Time |
Nick |
Message |
00:48 |
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00:54 |
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01:40 |
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06:22 |
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06:24 |
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06:28 |
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06:30 |
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06:32 |
ChimneySwift |
Who's the one that compiles the Windows builds of MinetestMapper? |
06:33 |
ChimneySwift |
there's no info on how to build it yourself and I want to try a different branch |
07:10 |
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pyrollo joined #minetest-hub |
07:14 |
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Fixer joined #minetest-hub |
10:39 |
Krock |
I think addi built some mt mapper tools |
10:40 |
Krock |
oh man. 12 pages of unread posts |
10:45 |
Fixer |
Krock \o |
10:46 |
Krock |
o/ Fixer |
10:46 |
Krock |
how are you? |
10:46 |
Fixer |
noice |
10:46 |
Fixer |
keeping track of minetest changes |
10:47 |
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Bobr joined #minetest-hub |
10:57 |
Krock |
yeah. also figured out that the profile page on GitHub is now broken on my 1280px screen |
11:08 |
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IhrFussel joined #minetest-hub |
11:08 |
IhrFussel |
get_attach() what exactly is 'parent' an object? Hw do I call its lua entity? player:get_attach().parent.object:get_luaentity() or what? |
11:13 |
IhrFussel |
Looks like it's just get_attach():get_luaentity() |
11:16 |
Krock |
yes it is |
11:17 |
Krock |
`parent` is an ObjectRef |
11:21 |
IhrFussel |
The docs don't mention that...at least not in 0.4.17.1 |
11:22 |
IhrFussel |
Every other parameter is explained like bones, position and rotation |
11:28 |
IhrFussel |
I wonder... if an entity gets unloaded and later loaded again... does the game code remember its ref? I would say no |
11:30 |
Krock |
at least it's defined for the callbacks. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3406 |
11:30 |
Krock |
no, the entity gets a new ID, thus a new ref |
11:30 |
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calcul0n joined #minetest-hub |
11:33 |
IhrFussel |
Will 'on_death()' in 5.X be called when the engine detects too many objects and deletes it? |
11:35 |
IhrFussel |
if not that is kinda still a missing callback or should be included in that ... cause it happens a lot that mobs on my server unexpectedly disappear and players search for them for hours sometimes |
11:35 |
IhrFussel |
Like seriously |
11:36 |
Krock |
checking |
11:42 |
Krock |
IhrFussel: according to ServerEnvironment::activateObjects they're deleted instantly |
11:42 |
Krock |
but it always happens when loading from the mapblock data, so attachments are already lost |
11:44 |
Krock |
this code could however be optimized, so that entities are loaded by chance based on free space |
11:44 |
Krock |
instead of cleared all together |
11:46 |
IhrFussel |
Calling on_death() before deleting would cause too much performance loss? |
11:47 |
IhrFussel |
Oh wait... you mean the check happens before the object even gets its actual values? |
11:56 |
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pyrollo joined #minetest-hub |
12:00 |
Krock |
IhrFussel: it happens when loading the mapblock, for example when no player was around for a longer time |
12:00 |
Krock |
but these entities lived for a very short time, if even. |
12:02 |
IhrFussel |
Ah okay I see then hm ... dropped_by never really gets defined here...or does that happen within the engine? https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L75 |
12:03 |
IhrFussel |
I mean where does dropped_by get its value ... if it means what I think it means (object that dropped the item) |
12:05 |
IhrFussel |
Oh I found it |
13:52 |
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13:56 |
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14:07 |
rdococ |
item renting would be interesting, but what do if the item isn't returned? |
14:07 |
rdococ |
maybe permaban >:) |
14:16 |
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Krock joined #minetest-hub |
16:08 |
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calcul0n joined #minetest-hub |
16:20 |
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16:46 |
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16:49 |
Krock |
rdococ: actually this can be logged |
16:49 |
* rdococ |
walks on some wooden logs |
16:50 |
Krock |
you could also implement a search function which tries to find the first best node to move ;3 |
16:50 |
rdococ |
thinking of seeing if I can use minetest's pathfinding algorithm in this case |
16:54 |
Krock |
it's far from perfect but should do its job for short distancse |
16:56 |
rdococ |
that or I could try to implement A* |
16:58 |
Krock |
MT uses A* btw |
16:58 |
rdococ |
but why is it bad for long distance? |
17:03 |
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Ruslan1 joined #minetest-hub |
17:04 |
Krock |
I think there were some problems regarding the stack size. A* checks quite many nodes before it finds any path |
17:04 |
Krock |
more inputs: https://github.com/minetest/minetest/issues/5479 |
17:05 |
Krock |
ah yes, it's not even the shortest path as it only does 45° and 90° angles |
17:07 |
rdococ |
hmm |
17:07 |
rdococ |
I might as well implement my own pathfinding function as a separate mod then |
17:08 |
Krock |
raycast is your friend if you may fly |
17:12 |
rdococ |
hmm... |
17:12 |
rdococ |
my idea for programmable villagers seems kind of useless with things like pipeworks |
17:13 |
rdococ |
maybe if they were easier to create and use than pipeworks? |
17:13 |
rdococ |
s/create/hire/ |
17:15 |
Krock |
or offer them as an alternative to pipeworks |
17:15 |
rdococ |
yeah, but why not just use pipeworks? pipeworks doesn't need money to keep working |
17:20 |
Krock |
but it's boring when you use it on all servers |
17:20 |
Krock |
alternatives are what makes a server unique |
17:26 |
rdococ |
I'm just not sure people would use it |
17:28 |
rdococ |
before I start I want to create a good pathfinding algorithm first, which I think will be useful for more than just this |
17:31 |
rdococ |
plus, there is basic_robots |
17:34 |
rdococ |
does raycasting take into account node boxes? |
17:36 |
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calcul0n joined #minetest-hub |
17:47 |
rdococ |
is it possible to detect item usage if the player doesn't have interact? |
18:02 |
clavi |
when I'm running two servers from the same IP, do I have to use different ports for them or can it be the same? |
18:02 |
rdococ |
is there a way to move the player's camera so that it isn't focused on the player? |
18:24 |
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calcul0n joined #minetest-hub |
18:26 |
BuckarooBanzai |
New mapserver release (2.2.0): https://forum.minetest.net/viewtopic.php?f=14&t=21999 "minetest mapserver, rewritten in go" new/changed features: item/object search on the map / prettier world info box / added more overlays, demo: http://pandorabox.io/map/ |
18:49 |
Krock |
how lovely :D |
18:49 |
Krock |
especially that there's no external javascript required |
18:50 |
Krock |
the train lines are nice, but they seem to discontinue close to the edge of the display |
18:50 |
Krock |
oof, 1100ms ping |
18:52 |
Krock |
Suggestion for the player info: Show one heart and the health as number. it wraps multiple times, causing it to look weird |
18:53 |
Krock |
hmm, now it doesn't do that any more. weird |
19:05 |
BuckarooBanzai |
Krock: the display-value is the ingame max-lag, and the health-stats are not finished yet, i plan to add more infos in that popup... |
19:06 |
rdococ |
thinking about a digiline_send_async function |
19:06 |
rdococ |
it would be like digiline_send, but with a callback function |
19:06 |
rdococ |
however, I'm not sure how I would detect when a message sent on the same channel is indeed a response |
19:06 |
BuckarooBanzai |
Also: the train lines are in-game placed blocks. they are loaded only for the current screen (+a bit margin) |
19:07 |
BuckarooBanzai |
rdococ: maybe take a look at some real-world rpc protocols? I2C or JSON-RPC comes to mind... |
19:07 |
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19:08 |
rdococ |
BuckarooBanzai: if I use a special protocol to mark messages as responses to other messages as I assume you're talking about, I can't ensure that digilines nodes will use that protocol |
19:09 |
BuckarooBanzai |
oh, right. those are "plain" objects... :/ |
19:09 |
rdococ |
I know that only digiline messages and not other events should trigger the callback, though |
19:17 |
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19:24 |
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19:27 |
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19:37 |
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19:45 |
rdococ |
for my idea to work "perfectly" I'm going to have to create a serialization system even better than my current one! |
19:46 |
rdococ |
it should still be entirely possible however. |
20:03 |
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20:03 |
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20:18 |
rdococ |
this is actually quite difficult to do "properly" |
20:58 |
VanessaE |
so... anyone want to take on some of the low-hanging fruit on my various mods? I've got needed-features and issues piling up and very little drive to code..... :-/ |
21:12 |
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21:15 |
Krock |
VanessaE: i.e. you need bugfixes, but don't have time for it? |
21:16 |
VanessaE |
it's more like lack of inspiration. :-/ |
21:18 |
rdococ |
I give up on digiline_send_async/whatever |
21:18 |
rdococ |
I might create a different kind of controller that uses a different language though |
23:11 |
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23:47 |
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