Time |
Nick |
Message |
00:00 |
exio4 |
(you basically gave up the _only_ useful thing with tabs) |
00:00 |
exio4 |
brb, will be back in 15 minutes |
00:04 |
Pilcrow |
well, that may be true, but on the other hand, the size of spaces is not configurable. I'd rather someone use tiny tabs, and then have it be a little messed up for me, versus having someone use two spaces instead of tabs (making it hard for me to read, and no way to change that without running it through sed, etc)... |
00:13 |
exio4 |
Pilcrow: by tiny tabs I meant 4 spaces per tab |
00:13 |
exio4 |
Pilcrow: and "small tabs" are somewhat ok when you use bigger font szes |
00:14 |
exio4 |
Pilcrow: I can't basically stand more than 4 spaces per tab in my main setup |
00:14 |
exio4 |
because I use what you could consider a not so small font size |
00:16 |
exio4 |
btw, not only smaller but bigger tab sizes may break the "alignment with tabs" |
00:16 |
exio4 |
because you used two but you only need one, therefore you're now wasting space |
00:18 |
Pilcrow |
alright, I get your point. I'm not saying using spaces is bad, just that either way, using spaces or tabs, your code will be messed up for someone. As for me, I don't like it when I'm trying to change some code and others have used spaces. so obviously, I'm not going to use them myself. they make code feel 'messy' to me. |
00:19 |
exio4 |
when you are working with other people's code you need to use that people's tab space for making the code look coherent in different setups, too |
00:20 |
Pilcrow |
yes, that's true. I'm not saying I change their spacing. I was more or less talking about borrowing functions. |
00:21 |
exio4 |
borrowing functions means you should be using a better lnguage which lets you have better abstraction capabilities, but sure |
00:21 |
exio4 |
giving a crappy language you need crappy techniques :3 |
00:23 |
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00:23 |
exio4 |
copying functions is a pretty silly thing to do |
00:23 |
exio4 |
it means you now have to mantain a copy of working code |
00:25 |
Pilcrow |
well, I was speaking mostly from a lua standpoint, as that's what I porgram in the most, lately. using sections of other peoples' code to properly set up on_place stuff that can detect and run a pointed node's on_rightclick, etc. |
00:26 |
exio4 |
Pilcrow: I am just kidding, but if the code is reusable, it should be giving a name |
00:27 |
Pilcrow |
'giving a name'? |
00:27 |
exio4 |
given* |
00:27 |
Pilcrow |
oh |
00:27 |
Pilcrow |
lol. ok. |
00:28 |
VanessaE |
ok, I'm ready to push that change to signs_lib |
00:28 |
exio4 |
make it an high order function which can be reused in other code and libraries |
00:28 |
VanessaE |
people are gonna hate me for this because it breaks old worlds |
00:28 |
VanessaE |
old worlds that had signs_lib before I mean |
00:28 |
Pilcrow |
the rotation thing, VanessaE? |
00:28 |
VanessaE |
but it should now be fully compatible with worlds that didn't have it before |
00:28 |
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00:28 |
VanessaE |
Pilcrow: yeah. copious use of the screwdriver is indicated to fix said breakage. |
00:30 |
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00:31 |
Pilcrow |
too bad there's not some way to make a destinction between 'old' and 'new' signs_lib signs, so you can run an abm to convert the old ones... but that's a lot of effort |
00:31 |
VanessaE |
yeah I know. |
00:32 |
VanessaE |
could be done with an ABM but it would only work if the node name is changed (otherwise the ABM would never run out of nodes to trigger on) |
00:32 |
Pilcrow |
honestly, the easiest way to do that would be a namespace change. but then it would screw up mods that depend on signs_lib... |
00:34 |
VanessaE |
pushed to git. |
00:35 |
Pilcrow |
oh, and exio4, I understood what you mean by the statement that reuseable code should be given a name. that's not always the case though. and even if it is, most of us like to avoid extra dependencies... ;) |
00:37 |
exio4 |
make a mod that would be called pilcrow_reusable_functions that could be reused |
00:43 |
Pilcrow |
heh. I may do that sometime. I've got repeated code anyway, lol. but more and more, now, I find myself creating my own 'register' functions, such as the register_command function in my as-of-yet unreleased hoverbot mod https://github.com/Pilcrow182/hoverbot/blob/master/command_items.lua#L3 |
00:47 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=11&t=2041&p=176044#p176044 |
00:49 |
Pilcrow |
incidentally, VanessaE, who wrote the nodebreaker code that was in earlier versions of pipeworks? the code in my hoverbot's mimic_player function originally came from that, so I'm interested in giving credit where credit is due. |
00:51 |
VanessaE |
I think nore did |
00:51 |
VanessaE |
either he or RBA anyways. |
00:53 |
Pilcrow |
btw, where did the nodebreaker go? I've been using an ancient pipeworks; I never had a reason to update it because it does everything I want... :P |
00:59 |
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01:16 |
Pilcrow |
lol what if some one just made a commit titled "s/old_code/new_code/" |
01:17 |
Pilcrow |
hooray for random stupid thoughts! :D |
01:23 |
exio4 |
Pilcrow: it's pretty much the right thing(tm) |
01:23 |
exio4 |
Pilcrow: repeating code is one of the easier-to-see bad ways to write something out there |
01:28 |
exio4 |
(or the lack of proper abstraction machanisms in your language of choice) |
01:34 |
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01:41 |
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01:44 |
everamzah |
Pilcrow: Thank you for hoverbot! |
01:49 |
exio4 |
hmmmm: Minetest could use Safe Haskell 8) |
01:49 |
Pilcrow |
everamzah: be warned, it's not done yet and may cause crashes (which is why I haven't put it on the forum yet). but you're welcome to use it... :) |
01:50 |
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01:53 |
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01:56 |
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01:57 |
sofar |
Pilcrow: added tomatoes to my crops mod, fyi |
02:02 |
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02:07 |
Pilcrow |
awesome, sofar. I still haven't tried the corn yet; I've been too busy. but I will get the new version so I can try both corn and tomatoes :) |
02:12 |
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02:46 |
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02:46 |
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02:46 |
everamzah |
Pilcrow: yes, i experienced crashes trying to use the digibank. but i had a blast putting it all together on a fresh world. |
02:47 |
Pilcrow |
yes, digibank is another mod I am going to make. it doesn't exist yet. using it should not cause a crash though; it SHOULD do the same thing as using the sleep command... I'll need to look into that. |
02:50 |
exio4 |
having a "polymorphic semicolon" would be cool |
02:50 |
Pilcrow |
exio4: uhh, what? :P |
02:50 |
exio4 |
lemme make a paste |
02:55 |
exio4 |
Pilcrow: http://dpaste.com/1VVJ0NZ |
02:56 |
exio4 |
the idea is that "bind" and "pure" do different things based on how you use them |
02:56 |
exio4 |
you could have a bind that defines "async operations" |
02:57 |
exio4 |
such that "a ; b " would actually run "a" and "b" in some kind of concurrency / parallel "behavior" |
02:57 |
exio4 |
concurrent* |
02:58 |
exio4 |
maybe you could also have a bind function such that if the value is nil, it stops "executing" that function and just returns nil |
02:58 |
exio4 |
that way, going past assignment means the value you have in that variable MUST be non null |
02:59 |
exio4 |
another one, maybe "stop executing things" after a special valued "exception", which wouldn't need to do anything weird |
02:59 |
exio4 |
it'd just be not call the next function |
02:59 |
exio4 |
it'd be a bit like CPS |
02:59 |
exio4 |
_just a bit_ |
03:00 |
Pilcrow |
ahh... now I get what you mean. yes that would be cool. |
03:01 |
exio4 |
it would be cool if you also had the posibility to restrict things using that too |
03:02 |
exio4 |
maybe you could have some kind of "pair" of bind/pure that would run in parallel BUT can't access the map (as an example) |
03:02 |
exio4 |
such function would be "easilly parallelizable" and you wouldn't be able to break invariants from it |
03:02 |
exio4 |
it'd have to be enforced somehow |
03:03 |
Pilcrow |
race conditions could still happen if your bind simply returns nil though; perhaps it would be useful to have a bind function that, if the value is nil, waits until either a certain number of cycles passed OR the value becomes non-nil? |
03:03 |
exio4 |
Pilcrow: I don't get how the race condition could happen |
03:04 |
exio4 |
when bind returns nil the "rest" of the computation won't ever run, because it's a function which you'll be throwing away (and the garbage collector should collect) |
03:04 |
Pilcrow |
maybe I'm just dense. I'm only half paying attention. trying to fix something. :P |
03:04 |
exio4 |
Pilcrow: oh, you mean, the "concurrent bind" ? |
03:05 |
exio4 |
that one wouldn't check for nil |
03:05 |
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03:06 |
exio4 |
it'd run things in a different coroutine / thread / spark and give you a variable which, somehow (how this is done is "how you might like and/or find it easier to work with"?) can't be "just accesed" but needs you to have a different bind-ish function |
03:09 |
exio4 |
whenValueReady (var, function (valueAvailable) ... end, function (retry) ... end), which you'd give two extra functions, the first one you'd be the one when "you could access" and the other would be with what you should and a new function which, if called, would mean you retry |
03:09 |
exio4 |
maybe, you avoid that other function, and "always" retry, but don't assume that (and then you'd have some kind of bind, which could be used with (; and =)) plus this function could be a primitive |
03:10 |
Pilcrow |
everamzah: the latest commit should fix the crash. the digibank commands still don't do anything, but they're at least stable now. https://github.com/Pilcrow182/hoverbot |
03:12 |
exio4 |
dat wall of text |
03:14 |
Pilcrow |
haha. now I can pay more attention. and yes, I get it. this stuff goes just barely over my head, so I've gotta strain to understand, lol. |
03:16 |
Pilcrow |
I think it's finally time I put my hoverbot on the forum. hoverbot.mimic_player could still use some work, but I feel it's good enough to at least go in WIP... :) |
03:19 |
exio4 |
I guess |
03:19 |
exio4 |
it's basically an high order mess |
03:21 |
Pilcrow |
my mod is? I know it's messy; I can never seem to make clean code (especially remembering to comment)... but it's functional and relatively stable... :P |
03:21 |
exio4 |
no, not your mod |
03:21 |
exio4 |
I meant what I wrote |
03:22 |
Pilcrow |
ok. well. my mod is a mess anyway. |
03:22 |
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03:22 |
exio4 |
lol |
03:22 |
Pilcrow |
lol |
03:22 |
exio4 |
will check the code |
03:22 |
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03:22 |
exio4 |
http://www.lua.org/pil/6.3.html was reading this |
03:22 |
Pilcrow |
although, Zeno` seemed to like my style, for some reason :) |
03:23 |
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03:24 |
exio4 |
Pilcrow: you could use some functions in init.lua |
03:24 |
exio4 |
hoverbot.tab0 = "button["..tostring(tabsize*0)..",0;"..tostring(tabsize)..",1;page0;Inventory]"-- inventory button |
03:24 |
exio4 |
replace that with something like |
03:25 |
* Pilcrow |
couldn't figure out how to make the interface code into a function, or he would have. |
03:26 |
exio4 |
function tabButton(n, title) return "button..."..tostring(tabsize*n).."blabla"..title.."]" |
03:26 |
exio4 |
then hoverbot.tab0 = tabButton(0, "Inventory") |
03:27 |
Pilcrow |
actually, I only just recently figured out that hoverbot.tab0 and hoverbot["tab0"] are the same. knowing that, I could probably make it into a loop... :) |
03:27 |
exio4 |
the same applies to to page1..page5 |
03:28 |
exio4 |
well, a loop would kinda work |
03:28 |
exio4 |
I don't like having too much logic inside a loop because loops are dumb |
03:29 |
Pilcrow |
yes, perhaps I will make that into a function first. and possibly see if I can use ecutruin's model as a meshnode so I don't have all those nodeboxes... :) |
03:29 |
exio4 |
this is just me btw |
03:29 |
ecutruin |
o/ |
03:29 |
exio4 |
because I hate mutable data, just that |
03:29 |
Pilcrow |
hi ecutruin :) |
03:30 |
exio4 |
\o ecutruin |
03:32 |
Pilcrow |
yes, exio4, I see what you're saying about the loops. but I think I will make the pages a function, and register the tabs in a loop within that function (as they're all technically part of the "page" anyway) |
03:32 |
exio4 |
I would define a function that does the work |
03:32 |
exio4 |
and a single loop that calls the functions |
03:34 |
exio4 |
I am going to sleep, <3 good night |
03:34 |
Pilcrow |
sleep well exio4 |
03:37 |
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03:37 |
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03:38 |
Pilcrow |
ecutruin: still no luck figuring out how to use your model, but I haven't looked into it much; I've been fixing bugs and stuff first. also, my hoverbot texture is an animation, currently (the fan blades on the bottom spin). I'll probably use your texture even if I can't use my animated texture with it, for the speed improvement, but I'd *like* to find a way to keep my spinning blades... :) |
03:40 |
Rick-Rolled |
Hey guys, I have another problem. I've been playing Minetest from the Linux desktop. Now I would like to host a server from my laptop. Whenever I issue the command minetestserver --gameid <game name>, I get the following: http://pastebin.com/dzXQ0Htx |
03:42 |
Pilcrow |
Rick-Rolled: what are you using in <game name>? |
03:42 |
Rick-Rolled |
The world is called WAFE |
03:44 |
Pilcrow |
ah. --gameid is for changing the subgame (like game mode, i.e. minetest_game, minimal, etc). what you want is minetestserver --worldname WAFE |
03:45 |
Pilcrow |
you may need to use minetestserver --gameid minetest --worldname WAFE |
03:45 |
Pilcrow |
but try without gameid first |
03:45 |
VanessaE |
Rick-Rolled: I pushed the signs change |
03:45 |
VanessaE |
update your homedecor modpack please |
03:46 |
Rick-Rolled |
it works with gameid now. Thanks guys. Also, I'll try it VanessaE |
03:46 |
VanessaE |
Rick-Rolled: all default signs will keep their correct rotation unless you've already changed them to work with signs_lib from before this evening's update. |
03:47 |
VanessaE |
(if you have made no changes, then you can just go ahead and update homedecor and install it and you shouldn't see any rotation problems) |
03:47 |
Rick-Rolled |
It isn't the rotation that's bothering me. I cannot write anything on them. |
03:47 |
VanessaE |
odd. I explicitly tested for that problem as well when I was making the update. |
03:47 |
Rick-Rolled |
I haven't checked the update yet. I'll try it first. |
03:47 |
VanessaE |
I had no trouble writing to old signs that I put in there before the update in my test world |
03:48 |
Rick-Rolled |
But the rotation wasn't bothering me. |
03:48 |
VanessaE |
well anyway, it works :) |
03:48 |
Rick-Rolled |
Thanks. |
03:49 |
Rick-Rolled |
Guys, my mods are all being reported as not found when I start with gamid minetest worldname WAFE |
03:49 |
Rick-Rolled |
*gameid |
03:49 |
VanessaE |
Rick-Rolled: are they enabled in your world's world.mt file? |
03:50 |
Rick-Rolled |
Yes they are. |
03:50 |
VanessaE |
can you pastebin your debug.txt ? |
03:50 |
Rick-Rolled |
I should also note that I'm working from the home directory, with an installed version of minetest. |
03:50 |
VanessaE |
(the whole run from the most recent "separator" on down |
03:50 |
VanessaE |
) |
03:51 |
Pilcrow |
VanessaE: is it called minetest or minetest_game when using --gameid? it's been a while since I've run it manually (I created my own GUI for running local servers a long time ago) |
03:52 |
VanessaE |
Pilcrow: minetest_game is how I specify it |
03:52 |
Pilcrow |
ah. try that, then, Rick-Rolled. minetestserver --gameid minetest_game --worldname WAFE |
03:52 |
Rick-Rolled |
debug.txt can't be read. |
03:53 |
Rick-Rolled |
gedit can't determine encoding. |
03:53 |
Pilcrow |
how odd... |
03:53 |
VanessaE |
wat |
03:54 |
VanessaE |
cat it to your terminal then |
03:54 |
Rick-Rolled |
Still getting the same: ERROR[main]: The following mods could not be found: |
03:54 |
VanessaE |
just cat it and copy&paste |
03:54 |
Pilcrow |
if you open a terminal and cat debug.txt, does it output correctly? |
03:54 |
VanessaE |
and be prepared to close the terminal after you paste it |
03:54 |
VanessaE |
(because the `cat` will probably dump gibberish) |
03:55 |
VanessaE |
Pilcrow: 10 minegeld says he's got one of those gibberish serialization errors in there :) |
03:55 |
Pilcrow |
heh. VanessaE beat me to it. :P |
03:55 |
Rick-Rolled |
cat worked fine. No gibberish. |
03:55 |
VanessaE |
heh, I guess I owe you 10 mg ;) |
03:56 |
Rick-Rolled |
http://pastebin.com/WksydfNA |
03:56 |
Pilcrow |
haha, VanessaE. I've only ever encountered those serialization errors when doing weird things in on_rightclick, etc. |
03:57 |
VanessaE |
Rick-Rolled: OH, those would be mods that were enabled at one time and which you have since deleted, probably |
03:57 |
Rick-Rolled |
no, I have them in the mods folder. Do they need to be in the world folder itself instead? |
03:57 |
Pilcrow |
wow. that is a lot of mods |
03:58 |
VanessaE |
Rick-Rolled: they just need to be in some folder where minetest can find them. since you said you're running an installed copy, they need to be in ~/.minetest/mods (for ~ is the username running your server) |
03:58 |
Rick-Rolled |
Most of them are from mesecons Pilcrow |
03:58 |
Pilcrow |
Rick-Rolled: do us a favor. check your server computers mods folder and see if all those mods are still there. |
03:58 |
VanessaE |
or you can put them in ~/.minetest/worlds/WAFE/worldmods |
03:58 |
Rick-Rolled |
They are in .minetest/mods |
03:59 |
VanessaE |
are you sure they're in the .minetest for the user that's actually running the server? |
03:59 |
Rick-Rolled |
Pilcrow, just checked. They're still in there. |
03:59 |
VanessaE |
what about permissions for that directory? |
04:00 |
Rick-Rolled |
They're in my home directory and I'm typing minetestserver. I'll check permissions. |
04:01 |
Pilcrow |
hmm. odd. they should be seen, if they're in ~/.minetest. Well, it shouldn't be necessary, but if you go into your world folder, create a worldmods folder, and copy the stuff into that, it should work... but then, it shouldn't be causing problems the way it is now, anyway... |
04:04 |
Rick-Rolled |
Now every one of them has unsatified dependencies. I've run this server through the GUI and everything went fine. I setup a spawning area with singleplayer in creative mode. |
04:06 |
Hijiri |
does minetest handle cyclic dependencies? |
04:06 |
VanessaE |
cyclic? |
04:06 |
VanessaE |
you mean circular deps? |
04:06 |
Hijiri |
the graph of dependencies has cycles |
04:06 |
VanessaE |
I think it can detect them and error out |
04:06 |
Hijiri |
what if it works alright? |
04:07 |
Hijiri |
will it error out anyway |
04:07 |
Pilcrow |
Hijiri: as in, one mod1 depends on mod2 and mod2 depends on mod1? |
04:07 |
VanessaE |
I don't know then |
04:07 |
Hijiri |
sure, or longer chains of dependency |
04:08 |
Pilcrow |
Rick-Rolled: may I see your debug.txt again, please? |
04:09 |
Hijiri |
I tested it, it doesn't error out |
04:09 |
Hijiri |
I just made two mods, cyclea and cycleb that depend on each other |
04:09 |
Hijiri |
with empty init.lua |
04:10 |
VanessaE |
Hijiri: it's called a "circular dependency", not cyclic. |
04:10 |
Rick-Rolled |
I just Pilcrow, here's a little further back http://pastebin.com/Q0yGkcxa |
04:10 |
Rick-Rolled |
I just opened it through the GUI. The last error is what came up there. |
04:10 |
Hijiri |
"cyclic dependency" refers to the same thing |
04:11 |
Hijiri |
and is more accurate in my opinion, since dependencies are graphs and not geometric objects |
04:11 |
Pilcrow |
VanessaE: I have heard it called both |
04:12 |
Pilcrow |
... it can't find default?? |
04:12 |
Pilcrow |
Rick-Rolled: did you use --gameid minetest, or --gameid minetest_game? |
04:13 |
Rick-Rolled |
minetest_game |
04:13 |
Pilcrow |
try with just minetest |
04:13 |
Rick-Rolled |
mods could not be found. |
04:13 |
Pilcrow |
any other ideas, guys? :\ |
04:14 |
Rick-Rolled |
sorry, unsatified dependencies |
04:15 |
Rick-Rolled |
was looking in the wrong section. Let me go ahead and check permissions. |
04:16 |
Rick-Rolled |
set permissions to 777 and still no good. |
04:16 |
Pilcrow |
this has really got me stumped now. if you're specifying the right gameid, default should be found since it's a part of the minetest game... but your mods can't load because minetest can't find default... |
04:17 |
* Pilcrow |
scratches head |
04:18 |
VanessaE |
unless you're specifying a game that's empty :) |
04:19 |
Rick-Rolled |
Is there a way to move the server game back into the singleplayer tab? It's not there now that I've ran it in server mode. Also, I deleted the singleplayer. |
04:20 |
VanessaE |
huh? |
04:21 |
VanessaE |
you....edited the core menu? |
04:21 |
Rick-Rolled |
but I just restored singleplayer file. The WAFE game isn't showing up in the singleplayer tab of the GUI since I tried to run it as a server. |
04:21 |
VanessaE |
minetest subgames don't work like that.... |
04:22 |
Rick-Rolled |
What's a subgame? |
04:22 |
VanessaE |
minetest_game is a subgame |
04:22 |
Pilcrow |
VanessaE: I think Rick-Rolled means he/she went into the players directory and deleted singleplayer? |
04:22 |
VanessaE |
dreambuilder is another example |
04:22 |
VanessaE |
minimal, too |
04:23 |
VanessaE |
we call them "sub" games because lots of people call "Minetest"-the-engine a game, when it's just an engine. |
04:23 |
Rick-Rolled |
yes, I deleted the singleplayer file from players. |
04:23 |
VanessaE |
so the actual content, assets, etc are termed "subgames" to avoid confusion. |
04:23 |
* Pilcrow |
wishes he knew more about the directory structure for system-wide installs; I've never built minetest without -DRUN_IN_PLACE=1 |
04:23 |
VanessaE |
deleting the singleplayer player file doesn't do anything bad |
04:24 |
VanessaE |
that just removes singleplayer's inventory for a particular world. nothing important there. |
04:25 |
Rick-Rolled |
So can I get the game back into the singleplay tab of the GUI? |
04:25 |
Rick-Rolled |
*singleplayer |
04:25 |
VanessaE |
if it's missing from the singleplayer tab, that just means your client can't find it - copy your minetest_game from wherever you last had it to ~/.minetest/games |
04:26 |
VanessaE |
e.g. ~/.minetest/games/minetest_game/default etc etc |
04:27 |
Rick-Rolled |
is the ~/.minetest/games folder supposed to already exist? |
04:29 |
VanessaE |
probably not |
04:29 |
VanessaE |
create it, with regular 755 permissions |
04:29 |
VanessaE |
put minetest_game and your other subgames there |
04:31 |
Rick-Rolled |
would install c55 help? |
04:31 |
Rick-Rolled |
*installing |
04:32 |
VanessaE |
no. |
04:32 |
VanessaE |
any version of minetest bearing c55's name is outdated. |
04:32 |
VanessaE |
if you're not using 0.4.12, you're out of date :) |
04:33 |
Pilcrow |
O_o where would you even get an old -c55 version any more? do they actually still exist in some distro's repos?? |
04:34 |
VanessaE |
yeah, the daily builds PPA I think still has them |
04:34 |
VanessaE |
nope, it doesn;'t |
04:34 |
VanessaE |
doesn't* |
04:34 |
Pilcrow |
lol |
04:35 |
VanessaE |
the stable one does though! |
04:35 |
VanessaE |
https://launchpad.net/~minetestdevs/+archive/ubuntu/stable |
04:35 |
VanessaE |
wow, there's some old-ass builds there, too! |
04:35 |
VanessaE |
minetestc55, 0.3.1~maverick1 |
04:35 |
VanessaE |
O_O |
04:36 |
Pilcrow |
huh. I thought c55 was dropped from the official name long before 0.4.10... |
04:36 |
VanessaE |
it was. |
04:36 |
VanessaE |
he was...er, whatever :) |
04:37 |
Pilcrow |
lol. c55 != celeron55 in this context. I'm speaking of the label, not the person. ;) |
04:38 |
VanessaE |
so was I |
04:38 |
VanessaE |
but it still sounds odd :) |
04:38 |
Pilcrow |
but I find it odd that the ppa lists 0.4.10 as minetestc55... :P |
04:41 |
Pilcrow |
in fact, I think the c55 was dropped from the name way back in 0.4.0, since it was the first official "community" build. but that was before I got here, so I might be mistaken... |
04:41 |
VanessaE |
naw, wasn't THAT far back |
04:41 |
* Pilcrow |
started with 0.4.4 I think. maybe 0.4.5 |
04:42 |
VanessaE |
it was, I think, somewhere around 0.4.5-ish that it was dropped from the title screen |
04:42 |
VanessaE |
(assuming you saw the old-dirt-based title screen at all and not the clouds) |
04:42 |
Pilcrow |
ah, alright. I assume I just missed it then. yes, I think I saw the dirt. |
04:43 |
Pilcrow |
man, it's been a while... can you believe I stuck with vanilla minetest_game all the way until 0.4.6-dev? :P |
04:44 |
Pilcrow |
I remember being so mad about lavacooling ruining my water-lava-spiral thing in my singleplayer world... :D |
04:44 |
VanessaE |
"Minetest-c55" was dropped from the name back in Feb 2013 |
04:44 |
VanessaE |
commit 497ff1ecd64c8908f988e15ca879824f2781e3fd |
04:45 |
Rick-Rolled |
I have purged and reinstalled minetest. I'm running everything from the gui now. |
04:45 |
Rick-Rolled |
Too frustrating :( |
04:45 |
Pilcrow |
:\ sorry Rick-Rolled. it really shouldn't be this hard... |
04:46 |
Rick-Rolled |
You're fine. I just erased the world and started over. |
04:46 |
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04:50 |
Pilcrow |
VanessaE: just curious, how long were you a part of the Minetest community? As I recall, you were already a fairly proficient modder when I first started to use mods... :) |
04:51 |
Pilcrow |
s/were you/have you been/ |
04:51 |
VanessaE |
Pilcrow: since the third week of March, 2012. |
04:51 |
VanessaE |
joined the forum on Apr 1, 2012. |
04:53 |
Pilcrow |
ah. yep, about a year and a half before me (though I still don't post much) |
04:54 |
* Pilcrow |
joined Sep 12, 2013 |
04:55 |
Pilcrow |
been a long time either way though... you'd think we'd get bored! :P |
04:57 |
VanessaE |
heh |
04:59 |
Pilcrow |
the only thing I've played as much as minetest is Phantasy Star Online v2. yes, the one from September 24, 2001. Originally released for Sega Dreamcast. yeah...... :P |
05:01 |
Pilcrow |
O.O I just did the math. I was 13 when that game came out! Didn't discover it until college though. If I had, I'd have probably failed some classes.... xD |
05:03 |
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06:04 |
Pilcrow |
haha. ServerError: error in error handling |
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06:37 |
MinetestBot |
[git] paramat -> minetest/minetest: Conf.example: Update, fix and improve mapgen flags docs 39fd4da http://git.io/vvYw2 (2015-04-13T07:35:25+01:00) |
06:51 |
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06:51 |
Consortium |
Hi |
06:53 |
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07:11 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Schematics: Reorganize (de)serialization and add Lua serialization API b2a89c0 http://git.io/vvYXX (2015-04-13T03:10:52-04:00) |
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07:47 |
OldCoder |
VanessaE, you are asleep, right? |
07:49 |
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07:57 |
Consortium |
OldCoder |
07:57 |
OldCoder |
Consortium |
07:57 |
OldCoder |
:P |
08:00 |
Consortium |
OldCoder: Need help https://docs.google.com/document/d/1-iDMmTwTCIduEDEil7DWachERj4PSwSbp_zzS6eeH2w/edit |
08:01 |
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08:04 |
OldCoder |
Consortium, R |
08:05 |
OldCoder |
This is quite a list! |
08:05 |
OldCoder |
What help do you need? |
08:13 |
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08:14 |
Rick-Rolled |
can anyone tell me if they can access my server? |
08:16 |
Miner_48er |
!up 104.236.25.60 |
08:16 |
MinetestBot |
104.236.25.60:30000 seems to be down |
08:17 |
Rick-Rolled |
Can you play it Miner_48er? |
08:17 |
Krock |
If MTB says, it's down, then it's down |
08:17 |
Miner_48er |
Rick-Rolled did you port forward it? |
08:18 |
Rick-Rolled |
Reverse port forward hrough ssh. However, I'm also jumping through a second router (as I'm on my neighbor's connection with a big firewall). |
08:19 |
Rick-Rolled |
*through |
08:19 |
Miner_48er |
ok what ip and port is it on? |
08:20 |
Krock |
Your setup sounds quite complicate |
08:20 |
Krock |
d |
08:21 |
Rick-Rolled |
It's on the 104.236.25.60 ip with the 30000 port. |
08:21 |
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08:21 |
Rick-Rolled |
krock, it was the only way I could think of to bypass the firewall. |
08:21 |
JamesTait |
Good morning all; happy Monday and happy Scrabble Day! :-D |
08:22 |
Krock |
Rick-Rolled, so you can't just port-forward one router and remove the 2nd router? |
08:23 |
Rick-Rolled |
Nope, the second router is feeding from the first (across the street). |
08:24 |
Consortium |
Morning JamesTait and OldCoder , we need to catalog new ideas |
08:24 |
Rick-Rolled |
Morning Consortium. |
08:24 |
JamesTait |
Consortium, o/ |
08:25 |
Miner_48er |
RickRolled could you port forward both routers? |
08:25 |
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08:25 |
Krock |
Hi Consortium. Add the idea "Idea creating machine" to your list. |
08:25 |
Krock |
Rick-Rolled, port-forward your server on the 1st router and forward the 1st router on your 2nd |
08:26 |
Rick-Rolled |
My computer and VPS are actually whats connected. I only have access to the second router and don't know how to port forward it. |
08:27 |
Consortium |
Krock: very funny |
08:27 |
Rick-Rolled |
They're connected via ssh proxy. Any connections the VPS receives on port 30000 are supposed to go to my computer on that port. |
08:30 |
Rick-Rolled |
Essentially, this is what I've done http://toic.org/blog/2009/reverse-ssh-port-forwarding/#.VSt-V-Q2ztQ |
08:33 |
Consortium |
JamesTait |
08:34 |
Krock |
Rick-Rolled, dunno about ssh but could UDP be the problem? |
08:35 |
Rick-Rolled |
SOCKS5 (the proxy which ssh uses) supports UDP so I doubt it. |
08:36 |
Rick-Rolled |
It's probably something to do with ssh that I've missed. I'll be back later after I post something to quora. |
08:59 |
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09:08 |
Consortium |
Rick-Rolled |
09:08 |
Consortium |
So... why the beef? |
09:20 |
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13:15 |
VanessaE |
OldCoder: *poke* |
13:20 |
Krock |
~give VanessaE https://forum.minetest.net/viewtopic.php?f=3&t=11838 |
13:20 |
ShadowBot |
VanessaE: <https://forum.minetest.net/viewtopic.php?f=3&t=11838> |
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16:32 |
ShadowNinja |
Anyone here have a usable installation of Windows or OSX that can test a PR on it? |
16:33 |
ShadowNinja |
Specifically https://github.com/minetest/minetest/pull/2613 |
16:38 |
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16:41 |
Krock |
ShadowNinja, testing on windows |
16:42 |
ShadowNinja |
Thanks :-) |
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16:50 |
Krock |
ShadowNinja, it can't open "#include <sys/time.h>" |
16:51 |
Krock |
Threading.cpp:37 |
16:51 |
Krock |
the next error might be unistd.h |
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16:54 |
ShadowNinja |
Krock: Add "#ifndef _WIN32" on its own line after define THREAD_HANDLE and "#endif" before define UNUSED. |
16:54 |
rubenwardy |
Hi all! |
16:55 |
ShadowNinja |
(in threading/Thread.cpp) |
16:55 |
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16:59 |
Krock |
ShadowNinja, atomic.hpp:76 #if -> #ifdef |
17:00 |
Krock |
also, THREAD_HANDLE isn't defined after the first change |
17:00 |
ShadowNinja |
Fixed. |
17:00 |
ShadowNinja |
Krock: Make sure the ifdef is after the THREAD_HANDLE define. |
17:01 |
Krock |
fixed with an #else #define THREAD_HANDLE thread #endif after the section #ifndef _WIN32 |
17:02 |
Krock |
Linking now.. |
17:07 |
Krock |
ShadowNinja, I can play in a singleplayer world with that patch, so I think it was a success |
17:08 |
ShadowNinja |
Krock: Alright. Wait a bit, I'll tweak it a bit more and see if it works now. Is this under MSVC BTW? |
17:10 |
Krock |
Yes, MSVC |
17:10 |
ShadowNinja |
Krock: Can you remove the #include <winsock2.h> and change the #include <windows.h> to <windef.h> in Mutex.hpp without errors? |
17:11 |
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17:11 |
Krock |
ShadowNinja, nope. too many typedefs are missing |
17:12 |
ShadowNinja |
Krock: Hmmm, how about just removing winsock2 and defining WIN32_LEAN_AND_MEAN? |
17:13 |
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17:13 |
ShadowNinja |
(It would be nice if MS actually docuemnted this stuff where I could find it) |
17:14 |
Krock |
No errors yet |
17:15 |
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17:15 |
Krock |
But seriously, that's an interesting definition |
17:16 |
ShadowNinja |
Yeah, makes windows.h not inclued every bleeping system-related header on the system. |
17:17 |
Krock |
Anything other on the to-compile-list? |
17:18 |
rubenwardy |
I want to see how much RAM Minetest is taking up. Is it RSS or VSZ I'm looking at? |
17:18 |
Calinou |
RSS |
17:19 |
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17:22 |
rubenwardy |
Do meshes/textures/resources take up the most memory in Minetestserver? If I use remote_url_cache, will this memory be freed? |
17:23 |
Krock |
why would meshes take memory? They're just sent to the clients |
17:23 |
rubenwardy |
Are they read directly from the filesystem each time a client requests it? |
17:24 |
Krock |
dunno, but there's a way to check it. |
17:24 |
rubenwardy |
minetest_game is 2mb, so probably not much of a problem with vanilla |
17:26 |
rubenwardy |
minetestserver goes from 11mb to 113mb when a player joins, this is probably due to loaded chunks, right? |
17:26 |
ShadowNinja |
Krock: Well, try using just winnt.h. |
17:27 |
Krock |
ShadowNinja, thousands of "default-int" errors |
17:27 |
Krock |
missing typedefs again |
17:27 |
ShadowNinja |
:-| |
17:28 |
ShadowNinja |
Well, I'll push some tweaks in a minute for you to check. |
17:29 |
ShadowNinja |
Oh, also try removing the process.h include. It doesn't look like that defines anything we use. |
17:32 |
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17:51 |
ShadowNinja |
Krock: Pushed, try now. |
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18:06 |
Johnsen2 |
~seen shadowninja2005 |
18:06 |
ShadowBot |
Johnsen2: I haven't seen shadowninja2005 in #minetest. |
18:06 |
Johnsen2 |
~seen Shadowninja2005 |
18:06 |
ShadowBot |
Johnsen2: I haven't seen Shadowninja2005 in #minetest. |
18:06 |
Johnsen2 |
:/ |
18:07 |
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18:08 |
Krock |
even the 3rd check won't change anything, Johnsen2 |
18:09 |
* Sokomine |
grabs a few plants and stares at them |
18:10 |
Sokomine |
why are there so many farming-forks? and they're all very similar.... |
18:10 |
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18:10 |
Sokomine |
like every mob mod having a sheep... |
18:11 |
rubenwardy |
The new crops is exciting |
18:11 |
Sokomine |
in how far, rubenwardy? |
18:11 |
ShadowNinja |
Krock: Does the latest push work? |
18:11 |
Krock |
ShadowNinja, compiling. |
18:11 |
rubenwardy |
Well, meh. I like the multiple stage havesting and the realism |
18:12 |
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18:13 |
Johnsen2 |
ShadowNinja |
18:14 |
Johnsen2 |
Have you seen someone called: shadowninja2005? he is not an imposter just a friend of mine. |
18:14 |
ShadowNinja |
Hmmm, seems not... |
18:14 |
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18:14 |
ShadowNinja |
No. |
18:16 |
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18:16 |
Zytum |
hi! |
18:17 |
Zytum |
Krock, I have troubles to connect to your map |
18:17 |
Hijiri |
to make a block a solid color, is the best way to just use a 1px texture with the color I want |
18:17 |
Krock |
ShadowNinja, threading\Thread.cpp(132): error C3861: "_beginthreadex": identifier wasn't found |
18:17 |
Krock |
Zytum, started. |
18:17 |
ShadowNinja |
Krock: Yeah, working on that now. |
18:18 |
Zytum |
ok, thanks |
18:19 |
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18:26 |
ShadowNinja |
Krock: Pushed again. |
18:26 |
ShadowNinja |
I should probably set up a MinGW build env. |
18:27 |
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18:31 |
Krock |
Yes, that solved it. |
18:44 |
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18:55 |
Hijiri |
do we have library-ish mods |
18:55 |
Hijiri |
that just provide convenient functions, data structures, etc |
18:55 |
Calinou |
yeah, we have fstk (formspec toolkit) |
18:55 |
Calinou |
we have a lot |
18:56 |
Calinou |
Hijiri, http://nimg.pf-control.de/MTstuff/modSearch.php?st=0&at=0&q=lib |
18:57 |
Hijiri |
thanks |
19:02 |
rubenwardy |
!mod lib |
19:02 |
MinetestBot |
rubenwardy: [Lib] Smart Formspecs [smartfs] by rubenwardy - https://forum.minetest.net/viewtopic.php?t=7553 |
19:02 |
rubenwardy |
Oh. Nvm |
19:03 |
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19:37 |
OldCoder |
VanessaE, Captain *Pike* |
19:37 |
OldCoder |
PM when around |
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19:47 |
est31 |
I think the inchra shadowbot is run by her |
19:47 |
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19:47 |
est31 |
so you can /msg ShadowBot ~tell VanessaE supersecret thing |
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20:03 |
thonza |
hi. character spin |
20:05 |
Hijiri |
hmm |
20:05 |
Hijiri |
I just realized that lua syntax is inconvenient for repeatedly returning and calling functions |
20:06 |
est31 |
how? |
20:06 |
thonza |
Irrlicht log: Could not open file of texture: character.png. |
20:06 |
Hijiri |
If I have a function qwobble that returns a function |
20:07 |
Hijiri |
I might use it like qwobble(argument)(another_argument) |
20:07 |
Calinou |
thonza, this is not a bug |
20:07 |
Hijiri |
but if the length of another_argument is too big, I can't put the second argument on another line |
20:07 |
Hijiri |
I guess I could break up the parens and do qwobble(argument)( \n another_argument) |
20:07 |
Hijiri |
not sure if that's valid, I guess I'll try it though |
20:08 |
Calinou |
it works AFAIK |
20:08 |
thonza |
i do not know wat it is |
20:08 |
Calinou |
ignore it |
20:08 |
thonza |
i can not ignore spinning players |
20:09 |
Calinou |
I don't know what you mean by spinning players |
20:11 |
thonza |
player do not move correctly whit axi's |
20:15 |
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20:17 |
Calinou |
video please |
20:17 |
Calinou |
:P |
20:20 |
thonza |
i have no money to paste video ti internet' |
20:23 |
Calinou |
you don't need money |
20:23 |
Calinou |
upload to http://imgrush.com/ |
20:23 |
Calinou |
for recording videos on Windows, use https://obsproject.com/ |
20:23 |
thonza |
yes i neen monet. thunderbird tell me |
20:34 |
Calinou |
… |
20:34 |
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20:34 |
thonza |
https://imgrush.com/TXTCpCIZgx1m |
20:37 |
Calinou |
try maximizing game window |
20:37 |
Calinou |
also playing in a virtual machine often causes this |
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20:39 |
thonza |
where is windows settings? |
20:42 |
Calinou |
double-click top of window to maximize it |
20:42 |
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20:42 |
Calinou |
or add fullscreen = 1 to minetest.conf |
20:42 |
sofar |
alt-enter? |
20:49 |
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20:55 |
Hijiri |
do all ABMs on the same interval happen simultaneously? |
20:59 |
est31 |
no |
20:59 |
est31 |
minetest is more single threaded than you think |
21:01 |
Warr1024 |
do they happen during the same tick, though? |
21:01 |
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21:02 |
sofar |
ABMs are very inexact, I've seen ABMs on plants that were planted many many seconds apart all happen at the same time |
21:02 |
sofar |
so my suspicion is that the engine heavily, criminally collates them |
21:03 |
Hijiri |
est31: I don't mean simultaneously as in it is literally processed by the computer at the same time |
21:03 |
Hijiri |
I mean like in the same timestep |
21:03 |
Warr1024 |
yeah, a single ABM will happen for all blocks in one tick; node timers are able to keep track of independent timers per node, but abm's don't. |
21:04 |
Warr1024 |
though the interesting question is for 2 different ABM's with the same interval, will they tend to coincide in the same tick, or might they drift apart in timing? |
21:04 |
Hijiri |
if I want multiple different node types to do some sort of routine synchronized on the same interval, is there some other choice I could use? |
21:05 |
Hijiri |
I could have some dumb hacky thing like have a coordinator block that processes all the blocks, and you are required to have a coordinator block near you if you want stuff to happen |
21:05 |
Warr1024 |
Hijiri: you can just have an ABM that adds node coordinates to a table, then a separate timer that processes that queue, to allow you to ensure that the different processes happen in the right order... |
21:06 |
Hijiri |
I don't want them to be out of step |
21:06 |
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21:06 |
Hijiri |
what if the timer doesn't wait long enough? |
21:06 |
Hijiri |
later ones will be queued after the queue is flushed |
21:06 |
Hijiri |
I'm trying to do something cellular automata -ey |
21:06 |
Warr1024 |
Hijiri: you can't really guarantee that anyway because it'll only work within the limited Active Range. |
21:06 |
Hijiri |
I'm fine with it just working within the active range |
21:08 |
thonza |
hi. player spin and minetest.conf do not allow fullscreen mode |
21:08 |
Warr1024 |
well, if you want to ensure they get processed as part of one ABM, then just use only one ABM for all of them. |
21:08 |
Hijiri |
oh, right |
21:08 |
Warr1024 |
add your CA to a group. |
21:08 |
Hijiri |
I forgot you could do that |
21:08 |
Warr1024 |
or list out the individual names |
21:08 |
Warr1024 |
it's actually harder to efficiently break up an ABM than combine... |
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21:20 |
sofar |
ugh, ABMs of the same type happen for all nodes at the same time? |
21:21 |
sofar |
no wonder it looks horrible with slow ABMs |
21:21 |
sofar |
half my corn field grows all together :( |
21:21 |
sofar |
I need me some jitter |
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22:31 |
Etzos |
Has anyone bothered to make an Eclipse execution environment for Minetest? |
22:33 |
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22:38 |
Etzos |
Er, more specifically for the Lua mod API. |
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23:47 |
sofar |
Etzos: almost irrelevant, since minetest runs so fast and lua doesn't need compilation |
23:50 |
Etzos |
sofar: It's for documentation/code-completion not for actual execution. |
23:51 |
sofar |
I just use vim, but sure, that may be helpful for folks |
23:51 |
sofar |
can you use some generic lua eclipse integration? |
23:53 |
Etzos |
sofar: What do you mean? I'm using LDT. But it can't know Minetest's modding API. |
23:54 |
sofar |
the lua_api.txt is almost all you need. That's what I keep open when I write my mods |
23:54 |
Etzos |
However, using an EE it can. Is the Lua API documented anywhere as LuaDoc? |
23:54 |
Etzos |
Yes, yes. But code completion and inline documentation is one of the big reasons for using a bigger IDE. |
23:55 |
sofar |
no idea. I tend to run away screaming from eclipse unless it was java |
23:55 |
Etzos |
Normally I would too, but the features provided by LDT are nice enough for me to stick with it. |
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