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IRC log for #minetest-hub, 2018-10-05

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All times shown according to UTC.

Time Nick Message
00:23 rubenwardy Check out @blblgme’s Tweet: https://twitter.com/blblgme/status/1045615208868253696?s=09
00:25 tumeninodes 0_0 wha?
00:42 VanessaE ...
00:42 VanessaE I'm tempted to reply:  "Go ahead, try it."
00:44 paramat the meaning of his tweet is unclear, the reply assumes a specific meaning. no worries
00:45 tumeninodes go home notch, you're drunk
00:47 VanessaE meh
00:48 VanessaE discretion, _ = valor(msg)
00:48 VanessaE :"P
00:49 tumeninodes tomorrow we all wake to find there was an 'acquisition'
00:50 VanessaE well one thing for sure:  that would stop He Who Has A Child Porn Obsession from continuing his efforts to rip us all off :)
00:51 tumeninodes nah, he'd just become someone else's headache then
00:52 VanessaE true, but that "someone else" has a whole lot more money in one bank account than the rest of us combined :)
00:52 tumeninodes so very true
00:53 tumeninodes although, I still have all these Isuzu stocks I could cash in...
00:53 tumeninodes ... oh, wait
00:53 VanessaE heh
00:55 tumeninodes I meant to say Datsun..., but it's still funny
00:56 VanessaE wonder how my shares in Bank of Zimbabwe are doing........
00:56 VanessaE :D
00:57 tumeninodes not too good, I just sent their exiled King my routing number
00:57 VanessaE heh
00:59 tumeninodes somewhere in the world, deep in some dark woods, there is a Datsun pickup truck, buried up to the top 3" of it's roof, with a tree growing through it..., and it still runs
00:59 VanessaE heh
01:00 tumeninodes Don't laugh..., you know it's true :D
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01:08 tumeninodes freenode must have a new K-Line gatling gun
01:09 VanessaE it does
01:10 tumeninodes it's doing a pretty good job
01:11 VanessaE yep, but those "allah is doing" spams are sneaking through once in a while
01:12 tumeninodes yeh, that allah is a pretty good hacker
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09:20 BuckarooBanzai hi all, can anyone tell me why i can't override methods on an overridden item/node? The following code works on the water- and lava-bucket but not on the technic nodes: https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua
09:22 ANAND Technic is probably loaded after your mod
09:23 ANAND Are you using the on_mods_loaded callback?
09:23 BuckarooBanzai nope, but i added technic as a dependency and the technic-code is not deferred either..
09:24 ANAND Ah
09:24 BuckarooBanzai i will try executing my code in the on_mods_loaded callback..
09:26 ANAND Adding technic as a dependency is sufficient
09:26 ANAND The callback isn't required for this purpose. Sorry for misunderstanding
09:28 ANAND Are you following the following convention for overriding items?
09:28 ANAND https://github.com/minetest/minetest/blob/d77f3b3fdeb0da2a69547594b5a75570a54b02d1/doc/lua_api.txt#L232
09:29 ANAND The itemstring is required to be prefixed with a `:` character to indicate overloading
09:29 VanessaE but you shouldn't use that feature.
09:29 VanessaE use minetest.override_item() instead, if possible.
09:30 ANAND Ah
09:31 BuckarooBanzai did not try that yet but i will, technic uses that already: https://github.com/minetest-mods/technic/blob/master/technic/items.lua#L163 it hopefully works multiple times :)
09:31 VanessaE it does.
09:32 VanessaE as long as each thing being overridden in a node/itemis unique
09:32 VanessaE like description changed by one mod, drawtype and model by another, groups by a third mod, etc.
09:33 VanessaE otherwise, the things being changed just take on whatever setting was the last to be applied.
09:34 VanessaE :mod: notation on the other hand is a total overwrite of the item, so it'll undo a prior override_item() call, and it'll also undo a prior redef of the node using that notation -- essentially :mod: notation un-registers the item, then creates a new instance of it.
09:35 VanessaE so it's only useful if a mod needs to register some item under some other mod's namespace
09:36 VanessaE (like mod "foo" wants to register "bar:baz_item", a leading colon is required)
09:36 BuckarooBanzai i tried it with minetest.override_item() and it seems to work with both buckets and nodes (https://github.com/pandorabox-io/pandorabox_custom/blob/master/onplace_restriction.lua#L33)
09:38 VanessaE yes.
09:38 BuckarooBanzai thx for the help, one problem less with newbie griefers... :D
09:38 VanessaE yw :)
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10:00 ANAND Oh... Thanks for explaining how override_item works :)
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10:01 VanessaE sorry if it seemed like I was talking down to you guys.
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10:44 Topic for #minetest-hub is now Keep offtopic short (<50 lines) or use #minetest-chat | http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/
10:58 BuckarooBanzai no problem, you cleared things up :D
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15:01 tenplus1 hi folks
15:29 xerox123 heya tenplus1
15:29 tenplus1 hi xerox :)
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16:13 tenplus1 wb
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16:20 tenplus1 hi benrob
16:22 benrob0329 hi tenplus1
16:22 * benrob0329 is finishing a ~135m tall elevator for a mesecons contest
16:22 tenplus1 ooh nice
16:22 tenplus1 am tweaking lucky blocks :D
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16:29 tenplus1 hey Krock
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16:30 Krock hi tenplus1
16:30 Krock > me, not ready one in a week
16:30 Krock > wild tenplus1 appears
16:30 tenplus1 lol
16:30 Krock s/one/once/
16:30 tenplus1 choose one:    math.random(-10,10)/9     or   math.random()-0.5
16:31 Krock depends on which values you need
16:31 tenplus1 item drops
16:32 Krock former will generate whole numbers in [-10;+10], then divide by 9 which causes the maximal value being a little above 1 or below -1
16:32 Krock latter will come close to -0.5 or +0.5
16:33 benrob0329 tenplus1, the only problem with my elevator design is the fact that its slow, but its only slow because of the activation mechanism
16:33 tenplus1 so long as it works the mod functioning it can be optimized at a later time
16:34 benrob0329 I'm using a stack of detector tubes to create a pulse going up or down
16:34 tenplus1 Krock:  good point, I want players ready with a baseball mitt to catch the items coming out :D
16:34 benrob0329 but pipeworks items are slower than flying without fast
16:35 benrob0329 I could use a staggered mesecon torch stack, but they all shift at once
16:36 tenplus1 if it weren't for switching mesecon items on/off to show them active you could run it a lot smoother, and the resulting ON could show the odd particle effect maybe
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16:40 tenplus1 o/ gael
16:40 Gael-de-Sailly hi tenplus1
16:41 Gael-de-Sailly back in a minute
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16:47 lisac lol OldCoder is back at it
16:47 lisac just got an email
16:47 tenplus1 crap! now what's he up to..... also hi
16:48 rubenwardy the usual bs
16:48 tenplus1 *deeper than usual sigh*
16:49 Krock *checks emails*
16:49 lisac hey tenplus1
16:50 lisac lol he attached a very long pdf
16:50 tenplus1 gawd, no wonder the internet has been slow today
16:50 Krock is it safe to open?
16:52 TommyTreasure hi tenplus1.  yup, yet another mobs question  :)  what is the difference between the parameters, 'active_object_count' and 'aoc'?
16:53 tenplus1 hi tommy
16:54 tenplus1 aoc is the number of that mob you want at one time within a map block and active_object_count is the number of entities the abm finds
16:56 TommyTreasure ok, so by *not* specifying aoc = x could have caused the hundreds of mobs to spawn in 1 spot?
16:56 TommyTreasure i'm using the 'mobs:spawn' method on the offenders.
16:56 tenplus1 if you dont specify it then it defaults to 1
16:57 tenplus1 nil checks have a fallback value
16:57 TommyTreasure hmmm, even if active_object_count is set to 1 or 2?
16:58 TommyTreasure just ran a 4 hour test on my local server.  i commented the active_... and added aoc =...  and no swarms.  also, the existing swarms seemed to die off within a few minutes of activity in those areas
16:58 tenplus1 active_object_count is only used to make sure that it wont spawn an entity inside a mapblock if the max limit has been reached (usually 99 entities)
16:59 TommyTreasure is that something that was changed in the past year in mobs_redo?
17:00 tenplus1 before it was limited to how many mobs were active inside a block
17:00 tenplus1 now it counts THAT kind of mob, e.g. sheep, cows, stone monsters etc. and wont go above the limit set for them
17:00 TommyTreasure ok, its starting to make sense then.  the swarms started after i updated a few months ago, and got totally out of control with the newest version
17:00 tenplus1 the count_mobs() line handles totals
17:01 TommyTreasure the 'swarms' only occured on the mobs that had active_ob....  set
17:02 xerox123 yay! successfully flashed my phone to lineage 15.1 i think
17:02 tenplus1 the count_mobs() function makes sure it wont spawn a third sheep in that area if only 2 max were specifiec
17:02 tenplus1 *d
17:02 tenplus1 congrats xerox
17:02 Krock xerox123: nice. Freedom .. but root access still sucks if you don't have a bluetooth keyboard attached
17:03 xerox123 plan on installing Magisk
17:05 TommyTreasure btw, thanks for putting up with my questions.  :)
17:05 tenplus1 is ok
17:05 tenplus1 always gives me a chance to double check things are working ok in the first place :D
17:09 tenplus1 tweaked the mob count feature, lemmie test and upload changes
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17:37 tenplus1 TommyTreasure: mobs redo api updated with counter tweaks
17:41 Krock Will merge https://github.com/minetest-mods/technic/pull/390 in 5 minutes
17:42 TommyTreasure tenplus1, ty.  i'll grab it later today.  time for a very long nap  :)
17:43 tenplus1 enjoy :P
17:45 Krock merging https://github.com/minetest-mods/moreblocks/pull/129 too
17:45 tenplus1 w00t!
17:47 Krock done
17:48 tenplus1 when registering an ABM, the active_object_count and active_object_count_wider return values since it counts how many entities are in that area...  wouldnt it have been better to simple return the object lists instead
17:49 Krock and push a table each time the ABM is triggered? really?
17:49 tenplus1 hrm
17:49 Krock aren't ABMs already slow enough without collecting the entity table references?
17:50 tenplus1 doesnt it already collect the entities around it when running, but only return the count ???
17:50 Krock the entities are kept in Lua. Everything what the server knows is that there's some kind of thing with an ID at a position with some velocity
17:52 Krock pushing an entity reference requires the server to look up each entity by its ID in the Lua table where the definitions are kept
17:52 Krock still, it's an integer-indexed array but even that takes time
17:52 tenplus1 am asking because the active_object_count_wider is very specific how many entities are inside the active abm range, yet... when I use get_objects_in_area with the same active_object_range * 16 it misses some
17:53 Krock yes, because the server knows that there's something; but not what it is
17:53 Krock and it misses some because the mapblocks are unloaded fast
17:53 tenplus1 they are fully loaded at the time, I can actually see 3 sheep roaming around yet only 2 are picked up
17:54 tenplus1 active area of 1 )* 16)
17:54 tenplus1 does it get entities in a circular radius or square area ?
17:54 Krock then it's the C++ code counting for objects which sucks
17:54 Krock square area in mapblocks
17:54 Krock *cubic area
17:54 tenplus1 good, that's what I was hoping... but something isnt right
17:54 tenplus1 it's missing entities
17:55 Krock entities can in fact be active (stored) in another mapblock than they currently are
17:57 tenplus1 the position and radius are taken from the actual mob trying to spawn, and if 2 area already active I would hope they would be counted
17:57 tenplus1 oh wait, euclidean metric ? that cant be a box ? isnt that range from pos so circulat
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18:23 tenplus1 o/
18:25 ssieb \o
18:40 tenplus1 laters folks
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21:03 IhrFussel Today I learned that lua loop variables are "read-only" meaning modifying them does not in any way modify the real table values
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21:15 Krock IhrFussel: not if the value of the key/value pair is a table
21:18 Fixer I knew UEFI will end in disasters like that :( https://arstechnica.com/information-technology/2018/10/first-uefi-malware-discovered-in-wild-is-laptop-security-software-hijacked-by-russians/
21:23 Krock > DIP packaging for ICs in mainboards
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21:27 Fixer future we deserve
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