Time |
Nick |
Message |
00:12 |
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00:27 |
crazyR |
Anyone around? |
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00:37 |
sofar |
sure |
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00:42 |
crazyR |
Looking for opinions on Mapgen V7 to use for a new map? Is it considered stable? |
00:42 |
crazyR |
Also is there a list anywhere of mods that are not compatable with it? |
00:42 |
sofar |
I've been using it since a long time, never any problems with it |
00:42 |
sofar |
it offers more mapgen modding features |
00:42 |
sofar |
not less |
00:42 |
crazyR |
What mods do you use with it? if you dont mind me asking? |
00:43 |
sofar |
just look on the forums for paramat's mapgen mods |
00:44 |
crazyR |
I am doing now. my concern is ive read a few times about it having trouble with the more tree's mod. trying to work out if that is still the case |
00:44 |
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00:45 |
sofar |
fire up a new world and try it? |
00:45 |
crazyR |
thats the plan, though id check up with you folk on here first though see if i could save my self 5 mins of time haha. :) |
00:46 |
sofar |
I've stopped using moretrees a long time ago |
00:48 |
crazyR |
Ahh understood, thanks for your input |
00:49 |
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00:55 |
crazyR |
yep seems that more tree's isnt compatable with MGV7 yet. Il keep an eye its progress and go back to MGV6 |
00:56 |
DonBatman |
mg v7 has features well worth abandoning more trees. The rivers and mountains are awesome |
00:58 |
crazyR |
My concern is that if 1 well established mod is incompatable with MGV7 how many other mods are there that will have issues with it.. My maps usually run alot of mods all of various trypes |
01:00 |
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01:00 |
DonBatman |
I understand your concern. It is hard to have different mapgens work with different mods made by people that may or may not say which mapgens the mods work with |
01:01 |
sofar |
I'm more of the camp that moretrees is overrated. it existed because people wanted more trees. They wanted 2 more trees, not 20, though |
01:02 |
sofar |
which is why I added Aspen trees myself - I felt that it was the one thing that the mapgen lacked tree wise |
01:02 |
sofar |
after that, I haven't used moretrees. it clutters the landscape and makes a hodgepodge |
01:02 |
crazyR |
I do like the variety.. although i do agree that it can sometimes become messy lol |
01:03 |
sofar |
one well-balanced and properly integrated tree does better than tens of random trees |
01:03 |
crazyR |
thats true |
01:03 |
DonBatman |
sofar I totally agree |
01:04 |
crazyR |
how does technic & other mapgen based mods work. anyone had any issues with them? |
01:04 |
crazyR |
with MGV7 i mean lol |
01:05 |
crazyR |
*map changing mods |
01:05 |
VanessaE |
sofar: a hodgepodge? :P |
01:06 |
crazyR |
lol Hi VanessaE |
01:06 |
DonBatman |
Hi VanessaE |
01:06 |
VanessaE |
hi :) |
01:06 |
sofar |
VanessaE: sorry, I don't let my personal tastes cloud my judgement though - I'll fix all your mod bugs if I can :D |
01:06 |
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01:07 |
sofar |
I'm plenty supportive of people who do use them. |
01:07 |
VanessaE |
my mods NEVER have bugs :) |
01:07 |
DonBatman |
more trees is a great mod but not meant for everyone. It is subjective |
01:07 |
sofar |
"undisclosed features" |
01:07 |
VanessaE |
haha |
01:07 |
VanessaE |
brb |
01:07 |
crazyR |
^ i think i will use that term as a replacement for bug reports on my websites lol |
01:08 |
crazyR |
If anyone finds any undisclosed features please report them to: aaaaa.a <- that works |
01:10 |
DonBatman |
lol crazyR |
01:21 |
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01:22 |
paramat |
crazyR mgv7 terrain is stable, the biome system may change subtly in future though |
01:23 |
crazyR |
paramat thanks for the heads up. Il do some testing over the next 3-4 days and see if i can break it before setting up a server lol. |
01:23 |
paramat |
but the worst that can happen with biome system changes is occasional straight-edged biomes |
01:24 |
paramat |
the biome system mgv7 uses is so developed you don't really need moretrees |
01:24 |
crazyR |
Is there any improve to the speed of the mapgen? or is it pretty much the same |
01:25 |
paramat |
and we will work on the incompatibility bug |
01:25 |
crazyR |
in comparison to mgv6 |
01:26 |
paramat |
it's slower to generate but the bottleneck in MT is mesh generation so you won't notice much difference |
01:26 |
paramat |
unless you are using a low power device |
01:26 |
paramat |
you could disable mountains and rivers but then it's boring |
01:27 |
crazyR |
hehe dont need to worry about server power :D |
01:27 |
paramat |
good, mgv7 isn't particularlry slow |
01:28 |
crazyR |
well then lets take a gamble... looks like ethicrush is going to be using MGV7 |
01:29 |
paramat |
yeah mgv6 is pretty boring in comparison |
01:30 |
crazyR |
It served us well in the last server. but my thoughts are that if im going to start ethicrush from scratch i might as well start on a newer mapgen that is going to last much longer |
01:31 |
paramat |
you'll have many more biomes and an extra tree and wood type |
01:31 |
paramat |
of course, rivers. and mountains that go above y=47 |
01:31 |
crazyR |
is there a way to reduce the random floating islands without damanging the mountains and cliffs? |
01:32 |
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01:32 |
paramat |
yes with custom noise parameters, but this will affect the shape of the mountains, they'll be smoother |
01:34 |
paramat |
you would reduce the 'persistence' mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 that's the 0.63 |
01:34 |
crazyR |
Thanks :) |
01:34 |
paramat |
could reduce it to 0.5 or so |
01:35 |
paramat |
or even 0.4 |
01:36 |
crazyR |
Il have a play around with it. thanks |
01:42 |
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02:01 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Flowers: Make flower spread a public function to enable override ab7b7c7 https://git.io/vwOZj (2016-04-19T02:58:03+01:00) |
02:01 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Doors: Use LBM instead of ABM to convert doors. 80664f9 https://git.io/vwOne (2016-04-19T02:57:54+01:00) |
02:02 |
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02:10 |
DI3HARD139 |
Is "GMP" required for compiling minetest? |
02:10 |
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02:14 |
DonBatman |
DI3HARD139 check this for the dependencies. https://forum.minetest.net/viewtopic.php?id=3837 |
02:22 |
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02:28 |
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02:32 |
DI3HARD139 |
Thanks to whomever added links to the dlls for libvorbis, libvorbisfile and libogg on the wiki. Couldn't find those anywhere when I last attempted to compile on windows |
02:37 |
DI3HARD139 |
still cant find the zlib library though |
02:43 |
DI3HARD139 |
Where should I store all the dependencies? |
02:50 |
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03:09 |
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03:25 |
DonBatman |
sorry DI3HARD139 I do not know windows. I only know linux and barely |
03:25 |
DI3HARD139 |
NP. I got all the others working. Just CURL being a pain in the rear now |
03:30 |
DonBatman |
DI3HARD139 have you considered switching too linux? |
03:32 |
DI3HARD139 |
I have but all other games I play wont run (DirectX) and I find it to be very limited in terms of customization. Ex. Just uninstalling the email app shouldnt have removed xterm, xfce task manager from xubuntu |
03:33 |
DI3HARD139 |
xfce and task manager * |
03:39 |
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03:41 |
DonBatman |
I am not sure of that. I use, as well as my family, Gnome Ubuntu and have been happy with it. |
03:43 |
DonBatman |
I have been using Gnome Ubuntu for for over 4 years andhave not wanted windows. but it depends on what you do with your computer |
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04:37 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Fire: Higher chance of removing flammable nodes e426f64 https://git.io/vwOEJ (2016-04-19T05:33:13+01:00) |
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06:58 |
nyje |
Looks like the forums has crashed/ been hacked |
06:58 |
nyje |
the mysql server has fallen down... |
07:04 |
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07:04 |
LazyJ |
celeron55 mentioned that minetest.net was probably going to go down for maintenance around 5-9 UTC. |
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09:54 |
germanuel24 |
Is it possible to protect objects? Boats/cars/carts etc |
10:08 |
germanuel24 |
Is there a reason why the dev wiki does hp change like this? player:set_hp(math.max(player:get_hp() - 1, 0)) |
10:15 |
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10:21 |
sfan5 |
germanuel24: what would be the other way of doing hp change? |
10:22 |
germanuel24 |
player:set_hp(player:get_hp() - 1) ?? i mean is the math.max necessary? |
10:23 |
sfan5 |
depends |
10:23 |
sfan5 |
if set_hp doesn't check the value |
10:24 |
sfan5 |
and you do set_hp(-1) bad things might happen |
10:25 |
germanuel24 |
I see and 2016-04-19 12:24:10: WARNING[Main]: Field "maxwear" is deprecated; replace with uses=1/maxwear does mean the function still works but is not recommended anymore? |
10:27 |
germanuel24 |
I get that since i replaced stable with dev |
10:28 |
sfan5 |
yes it means that |
10:28 |
germanuel24 |
So the mod that uses it is not broken? Good |
10:36 |
germanuel24 |
Is remove_node() really very reliable? Like when i want to restrict node placing in an area and want to remove the node right after placing when the player doesn't have permission |
10:39 |
sfan5 |
iirc you can prevent placing the node |
10:40 |
sfan5 |
calling remove_node after the player placed something is not the correct way to do protection |
10:41 |
germanuel24 |
I tried return inside register_on_place_node() and it didnt work |
10:41 |
germanuel24 |
Or do i need return false? |
10:41 |
nyuszika7h |
why don't you try it |
10:41 |
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10:42 |
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10:44 |
germanuel24 |
Because my server is not a development one... i really don't want to take it offline every few hours just to test a functions return value without even knowing which one is right or wrong... the dev wiki doesn't say anything about it maybe the API.txt file mentions it and i overlooked it... but I'm not asking for a "complete code" in here just whether return value X is correct or not |
10:52 |
crazyR |
germanuel24: You would be best creating a cloned dev server on a diffrent port. if only you are on the dev server then it would not affect the public one too much |
10:52 |
crazyR |
*dont quote me on that though i have been known to be wrong before lol |
10:55 |
germanuel24 |
Okay well the lua_api.txt does NOT even mention the prevention of node placing so all the server admins can do is guess? |
10:56 |
germanuel24 |
It only mentions "return true to not take the item from stack" |
11:04 |
germanuel24 |
Okay i tried it result: Neither return true or return false achive what i want so i'm just using remove_node() in the callback when i don't want it to be placed |
11:07 |
germanuel24 |
What i need to know is if remove_node() does queue nodes correctly..like what if a player is crazy and tries to place 3 nodes within 1 server tick...will remove_node() remember ALL placed nodes and remove them in order? |
11:08 |
sfan5 |
yes |
11:08 |
germanuel24 |
Ok thanks then i can use it |
11:09 |
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11:09 |
sfan5 |
germanuel24: have you tried overriding minetest.is_protected insteadd? |
11:12 |
germanuel24 |
sfan5, But what i want is globally... look in register_on_placenode() i check what kind of node was placed... if it is anything water/lava/firte related CHECK a file in the minetest folder and if it exists continue, if it does not exist, remove_node()... how can minetest.is_ptotected() help me there? |
11:12 |
sfan5 |
so you haven't tried |
11:13 |
germanuel24 |
I'm thinking is_protected() only supports the format position,owner or not? |
11:14 |
sfan5 |
it only takes name and pos, correct |
11:14 |
germanuel24 |
But i want SOME players to be able to place water/lava/fire and others not... how would i achive this with minetest.is_protected()? |
11:14 |
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11:15 |
sfan5 |
you can't |
11:15 |
germanuel24 |
See that's what i mean so my only option is remove_node(9 |
11:16 |
germanuel24 |
If you say the function is reliable and doesn't skip any placed nodes, then I'm happy |
11:18 |
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11:19 |
germanuel24 |
Calinou, the compiling too ~ 40 minutes haha but at least no errors |
11:19 |
germanuel24 |
took* |
11:22 |
Calinou |
hi |
11:22 |
Calinou |
germanuel24, it depends on your CPU |
11:23 |
Calinou |
here it takes 5 minutes with all cores |
11:23 |
germanuel24 |
Yeah people told me it should take ~ 15 on mine but seems like it's a little older than they thought |
11:24 |
germanuel24 |
No CPU today is singlecore anymore..right? |
11:26 |
Calinou |
yes |
11:26 |
Calinou |
I'm going to upgrade my VPS to 8 cores, 16 GB RAM, 256 GB SSD soon :p |
11:27 |
Krock |
mine is singlecore :3 |
11:27 |
Krock |
germanuel24, 40 minutse for the first time.. oh right. It took also long here |
11:28 |
germanuel24 |
Kinda awkward when you know even the cheapest smartphone today has more performance than your PC lol |
11:28 |
Krock |
but the next builds will be faster because the most data is already compiled |
11:28 |
germanuel24 |
Oh i see... but i have to edit the default chat lines every time again right? |
11:29 |
germanuel24 |
I mean the custom edits i made to the .cpp files |
11:29 |
Krock |
no. you can make a seperate branch, push a commit with your change there and just grab all the updates into that branch |
11:29 |
Krock |
so your master branch isn't hurted by that commit |
11:29 |
Calinou |
germanuel24, cheap smartphones are not fast |
11:29 |
Calinou |
actually, high-end smartphones are not fast either |
11:30 |
Calinou |
a modern Celeron (€40) beats by far the fastest smartphone CPU out there |
11:30 |
Calinou |
in any heavy task |
11:30 |
Calinou |
x86 is much faster than ARM |
11:30 |
Krock |
that's just because the mobile processor has a different power management |
11:30 |
Krock |
sleeping all the time to save power |
11:30 |
Calinou |
if an ARM CPU is as powerful as an x86 one, it'll use more power in most cases. |
11:31 |
Calinou |
the "power curve" is steeper in ARM than in x86, but the "baseline" is lower in ARM |
11:31 |
germanuel24 |
even 32-bit celeron is better than ARM CPU in phones? |
11:31 |
Calinou |
all Celerons today are 64-bit |
11:31 |
germanuel24 |
Mine is from 2005 lol |
11:31 |
Calinou |
maybe not an old one, but a recent one (Haswell) sure will beat it |
11:32 |
germanuel24 |
Is there like a golden rule about CPus? Like more cores = can do more tasks, higher clock = can do tasks faster? |
11:34 |
germanuel24 |
Oh wait there can't be... Minetest only uses 1 core IIRC so having 8 doesn't help at all i guess |
11:34 |
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11:35 |
Krock |
oh yes sure it helps. You can compile the next minetest version at the same time while watching a video and listening all tracks of your favourite album at once |
11:36 |
Krock |
...while playing Minetest. |
11:36 |
germanuel24 |
Ok so more cores always equals to better multitasking? |
11:36 |
Krock |
yes but it fails because you can't multitask |
11:37 |
axaro |
hello |
11:37 |
germanuel24 |
Hm...and higher clock = more speed per task |
11:37 |
Krock |
hi axaro |
11:38 |
Krock |
germanuel24, and more heat |
11:38 |
germanuel24 |
Yeah i heard the reason why no CPU is higher clocked than 4 GHz is cause it would burn...or something |
11:39 |
Krock |
nah. you can do it to like 10 GHz but somewhen the silicim won't switch anymore |
11:39 |
Krock |
and that's the limit |
11:39 |
germanuel24 |
So why do electronic companies stick to 3-4 Ghz? |
11:39 |
Krock |
because it's not required to go higher |
11:40 |
germanuel24 |
And probably more expensive too? |
11:41 |
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11:41 |
Krock |
uhm.. not sure |
11:41 |
Krock |
the mass of gold, silicium and other materials are the same |
11:41 |
germanuel24 |
Could i just take any CPU and overclock it 50-100% without big damage? |
11:42 |
Preuk |
saw a long time ago a P4 overclocked to 4 or 5 GHz for a few seconds ... liquid nitrogen required |
11:42 |
Krock |
yeah, prepare liquid nitrogen |
11:42 |
Krock |
but in fact it would work |
11:42 |
Preuk |
https://www.youtube.com/watch?v=BAVGs9FbmnM |
11:43 |
germanuel24 |
Well my CPU is overclocked... it's usually 1.3 GHz now 2.6 GHz but that wasn't me..my brother gave it to me a few years back |
11:43 |
Krock |
mine's underclocked. at 800MHz right now |
11:44 |
Krock |
but that's no real underclock - just a simple ACPI setting |
11:44 |
germanuel24 |
What are the symptoms of being too high? 100% CPU-load all the time? |
11:45 |
Krock |
why would you have more CPU load if it's overclocked too high?! |
11:45 |
germanuel24 |
So just more heat? |
11:45 |
Krock |
heat, heat and heat |
11:45 |
Krock |
maybe it would shut down at a specific temperature |
11:46 |
germanuel24 |
Is 45° C alright when running programs? |
11:46 |
Krock |
if you have a P4, 60°C are totally normal :P |
11:46 |
germanuel24 |
Intel Celeron |
11:46 |
Preuk |
Krock: shut down, wasn't always like that, back in the times you could fry AMD CPU like that |
11:46 |
Krock |
it always depends on the clock rate, core voltage and processor type |
11:47 |
Krock |
Preuk, yeah. See all those CPU burns on youtube :3 |
11:47 |
germanuel24 |
The BIOs says critical is 85° C ...could that be true? |
11:47 |
Preuk |
Krock: had my 1GHz 1st-gen T-bird running at 1.2 or 1.3; no need for heating during winter (I really mean it) |
11:48 |
Krock |
germanuel24, must be true. Could be measured in the processor or next to it.. who knows..? |
11:48 |
Krock |
Preuk, same situation here :P |
11:48 |
Krock |
oh well, it heats but I think the heating is still needed a bit |
11:48 |
Preuk |
now I go for low-power, low-temp stuff, mush better WAF ;) |
11:49 |
germanuel24 |
Since when do all CPUs have temperature measures built-in/next to them? Just curious |
11:49 |
Preuk |
15 years ago for Intel, 10 years ago for AMD i'd say |
11:49 |
Krock |
I can only verify for 2005 |
11:50 |
germanuel24 |
Wow..and some cheap smartphones do not have a CPU temperature |
11:50 |
Preuk |
that's around P4/Athlon FX generation |
11:50 |
Preuk |
germanuel24: no need, when your jacket is burning, that means it's too hot |
11:50 |
Krock |
got an Athlon 64 here and it has a temperature sensor |
11:51 |
Krock |
burning stuff isn't hot but plasma is. |
11:51 |
Preuk |
Krock: yes, they were introduced built-in around that time ; maybe on the last copper T-bird |
11:51 |
Preuk |
Krock: that's like asking if you would die from shockwave, heat or rads when nuked |
11:52 |
germanuel24 |
Haha... I'm just a bit concerned about my safety with this old machine... can i assume that the security methods in it are recent enough and it will not easily burn in flames? |
11:52 |
Krock |
Preuk, or due loss of oxygen because the fire used all |
11:53 |
Preuk |
germanuel24: if the whole PC is > 5 year old, the main "safety" concern would be the power block |
11:53 |
Preuk |
Krock: while burning all of your body carbon? |
11:54 |
germanuel24 |
Do power bricks not have security measures? |
11:54 |
Krock |
Preuk, yeah. there are many ways to die |
11:54 |
Preuk |
greeter: it's just that's the only device that handles high voltage/intensity |
11:55 |
Krock |
older power bricks aren't that efficient at all |
11:55 |
Preuk |
Krock: interested in a realistic "get nuked" mod for MT ? :) |
11:55 |
Preuk |
and power unit perfs deteriorate pretty fast |
11:55 |
Krock |
Preuk, oh yeah. Melting stone, radioactive particles and shockwaves everywhere |
11:55 |
Preuk |
you should consider replacing it about as often as your HDD |
11:56 |
germanuel24 |
The HDD is also very old i think...maybe 2010 |
11:56 |
Krock |
this means I never should replace it? |
11:56 |
Preuk |
Krock: \o/ |
11:56 |
Preuk |
5y max |
11:56 |
Preuk |
rule of thumb |
11:56 |
Krock |
oh well. It's older than 5 years but wasn't used a lot in 3 of them |
11:57 |
Preuk |
mecanical parts + bitrotting |
11:57 |
Preuk |
I try swapping my HDD every 3 to 5 y depending on usage and criticity |
11:58 |
greeter |
hmm? |
11:58 |
Krock |
I wouldn't care much if this HDD was destroyed suddenly. Got a backup HDD and plans for a new computer anyway :3 |
11:58 |
Preuk |
Krock: you should put your IDE drives out of their misery |
11:59 |
Krock |
noo.. I love IDE |
12:00 |
Preuk |
I like it too... on a shelf, next to SD-RAM and floppies |
12:00 |
Krock |
gonna slap germanuel with a huge trout into #minetest-de next time |
12:02 |
Preuk |
btw I say that, but my linux box is 10yo |
12:03 |
Preuk |
time for retirement on 2nd HDD change |
12:03 |
Preuk |
or |
12:03 |
Krock |
14 harddisks in my shelf.. from 125 MB IDE to 250 GB SATA all available |
12:03 |
Krock |
*24 |
12:04 |
Krock |
Some people collect postage stamps, others collect HDDs ^^ |
12:04 |
Preuk |
nice! had to clean up last time I moved |
12:04 |
Preuk |
dump all of my dead HDD |
12:05 |
Preuk |
but still have a few 40-100G 2.5" IDE |
12:05 |
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12:05 |
Krock |
wait.. 2.5", those are the laptop ones, right? |
12:05 |
Preuk |
aka "BIG USB key" circa 2010 |
12:05 |
Preuk |
yep |
12:06 |
Preuk |
still have my 1.4 centrino laying around as a backup terminal |
12:06 |
Krock |
^^ |
12:09 |
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12:19 |
Preuk |
out of curiosity, what's the lowest spec machine you run MT on? |
12:19 |
Preuk |
I mean the client part |
12:20 |
Krock |
It was a Celeron D 347 @ 3.06GHz - horrible to play Minetest on it. The graphics card was pretty good but the CPU weak as hell |
12:21 |
Krock |
now I got a horrible video card and a better CPU -> better gameplay o.0 |
12:22 |
Preuk |
singleplayer or playing on a remote server |
12:23 |
Krock |
does it matter? the load on a public server was just 2-5x higher |
12:23 |
Krock |
than in singleplayer |
12:26 |
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12:29 |
Preuk |
there no perf difference between single and client only? I thought that not having to generate the world, manage blocs, mods, etc. would make it faster |
12:30 |
Krock |
but there are more players around, which means there are more block updates |
12:30 |
Krock |
moving meshes etc |
12:31 |
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12:34 |
twoelk |
I got a sort of an official statement that my machine (PIII 2,5 GHz , 1.7gb of RAM under WinXP) is to old for Minetest http://irc.minetest.ru/minetest-dev/2013-10-12#i_3368852 ; still using it to play mt though ;-P |
12:37 |
Fixer |
PIII 2.5GHz? PIII max freq was 1.3GHz or so |
12:38 |
Krock |
under 10 fps? ack |
12:49 |
twoelk |
35 fps on Xanadu just now |
12:49 |
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12:55 |
tpe |
That fractal mapgen is amazing. At about 6500, 1150, 0 it looks like an awesome space craft. Are there different fractal types? This one look like some sort of 3D hypercomplex algorithm. |
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14:52 |
Wuzzy |
What is an LBM? |
14:54 |
Fixer |
Wuzzy, block modificator on block load I guess? |
14:54 |
Fixer |
that runs once |
14:54 |
Wuzzy |
and what does it do? |
14:55 |
Fixer |
when block loads it executes something once |
14:55 |
Fixer |
iirc |
14:55 |
Fixer |
i think est31 knows better |
14:55 |
Wuzzy |
hmm u mean, it can be used to replace legacy blocks? |
14:57 |
Preuk |
Wuzzy: accoring to wiki that's why it was introduced |
14:57 |
Preuk |
saw it on "register" page on dev wiki |
14:58 |
Wuzzy |
:-( |
14:58 |
Wuzzy |
lua_api.txt is worse |
14:58 |
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14:59 |
Wuzzy |
"introducement" lol |
14:59 |
Preuk |
http://dev.minetest.net/minetest.register_lbm |
15:00 |
Wuzzy |
seriously, why is this not in lua_api.txt? :-( |
15:01 |
Wuzzy |
i thought this file is supposed to be the official doc |
15:01 |
Wuzzy |
but thanks btw |
15:01 |
Preuk |
02:00, 10 March 2016‎ Est31 (Talk | contribs)‎ . . (1,811 bytes) (+1,811)‎ . . (Created the page) |
15:02 |
Preuk |
pretty new I guess you're using stable version ? |
15:03 |
Wuzzy |
what? |
15:03 |
Wuzzy |
this LBM stuff is not in stable |
15:04 |
Wuzzy |
and yes, I use stable, but also dev version. I use both :) |
15:04 |
Wuzzy |
but "stable" more often |
15:14 |
Krock |
Wuzzy, but sometimes dev versions are more stable than the official stable version :P |
15:15 |
Preuk |
0.4.13 doesn't have LBM iirc |
15:16 |
KrimZon_ |
is there any way to override tool destruction and have something else happen instead when it's used up? |
15:18 |
Wuzzy |
not that I know of |
15:18 |
Wuzzy |
not directly afaik |
15:19 |
PilzAdam |
Wuzzy, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3332-L3345 |
15:19 |
Wuzzy |
but you could set wear manually |
15:19 |
PilzAdam |
how is this "not in the docs" |
15:19 |
Wuzzy |
-_- |
15:19 |
Wuzzy |
-_-' |
15:19 |
Wuzzy |
It does not say a word on what an LBM is |
15:19 |
Wuzzy |
and is is way less info than in wiki |
15:20 |
Wuzzy |
its there, but it needs improvement IMO. some wiki text could maybe be inserted here |
15:20 |
PilzAdam |
compare it with the doc for ABM |
15:21 |
PilzAdam |
and lua_api.txt is supposed to be shorter than the wiki |
15:21 |
PilzAdam |
it's a short reference |
15:22 |
Wuzzy |
I expect to at least give a sentence about the purpose on LBM. not more |
15:22 |
Wuzzy |
and is lua_api.txt supposed to be of lower quality than the wiki? |
15:23 |
Wuzzy |
of course background does not need to be written there |
15:23 |
Wuzzy |
but IMO purpose should be clear |
15:23 |
Wuzzy |
btw, how would you describe an LBM in 1 sentence? :P |
15:23 |
Preuk |
"triggers on node loading" |
15:24 |
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15:25 |
PilzAdam |
"purpose" is up to the mods that use it |
15:25 |
Wuzzy |
i mean, what it *does*. |
15:25 |
Wuzzy |
current doc is just a list of table entries :( |
15:25 |
PilzAdam |
"LoadingBlockModifier" |
15:26 |
Wuzzy |
sigh |
15:26 |
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15:26 |
Wuzzy |
this can mean anything |
15:26 |
Wuzzy |
such as "ActiveBlockModifier" |
15:26 |
Wuzzy |
Hmm do you think this sentence explains it correctly?: |
15:26 |
Wuzzy |
"The Loading Block Modifier consists of a function that is executed when the server loads nodes that match a passed filter." |
15:26 |
Wuzzy |
(from the dev wiki) |
15:27 |
PilzAdam |
it's executed for each node that matches |
15:28 |
Wuzzy |
ok and why exactly does the lua_api.txt not say it? laziness? forgotten? too long? xD |
15:28 |
Preuk |
Wuzzy: the one from main repo ? |
15:29 |
Wuzzy |
yes, of course |
15:29 |
Preuk |
weird |
15:29 |
Wuzzy |
why? what do you have? |
15:30 |
Preuk |
https://github.com/minetest/minetest/commit/d494733839e9cf6cb557462326ed21e7a58816c7 |
15:30 |
Preuk |
march 7 |
15:30 |
Preuk |
lua_api updated too |
15:30 |
Wuzzy |
-_- |
15:30 |
Wuzzy |
my issue is not that it is not there at all |
15:31 |
Wuzzy |
my issue is that it is not explained |
15:31 |
Wuzzy |
is is just a list of parameters but no word on what an LBM actually does |
15:31 |
Wuzzy |
this makes lua_api.txt useless on its own. You have to go to the dev wiki :-( |
15:31 |
Preuk |
indeed, my wrong |
15:32 |
Wuzzy |
did you create LBMs? |
15:32 |
Preuk |
nope |
15:33 |
Preuk |
but there is no more "purpose" doc for other register functions, you're right |
15:33 |
Preuk |
should be there instead of wiki |
15:33 |
Wuzzy |
so long story short: An LBM is like an ABM, but it triggers when loading a node, not based on time or randomness |
15:33 |
Wuzzy |
should be there, but not *instead* |
15:34 |
Preuk |
i meant "as the primary source of information" |
15:34 |
Wuzzy |
ok |
15:34 |
Preuk |
do you feel like preparing a pull request for that? |
15:35 |
Wuzzy |
no |
15:36 |
Wuzzy |
ideally, coders document their own code. :-) LBMs are not my code, so ... |
15:36 |
Wuzzy |
i am not sure if I fully understoof lbms anyways |
15:37 |
Wuzzy |
i am not sure if I'll ever need LBMs xD |
15:37 |
Preuk |
they would be great if there was a UBM trigger on un loading |
15:38 |
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15:38 |
Preuk |
to save/restore dynamic state for complex blocks like machinery, etc. |
15:38 |
Wuzzy |
sounds very esoteric. use case example? |
15:39 |
Wuzzy |
(more concrete) |
15:39 |
Preuk |
this would avoid the need for a lot of chunkloaders |
15:39 |
Wuzzy |
whatloaders? |
15:39 |
Preuk |
for example, imagine i build a mese clock |
15:40 |
Preuk |
i want it to run continuously so time is "accurate" (just a stupid use case) |
15:40 |
Preuk |
when every player leave zone, blocks would be unloaded, right? |
15:40 |
Wuzzy |
yes, but only after a delay |
15:40 |
Wuzzy |
default is 15 min iir |
15:40 |
Preuk |
so mecanism would eventualy stop |
15:40 |
Wuzzy |
iirc* |
15:40 |
Wuzzy |
and the zone must also not be forceloaded |
15:41 |
Preuk |
you come back 30 minutes later, it's loaded again but any "dynamic" state is lost |
15:41 |
Preuk |
or you need forceload, which is bad for server perfs |
15:41 |
Wuzzy |
the idea is you run the clock in background but the block does not need to be always there |
15:41 |
Wuzzy |
right? |
15:41 |
Wuzzy |
but i wonder if this needs UBMs. I mean, bones already work |
15:41 |
Preuk |
if you could trigger an event when a chunk is about to unload, you could save these dynamic states to be restored on next loading |
15:42 |
Wuzzy |
bones inventories become open to anyone after X seconds |
15:42 |
Preuk |
i would for example save current displayed time and server time |
15:42 |
Preuk |
then on loading compute server time delta to correct displayed time |
15:42 |
Wuzzy |
bones work without any fancy *BMs so I dont see the point |
15:43 |
Preuk |
bones is ABM, right ? |
15:43 |
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15:43 |
Wuzzy |
no |
15:43 |
Wuzzy |
no ABM, no LBM, no whateverBM :P |
15:44 |
Preuk |
minetest.register_abm( {nodenames = {"bones:bones"}, |
15:44 |
Preuk |
init.lua l.57 |
15:44 |
Preuk |
triggers every 10 seconds |
15:45 |
Preuk |
https://github.com/Bad-Command/bones/blob/master/bones/init.lua |
15:45 |
Wuzzy |
not in my source code o_O |
15:45 |
Preuk |
dunno, never used this mod, just took a look at repo |
15:45 |
Wuzzy |
haha, very funny |
15:45 |
Wuzzy |
Bad-Command -_- |
15:45 |
Preuk |
no change since 2012 |
15:45 |
Preuk |
:) |
15:45 |
Wuzzy |
this is not the official Minetest Game repo ... |
15:46 |
Preuk |
nope, the one linked from forum |
15:46 |
Preuk |
it's now in minetest-mods ? |
15:46 |
Wuzzy |
bones is part of Minetest Game |
15:46 |
Preuk |
aaah sorry :( |
15:46 |
Wuzzy |
would be pointless in minetest-mods as far I know |
15:47 |
Wuzzy |
oh this reminds me |
15:47 |
Wuzzy |
I should probably drop some of my mods into this minetest-mods repo thing |
15:47 |
Preuk |
on_timer = function(pos, elapsed) |
15:47 |
Wuzzy |
because bugreports tend to pile up xD |
15:47 |
Preuk |
didn't know about this one |
15:47 |
sofar |
bones should be a nodetimer, really |
15:47 |
Preuk |
init.lua l. 115 |
15:48 |
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15:48 |
Wuzzy |
hmmm does on_timer work even when the node is not loaded? |
15:48 |
Preuk |
no clue, i'm really new here |
15:48 |
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15:49 |
Wuzzy |
whatever |
15:49 |
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15:50 |
Wuzzy |
I am not very active in Minetest atm. Currently, I am in my Hedgewars phase. xD |
15:50 |
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15:50 |
Wuzzy |
another reason for minetest-mods lol |
15:53 |
Preuk |
currently having a look at worldgen, seeing what it would take to alter slightly v6 for example to add a lot more parameters |
15:53 |
Wuzzy |
for instance? |
15:54 |
Preuk |
namely to change "defaulting" to stone to different material depending on depth |
15:54 |
Preuk |
clobs are nice, but not enough for my needs |
15:54 |
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15:54 |
Wuzzy |
clobs? |
15:55 |
Preuk |
not sure of the name... checking |
15:55 |
Wuzzy |
blobs? |
15:56 |
Preuk |
yes, blob and scatters |
15:56 |
Wuzzy |
afaik Minetest has support for “veinsâ€, much more interesting |
15:57 |
Preuk |
i need stratae |
15:57 |
Wuzzy |
imo we need a subgame with a lot more stone types |
15:57 |
Wuzzy |
boring default stone is boring |
15:57 |
Wuzzy |
but not just more stone |
15:57 |
Wuzzy |
there should also be a nice layering which makes mining interesting |
15:57 |
Preuk |
i want to setup a basic "paleontology" mod to dig stuff from different depth and time |
15:57 |
Wuzzy |
not just 100% flat sheets based on height |
15:58 |
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15:58 |
Wuzzy |
hey |
15:58 |
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15:58 |
Preuk |
yes, but that would be a starts; i like what Gael did on valley generator |
15:58 |
Wuzzy |
such a mod kinda exists already somewhere. not sure if it is what u want |
15:58 |
Wuzzy |
we already have a subgame with boring flat layers |
15:58 |
Wuzzy |
its called BFG |
15:58 |
Preuk |
Wuzzy: i guess so, but part of the fun is finding how to do it ;) |
15:58 |
Preuk |
i'd be playing MC if not for that :D |
15:59 |
Wuzzy |
well |
15:59 |
Wuzzy |
what Minetest needs is something which you can actually play. I am fed up by all those Minetest Game clones and sandbox subgames |
15:59 |
Preuk |
i have a few geologists ready to trick me into making it real |
16:00 |
Wuzzy |
there are only a few real games for Minetest, most are sandboxes |
16:00 |
Preuk |
yep, when discovering MT, found quite a lot of "gameplay oriented" forks/clones |
16:00 |
Wuzzy |
really? |
16:00 |
Wuzzy |
I know only of one and it is Voxelands |
16:00 |
Preuk |
freeminer, voxeland, etc. |
16:00 |
Wuzzy |
the other big fork is Freeminer but it is not much different |
16:01 |
Wuzzy |
Freeminer's default subgame is still a sandbox |
16:01 |
Wuzzy |
no mobs, no challenge etc |
16:01 |
Preuk |
better network, worse perfs |
16:01 |
Wuzzy |
true, but has nothing to do with gameplay :P |
16:01 |
Wuzzy |
i never really understood the minetest/freeminer split |
16:01 |
Preuk |
climate, water, etc. |
16:01 |
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16:02 |
Wuzzy |
probably it boils down to "politics" and people xD |
16:02 |
Wuzzy |
the voxelands fork is totally understandable because it has a clear goal |
16:02 |
Wuzzy |
sadly, Freeminer is GPLv3, Minetest is GPLv2+, so any Freeminer improvement is for Freeminer only, but Minetest improvements can be copied into Freeminer. :-( |
16:03 |
Fixer |
Wuzzy, are you CDDA fun? |
16:03 |
Wuzzy |
What kind of question is this? And who is CDDA fun? |
16:03 |
Preuk |
maybe someone will start a donation campaign, funding, patreon, whatever to make a bigass game from minetest, but i guess API is not stable enough for that |
16:04 |
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16:04 |
Fixer |
Wuzzy, do not try to hide %) |
16:04 |
Wuzzy |
hahaha. "just throw big $$$ at it, and it will succeed" |
16:04 |
Preuk |
not what i mean |
16:04 |
Preuk |
but sandbox players won't be able to make a real game |
16:04 |
Wuzzy |
I am not CDDA fun. I do play C:DDA, however. But it has been a LOOOOOONG time |
16:05 |
Wuzzy |
hey, nothing against sandboxes. but i think minetest subgames need ... a change. :P |
16:05 |
Preuk |
voxelands is a nice try for a core dev, but it's still empty, same for freeminer |
16:05 |
Wuzzy |
voxelands is much "less" empty than Minetest Game and Freeminer's default |
16:05 |
Fixer |
? how |
16:05 |
Wuzzy |
well, more stuff |
16:05 |
Fixer |
in what regard? |
16:06 |
Fixer |
not much |
16:06 |
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16:06 |
Fixer |
imho default mtg lacks mobs and railcarts, thats it |
16:06 |
Wuzzy |
yeah, at the end of the day, its still a sandbox |
16:06 |
Preuk |
subgames are games, minetest is a sandbox ; i mean you could take 20 kids making sand castles, you wouldn't end up with one big castle |
16:06 |
Wuzzy |
no |
16:06 |
Wuzzy |
subgames are not automatically games |
16:06 |
Fixer |
minetest is engine |
16:07 |
Wuzzy |
most subgames are sandboxes, a few are games |
16:07 |
Preuk |
gamedesign a a different world |
16:07 |
Wuzzy |
example for a game: Hungry Games Plus |
16:08 |
Wuzzy |
example for a non-game: Minetest Game (the irony!) |
16:11 |
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16:18 |
Preuk |
I'll see if we cna come up with a "real" game concept, but that's not our current goal; we just want to dig dino bones (yeah, scientists are just like kids) |
16:18 |
Preuk |
gotta run |
16:26 |
PilzAdam |
Wuzzy, bad games are games, too |
16:26 |
PilzAdam |
don't be racist against games |
16:27 |
Wuzzy |
minetest game is not a game |
16:27 |
Wuzzy |
its a sandbox |
16:27 |
Wuzzy |
e.g. games have some kind of challenge. minetest game does not have challenges. |
16:28 |
PilzAdam |
a sandbox is not a game? |
16:28 |
sofar |
Wuzzy: the challenge is: don't get bored! |
16:28 |
Wuzzy |
sandboxes and games are different things |
16:28 |
rubenwardy |
A game is structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. |
16:28 |
PilzAdam |
not dying is a challenge in Minetest game |
16:28 |
rubenwardy |
!w game |
16:29 |
rubenwardy |
https://en.wikipedia.org/wiki/Game |
16:29 |
rubenwardy |
I disagree that there needs to be concrete goals |
16:29 |
sofar |
goals != challenge |
16:29 |
sofar |
sorry, lua-translate: goals ~= challenge |
16:29 |
Fixer |
not dying? it does not even have hunger and mobs :) |
16:29 |
rubenwardy |
Ok then, Minetest can have challenge |
16:30 |
PilzAdam |
TotalBiscuit defines games as an interactive medium with a "failure state" |
16:30 |
rubenwardy |
ie: building big buildings |
16:30 |
Wuzzy |
well, your definition just lumps together games and sandboxes. there is a funamental difference between, lets say, the powder toy and tetris |
16:30 |
sofar |
I love these vocabulary-alignment group exercises :) |
16:30 |
rubenwardy |
this is basically semantics |
16:31 |
Wuzzy |
anyways, you cant say that The Hungry Games Plus and Minetest Game are both equal |
16:31 |
Wuzzy |
i.e. there is no winnter in minetest game. you can never "win" |
16:31 |
PilzAdam |
all games should be equal; stop game racism now! |
16:32 |
Fixer |
VanessaE, http://www.eurogamer.net/articles/2016-04-19-the-64-is-an-unofficial-reimagining-of-the-commodore-64 |
16:32 |
PilzAdam |
Wuzzy, there is no winning in tetris, is there? |
16:32 |
PilzAdam |
or pacman |
16:32 |
sofar |
flappy bird |
16:32 |
Wuzzy |
but there is a goal: get highscore. minetest game does not have any goal |
16:33 |
Wuzzy |
hey, i am not saying sandboxes are bad |
16:33 |
rubenwardy |
The player makes the goal |
16:33 |
Wuzzy |
this is the perfect example of a sandboxes |
16:33 |
sofar |
so autocad is a game? |
16:33 |
PilzAdam |
I don't think games have to have explicit goals |
16:33 |
PilzAdam |
they must have a way of failing, but not a way of winning |
16:34 |
Wuzzy |
no autocad is a CAD tool. if you call everything with interactivity a “gameâ€, haha lol |
16:34 |
Wuzzy |
anyways, I am just hoping for more games in Minetest. |
16:34 |
PilzAdam |
the "goal" of the player is to not get into the "failure" state |
16:34 |
rubenwardy |
MTG isn't a very good game if it is |
16:34 |
rubenwardy |
one |
16:35 |
Wuzzy |
where “game†= interactive subgame with goal and/or challenge and meaningful decisions |
16:35 |
Wuzzy |
MTG isn't a very good sandbox either imo :/ |
16:35 |
PilzAdam |
"meaningful decisions" are required for a game? |
16:35 |
Wuzzy |
well, its just what i wish would exist for minetest |
16:36 |
Fixer |
http://www.eurogamer.net/articles/2016-02-18-now-theres-a-sinclair-zx-spectrum-vega-handheld lol |
16:36 |
Wuzzy |
there are a few subgames which match this criteria. very very few |
16:36 |
PilzAdam |
Wuzzy, https://github.com/PilzAdam/score do you consider this to be a "game"? |
16:36 |
Wuzzy |
hmmmm |
16:36 |
Wuzzy |
does it work? |
16:37 |
PilzAdam |
yes, try it |
16:37 |
Fixer |
hmmmmmm |
16:37 |
Wuzzy |
the mine goal is to mine score. WHAT? |
16:37 |
PilzAdam |
its boring after 10 minutes, but it is the most fundamental goal |
16:37 |
PilzAdam |
Wuzzy, *main goal |
16:37 |
Fixer |
it is nice to have score in minetest: how much you lived, placed blocks, killed mobs, walked, mined |
16:38 |
Wuzzy |
well, games* do not need to be complex |
16:38 |
PilzAdam |
Wuzzy, "score" is an "ore" that you have to find and mine |
16:38 |
PilzAdam |
the naming implies it's role in the gameplay |
16:38 |
Wuzzy |
well according to the description this thing is probably a game. maybe a boring one but still a game lol |
16:39 |
Wuzzy |
maybe I should say "game*" instead of "game" because our definitions differ xD |
16:39 |
PilzAdam |
it's basically an experiment to do non-minetest_game stuff in the Minetest engine |
16:40 |
Wuzzy |
ok |
16:40 |
Wuzzy |
anyways, sorry for the "game" confusion :/ |
16:40 |
Wuzzy |
I just think there are soooooo many sandboxes |
16:40 |
Wuzzy |
and soooo few actual challenges |
16:42 |
rubenwardy |
If I were to make a subgame, I would make it less of a sandbox and more of a challange |
16:42 |
rubenwardy |
I'd like to make a game where you, at the start, are given 2-3 NPC colonists to look after |
16:43 |
Wuzzy |
go on |
16:43 |
rubenwardy |
But so little time :( |
16:43 |
sofar |
lol |
16:43 |
rubenwardy |
rimworld would be my inspiration |
16:43 |
sofar |
so little to do and so much time! strike that! reverse it! |
16:43 |
Wuzzy |
That's the "game" of life. xD |
16:44 |
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16:57 |
LNJ2GO |
http://i.imgur.com/uYifFck.jpg #mgv7 |
16:58 |
germanuel24 |
Can someone help? I want to have public chat messages when my moderators use /give or /giveme but i cannot simply add core.chat_send_all() to the give_handler in chatcommands.lua http://pastebin.com/1TxbUUmk |
17:01 |
Wuzzy |
minetest.chat_send_all? |
17:02 |
ElectronLibre |
It should be the same function as core.chat_send_all, |
17:02 |
Wuzzy |
then both should work, right? o_O |
17:02 |
ElectronLibre |
Try adding it before "if giver == receiver then", so that it's run for everyone. |
17:02 |
* Krock |
slaps germanuel24 with a huge trout directly into #minetest-de |
17:03 |
Wuzzy |
oh |
17:03 |
Wuzzy |
lol Krock |
17:03 |
Krock |
^^ |
17:03 |
ElectronLibre |
Well that's a bad beating.. |
17:03 |
Krock |
actually very bad indeed. He didn't join it yet |
17:04 |
Krock |
must try again if this won't work with the first troutslap |
17:04 |
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17:04 |
Wuzzy |
maybe you need a squid or even a whale |
17:04 |
germanuel24 |
Since i consider my English to be decent plus the German channel does not have as many users i rather go to here with my questions |
17:04 |
Wuzzy |
This video is pretty awesome: https://youtu.be/4omndVZijLc |
17:05 |
Wuzzy |
wheee! nodes flying in the air =) |
17:05 |
Calinou |
hi |
17:05 |
Krock |
hi Calinou |
17:05 |
Wuzzy |
hello world |
17:06 |
ElectronLibre |
germanuel24, try adding "core.chat_send_all("%s invoked give for %q %s":format(giver, stackstring, partiality))" before the if statement. |
17:07 |
germanuel24 |
Can i not just use giver, receiver and stackstring variables? |
17:07 |
germanuel24 |
core.chat_send_all("[Server]: "..giver.." added "..stackstring.." to their inventory.") |
17:07 |
ElectronLibre |
You could also do that yes. |
17:08 |
ElectronLibre |
In fact, looking at your code, there is a way to keep what's in and make it work the way you want it to work. |
17:10 |
ElectronLibre |
Do you see that second "return true, <string>"? Take the string, and add a call to core.chat_send_all with it before the 'if' line. Then, make the "core.chat_send_player" a "return true, <string>" again. |
17:11 |
germanuel24 |
Okay thanks |
17:13 |
germanuel24 |
Is there a way to check what the entered amount is? |
17:13 |
germanuel24 |
I'd like to limit the values if possible |
17:14 |
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17:15 |
germanuel24 |
I'm guessing string.match()? |
17:15 |
ElectronLibre |
If you want to limit the values you should modify "partiality" before it's inserted into the string. |
17:15 |
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17:16 |
hoodedice |
did you mean: strcmp() |
17:17 |
ElectronLibre |
As far as I can remember it's the actual value used to determine the stack's count. You should check its value and decrease it if necessary before the call to inv:add_item() |
17:19 |
germanuel24 |
So like elseif leftover:get_count() >= 100 then ??? |
17:24 |
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17:31 |
germanuel24 |
elseif itemstack:get_count() > 100 wouldn't work cause a regular stack can only have 99... so if i only want the player to be able to get 99 max i need to set it to 98? |
17:38 |
ElectronLibre |
Some stacks can have more than 99 items, some less. |
17:39 |
ElectronLibre |
What is your reason for limiting the amount though? |
17:40 |
ElectronLibre |
(Besides preventing moderators from obtaining gigantic stacks; which I kind of understand) |
17:41 |
Fixer |
it can be more than 99 |
17:41 |
Fixer |
i play on server that has some stacks sizes up to 600 or so |
17:41 |
germanuel24 |
I don't like to give ANY player too much control, so i also limit what players can add to their/others inventories |
17:42 |
germanuel24 |
Will this work? if leftover:get_count() >= 100 then return false, "You cannot add that many items at once!" end |
17:42 |
ElectronLibre |
It's kind of useless since, rather than obtaining 1 stack of 9900 someone could give themselves 100 stacks of 99. |
17:43 |
ElectronLibre |
leftover is the stack of items that couldn't make it into the inventory. |
17:43 |
germanuel24 |
So 100 is 990? |
17:43 |
ElectronLibre |
You should check values that are before its initialisation. |
17:44 |
ElectronLibre |
Stricly speaking 100 ~= 990; but you probably get the idea. They'll just give more normal stacks. |
17:44 |
germanuel24 |
But how can i extract the amount from the itemname players enter... |
17:45 |
ElectronLibre |
It's done earlier in the code, I think. |
17:45 |
ElectronLibre |
Let me check that. |
17:47 |
ElectronLibre |
Well... It's actually not.. |
17:47 |
ElectronLibre |
BUT, the string is converted into an itemstack. |
17:47 |
ElectronLibre |
Which is incidently called 'itemstack', you can get the count by using 'itemstack:get_count()' |
17:48 |
germanuel24 |
So itemstack:get_count() IS the total amount the player enters? |
17:49 |
ElectronLibre |
Yep it is. |
17:50 |
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17:51 |
ElectronLibre |
And leftover is the itemstack returned by inv:add_item; that function's returned value is usually ignored, but when a stack couldn't completly fit into an inventory's list, then as much of it as possible is added and the part that couldn't make it is returned as that itemstack. |
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19:27 |
hoodedice |
!up xanadu |
19:27 |
MinetestBot |
hoodedice: invalid address |
19:32 |
KrimZon_ |
when an item is worn out, is its deletion done by lua or c++? |
19:46 |
Calinou |
KrimZon_, I think C++, but no guarantees |
19:46 |
Calinou |
it might be builtin Lua code |
19:46 |
Calinou |
(builtin/ folder) |
19:48 |
Ronsor` |
ok |
19:48 |
Ronsor` |
so, now that my connection is better, who wants to join my semi-private server |
19:49 |
Ronsor` |
mods: mobs_redo, pmobs, denaid (protection) |
19:49 |
Ronsor` |
survival mode, almost vanilla |
20:01 |
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20:06 |
Fixer |
denaid? |
20:10 |
KrimZon_ |
ahh, it looks like it's done in the engine when set_wear is called |
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21:17 |
Ronsor` |
back |
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22:35 |
DI3HARD139 |
Is there a way to limit the debug.txt to errors/failures/warnings only? |
22:35 |
DI3HARD139 |
Keep having to delete 2+GB debug files daily |
22:37 |
nm0i_ |
logrotate is your friend. |
22:40 |
DI3HARD139 |
hmmm.... interesting |
22:49 |
Wayward1 |
DI3HARD139: perhaps try "debug_log_level = error" or "warning" in minetest.conf |
22:50 |
DI3HARD139 |
I was wondering if there was a setting for that. Gonna have a look at the api again |
22:50 |
DI3HARD139 |
tyu |
22:50 |
DI3HARD139 |
ty* |
22:51 |
Wayward1 |
np |
22:56 |
DI3HARD139 |
Wayward1: Is there a setting for action[main]? |
22:56 |
Wayward1 |
action, i believe |
22:57 |
DI3HARD139 |
would that also include the [serverthread] aswell? Im trying to filter out the [serverthread] portion |
22:57 |
Wayward1 |
hmm, not sure about that one... |
22:57 |
Wayward1 |
https://github.com/minetest/minetest/blob/180e9a103aaa88e34f6679e2c8ef3d9d92c69ba8/builtin/settingtypes.txt#L1153 |
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23:18 |
paramat |
Preuk_away in any mapgen you can use 'sheet ore' to place layers of material of any thickness at any depth |
23:22 |
Fixer |
paramat, nice, is it possible to band it? |
23:22 |
paramat |
yeah alternating with stone is possible, there's a thread in the forum about this |
23:23 |
paramat |
but going from one custom material to another would be at mapchunk borders |
23:25 |
Fixer |
paramat, smth like that |
23:25 |
Fixer |
http://qjegh.lyellcollection.org/content/44/4/419/F2.large.jpg |
23:26 |
Fixer |
paramat, startup mapgen idea: simulate at least basicly real geology |
23:27 |
paramat |
those varying divisions can't be done by sheetore, all divisions would be along chunk borders |
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23:28 |
bashterm |
clear |
23:28 |
bashterm |
hello |
23:28 |
Fixer |
paramat, so custom functions are needed? |
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23:45 |
paramat |
http://i.imgur.com/F4NUvNe.png watershed has ore and sandstone strata |
23:46 |
Fixer |
paramat, wow, y-x mapz? |
23:47 |
paramat |
yeah thats the numpy minetestmapper |
23:47 |
Fixer |
paramat, where is ore? |
23:48 |
paramat |
the thin dotted lines |
23:48 |
Fixer |
ah |
23:50 |
Fixer |
paramat, i'm curious, can you show same thing for mapgen7 and valleys? |
23:51 |
DI3HARD139 |
Is there a precompiled version of minetest for windows that doesn't use luajit? I tried compiling but for some reason Visual Studio 2015 isn't saving built files. |
23:51 |
paramat |
i can't get numpy minetestmapper.py to work anymore unfortunately |
23:51 |
DI3HARD139 |
and it completes with warnings/errors |
23:51 |
paramat |
https://forum.minetest.net/viewtopic.php?f=14&t=8730&hilit=numpy |
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23:52 |
Fixer |
heh |
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