Time |
Nick |
Message |
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01:02 |
redblade |
hi |
01:03 |
redblade |
i just installed the firearms mod and it is crashing |
01:03 |
redblade |
i dont know if that's the mod everyone uses |
01:03 |
redblade |
or if it's unmaintianed |
01:03 |
redblade |
but i get a crash |
01:04 |
thePalindrome |
Do you happen to have a stacktrace? |
01:05 |
redblade |
yes |
01:05 |
redblade |
ERROR[Main]: ModError: Failed to load and run script from.../games/minetest_game/mods/firearms/firearmslib/init.lua: |
01:05 |
redblade |
ERROR[Main]: bad argument #2 to '?' (string expected, got function) |
01:06 |
redblade |
ERROR[Main]: stack traceback: |
01:06 |
redblade |
ERROR[Main]: [builtin#109]: at 0x7f33983ad830 |
01:06 |
redblade |
ERROR[Main]: [C]: in function 'open' |
01:06 |
redblade |
2016-11-01 01:00:59: ERROR[Main]: ...inetest_game/mods/firearms/firearmslib/pureluaentity.lua:149: in function 'load' |
01:07 |
redblade |
ERROR[Main]: ...inetest_game/mods/firearms/firearmslib/pureluaentity.lua:190: in main chunk |
01:07 |
thePalindrome |
Do you have a url? |
01:07 |
redblade |
ERROR[Main]: [C]: in function 'dofile' |
01:07 |
redblade |
ERROR[Main]: ..../games/minetest_game/mods/firearms/firearmslib/init.lua:21: in main chunk |
01:07 |
redblade |
for what, the mod? |
01:07 |
redblade |
https://forum.minetest.net/viewtopic.php?f=11&t=4562&hilit=guns |
01:07 |
redblade |
or a pastebin |
01:07 |
redblade |
that was everything |
01:08 |
redblade |
i tried making an exception for firearms in minetest.conf's secure but didnt work |
01:11 |
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01:11 |
thePalindrome |
hmm... I'm looking at it |
01:11 |
redblade |
you are kaeza thePalindrome |
01:11 |
redblade |
? |
01:11 |
thePalindrome |
? |
01:11 |
thePalindrome |
oh no lol |
01:12 |
thePalindrome |
Worst case scenario I'll fork it and send you an updated version |
01:12 |
redblade |
i'm not interested in patching minetest for the zoom feature |
01:13 |
thePalindrome |
? |
01:13 |
redblade |
the mod includes an optional patch to the minetest code for zooming |
01:13 |
redblade |
i'm not interested plus the code is older |
01:13 |
redblade |
than the current dev code i'm using |
01:13 |
thePalindrome |
Ah yeah |
01:14 |
thePalindrome |
That doesn't seem to be the issue though :shrug: |
01:15 |
thePalindrome |
In your world folder, does a file named ple.list exist? |
01:15 |
redblade |
no |
01:15 |
redblade |
i just added the mod now |
01:16 |
redblade |
should i turn off secure maybe? |
01:16 |
redblade |
i tried making firearms and firearmslib trusted_mods but it didnt matter |
01:16 |
thePalindrome |
secure shouldn't matter, and 99% of the time can cause more issues |
01:16 |
thePalindrome |
trusted_mods won't affect io like this |
01:16 |
redblade |
so what's ple.list? |
01:17 |
redblade |
i never heard of it |
01:17 |
thePalindrome |
It's a file added by the mod, it's trying to read it, but the error handling code isn't ok with it |
01:17 |
thePalindrome |
hmmm, lemme check one last thing |
01:18 |
redblade |
just to note, my creative server is no damage. i'm just adding it for fun and because someone else requested it |
01:21 |
redblade |
should i make it damage & pvp the first time? |
01:21 |
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01:22 |
redblade |
and then put it back? |
01:22 |
thePalindrome |
That's not the issue here, but I can't tell what is |
01:23 |
redblade |
i'll try this mod then, newer? https://forum.minetest.net/viewtopic.php?f=9&t=15173&hilit=guns |
01:25 |
thePalindrome |
It *is* newer, but could be a bit harder to maintain |
01:25 |
redblade |
true, it's not on github |
01:27 |
thePalindrome |
If you could edit firearmslib/pureluaentity.lua in the mod |
01:27 |
thePalindrome |
Line 149 |
01:28 |
thePalindrome |
Change 'io.open(DB_FILE)' to 'io.open(DB_FILE, "r")' |
01:28 |
thePalindrome |
- minus the single quotes |
01:28 |
redblade |
too late, i've installed the other better one :) |
01:29 |
redblade |
see how the newer mod works |
01:29 |
thePalindrome |
lol ok |
01:29 |
thePalindrome |
And hey, if the other one doesn't work, PM me, my bouncer will notify me |
01:30 |
thePalindrome |
Also if that other mod doesn't let you use right click :P |
01:34 |
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01:35 |
kaeza |
redblade, disable firearms_explosive |
01:35 |
kaeza |
or however that was called |
01:36 |
kaeza |
also, Greetings |
01:37 |
redblade |
hi |
01:37 |
redblade |
what's firearms_explosive? |
01:38 |
redblade |
i know i found a better mod with more weapons, but interested anyway |
01:38 |
kaeza |
firearms_destructive |
01:47 |
redblade |
no i mean, what does firearms_explosive do |
01:51 |
thePalindrome |
Haye kaeza you think we'll *ever* get a second season of P&S? |
01:58 |
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02:47 |
Hijiri |
panty and stocking? |
02:51 |
thePalindrome |
Yup |
02:52 |
redblade |
i gotta go, thanks palindrome, later |
03:18 |
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04:53 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Add version API 7607b0a https://git.io/vXYlg (2016-10-31T21:53:00-07:00) |
05:51 |
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07:11 |
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07:25 |
agaran |
good morning |
08:11 |
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09:32 |
JamesTait |
Good morning all! Happy Tuesday, and happy Extra Mile Day! 😃 |
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11:22 |
PureTryOut[m] |
whatever that means lol. good morning |
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14:43 |
Leoneof` |
hi |
14:43 |
Leoneof` |
why i am here? |
14:57 |
swift110 |
hey Leoneof` |
14:58 |
Leoneof` |
hi swift110 |
14:58 |
Leoneof` |
it's boring |
15:11 |
Fixer |
https://i.imgur.com/2AJ8qZk.png trapdoor hell |
15:15 |
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15:18 |
swift110 |
whats boring |
15:20 |
Leoneof` |
swift110: linux games |
15:25 |
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15:25 |
hoodedice |
!seen rubenwardy |
15:25 |
MinetestBot |
hoodedice: rubenwardy was last seen at 2016-10-30 22:41:27 UTC on #minetest |
15:29 |
swift110 |
ues |
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18:02 |
hoodedice |
!seen rubenwardy |
18:02 |
MinetestBot |
hoodedice: rubenwardy was last seen at 2016-10-30 22:41:27 UTC on #minetest |
18:02 |
hoodedice |
dam son |
18:02 |
Calinou |
hi hoodedice! |
18:03 |
Krock |
o/ hoodedice |
18:03 |
hoodedice |
Hello people |
18:03 |
hoodedice |
I will be back here more often once I've dealt with this semester |
18:06 |
Calinou |
hoodedice: https://godotengine.org/article/godots-new-renderer-progress-report-1 |
18:06 |
Calinou |
new rendering engine in Godot being worked on! |
18:06 |
Calinou |
also check out the asset library! http://godotengine.org/asset-library/asset |
18:06 |
hoodedice |
I'll check those out |
18:07 |
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18:08 |
jomat |
Seems !seen is the new SUMMON %) |
18:08 |
Krock |
!seen devil |
18:08 |
MinetestBot |
Krock: Sorry, I haven't seen devil around. |
18:08 |
Krock |
aw shit |
18:08 |
jomat |
https://en.wikipedia.org/wiki/List_of_Internet_Relay_Chat_commands#SUMMON ;-) |
18:10 |
Krock |
Godot? https://toggl.com/programming-princess |
18:10 |
Krock |
nuff' said |
18:10 |
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18:10 |
hoodedice |
!seen Seen |
18:10 |
MinetestBot |
hoodedice: Sorry, I haven't seen seen around. |
18:11 |
hoodedice |
!seen Sean Murray |
18:11 |
MinetestBot |
hoodedice: Sorry, I haven't seen sean around. |
18:11 |
Krock |
I knew I've already seen his name somewhere |
18:12 |
Krock |
McGee |
18:14 |
hoodedice |
Calinou, what is 3d support like in Godot? |
18:14 |
Calinou |
hoodedice: not really worth a look right now; PS3-era at best |
18:14 |
hoodedice |
still better than No Man's Sky /s |
18:15 |
Calinou |
3.0 will make it as good as Unreal Engine 4, better in some points even :) |
18:15 |
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18:16 |
swift110 |
hey all |
18:16 |
hoodedice |
!seen all |
18:16 |
MinetestBot |
hoodedice: Sorry, I haven't seen all around. |
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18:56 |
red-001 |
restart |
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19:11 |
Amadin |
Hi all. Can anybody explain why i get one "nv_time" value for both nodes in function "on_use"? String 29 http://pastebin.com/yndqB8nB |
19:14 |
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19:40 |
transhuman |
does minetest separate the client and server component like minecraft or is it all in one? |
19:41 |
Amadin |
separate |
19:41 |
Amadin |
but also server are in client too |
19:41 |
PureTryOut[m] |
transhuman: separate, but even more then Minecraft does it. mods currently run entirely server-side |
19:42 |
PureTryOut[m] |
what Amadin means that even if you play singleplayer, you're in fact connected to a server, al be it a local one. |
19:42 |
PureTryOut[m] |
*means is that |
19:43 |
PureTryOut[m] |
there is however a pull request in the works which will allow some client-side scripting as well |
19:43 |
transhuman |
can I physically separate these two components over a large distance seems like what i downloaded is an all in one package |
19:43 |
Amadin |
client-side scripting may be used for cheats |
19:44 |
transhuman |
I was lazy and was using a docker container |
19:44 |
PureTryOut[m] |
transhuman: well yeah obviously, you can run the server somewhere else |
19:44 |
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19:44 |
PureTryOut[m] |
it'll be a regular multiplayer session then |
19:45 |
transhuman |
ok apparently the docker container is only an all in one which doesnt help what I am trying to do but my other software only works with docker containers. So I am not sure where that leaves me...guess I will have to think about building my own containers |
19:46 |
PureTryOut[m] |
why can't you just run the server from the package? |
19:46 |
transhuman |
cause the other software I am using works with ports and ip's and things put out by docker |
19:46 |
transhuman |
its complicated |
19:47 |
xunto |
>(10:43:32 PM) Amadin: client-side scripting may be used for cheats |
19:47 |
xunto |
client's open source may be used for cheats |
19:47 |
xunto |
[/sarcasm] |
19:47 |
Amadin |
Can anybody explain why i get one value of time for both nodes in function "on_use"? String 29 http://pastebin.com/yndqB8nB |
19:47 |
transhuman |
isn't the whole thing client and server opensource |
19:47 |
PureTryOut[m] |
yes it is |
19:48 |
PureTryOut[m] |
in fact, it's free software |
19:48 |
PureTryOut[m] |
it's LGPL2 licensed |
19:48 |
xunto |
transhuman: yeah, so anyone can cheat by changing it! |
19:49 |
PureTryOut[m] |
(he means the argument that client-side scripting enabling cheats is a joke) |
19:49 |
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19:49 |
Amadin |
yes |
19:49 |
Krock |
change one line and you can fly, noclip and use fast in any word |
19:50 |
Krock |
*world |
19:50 |
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19:50 |
Krock |
cheating is really easy |
19:50 |
Amadin |
and that's all cheats |
19:50 |
Amadin |
and this can be detected on server side |
19:50 |
PureTryOut[m] |
Krock: how would you do that though? Asking for a friend... |
19:51 |
PureTryOut[m] |
(note, I do not want to know it ;) |
19:51 |
Krock |
client.h function checkPrivilege -> return true; |
19:52 |
PureTryOut[m] |
wait that's a client thing...? |
19:52 |
PureTryOut[m] |
why the hell... |
19:52 |
Krock |
it skips the checks for the privileges you have |
19:53 |
PureTryOut[m] |
why is that a client-side thing though? the server has to check if a player has privileges, not the client... |
19:55 |
Krock |
yes but the server has no control about the effective used speed of clients, except of the not-really-working anticheat function |
19:59 |
PureTryOut[m] |
isn't the fast moving a thing done by a mod? it should be... |
19:59 |
PureTryOut[m] |
maybe that causes too much network issues... idk |
20:15 |
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20:26 |
red-001 |
didn't a core dev start implementing a new version of anticheat? |
20:27 |
SpawnBug0-0-0 |
kindaaa |
20:27 |
SpawnBug0-0-0 |
^_> |
20:27 |
SpawnBug0-0-0 |
it went as usual |
20:28 |
Amadin |
Can anybody explain why i get one value of time for both nodes in cycle for register_node in function "on_use"? String 29 http://pastebin.com/yndqB8nB |
20:30 |
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20:30 |
sfan5 |
Amadin: because nv_time is global |
20:31 |
sfan5 |
or rather |
20:31 |
sfan5 |
on_use refers to the nv_time you declare at the top |
20:31 |
sfan5 |
and it's set to 20 after the second run |
20:33 |
Amadin |
i thought about set 20 after second run this but how fix this? |
20:34 |
Amadin |
node name description set fine, only on_use work incorrect |
20:36 |
sfan5 |
Amadin: that is because the .. and stuff creates a brand new string |
20:39 |
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20:40 |
Amadin |
:( i not undestand, invisibility potion with same algoritm work fine |
20:43 |
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20:43 |
Amadin |
i go sleep, bye |
20:43 |
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23:08 |
BugSelekta |
https://www.youtube.com/watch?v=bPHcm0qalAQ |
23:11 |
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23:11 |
red-001 |
it !title |
23:11 |
red-001 |
!title |
23:11 |
MinetestBot |
red-001: UK Garage - 187 Lockdown - Gunman (Original Mix) - YouTube |
23:16 |
red-001 |
made a mod https://forum.minetest.net/viewtopic.php?f=9&t=15821 |
23:19 |
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23:19 |
thePalindrome |
!title |
23:19 |
MinetestBot |
thePalindrome: [Mod] Duel [duel] - Minetest Forums |
23:19 |
thePalindrome |
Huh |
23:20 |
thePalindrome |
I should be working on my mod, but meh |
23:20 |
red-001 |
what is your mod? |
23:21 |
thePalindrome |
An unreleased dark magic mod :P |
23:22 |
red-001 |
sounds intersting, how far is it in dev? |
23:22 |
thePalindrome |
I started for the other voxel game, but once 1.8 hit I realized it'd never work |
23:22 |
thePalindrome |
Um... :shrug: |
23:22 |
thePalindrome |
Working on design stuff for now |
23:23 |
thePalindrome |
A big problem is figuring out what kinds of engine hooks I'd need |
23:24 |
thePalindrome |
Since custom guis (ala thaumcraft) aren't possible yet :P |
23:24 |
thePalindrome |
I've also got a friend making a victorian-style steam machinery mod |
23:26 |
red-001 |
custom guis? |
23:27 |
thePalindrome |
Yeah, formspecs aren't quite there yet |
23:27 |
thePalindrome |
Oh yeah, I'm also making an ambience mod. A friend of mine made a bunch of tracks |
23:27 |
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23:27 |
kuba |
dobry |
23:27 |
thePalindrome |
https://github.com/thePalindrome/ambience |
23:27 |
red-001 |
cool |
23:28 |
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23:28 |
kuba |
guten tag! |
23:28 |
red-001 |
guten abend! |
23:30 |
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23:30 |
red-001 |
rubenwardy you can use https://github.com/NightNord/ljd to decomplie lua jit bytecode |
23:31 |
rubenwardy |
ah, was the problem that I was trying to decompile it as plain lua? |
23:32 |
red-001 |
yeah JIT uses a diffrent format |
23:34 |
BugSelekta |
FreeDOS 1.2 RC1 Released /holy shit |
23:34 |
thePalindrome |
? |
23:34 |
thunder |
they still working on it :) |
23:34 |
BugSelekta |
ofc |
23:34 |
BugSelekta |
preparing release for entire year |
23:35 |
thunder |
working slowly :) |
23:36 |
BugSelekta |
i'm exciting about it |
23:37 |
thunder |
why? this is DOS |
23:38 |
thePalindrome |
It makes a neat toy |
23:38 |
BugSelekta |
DOS lives |
23:38 |
BugSelekta |
thats why i'm excitedx |
23:38 |
rubenwardy |
would you say it's bad practice to store player user data across callbacks? I tend to avoid doing so as accessing a player object after they've left causes segfaults so it's just safer (although it may be fine if you delete properly) |
23:39 |
rubenwardy |
for example, storing a minetest.get_player_by_name in an array in your mod's global variable |
23:39 |
thePalindrome |
I'd consider that par for the course rubenwardy |
23:39 |
rubenwardy |
is that agreement or saying storing player data is normal? |
23:40 |
BugSelekta |
OpenIndiana 2016.10 release |
23:40 |
BugSelekta |
New Minoca OS |
23:40 |
BugSelekta |
jeez |
23:40 |
BugSelekta |
its like new OS every day |
23:40 |
thePalindrome |
Storing minetest.get_player_by_name in a global variable |
23:40 |
thePalindrome |
That way you can do things even if the player isn't connected |
23:40 |
thePalindrome |
Well, unless your mod *only* does things to connected players :P |
23:41 |
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23:41 |
rubenwardy |
I don't think that works - last time I tried it crashed minetest |
23:42 |
thePalindrome |
Sorry, I phrased it weirdly |
23:42 |
thePalindrome |
I keep track of each player name as they connect, and store *that* as the key to a map |
23:44 |
rubenwardy |
I see |
23:44 |
thePalindrome |
ymmv depending on your mod's needs |
23:44 |
rubenwardy |
I'm reviewing a PR |
23:44 |
rubenwardy |
https://github.com/minetest-mods/smartfs/pull/12 |
23:46 |
thePalindrome |
Anything you feel needs closer inspection? |
23:46 |
red-001 |
thats one confusing name |
23:47 |
red-001 |
though it was some sort of filesystem |
23:47 |
thePalindrome |
yup :P |
23:47 |
rubenwardy |
sorry |
23:47 |
rubenwardy |
possibly too late to rename |
23:47 |
rubenwardy |
any cool ideas for names though? |
23:48 |
rubenwardy |
formspeckit |
23:48 |
red-001 |
smart_form ? |
23:48 |
rubenwardy |
no, that's like the builtin thing to make tabs |
23:48 |
rubenwardy |
I guess smart_forms or smart_formspecs is good |
23:48 |
thePalindrome |
Is this going to be a "core" mod? |
23:48 |
red-001 |
formspec_gen |
23:48 |
rubenwardy |
I doubt it will be |
23:49 |
thePalindrome |
Then perhaps forms_plus |
23:52 |
red-001 |
is the client sided scripting pr likly to be mergrd anytime soon? |
23:52 |
thePalindrome |
There's a client scripting pr going on? Neat! |
23:52 |
rubenwardy |
I doubt it tbh |
23:52 |
thePalindrome |
Shall I poke at it? |
23:52 |
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23:53 |
* red-001 |
might have gotten client sided chatcommands to work |
23:54 |
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23:55 |
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23:56 |
thePalindrome |
Man, I forgot how weird formspecs were |
23:56 |
red-001 |
night |
23:57 |
rubenwardy |
formspecs are fucked |
23:57 |
rubenwardy |
it's not even the format, it's the whole layouting design |
23:57 |
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23:59 |
thePalindrome |
The callback system is really whack too |
23:59 |
thePalindrome |
'If a player uses ESC to exit a formspec, this will return {["quit"] = "true"}. ' |