Time |
Nick |
Message |
00:01 |
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00:04 |
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00:06 |
imr |
bump, also downloaded Multicraft and same issue. Guess I'm filing a issue report then... |
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00:32 |
OldCoder |
Gekki |
00:33 |
OldCoder |
nm0i, that is quite a growth strategy! :P |
00:33 |
garywhite |
Hi OldCoder |
00:34 |
OldCoder |
garywhite, Hello |
00:35 |
OldCoder |
o/ |
00:35 |
garywhite |
o/ |
00:41 |
nm0i |
OldCoder: no players → no headache |
00:46 |
garywhite |
no players = no use for a server |
00:52 |
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00:58 |
nm0i |
Well I have nive db of username/password pairs. |
00:58 |
nm0i |
*nice |
01:02 |
OldCoder |
nm0i, that is surely true |
01:02 |
OldCoder |
But garywhite is correct as well |
01:03 |
nm0i |
sarcasm.jpg.to |
01:03 |
OldCoder |
nm0i, perhaps simply fill your world with spiders and vampire hedgehogs |
01:03 |
OldCoder |
Hm |
01:03 |
OldCoder |
The Blob |
01:03 |
OldCoder |
There ought to be a Blob Mob |
01:04 |
nm0i |
Cobble and air. |
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nm0i |
All blobs are hidden in the kernels. |
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09:28 |
Amadin |
Is there any programmer now? |
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10:18 |
Amadin |
Is here any programmer now? |
10:19 |
nyuszika7h |
just ask your question |
10:19 |
nyuszika7h |
someone will answer if they can |
10:20 |
Amadin |
my question is here http://forum.minetest.net/viewtopic.php?f=47&t=4668&start=3250#p237881 |
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11:50 |
stiell |
I'm having trouble with the F-Droid build of Minetest, it crashes whenever I try to connect to a server. I'm using 0.4.14.14. Is there anything I can try to make it work? |
11:53 |
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11:58 |
sfan5 |
try building the apk yourself |
11:58 |
sfan5 |
that's more of a workaround than a solution though |
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12:55 |
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12:55 |
PureTryOut[m] |
hey guys I was wondering, is the creative mode setting per world or per player? it seems to be per world, and it seems that is an engine limitation? |
12:56 |
PureTryOut[m] |
(as `world.mt` in the world save folder has a setting `creative_mode`) |
13:00 |
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13:03 |
Amaz |
PureTryOut[m]: it's a per world setting, but there are mods (I think) which allow it to be per player. |
13:03 |
Amaz |
(And it's a Minetest Game limitation rather than an engine limitation) |
13:03 |
PureTryOut[m] |
really? I'll have to check that out |
13:04 |
PureTryOut[m] |
ooh is it? the default creative mod doesn't seem to do much with it tbh |
13:04 |
PureTryOut[m] |
`minetest.setting_getbool("creative_mode")` seems like a world setting, or is that just the "default" setting for if a player joins the first time? |
13:05 |
Amaz |
I'm not entirely sure, but I think that unified inventory adds a "creative" privilige, which allows players with it to have infinite items. |
13:06 |
Amaz |
I think that whether a world is creative or not is saved in the world.mt file, which affects the creative_mode setting. |
13:06 |
Amaz |
I may be making all of this up, I'm not really entirely sure about it :P |
13:07 |
PureTryOut[m] |
well that last I know yeah |
13:08 |
PureTryOut[m] |
but if I look into the creative mod, it enables an actual creative mode (instant block destroying) by registering a new "hand" item for every player |
13:10 |
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13:10 |
PureTryOut[m] |
(an seperate inventory per player is not that hard, I'm just talking about the "creative" hand item now) |
13:10 |
PureTryOut[m] |
I don't think there is a way to do that per player right? |
13:11 |
Amaz |
Ah, no |
13:11 |
Amaz |
I don't think that's possible, sadly |
13:11 |
PureTryOut[m] |
:/ that's rather limiting tbh |
13:12 |
PureTryOut[m] |
I don't mind it being different in minetest_game, but it would be awesome to be able to change that ourselves with mods :p |
13:12 |
Amaz |
Yeah |
13:13 |
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13:14 |
PureTryOut[m] |
should I make a post on the forum about it? or should I make an issue on Github? |
13:15 |
Amaz |
Have a look through the issues on github, there might be one there already, but if there isn't one, make it there :) |
13:19 |
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13:36 |
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13:38 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Add missing remoteplayer.cpp to Android build 7252c80 https://git.io/vXk43 (2016-10-28T15:37:19+02:00) |
13:40 |
PureTryOut[m] |
created an issue for it https://github.com/minetest/minetest/issues/4688 |
13:45 |
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13:47 |
PureTryOut[m] |
I don't think Minetest supports multiple worlds/dimensions (like the Nether and the End in Minecraft) either right? |
13:49 |
swift110 |
hmm |
13:49 |
swift110 |
sup PureTryOut[m] |
13:49 |
PureTryOut[m] |
ooh hey swift110 |
13:53 |
sfan5 |
PureTryOut[m]: nope |
13:55 |
sfan5 |
PureTryOut[m]: however due to the huge vertical size mods often place seperate "dimensions" at high altitudes like +20000 |
13:58 |
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14:01 |
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14:04 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Add missing keyname_to_keycode function (needed on Android) 6d7b95d https://git.io/vXkEj (2016-10-28T15:50:23+02:00) |
14:08 |
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14:31 |
PureTryOut[m] |
sfan5: ooh yeah, I saw the nether mod that does that. however, (I'm assuming it wants to be like Minecraft) you can still place water fine. not sure if that's a mod limitation or a limitation of not having dimensions |
14:31 |
sfan5 |
that's a missing feature |
14:31 |
PureTryOut[m] |
also I find how that mod works strange anyway. do I understand it right that it lets the world generate first, and if under -5000 or whatever, it replaces what's generated already with it's own stuff |
14:31 |
PureTryOut[m] |
? |
14:32 |
sfan5 |
i'm not sure it does that |
14:32 |
sfan5 |
would be inefficient anyway |
14:33 |
PureTryOut[m] |
well it gets called on `minetest.register_on_generated`, and having a quick look in the Minetest docs, I don't see a way to generate your own stuff without replacing it like the nether mod |
14:34 |
sfan5 |
yeah it definitely generates its own terrain |
14:34 |
PureTryOut[m] |
but that gets called after a chunk or so has been generated |
14:35 |
sfan5 |
well then it probably just discards the results of the usual mapgen |
14:36 |
PureTryOut[m] |
so it does generate a normal piece of world first? just discards it and then puts it's own stuff instead? |
14:36 |
sfan5 |
yes |
14:37 |
PureTryOut[m] |
that seems inefficient... |
14:38 |
swift110 |
how are you PureTryOut[m] |
14:39 |
PureTryOut[m] |
I'm good swift110 thanks, how are you? been playing Minetest for long? |
14:41 |
swift110 |
PureTryOut[m]: I am relatively new but I hope to get more into it |
14:41 |
swift110 |
PureTryOut[m]: how much do you play it |
14:41 |
PureTryOut[m] |
ha, I'm new since 2 days ago ;) |
14:41 |
PureTryOut[m] |
however, I pretty much recreated MC's creative inventory. has some bugs left, but in general works nicely |
14:42 |
PureTryOut[m] |
creating custom inventories works pretty nifty imo |
14:42 |
PureTryOut[m] |
I'm going to have a shot at the survival inventory as well |
14:43 |
swift110 |
so how much have you played mc |
14:43 |
PureTryOut[m] |
tons 0_0 |
14:43 |
PureTryOut[m] |
my most played game, probably a few thousand hours into it |
14:43 |
PureTryOut[m] |
however, not so much recently (1.8 and later) |
14:43 |
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14:44 |
swift110 |
when did you start on it |
14:44 |
swift110 |
I am asking because I am curious about how you compare the two personally |
14:44 |
PureTryOut[m] |
well... right now I can't really compare them tbh. Minetest's gameplay sucks right now |
14:45 |
PureTryOut[m] |
Minecraft right now is waaayyy more fun imo, even when having Minetest modded. |
14:45 |
PureTryOut[m] |
but, we can fix that ofc ;) |
14:45 |
PureTryOut[m] |
I really want a FOSS Minecraft clone without Minecraft's problems (height limit and stuff), I think Minetest can be that |
14:46 |
sfan5 |
it's a long way |
14:46 |
swift110 |
ok thats cool you have a positive attitude about it and aren't just doing the bash thing that people do so frequently |
14:46 |
garywhite |
FOSS is Free Open Source Software right? |
14:46 |
PureTryOut[m] |
yes |
14:46 |
PureTryOut[m] |
swift110: well I started with bashing 2 days ago |
14:46 |
Out`Of`Control |
GPL! |
14:46 |
PureTryOut[m] |
however, I decided to just be a man and start "fixing" it myself :p |
14:46 |
sfan5 |
Out`Of`Control: Stallman! |
14:47 |
garywhite |
Yeah, never happen...You forget, MC/Mojang is under the ownership of Microsoft |
14:47 |
PureTryOut[m] |
it's quite a bit of work though, not going to be done in a day :p |
14:47 |
swift110 |
I agree PureTryOut[m] |
14:47 |
Out`Of`Control |
PureTryOut[m]: minecraft without minecraft problems is not minecraft |
14:47 |
PureTryOut[m] |
ooh I'm not going to copy textures or sounds or anything |
14:47 |
Out`Of`Control |
sfan5: yeah |
14:48 |
PureTryOut[m] |
well the main problem imo is it not being FOSS and having a low height limit Out`Of`Control |
14:48 |
PureTryOut[m] |
those are easily fixable |
14:48 |
PureTryOut[m] |
it's just that Minetest's content still lacks |
14:48 |
Out`Of`Control |
oh i need a mod to limit height on my server |
14:48 |
Out`Of`Control |
some build 3k 1 node tower |
14:48 |
sfan5 |
when you start creating content you will find that the script api is lacking too |
14:49 |
sfan5 |
!server players:most |
14:49 |
MinetestBot |
sfan5: @test@ JUST TEST 2 | 23.28.87.79:30002 | Clients: 38/53, 37/40 | Version: 0.4.14-403dada / just_test_tribute | Ping: 140ms |
14:49 |
PureTryOut[m] |
https://matrix.org/_matrix/media/v1/download/matrix.org/PSTWRiLCdlLHZpppgiWSxXFV - Screenshot_2016-10-28_16-48-55.png (175KB) |
14:49 |
sfan5 |
hm |
14:49 |
PureTryOut[m] |
ain't that awesome? ;) |
14:49 |
swift110 |
well isnt it true that minecraft has had a nice head start with regards to minetest not to mention more financial backing |
14:49 |
sfan5 |
yes |
14:49 |
sfan5 |
:D |
14:49 |
PureTryOut[m] |
biggest problem with Minetest not being as big right now is being not so user-friendly |
14:50 |
PureTryOut[m] |
however that would require menu changes = core stuff |
14:50 |
PureTryOut[m] |
someday I will tackle that ;) |
14:50 |
swift110 |
I am under the impression that while Minetest may be rough around the edges in certain respects that it still has the potential to become pretty much whatever your heart desires |
14:50 |
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14:50 |
PureTryOut[m] |
indeed |
14:50 |
swift110 |
So it will take work and time but ultimately will pay off |
14:51 |
PureTryOut[m] |
yup I agree |
14:51 |
swift110 |
I do notice that minecraft is popular with children, they are able to just pick it up and play and therein lies a major part of its appeal |
14:52 |
PureTryOut[m] |
yup, it's user-friendly |
14:52 |
PureTryOut[m] |
except for the launcher though 0_0 |
14:52 |
PureTryOut[m] |
but once in-game, everything looks nice, multi-language support, not too many technical texts, etc |
14:52 |
swift110 |
I intend on playing both and then being in a better position to make comparisons that are fair |
14:52 |
PureTryOut[m] |
good idea |
14:53 |
swift110 |
Granted my attention span sucks so it's hard for me to really get into it |
14:53 |
swift110 |
I have more experience with playing minetest though because its free but I did have a problem installing the tutorial which I felt should be part of the default download |
14:54 |
swift110 |
Also you have to search for it and I dislike that intensely |
14:54 |
PureTryOut[m] |
having a tutorial included by default would be good yeah |
14:56 |
swift110 |
PureTryOut[m]: now did you have an issue installing the tutorial? |
14:56 |
PureTryOut[m] |
it seems that Minetest *needs* `default:dirt` and `default:water_source`? |
14:57 |
PureTryOut[m] |
nvm I'm just dumb |
14:58 |
PureTryOut[m] |
aliases in several mods: are they just there for compatibility with old mods? |
15:01 |
sfan5 |
yes |
15:01 |
PureTryOut[m] |
well except for the `mapgen_` ones it seems |
15:01 |
sfan5 |
yes those a special |
15:02 |
PureTryOut[m] |
strange though, except for being set ones, they are not used anymore |
15:02 |
PureTryOut[m] |
or does the core look for that? |
15:02 |
PureTryOut[m] |
s/ones/once |
15:02 |
sfan5 |
the mapgen uses them |
15:02 |
sfan5 |
and the mapgen is normally done in the core |
15:03 |
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15:03 |
PureTryOut[m] |
yeah... it would be nice to be able to generate pieces of the map from mods as well |
15:03 |
sfan5 |
currently you can either |
15:03 |
whitephoenix |
Is there a way to get and set facedir manually? |
15:03 |
sfan5 |
1) set the mapgen to "singlenode" to be able to generate everything in the world from mods |
15:03 |
sfan5 |
ir |
15:03 |
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15:04 |
sfan5 |
*or |
15:04 |
sfan5 |
2) do it like nether and just overwrite the usual mapgen for the parts you need |
15:04 |
PureTryOut[m] |
ooh but you can in fact generate stuff from mods? |
15:04 |
PureTryOut[m] |
but then everything has to be generated by mods? |
15:04 |
sfan5 |
yes |
15:04 |
PureTryOut[m] |
hmm :/ |
15:04 |
sfan5 |
the singlenode mapgen will just fill the world with a single node |
15:04 |
sfan5 |
usually "air" |
15:04 |
PureTryOut[m] |
well I'll look into it, thanks |
15:05 |
PureTryOut[m] |
I'm wondering if the Lua API is performant enough to generate an entire world |
15:05 |
sfan5 |
whitephoenix: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2114 and look at param2 probably |
15:05 |
whitephoenix |
awesome thanks |
15:06 |
sfan5 |
PureTryOut[m]: it is https://github.com/minetest-mods/mg |
15:06 |
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15:06 |
PureTryOut[m] |
ooh thanks! I'll bookmark that one |
15:09 |
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15:09 |
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15:10 |
sfan5 |
PureTryOut[m]: also minetest can be built with LuaJIT which makes doing stuff in mods waay faster |
15:11 |
PureTryOut[m] |
really? |
15:11 |
sfan5 |
ye |
15:11 |
PureTryOut[m] |
I should setup my AUR build to use that then |
15:11 |
PureTryOut[m] |
does it not cause more bugs? |
15:11 |
sfan5 |
no |
15:13 |
PureTryOut[m] |
I get an error "attempt to access external file ... with mod security on" with some mods, what does that mean? the files they try to access are often their own files |
15:13 |
PureTryOut[m] |
the `crafting` modpack is a good example of that |
15:13 |
Out`Of`Control |
i disable security mod, it break many other mods and cause crash with no errors |
15:13 |
Out`Of`Control |
in log |
15:14 |
PureTryOut[m] |
I don't even have a security mod? |
15:15 |
red-001 |
PureTryOut[m] They might be using unsupported ways to access the files |
15:16 |
sfan5 |
security is a built-in feature that was recently enabled |
15:16 |
red-001 |
could you link to an example of a mod that causes that error? |
15:16 |
sfan5 |
however it seems that it isn't production ready yet |
15:17 |
PureTryOut[m] |
red-001: https://forum.minetest.net/viewtopic.php?t=5641 |
15:17 |
sfan5 |
!title |
15:17 |
MinetestBot |
sfan5: [Mod] Crafting [2.0.1] [crafting] - Minetest Forums |
15:17 |
PureTryOut[m] |
doesn't really matter, I'm implementing my own inventory/in-game ui mod anyway, but at least I will know what is wrong if it happens with other mods/my own mods |
15:21 |
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15:22 |
swift110 |
this is awesome |
15:22 |
swift110 |
has anyone here come from minecraft and has decided they prefer minetest? |
15:23 |
PureTryOut[m] |
well the idea of it, yeah definitely. not so much the content/implementation right now though ;) |
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15:48 |
swift110 |
PureTryOut[m]: ok but that is something that can change |
15:49 |
PureTryOut[m] |
definitely |
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16:11 |
swift110 |
So lets work on the change then, I am curious as to what the future has in store for us as a result |
16:11 |
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16:13 |
PureTryOut[m] |
is there any way to listen to key presses? for example I want to do something everytime the player presses the middle mouse button |
16:13 |
Persi[m] |
swift110: if it helps, I originally discovered minetest because I couldn't get minecraft to run properly on my girlfriends eee |
16:14 |
Persi[m] |
I'd say this counts as preferring |
16:14 |
PureTryOut[m] |
your girlfriends eee? |
16:16 |
Persi[m] |
Ever heard of the Asus eee? They were insanely popular in 2009 |
16:17 |
Persi[m] |
It was right before smartphones started becoming useful |
16:17 |
swift110 |
cool Persi[m] |
16:18 |
swift110 |
Persi[m]: when was this? |
16:18 |
swift110 |
Persi[m]: I used to want an eee pc when they first came out |
16:18 |
Persi[m] |
Probably 2009 |
16:19 |
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16:20 |
Persi[m] |
Yeah I bought it for her as a gift, one of the nicer models with 10" screen, I just didn't realise how terrible the CPU was before buying it |
16:21 |
Fixer_ |
yes, linux people where crazy about eee pc |
16:22 |
Persi[m] |
Not like the GPU was any better, I think the driver supported gl1.1 |
16:22 |
Persi[m] |
Just enough for glquake! |
16:22 |
PureTryOut[m] |
"Linux people" <-- the best people |
16:23 |
Jacob_Lavoie |
I want to install a mod to my server. The server is on Arch Linux, the directory structure is:/srv/minetest/world/players/ |
16:23 |
Persi[m] |
It was way more than that, it was so successful that every laptop maker had its own clone within months |
16:24 |
Jacob_Lavoie |
I am assuming that I place the unzipped mod folder into /world/mods? |
16:24 |
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16:24 |
MinetestBot |
Krock: Oct-27 20:16 UTC <Hijiri> something being a "clone" doesn't mean it's derived from the same code, just that it's meant to operate in the same way. |
16:24 |
Krock |
Hijiri, ACK. |
16:37 |
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16:40 |
xordspar0 |
I am trying to make a mod for the first time. I'm using the Minetest Modding Book. I have the simplest of mods with a print() statement in init.lua. Where do messages get printed out to? |
16:42 |
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16:52 |
whitephoenix |
xordspar0_, probably the terminal if you run minetest through it |
16:52 |
whitephoenix |
I just use minetest.chat_send_all() for debugging stuff |
16:58 |
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16:58 |
PureTryOut[m] |
^ chat sends it in-game, `minetest.log` and `print()` show it in the terminal |
17:00 |
sfan5 |
PureTryOut[m]: you can't listen for keypresses |
17:00 |
sfan5 |
because mods run server side |
17:00 |
sfan5 |
and it would be |
17:00 |
sfan5 |
1) a latency disaster |
17:00 |
sfan5 |
and 2) uhhh |
17:00 |
sfan5 |
well just the first |
17:01 |
PureTryOut[m] |
darn :/ |
17:01 |
PureTryOut[m] |
can mods not use custom keybinds at all then? |
17:01 |
PureTryOut[m] |
can only the core listen to them? |
17:01 |
PureTryOut[m] |
what if you add some kind of new inventory which you want to open by pressing say 'P', that would be impossible? |
17:02 |
sfan5 |
no custom keybinds |
17:02 |
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17:02 |
sfan5 |
except maybe doing something different if the player sneaks why clicking your node |
17:02 |
sfan5 |
yes that's impossible |
17:02 |
PureTryOut[m] |
:( |
17:02 |
PureTryOut[m] |
damn it |
17:03 |
sfan5 |
the client parses pressed keys according to it's config and processes them |
17:03 |
PureTryOut[m] |
feature request it is then |
17:03 |
sfan5 |
nothing is sent to the server (of raw key stuff) |
17:05 |
sfan5 |
PureTryOut[m]: also that would not be portable for e.g. android |
17:05 |
PureTryOut[m] |
true, although I do not care about Android |
17:05 |
PureTryOut[m] |
tbh, if I wanted Android support, I would have to create custom inventories for it anyway |
17:05 |
PureTryOut[m] |
a custom keybinding wouldn't be a problem ;) |
17:07 |
sfan5 |
yeah but it's not whether *you* want to support android |
17:07 |
sfan5 |
missing android support is a problem when a feature is considered for addition |
17:09 |
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17:11 |
PureTryOut[m] |
well I see the game does listen to LMB and RMB, but phones don't have that either |
17:12 |
PureTryOut[m] |
on Android you could maybe listen for longer presses on specific buttons or something |
17:12 |
PureTryOut[m] |
and Android often supports controllers as well, so that could be an option |
17:12 |
sfan5 |
that's how it works on android basically |
17:13 |
PureTryOut[m] |
well then why wouldn't this be possible? |
17:13 |
sfan5 |
how would custom keys work on android? |
17:14 |
Hijiri |
barf buttons onto the screen |
17:14 |
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17:14 |
Hijiri |
you could have some kind of virtual buttons and the user maps them |
17:15 |
Hijiri |
android could have some kind of button menu or something |
17:15 |
swift110 |
i like the fact that minetest exists for android |
17:15 |
Hijiri |
then computer users could map keys to virtual buttons |
17:15 |
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17:15 |
swift110 |
but if i could play it on my iPad that would be awesome...oh if only. I know Apple are retards so it wont happen but a guy can dream |
17:16 |
sfan5 |
well yes that is possible |
17:16 |
Hijiri |
Apple isn't feeling GNU/freedom |
17:16 |
swift110 |
lol |
17:16 |
PureTryOut[m] |
I'm running the mobile version right now, it seems that on the left side of the screen you have some kind of menu with several buttons |
17:16 |
swift110 |
LOL |
17:16 |
PureTryOut[m] |
it is used to open the inventory for example, that could be used for mods as well |
17:16 |
sfan5 |
yeah then that menu will end up with 200 buttons due to modders |
17:16 |
sfan5 |
but generally: someone has to write the code for features |
17:16 |
PureTryOut[m] |
it wouldn't be that bad ;) |
17:16 |
sfan5 |
and nobody wants too |
17:17 |
PureTryOut[m] |
well that I understand haha |
17:17 |
Hijiri |
you could have a pull-out menu with buttons |
17:17 |
Hijiri |
I don't want to touch android stuff though |
17:17 |
sfan5 |
Hijiri: that's how it work on android rn |
17:17 |
sfan5 |
*works |
17:17 |
Hijiri |
oh |
17:17 |
Hijiri |
maybe a separate menu for mod buttons so they don't make the ordinary ones unfindable? |
17:18 |
PureTryOut[m] |
how do you even place a block on Android? it doesn't seem to work for me... |
17:18 |
PureTryOut[m] |
^ what Hijiri said |
17:18 |
kaeza |
that's what the inventory is for |
17:18 |
Hijiri |
Are PRs adding controls obligated to do it for both the desktop and mobile versions? |
17:18 |
kaeza |
see for example, UI |
17:18 |
kaeza |
also, Greetings |
17:18 |
Hijiri |
kaeza: I'd like to be able to not fill up the inventory |
17:19 |
Hijiri |
oh |
17:19 |
Hijiri |
you mean the formspec |
17:19 |
Hijiri |
in that case I'd like to be able to move while pressing buttons |
17:19 |
Hijiri |
for e.g. spells |
17:20 |
PureTryOut[m] |
ooh Minetest does have a 3rd person mode, damn |
17:20 |
Hijiri |
though maybe there is some way to force spell selection + casting into one item, which would make it not too bad |
17:20 |
PureTryOut[m] |
I had to run the Android version to figure that out lol |
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17:20 |
Hijiri |
shift + left click to move selection left, shift + right click to move selection right, and click to cast, or something like that |
17:20 |
PureTryOut[m] |
ooh... it's F7 on PC |
17:20 |
Hijiri |
if my "glue controls stuff onto interact packets" PR gets in, that would work fine |
17:21 |
Hijiri |
I think when I was considering it before, I was worried about lag in the controls info |
17:21 |
Hijiri |
There is a mod idea that wouldn't really work well without custom keys though |
17:21 |
PureTryOut[m] |
Hijiri: ooh you were working on control presses listeners? |
17:21 |
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17:22 |
Hijiri |
PureTryOut[m]: not really |
17:22 |
Hijiri |
I just made a PR making sure that the get_player_controls() stuff, get_look_dir() etc. are updated when the item callbacks are called |
17:22 |
PureTryOut[m] |
aah yeah ok |
17:22 |
Hijiri |
currently if you hold shift and press very quickly it might not register because control info is sent at intervals, not as asoon as things change |
17:23 |
Hijiri |
anyway, the mod idea is some spellcrafting thing, except you do it spontaneously on the spot by reciting symbols |
17:23 |
PureTryOut[m] |
aah cool |
17:23 |
Hijiri |
I was thinking there would be five symbols (classical chinese elements) |
17:24 |
Hijiri |
So I ran into the problem of how do you make it nice to select them |
17:24 |
PureTryOut[m] |
I was going for something more simple: if the player is in creative mode and he presses the middle mouse button, put the block that he is looking at in the players inventory (wield it) |
17:25 |
whitephoenix |
would be easy if there was a way to get middle mouse |
17:26 |
Hijiri |
for the elements thing though I was thinking that a very simple gesture system (up for fire, stay still for dirt, etc.) might be a nice solution that doesn't require a bunch of buttons |
17:26 |
Hijiri |
and you click between each symbol |
17:26 |
Hijiri |
The problem I see with that is that if you go up too far, you might run out of space to recite fire symbols |
17:27 |
Hijiri |
maybe that can be considered a feature |
17:27 |
Hijiri |
but it feels asymmetric since you don't have the same issue with left and right |
17:27 |
PureTryOut[m] |
whitephoenix: well I would have to listen for it somehow, as I would need to run code only when that button is pressed |
17:28 |
Hijiri |
I think I remember some post about doing the middle-click copy thing in the engine |
17:28 |
PureTryOut[m] |
hmm... imo all that kind of stuff should be done by mods, if they're going for the full "everything is a mod" thing anyway |
17:29 |
PureTryOut[m] |
maybe in the default creative mod sure, but in a mod |
17:29 |
PureTryOut[m] |
anyways didn't Minetest support controllers now? how would I test this? |
17:29 |
Hijiri |
plug a controller in? |
17:29 |
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17:29 |
Hijiri |
and maybe set keybinds |
17:29 |
PureTryOut[m] |
well I figured that part out ;) |
17:29 |
PureTryOut[m] |
nothing happens though |
17:30 |
garywhite |
So you could use, say, an Xbox 360 controller with MT? |
17:30 |
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17:30 |
PureTryOut[m] |
yeah I believe so |
17:30 |
PureTryOut[m] |
in my case this would be either a DS4 or DS3 controller, but shouldn't matter. I thought I saw something on it being supported now? |
17:30 |
Amadin |
Plaease help, how get time from here http://pastebin.com/1DYV4zBV |
17:32 |
kaeza |
Amadin, is that in your mod? if so, you could make the value of `time` into a local, and use that |
17:33 |
kaeza |
if not, see if the potions mod or whatever that is registers its definitions in some public table |
17:33 |
Amadin |
i meat time in table |
17:36 |
Amadin |
now it use time but this is another time from lottpotion.register_potion string (100) but i need time from types (type 1 or type 2) |
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17:37 |
Amadin |
mod use time here http://pastebin.com/Ww0qwzY7 if this help |
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17:39 |
Amadin |
is types a table ? |
17:40 |
Amadin |
it seems 2 tables in one table |
17:44 |
Amadin |
i not programmer but this is last step before mod release |
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17:52 |
Hijiri |
Amadin: yeah, looks like a table with some tables in it |
17:52 |
Hijiri |
if you have some_table = { a, b, c}, that becomes a table where some_table[1] = a. some_table[2] = b, some_table[3] = c |
17:52 |
Hijiri |
so there types[1] would give you the first thing, and types[2] would give you the second thing |
17:53 |
Out`Of`Control |
now my server eats 4.5 gigs ram |
17:53 |
Hijiri |
so you might be able to omit the type = 1, type = 2 thing inside the type definitions themselves, since you already have the type number from the key |
17:55 |
Amadin |
can you write example for get time from table in my code up |
17:55 |
Amadin |
? |
18:06 |
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18:06 |
Amadin |
i try minetest.chat_send_all(types[1]) and minetest.chat_send_all(types[time]) it crash because nil value |
18:07 |
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18:08 |
Amadin |
after using potion |
18:08 |
Hijiri |
Amadin: types isn't a global table, it's part of the potion definition |
18:08 |
Amadin |
local minetest.chat_send_all(types[1]) ? |
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18:08 |
Hijiri |
Amadin: no |
18:08 |
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18:09 |
Hijiri |
if you have a potion definition "def", you can do def.types to get the table that contains the types |
18:09 |
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18:10 |
Hijiri |
Amadin: can you post the code around where minetest.after is called |
18:10 |
Hijiri |
you probably have the potion definition there somewhere |
18:10 |
Amadin |
yes |
18:13 |
Amadin |
http://pastebin.com/C2MMe6qm 178 line |
18:13 |
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18:17 |
Hijiri |
Amadin: your end goal is to print out the time? |
18:18 |
Hijiri |
oh, type is passed as a parameter |
18:18 |
Hijiri |
you probably do type.time |
18:18 |
Hijiri |
type[time] is not the same as type.time |
18:18 |
Hijiri |
type.time means type["time"] |
18:18 |
Amadin |
ok i will try now |
18:19 |
Hijiri |
type[time] means get the value of the variable called "time", and use it to index into type |
18:19 |
Hijiri |
if time is nil then that will give an error, I think |
18:19 |
Hijiri |
though maybe not |
18:19 |
Hijiri |
Also "type" is a bad choice for variable name, since it shadows the global function named "type" |
18:20 |
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18:21 |
Hijiri |
Amadin: brb for 20 mins or so |
18:21 |
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18:22 |
Amadin |
ok |
18:38 |
Hijiri |
Amadin: back |
18:40 |
Hijiri |
Amadin: did it work? |
18:40 |
Hijiri |
I have to leave in about 30 mins also btw |
18:40 |
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18:45 |
Amadin |
i replaced time by type.time in minetest.after - still nill value |
18:45 |
xordspar0_ |
Why is water as thick as molasses in Minetest? |
18:45 |
Amadin |
I do not fully understand how it works |
18:46 |
Amadin |
i mean mod |
18:48 |
Hijiri |
oh, type is the name of the type |
18:48 |
Hijiri |
hmm |
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18:54 |
Amadin |
def.time also get nil |
18:55 |
Hijiri |
Amadin: I just noticed, the first parameter of grant is time already |
18:56 |
Hijiri |
why not get it from there? |
18:57 |
Amadin |
this time get 100 but i need get 10 |
18:59 |
Amadin |
lottpotion.register_potion have time too it value 100 but i need time value from table |
18:59 |
Hijiri |
why do you want a different time than the one being used for the effect? |
19:00 |
Amadin |
because i work under potions mod similar minecraft |
19:00 |
Hijiri |
I mean in the grant function |
19:00 |
Hijiri |
I don't understand why you would want to use a completely different time there |
19:01 |
Amadin |
i need different time for Swiftness (speed) potion 1lvl and 2lvl |
19:01 |
Hijiri |
the grant function is not the place to do that |
19:01 |
Hijiri |
you would do that in the potion definition you register |
19:01 |
whitephoenix |
player_physics? |
19:02 |
Amadin |
can you tell me where i must do this? |
19:02 |
Hijiri |
line 283, I'm guessing |
19:02 |
Hijiri |
also it looks like it already has different levels of duration? |
19:04 |
Amadin |
line 283 have one time for all speed potions, but i need different time for speed potions and the identical speed |
19:04 |
Hijiri |
it has time 10 for type 1 speed potinos and time 100 for type 2 speed potions |
19:05 |
Amadin |
yes but in game time is 100 for all speed potions, for 1 and for 2 |
19:05 |
Hijiri |
wait, is the time key already used by the mod, or is that something you added on? |
19:05 |
Amadin |
time from type 1 and 2 not work now |
19:06 |
Hijiri |
as in, does the mod already check for the time field |
19:06 |
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19:06 |
Amadin |
this code i don't edit, only added decoration |
19:07 |
Hijiri |
ok, I think I see how this works |
19:08 |
Hijiri |
on line 220 change "time" to "sdata.time or time" |
19:08 |
Hijiri |
this will make it use the time from the definition if it exists, or else defaults to the one passed into register potion |
19:08 |
Amadin |
will try now |
19:12 |
Amadin |
ahahah it works!!!!! |
19:12 |
Hijiri |
yay |
19:12 |
Amadin |
thank you!!!!!! |
19:12 |
Hijiri |
the problem is that the original mod was not designed for potions with different times in different types |
19:13 |
Hijiri |
any I have to go now, glad it worked |
19:13 |
Amadin |
good buy |
19:14 |
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19:16 |
Jacob_Lavoie |
I am trying to install world edit on my linux minetest server, i can not get it to work. I have added load_mod_<modnamehere> to world.mt, i have the mod's folder in the mod directory located at /minetest/mods |
19:20 |
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19:20 |
whitephoenix |
load_mod_worldedit or whatever is set to true? |
19:21 |
whitephoenix |
check the folder name too, its gotta match the mod name |
19:21 |
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19:23 |
kaeza |
Jacob_Lavoie, WE is a modpack, that is, a collection of mods. you must enable each mod separately |
19:23 |
Jacob_Lavoie |
whitephoenix, yes and what is the mod name? (WorldEdit or worldedit or minetest-worldedit-1.0)? |
19:23 |
whitephoenix |
should be worldedit |
19:23 |
whitephoenix |
the folder that is |
19:23 |
whitephoenix |
probably |
19:24 |
Jacob_Lavoie |
so i need to mv the folder (rename) to worldedit? |
19:24 |
whitephoenix |
yeah |
19:25 |
Jacob_Lavoie |
and instead of load_mod_Minetest-WorldEdit-1.0 = true it would be load_mod_worldedit = true |
19:25 |
whitephoenix |
yep |
19:29 |
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19:36 |
kaeza |
https://forum.minetest.net/viewtopic.php?f=3&t=15784 |
19:41 |
whitephoenix |
notavirus.exe |
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20:08 |
PureTryOut[m] |
damn it seems that the discussion about passing key presses to mods has been going for a long time |
20:11 |
Hijiri |
it's controversial and would probably require significant effort |
20:11 |
Hijiri |
so I don't think anyone wants to work on something that has a good chance of not being accepted |
20:12 |
PureTryOut[m] |
I guess... |
20:12 |
PureTryOut[m] |
a shame... |
20:18 |
PureTryOut[m] |
anyways it seems initial gamepad support is indeed in there https://github.com/minetest/minetest/blob/master/src/client/joystick_controller.cpp |
20:18 |
PureTryOut[m] |
now how to test it... |
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