Time |
Nick |
Message |
00:00 |
kaadmy |
or older |
00:00 |
sofar |
git checkout -b 6cd2b3b445bf558fda1e5a7908adef8e3a45449a old |
00:00 |
kaadmy |
thanks |
00:00 |
sofar |
kaadmy: you know how to work with branches? |
00:00 |
RealBadAngel |
use reset to reset the branch to state of specific commit |
00:01 |
sofar |
sure, that could work as well |
00:01 |
sofar |
git reset --hard $id |
00:01 |
kaadmy |
sofar: not really :D |
00:03 |
sofar |
https://imgs.xkcd.com/comics/git.png |
00:03 |
kaadmy |
heh i've seen it before :) |
00:03 |
kaadmy |
^ basically how i use git, too |
00:05 |
RealBadAngel |
sofar, http://i.imgur.com/9QWRx6Q.png :P |
00:05 |
RealBadAngel |
thats easier ;) |
00:09 |
sofar |
yawn, ui's are for youngsters |
00:09 |
kaadmy |
yea |
00:10 |
kaadmy |
/real/ people use a command line for git |
00:10 |
RealBadAngel |
real masochists you mean propably ;) |
00:11 |
sofar |
what ui is that anyway? |
00:12 |
RealBadAngel |
try to discard or allow code hunks when there are conflicts from command line, good luck ;) |
00:12 |
RealBadAngel |
sofar, smarrgit 7.1.0 |
00:12 |
RealBadAngel |
*smartgit |
00:13 |
sofar |
not open source, next? |
00:15 |
RealBadAngel |
idc if its open or not |
00:15 |
RealBadAngel |
it works as it should |
00:15 |
RealBadAngel |
and is free |
00:22 |
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00:32 |
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00:42 |
rubenwardy |
Hi all |
00:42 |
kaadmy |
hi |
00:51 |
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00:51 |
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00:54 |
rubenwardy |
Are there any good anti-(chat)-spam mods? |
01:01 |
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01:12 |
sofar |
hmm |
01:12 |
sofar |
it would be nice to have some decent server admin tools in minetest-mods |
01:13 |
rubenwardy |
You can fork email and report into there |
01:14 |
rubenwardy |
If nothing else exists, I may write nospam |
01:15 |
sofar |
I'm not a fan of forking into minetest-mods, as it kills the issues/prs and wikis if there were any |
01:15 |
sofar |
the easiest procedure I've found is to have repos moved to me personally. and then I move them through to minetest-mods |
01:16 |
sofar |
rubenwardy: but if they're yours, why not move them yourself? |
01:16 |
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01:18 |
sofar |
rubenwardy: forceload, awards perhaps, too? |
01:18 |
rubenwardy |
I'm hesitant to break links |
01:19 |
rubenwardy |
I guess I could fork back |
01:19 |
sofar |
the links move with the moving of the repo |
01:19 |
sofar |
so that's nicely covered |
01:19 |
sofar |
e.g. https://github.com/minetest-mods/moreblocks/network |
01:20 |
sofar |
oh, sure, web links, yes |
01:20 |
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01:20 |
sofar |
I've just gone and moved forum links |
01:30 |
rubenwardy |
Maybe later, doing something else atm |
01:30 |
rubenwardy |
http://donbatman.github.io/ |
01:30 |
rubenwardy |
Urgh |
01:30 |
rubenwardy |
1. Misuses "open source" |
01:30 |
rubenwardy |
2. Calls me rubanwardy |
01:30 |
rubenwardy |
3. Puts my modding book in an iframe for absolutely no reason |
01:31 |
rubenwardy |
"All our work is free and opensource. Download it, use it, share it or modify it all you want. Just do not use it to make money." |
01:34 |
Fixer |
i love that feeling when water grief is cleaned out |
01:35 |
Fixer |
good night |
01:37 |
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01:39 |
sofar |
rubenwardy: https://github.com/DonBatman/DonBatman.github.io/issues/new |
01:39 |
rubenwardy |
yeah |
01:39 |
rubenwardy |
will do |
01:41 |
sofar |
I'm gonna see if I can close some really old PRs/issues in minetest-mods |
01:41 |
sofar |
live up to our expectations ;) |
02:21 |
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02:27 |
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02:47 |
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03:21 |
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03:22 |
jordan4ibanez |
What is the mod that adds in palm trees? |
03:24 |
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03:24 |
iio7 |
Is it possible to do some mod profiling to figure out which mods are the most demanding, and if yes, how? |
03:24 |
rubenwardy |
moretrees? |
03:24 |
rubenwardy |
iio7, mod_profiler in minetest.conf (I think) |
03:24 |
rubenwardy |
then it runs from load time, recording stuffs |
03:25 |
rubenwardy |
then type /save_mod_profile |
03:25 |
iio7 |
rubenwardy, thanks a lot! |
03:25 |
rubenwardy |
and it will print it to debug.txt |
03:25 |
rubenwardy |
mod_profiler = true |
03:25 |
rubenwardy |
in minetest.conf. It may be mod_profile or something else, idk |
03:26 |
iio7 |
mod_profiling, thanks! Just what I was looking for. |
03:28 |
rubenwardy |
gtg |
03:28 |
jordan4ibanez |
Are there any biome mods? |
03:28 |
rubenwardy |
!mod v7 |
03:28 |
MinetestBot |
rubenwardy: Too short search term. |
03:28 |
rubenwardy |
!mod biome |
03:28 |
MinetestBot |
rubenwardy: Snow Biomes [snow] by Splizard - https://forum.minetest.net/viewtopic.php?t=2290 |
03:28 |
rubenwardy |
nevermind |
03:29 |
iio7 |
jordan4ibanez, ethereal for mapgen v7 and biomes_lib AFAIK |
03:29 |
rubenwardy |
I remember there were some before MTG got v7 biomes, but I can't remember the name |
03:29 |
iio7 |
jordan4ibanez, both on Github |
03:33 |
iio7 |
For some reason I am not getting a debug.txt |
03:38 |
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03:40 |
jordan4ibanez |
iio7: Thank you |
03:41 |
jordan4ibanez |
iio7: want to try a ridiculously overpacked gamemode? |
04:31 |
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04:58 |
jordan4ibanez |
sfan5, does worldedit have an api function for loading schematics into the world? |
05:04 |
sofar |
mts schematics can be loaded from lua without worldedit |
05:04 |
sofar |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2305 |
05:14 |
jordan4ibanez |
sofar, minetest.place_schematic(pos, minetest.get_modpath("mod").."/schem.we") doesn't seem to work |
05:24 |
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05:27 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Consolidate ABMs 7d2dfe4 https://git.io/vgy2l (2016-02-14T05:22:20Z) |
05:37 |
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06:19 |
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06:31 |
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07:08 |
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07:20 |
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07:20 |
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07:29 |
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08:18 |
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08:31 |
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09:02 |
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09:08 |
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09:11 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Use proper variable types for uniform sampler layers cfc8e44 https://git.io/vgyPu (2016-02-14T10:01:30+01:00) |
09:20 |
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09:32 |
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09:32 |
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10:25 |
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10:33 |
MinetestBot |
[git] sofar -> Jeija/minetest-mod-mesecons: Doors: Use new mesh door API if available fb4c440 https://git.io/vgyM6 (2016-02-14T11:30:52+01:00) |
10:36 |
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10:39 |
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10:40 |
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10:41 |
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10:41 |
Obani |
yo |
10:56 |
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10:56 |
emj |
should nick name compeltion work in the chat interface? |
10:56 |
emj |
i.e. the things that show up when I type t and / |
10:57 |
emj |
note I'm a complete newb on minetest so I might be missing something obvious. |
10:58 |
emj |
if I press F10 type e and then tab I get "emj:" but not with I do that in the chat interface. Is this just because I 'm using a bad version |
11:04 |
est31 |
no |
11:05 |
est31 |
f10 is more sophisticated |
11:05 |
est31 |
it has many more additional features than just nick completion |
11:05 |
est31 |
one is history |
11:05 |
est31 |
accessible by pressing up and down |
11:10 |
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11:15 |
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11:20 |
emj |
Thanks for the answer. :-) |
11:20 |
emj |
That is sad though... |
11:24 |
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11:35 |
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11:37 |
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11:46 |
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11:59 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Merge branch 'fix_pistons' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-fix_pistons c98805a https://git.io/vgy9r (2016-02-14T12:55:18+01:00) |
12:18 |
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12:19 |
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12:20 |
Megaf |
heya |
12:20 |
Megaf |
!server Megaf |
12:20 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/0 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 7ms |
12:20 |
Megaf |
!server players:less |
12:20 |
MinetestBot |
Megaf: No results |
12:20 |
Megaf |
!server player:less |
12:20 |
MinetestBot |
Megaf: No results |
12:20 |
Megaf |
!server players:fewer |
12:20 |
MinetestBot |
Megaf: No results |
12:20 |
Megaf |
I give up |
12:21 |
gamemanj |
!server local f = nil local fi = 65536 for k,v in ipairs(servers) do if v.players < fi then f = k fi = v.players end end return f |
12:21 |
MinetestBot |
gamemanj: No results |
12:21 |
gamemanj |
nope |
12:21 |
Wuzzy |
What language does Minetest use when the language setting is not present in minetest.conf? |
12:21 |
gamemanj |
Wuzzy: Presumably English? |
12:21 |
Megaf |
your systems |
12:21 |
Wuzzy |
e.g. does it use an environment variable, and if yes, which one? |
12:22 |
gamemanj |
If Megaf's right, then probably LOCALE |
12:22 |
gamemanj |
or LANG |
12:23 |
Wuzzy |
ok I just tried out “LANG=en minetest†in Minetest and it worked |
12:23 |
Wuzzy |
but “LANGUAGE=en minetest†also works... |
12:23 |
Wuzzy |
hmmm, should I use LANG or LANGUAGE? |
12:23 |
Wuzzy |
but LOCALE=en is ignored, unsurprisingly |
12:24 |
Wuzzy |
Another question: What about Windows? |
12:24 |
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12:24 |
Wuzzy |
is there even a reliable way to fetch the Windows system lanaguage in Minetest mods? |
12:24 |
Wuzzy |
or do we even have an API call for that? |
12:24 |
Megaf |
Nothing about windows is reliable |
12:24 |
Wuzzy |
XD |
12:24 |
gamemanj |
You can't really get system-specific stuff |
12:25 |
Wuzzy |
... |
12:25 |
gamemanj |
without having a dependency on that system |
12:25 |
XeonSquared |
windows.hope.pray() |
12:25 |
Wuzzy |
I don't want to be system-dependant |
12:25 |
gamemanj |
Unless you check for it, and then enable/disable different methods of getting language, but... |
12:25 |
Wuzzy |
I don't know if checking for LANG will also work on Windows |
12:26 |
Wuzzy |
I heard LANG is not set in Windows by default for some reason. But really I have no clue. |
12:26 |
gamemanj |
well, LANG wouldn't be set by a system that doesn't use it |
12:27 |
Wuzzy |
but Windows has a “system language†for sure. And programs can work with that. So there has to be some way, I am sure of it. |
12:32 |
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12:32 |
sfan5 |
Megaf: try reading !help |
12:33 |
sfan5 |
!server players:least |
12:33 |
MinetestBot |
sfan5: OldCoder Lord of the Test | minetest.org:30020 | Clients: 0/32, 2/7 | Version: 0.4.13-dev / lott_game | Ping: 87ms |
12:33 |
sfan5 |
!server OldCoder players:most |
12:33 |
MinetestBot |
sfan5: OldCoder Wizard School | minetest.org:30025 | Clients: 1/32, 0/3 | Version: 0.4.13-dev / wizschool_game | Ping: 84ms |
12:33 |
sfan5 |
you can even combine them |
12:34 |
gamemanj |
Combining players:most and players:least would be a paradox |
12:40 |
Calinou |
players:mlost |
12:41 |
gamemanj |
Huh, looking in init_gettext shows that the way it gets language on win32 is to read... os.getenv("LANGUAGE"), more or less |
12:43 |
gamemanj |
Wuzzy: first you should try reading minetest.setting_get("language"), followed by os.getenv("LANGUAGE"), then os.getenv("LANG"). |
12:43 |
Wuzzy |
LANGUAGE will work on Windows? cool |
12:43 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Merge branch 'playerdetector_update' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-playerdetector_update 6b54f02 https://git.io/vgy5k (2016-02-14T13:41:48+01:00) |
12:43 |
Wuzzy |
have you actually tested it on Windows? |
12:43 |
gamemanj |
Well, I think that's what works on Windows, judging by https://github.com/minetest/minetest/blob/2c25107c31c0b0e72fe4a48b0dc3f5b09a0b46aa/src/gettext.cpp#L210 |
12:44 |
Wuzzy |
ok |
12:44 |
gamemanj |
I can't test since I don't have a windows machine to hand, but I figured looking at the code would at least tell us how Minetest does it, and chances are whoever wrote that knew what they were doing |
12:44 |
Wuzzy |
Well, thank you. I hope this fixes a bug in Tutorial, then. :-) |
12:46 |
gamemanj |
Reading from all of those 3 should work even if USE_GETTEXT is off, as long as you read them in that order. |
12:47 |
gamemanj |
In theory. |
12:48 |
gamemanj |
Also, number format is always set to "C" no matter what. |
12:49 |
Wuzzy |
what the? |
12:49 |
gamemanj |
? |
12:49 |
Wuzzy |
why? |
12:49 |
gamemanj |
https://github.com/minetest/minetest/blob/2c25107c31c0b0e72fe4a48b0dc3f5b09a0b46aa/src/gettext.cpp#L242 |
12:50 |
Wuzzy |
lol |
12:50 |
Wuzzy |
in other words, they are using locale-aware strings for formspecs? this seems silly |
12:50 |
gamemanj |
No, I think they're just using locale-aware functions to read numbers, |
12:50 |
gamemanj |
and couldn't figure out a non-locale-aware version of atoi |
12:51 |
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12:52 |
gamemanj |
It's a bit weird that numbers being written/read from a textual format should be anything but "C" locale, and I do wonder why the solution isn't just to accept "C"-style numbers and the locale's numbers, while emitting "C"-style numbers unless it's explicitly for user display... oh well |
12:52 |
gamemanj |
I guess that's all in libc land, |
12:52 |
gamemanj |
so it's nothing Minetest can directly do anything about |
12:53 |
Wuzzy |
hmmm |
12:53 |
Wuzzy |
whatever, I have yet to run into problems because of this xD |
12:54 |
Wuzzy |
maybe there is no problem, after all, who knows? haha |
12:55 |
gamemanj |
Who knows, maybe some people patched their libc to use the Tasen numeric system (Trinary FTW... not) and it broke formspec |
12:57 |
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12:58 |
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13:00 |
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13:00 |
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13:01 |
cargocult |
why does my server show in the public server list when I have public_serverlist = false in the config file? |
13:05 |
Calinou |
cargocult, it's a client setting. |
13:05 |
Calinou |
use server_announce = false |
13:05 |
Calinou |
public_serverlist controls whether to display the server list in the client |
13:06 |
Calinou |
server_announce is whether to announce your server |
13:07 |
cargocult |
ah thanks |
13:51 |
sfan5 |
gamemanj: combining players:most with players:least will have no effect; players:most returns a single server with the most players, players:least will then choose the server with the least players from that list of 1 server |
13:51 |
sfan5 |
!servery players:most players:least |
13:51 |
sfan5 |
!server players:most players:least |
13:51 |
MinetestBot |
sfan5: Aiden World Creative | 23.28.76.50:30003 | Clients: 27/40, 17/30 | Version: 0.4.13 / aiden_world | Ping: 235ms |
13:52 |
gamemanj |
!server players:most |
13:52 |
MinetestBot |
gamemanj: Aiden World Creative | 23.28.76.50:30003 | Clients: 27/40, 17/30 | Version: 0.4.13 / aiden_world | Ping: 235ms |
13:52 |
gamemanj |
I see |
13:57 |
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13:58 |
sfan5 |
!server ping:most |
13:58 |
MinetestBot |
sfan5: RRH-Survival | 204.106.248.97 | Clients: 0/15, 0/0 | Version: 0.4.13 / minetest | Ping: 624ms |
13:58 |
sfan5 |
!server ping:least |
13:58 |
MinetestBot |
sfan5: Capture the Flag (Guns!) | minetest.rubenwardy.com | Clients: 18/20, 16/20 | Version: 0.4.13-dev / capturetheflag | Ping: 1ms |
14:07 |
Megaf |
!server Megaf |
14:07 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 4/9, 0/4 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 9ms |
14:23 |
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14:57 |
Guest47464 |
o/ |
15:02 |
kaadmy |
:( |
15:02 |
kaadmy |
... |
15:13 |
Krock |
\o/ kaeza |
15:13 |
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15:16 |
Guest47464 |
o/ Krock |
15:17 |
Guest47464 |
this client sucks |
15:17 |
Krock |
it's your new vacuum cleaner. |
15:17 |
Guest47464 |
:D |
15:21 |
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15:44 |
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15:46 |
Pistos |
Can I install games and mods, etc. under ~/.minetest/, or must they be under the system-wide installation dir? |
15:54 |
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15:55 |
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16:00 |
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16:01 |
gamemanj |
Pistos: ~/.minetest/mods works |
16:02 |
gamemanj |
but you may need to create the directory, IDK |
16:14 |
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16:21 |
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16:33 |
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17:06 |
giho |
!help server |
17:06 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
17:07 |
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17:16 |
Hijiri |
!server Magical |
17:16 |
MinetestBot |
Hijiri: [Magical PVP] Magical Test | 99.121.249.163 | Clients: 10/15, 7/10 | Version: 0.4.13 / minetest | Ping: 282ms |
17:35 |
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17:37 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Player::accelerateHorizontal/Vertical should be member of LocalPlayer 3a74b84 https://git.io/vgSIf (2016-02-14T17:52:10+01:00) |
17:38 |
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18:47 |
everamzah |
when the cursor is directly on a mesh node door, it is actually pointing at the node behind it. i noticed this in the meshnode doors of homedecor before. |
18:48 |
everamzah |
sometimes in this game when the cursor is directly on an entity, or a mesh node, it isn't selecting it, or highlighting. very strange |
18:48 |
everamzah |
but instead whatever is behind it, an actual node i guess... |
18:48 |
kaadmy |
everamzah: that happens sometimes, it's caused by a flaky selection method |
18:49 |
everamzah |
i can hardly tolerate it |
18:49 |
kaadmy |
it happens a lot on dropped items and doors because of the small size |
18:49 |
kaadmy |
just move around until it works :( |
18:49 |
everamzah |
ohh |
18:49 |
everamzah |
small selection box, i think i recall someone noting this before |
18:49 |
everamzah |
i see, i see |
18:49 |
kaadmy |
the selection method assumes the object at the point you're pointing at is greater than about 0.01m |
18:50 |
kaadmy |
i think ^ |
18:52 |
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18:55 |
DatJohnDoe |
Is there a way to get the item thats in a players hand? Like "get_wielded_thing? |
18:55 |
sofar |
yes |
18:55 |
kaadmy |
player:get_wielded_item afaik |
18:57 |
DatJohnDoe |
How would you use that in an if statement, "if player:get_wielded_item == "minetest:stone" ...." |
18:59 |
kaadmy |
"if player_get_wielded_item():get_name() == "default:stone" then |
18:59 |
kaadmy |
it returns an ItemStack |
19:01 |
DatJohnDoe |
Yahp i just looked it up in "Lord of the Test" thanks again guys :) |
19:12 |
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19:14 |
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19:14 |
DatJohnDoe |
Sorry more questions |
19:14 |
DatJohnDoe |
how would you add a door? |
19:15 |
DatJohnDoe |
Without using meshes |
19:15 |
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19:16 |
ermmm |
hello |
19:16 |
DatJohnDoe |
hi |
19:16 |
sofar |
DatJohnDoe: doors.register_door() |
19:16 |
sofar |
the new door code does all the hard work for you, you only have to make a texture |
19:16 |
DatJohnDoe |
Depends? |
19:16 |
ermmm |
Are any mobs in the Vanilla minetest??? |
19:16 |
DatJohnDoe |
Yes |
19:16 |
sofar |
doors (part of minetest_game) |
19:16 |
sofar |
ermmm: no |
19:17 |
DatJohnDoe |
oh |
19:17 |
DatJohnDoe |
really |
19:17 |
DatJohnDoe |
i thought there where |
19:17 |
sofar |
DatJohnDoe: that was just merged this week, so yeah |
19:17 |
DatJohnDoe |
ok thanks again |
19:17 |
ermmm |
I heard about rats... are they removed? |
19:17 |
sofar |
they were never part of minetest_game |
19:17 |
sofar |
there's mods, though, plenty of mods |
19:18 |
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19:18 |
ermmm |
is it planned to include them into vanilla mt? |
19:18 |
DatJohnDoe |
Was that supposed to be a period "doors.register_door"? Or a ":" |
19:19 |
DatJohnDoe |
ill figure it out |
19:19 |
sofar |
doors.register("name", doordef) |
19:20 |
sofar |
look at mods/doors/init.lua line ~400 |
19:20 |
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19:21 |
ermmm |
Exist a list of goals for minetest? |
19:26 |
Fritigern |
If I were to copy the code that registers node so-and-so from the default game and place that in a new mod, would that override the previous registration? For example, I would like to keep default:lava_source out of the creative inventory, but I don;t want to worry about having to edit nodes.lua from the base gamee after each update of mintest_game |
19:30 |
kaeza |
<sofar> they were never part of minetest_game |
19:30 |
kaeza |
technically, no. they were part of the core engine in early 0.4 IIRC |
19:31 |
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19:31 |
kaeza |
(relic from 0.3.x) |
19:37 |
DatJohnDoe |
with the doors mod, could I open or close a door, with a mod? |
19:37 |
DatJohnDoe |
Or check if a door is open, and if it is close it? |
19:38 |
DatJohnDoe |
Or vise versa |
19:42 |
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19:42 |
Alexmw |
hi all |
19:42 |
DatJohnDoe |
Hi |
19:42 |
Alexmw |
italian ? |
19:42 |
DatJohnDoe |
Me? |
19:44 |
Alexmw |
u are italian ? :-) |
19:45 |
DatJohnDoe |
Nope, Murican |
19:52 |
gamemanj |
Fritigern: Well, if you want to just keep it out of the creative inventory, you could try: minetest.registered_nodes["default:lava_source"].groups.not_in_creative_inventory = 1 minetest.registered_items["bucket:bucket_lava"].groups.not_in_creative_inventory = 1 |
19:52 |
gamemanj |
Wherever you put that, make sure that it depends on "bucket" and "default". |
19:53 |
Fritigern |
Got it! I am making a little mod (my first) to try and see if i can get that to work. |
19:56 |
gamemanj |
There is a disadvantage to this method - anyone who gets ahold of a bucket and finds a lava lake could still get lava that way. |
19:57 |
Fritigern |
I think minetest.register_alias(":bucket_lava", "bucket:bucket_empty") could work for that |
19:58 |
gamemanj |
You're missing a "bucket" in ":bucket_lava" |
19:58 |
gamemanj |
But yes, apart from that, should work. |
19:59 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Use vector helper functions instead of old builtin cmpPos and addPosRule functions 809192f https://git.io/vgSnc (2016-02-14T20:55:50+01:00) |
20:01 |
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20:01 |
Fritigern |
gamemanj: Actually, the bucket part seems to work well |
20:01 |
gamemanj |
...apart from the fact that "empty water buckets" have mysteriously disappeared upon trying that. |
20:01 |
gamemanj |
s/water //g |
20:02 |
Fritigern |
I have to mess around some more though |
20:03 |
gamemanj |
Hmm. The alias doesn't seem to remove either item... |
20:03 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Always use minetest.set_node instead of minetest.add_node for consistency 7865d42 https://git.io/vgSnF (2016-02-14T21:00:37+01:00) |
20:03 |
gamemanj |
Oh well, let's just kill the problem at the source... |
20:03 |
sofar |
DatJohnDoe: yes, you can open/close/toggle doors: |
20:04 |
sofar |
DatJohnDoe: do something like: |
20:04 |
sofar |
DatJohnDoe: local handle = doors.get(pos) |
20:04 |
sofar |
DatJohnDoe: handle:open() |
20:04 |
Fritigern |
Right now, I can not collect water or lava using a bucket, which is what I want. |
20:05 |
gamemanj |
Ah. No collection, no problem |
20:05 |
gamemanj |
I was thinking of just replacing lava with "Perfectly Safe Biodegradable Fluffy Kitten Fur" |
20:05 |
sofar |
DatJohnDoe: example: https://github.com/sofar/minetest-mod-mesecons/commit/6069648a5263c27778ae132f9035f62b38802002#diff-5e90b9fc99519a7a36bf81e00b55244dR53 |
20:06 |
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20:14 |
DatJohnDoe |
How would you check if its a certain door, local door = modname:doorname.get(pos)? |
20:25 |
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20:31 |
sofar |
DatJohnDoe: why do you need to know the door name? |
20:32 |
DatJohnDoe |
Because it is a certain type of door... |
20:32 |
sofar |
why do you want to know if it's a certain type of door? |
20:33 |
sofar |
the door API is designed to make the door abstract and take care of all the door details, including permission checks |
20:33 |
sofar |
it's designed to NOT tell you anything about the door on purpose |
20:33 |
sofar |
if you have a legitimate need for something that the API doesn't do, explain your use case |
20:33 |
sofar |
then we can discuss whether the API needs to be extended or something else |
20:34 |
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20:34 |
sofar |
extending the API has not my preference, obviously |
20:38 |
sofar |
DatJohnDoe: ? |
20:38 |
DatJohnDoe |
im making a pastepin |
20:38 |
DatJohnDoe |
*Pastebin |
20:40 |
DatJohnDoe |
http://pastebin.com/eCBbsdxH |
20:41 |
DatJohnDoe |
Im using a key to opena door |
20:50 |
Fritigern |
Okay, so... I have made a mod (not without help) that is supposed to remove fire, lava source, and (river) water source from creative inventory, as well as competely disabled flames and permanent flames. In other to hide the source blocks from the creative inventory, i had to redefine them in my mod instead of using an alias which might have removed them from the entire world, killing oceans which |
20:50 |
sofar |
did you see I have a key mod? |
20:51 |
sofar |
DatJohnDoe: https://github.com/sofar/minetest_game/commit/a60a8f50a9fe6d9c58f30a4a84ef16f301f18b07 |
20:52 |
DatJohnDoe |
*Face palm* |
20:52 |
DatJohnDoe |
*Face Desk* |
20:52 |
DatJohnDoe |
Oh My Gawd |
20:52 |
Fritigern |
At any rate, it works for me, since I could not get the alias to work the way I wanted it |
20:52 |
sofar |
it needs a code update with the new doors api but I intend to merge it into minetest_game |
20:52 |
sofar |
DatJohnDoe: lol, sorry :) |
20:53 |
DatJohnDoe |
Hehe its okay |
20:53 |
sofar |
DatJohnDoe: I specifically designed the doors API so that this would be handled internally as well :) |
20:55 |
DatJohnDoe |
So will this ever be in the actual game or is there a mod which implenents this? |
20:56 |
DatJohnDoe |
This is perfect for what i need |
20:59 |
sofar |
it can't be a mod |
20:59 |
sofar |
it would be way too complicated |
21:00 |
sofar |
as part of minetest_game it would be simple and very straightforward, so that's my goal |
21:01 |
DatJohnDoe |
ohh well ill be waiting for it in the future |
21:01 |
DatJohnDoe |
Thanks for the help and goodbye |
21:05 |
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21:51 |
Calinou |
https://lut.im/xhf20ADouB/nc99tkfMGbQLgwAr.jpg - https://lut.im/Xa76PnWL6h/GH0goeDXokLuH9yJ.jpg - https://lut.im/FW9KkQMfMj/jRVSBMgW698foItf.jpg - https://lut.im/wlw1wUr50S/SAu5eq4DlIQ0n2w6.jpg |
22:01 |
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22:04 |
jordan4ibanez |
Is minetest.net down? |
22:06 |
sfan5 |
not for me |
22:06 |
sfan5 |
jordan4ibanez: also why does worldedit.place_schematic not work |
22:06 |
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22:06 |
RealBadAngel |
Calinou, ssao + volume shadows + relief mapping |
22:07 |
RealBadAngel |
nothing special |
22:07 |
RealBadAngel |
ssao we do have implemented already |
22:07 |
RealBadAngel |
volume shadows... that will be harder |
22:08 |
Calinou |
RealBadAngel, it's cascaded shadow maps |
22:09 |
Calinou |
there is no SSAO |
22:09 |
Calinou |
(there is SSAO in the renderer, but it draws in front of particles and has a lot of artifacts) |
22:09 |
RealBadAngel |
it looks like ssao in the first shot |
22:13 |
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22:20 |
jordan4ibanez |
sfan5, how can I find the biomes that are generated? |
22:21 |
jordan4ibanez |
sfan5, found it. |
22:23 |
Fritigern |
What groups do i put a node in if I want it to get remove immediately after it's placed? |
22:24 |
sofar |
Fritigern: there's no special group that does that |
22:24 |
Fritigern |
dang |
22:24 |
sofar |
you could make one |
22:24 |
Fritigern |
No, I can;t. i am no lua programmer |
22:25 |
Fritigern |
I'm actually strucggling to have a node get the right image |
22:25 |
Fritigern |
*texture |
22:25 |
Fritigern |
Would there be a group that prevents placement of a node then? |
22:26 |
Fritigern |
Like forinstance, one can not place a bucket, right? or a sword. |
22:27 |
sofar |
craftitems vs. nodes |
22:27 |
sofar |
a bucket and a sword is a craftitem |
22:27 |
sofar |
it's not a node |
22:27 |
Fritigern |
Well poop |
22:30 |
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22:36 |
Fritigern |
I have some "unknown nodes" as a result of my experimenting. Other then via world edit, is there a way to automate the removal of these? |
22:39 |
sofar |
write an ABM that removes them |
22:40 |
sofar |
or better, write an ABM that replaces them with the proper node |
22:44 |
Fritigern |
Let me repeat that I am NOT a lua programmer |
22:44 |
sofar |
can you program a VCR? |
22:50 |
Fritigern |
Well, tried the ancient (2012) admin_tools mod, but that's too old to work |
22:51 |
sofar |
Fritigern: https://forum.minetest.net/viewtopic.php?id=1144#p155229 |
22:51 |
sofar |
try wuzzy's version? |
22:51 |
Fritigern |
*CLICK* |
22:53 |
Fritigern |
Oooh! That seems to be the best solution so far :-) |
22:58 |
Fritigern |
Now to find out how to prevent regular users from using the admin tools |
23:01 |
Fritigern |
Seems like there is no way tp prevent them from doing that. Wonderful |
23:02 |
Fritigern |
With that mod installed, anyone can grab it from their creative inventory and wreak havoc. So much for it being an admin tool |
23:06 |
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23:20 |
jordan4ibanez |
Is there a mod which introduces fruit bushes? |
23:42 |
Fritigern |
jordan4ibanez: I believe that VanessaE's plant life thingamabobbers add fruit bushes. |
23:43 |
VanessaE |
plantlife modpack, "bushes classic" component. |
23:43 |
VanessaE |
which depends on biome_lib |
23:44 |
Fritigern |
Yup, modpack is the word that I was looking for. I need coffee... and not in a modpack ;-) |
23:45 |
* Fritigern |
has created a VanessaE game which freatures all of VanessaE's mods. Why? For fun! :-) |
23:46 |
VanessaE |
cool |
23:47 |
Hijiri |
Is it possible to override how punch callbacks are called? And all punching in general? I can't just register an on_punchplayer callback because I need to change the damage argument given to all punch callbacks (If I want to be compatible with mods that use it) |
23:53 |
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23:54 |
VanessaE |
no idea, Hijiri |
23:56 |
Hijiri |
hmm |
23:56 |
Hijiri |
there is a registered_on_punchplayers |
23:56 |
Hijiri |
which lists all the callbacks |
23:56 |
Hijiri |
I could go in and change all of the existing callbacks |
23:56 |
Hijiri |
it would be a huge hack though |
23:57 |
Hijiri |
it's also not in the lua api doc |