy |
Also, quassel-core is better than a bouncer |
15:07 |
IcyDiamond |
17:06 <@tenplus1> *shakes fist at EU* |
15:07 |
IcyDiamond |
indeed |
15:08 |
tenplus1 |
hi icy |
15:08 |
IcyDiamond |
hi |
15:08 |
VanessaE |
tenplus1: CoC just gives an easy-out to push away toxic people, so meh. those cookie notices are annoying tho |
15:09 |
IcyDiamond |
I highly dislike the EU to say the least |
15:09 |
IcyDiamond |
:P |
15:09 |
tenplus1 |
problem is that the easy out means the people in question can take their code with them, leaving huge gaps in the kernel and other linux submissions... gpl means the code is still theirs to revoke |
15:11 |
VanessaE |
nah, that's what licenses are for. |
15:12 |
VanessaE |
you can't remove what you gave. |
15:12 |
VanessaE |
GPL does not grant the original coder any rights to take her/his code away from someone else once it's out there. |
15:13 |
VanessaE |
no open source license does |
15:13 |
VanessaE |
IcyDiamond: it's starting to make Brexit look reasonable, huh |
15:14 |
tenplus1 |
hrm, from what's being said on youtube it's prolly scaremongering in that case :) thx Vanessa |
15:14 |
VanessaE |
no probably to it |
15:14 |
VanessaE |
100% fearmongering. |
15:15 |
VanessaE |
the people who hate CoC's are the ones who want to be able to do the shit those things forbid. simple as that. "MUH RIGHTS!" and so on. |
15:15 |
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15:15 |
VanessaE |
(ignoring for the moment the people who would seek to over-enforce a CoC out of spite) |
15:17 |
tenplus1 |
lol |
15:17 |
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15:18 |
IcyDiamond |
VanessaE: yes. |
15:18 |
IcyDiamond |
i want an Estonxit next |
15:18 |
IcyDiamond |
xD |
15:18 |
IcyDiamond |
Or Exit, for short |
15:18 |
IcyDiamond |
:) |
15:19 |
IcyDiamond |
I'm considering either moving to Canada or Australia |
15:19 |
tenplus1 |
canada sounds nice |
15:19 |
IcyDiamond |
Australia seems like a great option because colorful birds |
15:19 |
IcyDiamond |
XD |
15:20 |
tenplus1 |
*shudder* australia |
15:20 |
tenplus1 |
too many spiders |
15:20 |
IcyDiamond |
Lol |
15:20 |
tenplus1 |
brb, making toastie :D |
15:20 |
IcyDiamond |
Thats all anyone ever says about Australia |
15:20 |
IcyDiamond |
"The spiders!" |
15:20 |
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15:21 |
VanessaE |
the difference between Australia and the US: in the US, people want to kill you. In Au, everything ELSE wants to kill you. |
15:21 |
IcyDiamond |
:D |
15:21 |
IcyDiamond |
US people: "Muh guns!", Au people: "muh spiders, mate" |
15:21 |
VanessaE |
heh |
15:22 |
IcyDiamond |
:) |
15:24 |
tenplus1 |
they need an app like shazzam in australia so you can point it at spiders and it'll tell you if it's deadly or not |
15:24 |
timdorohin |
tenplus1: btw with current ML tech that cen be done pretty easily |
15:26 |
tenplus1 |
:P |
15:47 |
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15:47 |
tenplus1 |
hi calcul0n |
15:47 |
calcul0n |
hello |
15:52 |
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16:11 |
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16:16 |
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16:25 |
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16:25 |
tenplus1 |
o/ Krock |
16:25 |
Krock |
hi tenplus1 |
16:26 |
* VanessaE |
gently slides a merge commit under Krock's chair ;) |
16:27 |
tenplus1 |
lol |
16:27 |
* Krock |
panics |
16:27 |
VanessaE |
lol |
16:28 |
* Krock |
hides below a table and uses whatever is around him to build a defensive fortress |
16:28 |
VanessaE |
haha |
16:28 |
* Krock |
shoots with nyan cats at VanessaE to get the merge commits away |
16:28 |
Krock |
"thou shalt not merge commit" |
16:29 |
Krock |
Was again time for a mini-RPG here. Haven't done this for a long time :D |
16:32 |
* Fixer |
curses everyone and starts sandrawave |
16:35 |
tenplus1 |
o.O ? |
16:49 |
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16:49 |
tenplus1 |
o/ |
16:51 |
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16:51 |
Fixer |
\o |
17:18 |
IhrFussel |
What does this mean? Attempt to call get_distance a number value |
17:18 |
tenplus1 |
are you using something like: local distance = get_distance(pos1, pos2) ?? |
17:18 |
IhrFussel |
I use it like this if get_distance(vpp,z1) < 30 or get_distance(vpp,z2) < 150 then |
17:19 |
IhrFussel |
Is that wrong? |
17:20 |
tenplus1 |
should work fine, try storing it in a variable and checking that variable to see if it's any different |
17:22 |
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17:27 |
IhrFussel |
Seems to work when I put it in a variable |
17:27 |
IhrFussel |
Really weird |
17:28 |
tenplus1 |
:P |
17:32 |
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17:32 |
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17:32 |
tenplus1 |
hi gary |
17:32 |
garywhite |
hi |
17:46 |
* tenplus1 |
feels that the cake is a lie! but donuts are real :) |
17:48 |
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17:51 |
Shara |
tenplus1: if they are real, why are they not here? :( |
17:51 |
tenplus1 |
cause I ate 'em |
17:51 |
tenplus1 |
:P |
17:51 |
tenplus1 |
also hi |
17:51 |
Shara |
Then they "were" real... |
17:51 |
Shara |
Hi ten :P |
17:51 |
tenplus1 |
only in spirit |
17:51 |
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17:54 |
IcyDiamond |
hm, is there a way to detect when the player is continuously punching a node |
17:54 |
IcyDiamond |
ie not spamming mouse but holding it |
17:54 |
IcyDiamond |
on a node that doesnt have oddly_breakable_by_hand |
17:54 |
IcyDiamond |
on_punch only registers the initial punch |
17:54 |
tenplus1 |
you could always checkfor player:get_player_controls().lmb |
17:55 |
tenplus1 |
and start a counter when it's held down |
17:55 |
IcyDiamond |
from a node? how |
17:55 |
tenplus1 |
start a minetest.after and cehck every 0.1 seconds to see if it's still pressed maybe |
17:55 |
IcyDiamond |
hmm |
17:55 |
IcyDiamond |
lets see |
18:00 |
tenplus1 |
why ya checking for continuous press ? |
18:01 |
IcyDiamond |
for my grindstone |
18:01 |
IcyDiamond |
constantly punching it sucks |
18:02 |
IcyDiamond |
can i get player's pointed_thing somehow? if i move mouse off the node but keep LMB down, it will still advance with this method |
18:02 |
IcyDiamond |
xD |
18:05 |
tenplus1 |
how about making the grindstone a function that makes a sound when in use, and on punch it runs the function once, then has 2x minetest.after's to run the function another 2 times spaced apart |
18:06 |
tenplus1 |
so you hear click click click, it runs 3x times |
18:06 |
VanessaE |
I wish you could make a tool continuously/repeatedly call on_use so long as the button's down |
18:08 |
tenplus1 |
how abotu a while loop that keeps going so long as lmb is active |
18:09 |
tenplus1 |
local press = player:get_player_controls().lmb ; while press == true ; do something ; press = player:get_player_controls().lmb ; end |
18:10 |
VanessaE |
that wouldn't work on a multiplayer server. |
18:11 |
tenplus1 |
it wont ? |
18:13 |
IcyDiamond |
well idk what to do |
18:14 |
tenplus1 |
checking something |
18:16 |
IhrFussel |
Can the screwdriver work on mesh nodes? If so what paramtype2 do I need to define? |
18:17 |
VanessaE |
if you go into a loop like that, when does the server and other LUa get a chance to run? |
18:17 |
Krock |
tenplus1: you'd block the server by polling "press" |
18:17 |
Krock |
as in: forver |
18:17 |
tenplus1 |
ah crap |
18:17 |
VanessaE |
IhrFussel: same as any node. |
18:18 |
IcyDiamond |
chili peppers are a great food to farm |
18:18 |
IcyDiamond |
XD |
18:18 |
VanessaE |
IhrFussel: paramtype2 = "facedir" -- or "wallmounted" or the color variants |
18:20 |
tenplus1 |
icy, maybe the punch once and use minetest.after to do grinding functions 3x times will be easier |
18:42 |
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18:42 |
tenplus1 |
hi aerozoic |
18:43 |
aerozoic |
wazup tenplus1 ! |
18:43 |
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18:43 |
tenplus1 |
meme watching :D |
18:45 |
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19:04 |
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19:04 |
MinetestBot |
Andrey01: Sep-24 20:41 UTC <tenplus1> this might help: https://pastebin.com/DM01sxXw |
19:15 |
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19:17 |
Andrey01 |
here is a question: can i convert userdata to string? |
19:17 |
sfan5 |
no |
19:17 |
tenplus1 |
o/ sfan |
19:17 |
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19:17 |
tenplus1 |
userdata contains so much information to convert to a simple string |
19:18 |
VanessaE |
depends on what the userdata represents. |
19:18 |
VanessaE |
maybe you can apply some method to get whatever you need out of it |
19:20 |
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19:20 |
Andrey01 |
i just try to serialize the userdata minetest.serialize(particles_def), particles_def contains userdata of a player |
19:21 |
tenplus1 |
which parts of the userdata do you need to use ? player name ? |
19:21 |
VanessaE |
if you're trying to serialize a userdata object, you're going about it all wrogn. |
19:21 |
VanessaE |
wrong* |
19:21 |
Andrey01 |
my code looks like so: playermeta:set_string("active_particlespawners["..particlespawner_id.."]", minetest.serialize(something), something is table that contains userdata |
19:22 |
tenplus1 |
what do you use userdata for ??? |
19:23 |
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19:24 |
Andrey01 |
it`s long to talk, i just need it |
19:24 |
tenplus1 |
it would help in recommending solutions if we know what it's used for |
19:25 |
sfan5 |
Andrey01: here's a list of things you can't do with userdata: serialize, print, convert to string, save inside metadata |
19:26 |
Andrey01 |
ok, but can i convert it to table then? |
19:26 |
Andrey01 |
and then minetest.serialize() converts it to string |
19:27 |
sfan5 |
here's a list of things you can't do with userdata: serialize, print, convert to string, convert to table, convert to or from anything elses, ave inside metadata |
19:29 |
rubenwardy |
What userdata? |
19:30 |
rubenwardy |
Some include :to_table(( |
19:30 |
VanessaE |
https://xkcd.com/859/ |
19:30 |
Andrey01 |
then i don`t know how to be in this case |
19:30 |
tenplus1 |
:P |
19:32 |
VanessaE |
Andrey01: just tell us what needs to come OUT of this hypothetical string |
19:32 |
VanessaE |
what did you intend to do with the deserialized result? |
19:37 |
Andrey01 |
VanessaE, i don`t understand much your statement, what do you mean "needs to come out of this hypothetical string"? |
19:37 |
tenplus1 |
Andrey01: what are you using player data for ?? we need to know if you want help |
19:38 |
VanessaE |
Andrey01: if you serialize something, you're gonna have to deserialize it to get the original object -- not that you can do this with userdata. what do you intend to DO? |
19:38 |
VanessaE |
WHY do you want to serialize it? |
19:38 |
sfan5 |
this is called "xy problem" btw |
19:39 |
Andrey01 |
particles_spawner_definition table of minetest.add_particlespawner() contains field "attached" with PlayerRef, and i need to serialize it to string |
19:39 |
VanessaE |
I give up. |
19:40 |
sfan5 |
Andrey01: and why do you need to do that? |
19:43 |
Andrey01 |
to upload it to playermeta data as i wrote above, as far as i know tables are not converted to string automatically when they are tried to upload there |
19:43 |
tenplus1 |
*sigh* |
19:44 |
Andrey01 |
if it would be number or string instead i would not need minetest.serialize() |
19:44 |
sfan5 |
but what is the purpose of all this |
19:46 |
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19:49 |
Andrey01 |
my particlespawner API uses meta data of few reasons: my particlespawners based on standard particlespawners will be saved after restart and it also is used to remove, stop, continue it |
19:50 |
sfan5 |
saving player attached particlespawners doesn't really work |
19:50 |
sfan5 |
you could save the players' name |
19:50 |
sfan5 |
then recreate them when the player joins again |
19:50 |
Andrey01 |
i did it so! |
19:53 |
tenplus1 |
are you showing particles above players head all the time? |
19:53 |
Andrey01 |
when it creates particlespawner it derives certain id to it together with according table with data about it and to return the particlespawner after restart THIS particlespawner i need to define id and on the data it recreates it |
19:54 |
sfan5 |
yes but you can't keep the player reference inside the data |
19:54 |
sfan5 |
you need to replace that reference with the player name and undo it later |
19:55 |
Andrey01 |
i need to replace it with the playername and how to be further? |
19:55 |
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19:56 |
sfan5 |
i don't know, you need to figure that out since you are designing a mod |
19:56 |
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20:00 |
tenplus1 |
andrey mentioned that the whole point of his mod was to display healing particles above the players head unless they are dead, but his mod is overkill just for that function |
20:01 |
tenplus1 |
that's why I gave him a simpler option to tinker with instead: https://pastebin.com/DM01sxXw |
20:02 |
tenplus1 |
but I still dont know why he wants this ?!?! |
20:03 |
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20:12 |
tenplus1 |
nite folks |
20:12 |
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20:15 |
IhrFussel |
!tell Andrey01 You can get the player object of a player at any time from everywhere with minetest.get_player_by_name(playername) so just store the player name |
20:15 |
MinetestBot |
IhrFussel: I'll pass that on when Andrey01 is around |
20:26 |
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20:26 |
MinetestBot |
Andrey01: Sep-25 20:15 UTC <IhrFussel> You can get the player object of a player at any time from everywhere with minetest.get_player_by_name(playername) so just store the player name |
20:29 |
Andrey01 |
i can not curve chair back correctly (it bends from below) https://ufile.io/f988h |
20:29 |
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20:30 |
Andrey01 |
i intend to curve it exactly |
21:44 |
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22:04 |
Fixer |
https://i.kym-cdn.com/photos/images/original/000/925/966/8d2.gif |
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Fixer |
exploring 7 year old mc world, has memes of its time in it |
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rud0lf |
aerozoic: :) |
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aerozoic |
wazup rud0lf ! |
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