Time |
Nick |
Message |
00:11 |
kaeza |
:< |
00:13 |
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01:24 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgv7: Do not limit river generation if no floatlands 0c429bd https://git.io/vHjrs (2017-06-19T01:20:14Z) |
01:24 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust' ea4d407 https://git.io/vHjrG (2017-06-19T01:20:04Z) |
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Joel___ |
anyone |
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02:24 |
Joel___ |
bigfoor |
02:24 |
Joel___ |
bigfoot547: |
02:25 |
Joel___ |
do u know how to set up vehicle mash mod? |
02:26 |
Joel___ |
bigfoot547: |
02:27 |
Joel___ |
:( ok |
02:31 |
Joel___ |
oh |
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04:55 |
Hijiri |
sfan5: oh, didn't know |
04:55 |
Hijiri |
that's weird, I feel like it shouldn't return nil then |
04:58 |
Hijiri |
the manual says it returns empty string on end of file |
04:59 |
Hijiri |
sfan5: I'm trying read with *a and it's returning empty string, not nil |
05:02 |
Hijiri |
https://pastebin.com/Bf4QNYNA (I get the same behavior in luajit) |
05:02 |
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09:03 |
sfan5 |
Hijiri: it did the same for me on lua 5.3 and luajit but not in lua 5.2 |
09:25 |
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10:30 |
IhrFussel |
rubenwardy, I'm using your Node Box Editor, it's really nice =) ... but in the console I see This shouldn't happen! (X|Y|Z) errors...are those critical? |
10:31 |
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12:12 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Verify HudSetParams input when hotbar textures are set (#6013) 4dcc598 https://git.io/vQeZO (2017-06-19T12:10:30Z) |
12:37 |
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13:15 |
Fixer |
spam https://forum.minetest.net/viewtopic.php?f=3&t=17926 |
13:15 |
Fixer |
and another one https://forum.minetest.net/viewtopic.php?f=3&t=17925 |
13:17 |
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13:22 |
MinetestBot |
[git] nerzhul -> minetest/minetest: hud.cpp: fix wrong indent in drawItem 53acc32 https://git.io/vQeB4 (2017-06-19T13:20:30Z) |
13:35 |
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13:35 |
Darkdog |
hiù |
13:35 |
Darkdog |
thi |
13:35 |
Darkdog |
hi |
13:35 |
Darkdog |
hello??????????????????????????? |
13:39 |
sfan5 |
hello |
13:40 |
Darkdog |
hi sfan5 |
13:40 |
Darkdog |
minetest? |
13:41 |
Darkdog |
hello??? |
13:41 |
Darkdog |
who can play minetest? |
13:41 |
Darkdog |
with me? |
13:42 |
Darkdog |
forever alone |
13:42 |
PureTryOut[m] |
Well that's useful |
13:44 |
MinetestBot |
[git] nerzhul -> minetest/minetest: hud.h: add missing false default state on use_hotbar_selected_image 071736b https://git.io/vQeu1 (2017-06-19T13:41:33Z) |
13:51 |
yusf[m] |
If stairs were made of mesh instead of nodeboxes, would water flood their empty parts? |
13:52 |
rafalcpp |
how can mine{test,craft} players not have patience |
13:52 |
rafalcpp |
they will never get diamonds or shit |
13:57 |
red-001 |
yusf[m], nope |
14:15 |
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14:32 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: find_nodes_in_area: Extend maximal count to U32_MAX (#5277) 6eb03c1 https://git.io/vQeoC (2017-06-19T14:30:26Z) |
14:37 |
DS-minetest |
!seen EDAKIRI |
14:37 |
MinetestBot |
DS-minetest: edakiri was last seen at 2017-06-17 19:31:06 UTC on #minetest |
14:41 |
DS-minetest |
!tell EDAKIRI something about the problem, you had with pipeworks injector (http://irc.minetest.ru/minetest/2017-06-15#i_4975045): https://github.com/minetest-mods/pipeworks/pull/187#issuecomment-309309639 |
14:41 |
MinetestBot |
DS-minetest: yeah, yeah |
14:42 |
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14:51 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Remove IrrlichtDevice unused pointer from ClientActiveObject class & … 4a78949 https://git.io/vQeip (2017-06-19T14:49:34Z) |
14:55 |
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14:58 |
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14:58 |
SantaCruce |
helo |
14:59 |
SantaCruce |
hello |
14:59 |
sfan5 |
hi |
14:59 |
SantaCruce |
how do i get into redcat creative irc channel |
15:02 |
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15:03 |
tumeninodes |
I am horrible with irc, have not used it in years. |
15:04 |
tumeninodes |
I am also horrible with LUA (aside from copy paste.) |
15:04 |
sfan5 |
SantaCruce: dunno, have you tried searching on their website? |
15:05 |
tumeninodes |
is anyone interested in helping with this please? https://forum.minetest.net/viewtopic.php?f=47&t=17902 |
15:06 |
red-001 |
!title |
15:06 |
MinetestBot |
red-001: Walking in water sound converter - Minetest Forums |
15:07 |
juhdanad |
So you would like to achieve that players in water always emit swim sound, right? |
15:08 |
tumeninodes |
correct, that is the basic idea |
15:08 |
tumeninodes |
rather than the sound of walking on sand, if sand is under water |
15:09 |
juhdanad |
I think it should be implemented in c++, not in Lua. Maybe the block the player is standing in should be checked, too. |
15:09 |
tumeninodes |
would probably makes more sense as well as more efficient than an abm |
15:09 |
SantaCruce |
does anyone know the name of the irc channel for redcat creative? |
15:10 |
juhdanad |
(And what if a player walks in a one-node thick layer of water?) |
15:10 |
juhdanad |
(I would not call that swimming) |
15:11 |
tumeninodes |
same effect. |
15:11 |
tumeninodes |
I believe I am looking to add the water footsteps sound |
15:11 |
tumeninodes |
which is the same for swimming oddly |
15:13 |
tumeninodes |
Actually, yes, this should only take effect in one node deep water tbh |
15:14 |
tumeninodes |
a splashy sound rather than the sound of sand or grass, etc. footsteps. yes? |
15:14 |
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15:18 |
juhdanad |
tumeninodes: this is the part you're looking for: https://github.com/minetest/minetest/blob/master/src/game.cpp#L3473 |
15:18 |
tumeninodes |
thank you juhdanad |
15:21 |
tumeninodes |
how the heck do I hang up this thing? :P |
15:21 |
juhdanad |
To debug? |
15:22 |
tumeninodes |
no, sorry. I was being goofy.. meaning how to hang up this phone (disconnect) |
15:22 |
tumeninodes |
have not used irc since circa 2007-2009 |
15:23 |
juhdanad |
I will try to implement this, however, I will also have to learn, so I don't know how fast it will be done. |
15:24 |
tumeninodes |
that is extemely nice of you, thank you. Not a rush it is not a critical bug, merely an annoyance |
15:25 |
tumeninodes |
I do not learn well these days. still trying with LUA, going is slow for me |
15:26 |
tumeninodes |
so c++ is out of range for this old goat |
15:26 |
juhdanad |
I learn the lives of scientists like Hamilton and Newton. |
15:28 |
tumeninodes |
Newton's law of universal gravitation works well on me..., frequently |
15:30 |
tumeninodes |
I have to go fall down now actually, it's a daily habit. |
15:31 |
tumeninodes |
thank you again. I will watch for this and if I might be helpful in any way please let me know |
15:31 |
juhdanad |
I'll write to the forum post. |
15:32 |
tumeninodes |
great, thank you again. good day (or night) |
15:32 |
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15:46 |
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15:46 |
Billr |
Billre |
15:46 |
Billr |
er .. lol |
15:46 |
Billr |
quit |
15:46 |
Billr |
dagnabit .. |
15:46 |
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15:49 |
Billre |
I have a question about command blocks .. who should I talk to? Jeija? |
15:49 |
Billre |
who's not here ... hmmm |
15:51 |
Billre |
Nore Novatux ? |
15:53 |
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15:56 |
DS-minetest |
Billre: mesecons commandblocks are simple |
16:03 |
Billre |
let's say I have 10 of them setting areas and it's possible for players to activate a few of them at the same time. Do they work in parallel or series? |
16:04 |
Billre |
so if, for instance one command block sets a WE area and another command block resets it just before the first one places nodes ... is that possible? |
16:05 |
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16:05 |
Billre |
or does the second command block wait for the first command block to finish? |
16:06 |
DS-minetest |
umm, i think, the first one first finishes |
16:09 |
Billre |
if they activate in series, then no problem, but if they can activate in parallel, then I would need a rather messy solution of multiple admin accounts and lockout logic circuits |
16:10 |
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16:11 |
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16:12 |
Billre |
or perhaps to use /lua to set a global variable .. hmmm |
16:12 |
red-001 |
or write a custom lua mod? |
16:12 |
red-001 |
that sounds easier that this stage |
16:13 |
Billre |
I'm not a mod writer though .. |
16:13 |
Billre |
and lua code is new to me |
16:14 |
Billre |
and what would that custom lua code do? |
16:15 |
Billre |
seems the only thing it could add would be a global variable, that if on would signify that a command block is active |
16:15 |
DS-minetest |
Billre: i think, there will be no problems. the commands seem to be executed after each other without any delay. look mesecons/mesecons_commandblock/init.lua:143 |
16:16 |
Billre |
local commands = resolve_commands(meta:get_string("commands"), pos) |
16:16 |
Billre |
what's that mean? |
16:16 |
Billre |
I see it but don't understand much lua |
16:18 |
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16:19 |
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16:19 |
Billre |
DS-minetest: local commands = resolve_commands(meta:get_string("commands"), pos) |
16:19 |
Brackston |
Billre, I believe I have the solution to our issue |
16:20 |
Billre |
I see it but don't understand that code |
16:20 |
Billre |
Hi Bro |
16:20 |
Brackston |
I explained it in the other channel |
16:20 |
DS-minetest |
yeah, but what after that comes |
16:21 |
DS-minetest |
the commands are simply executed in a for loop, no delay |
16:21 |
Billre |
ok, how does that work if multiple command blocks are sending commands at the same time? |
16:22 |
Billre |
does one lock out the other? |
16:22 |
Billre |
is the full code in a command block sent at once as one command? |
16:22 |
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16:27 |
Billre |
I guess the real question is if mulitiple command block init.lua codes can be run at the same time. |
16:27 |
DS-minetest |
multiple command blocks can't send commands at once |
16:28 |
juhdanad |
Why don't you try it out? Create two command blocks which write to your console, and activate them. |
16:30 |
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16:31 |
Billre |
it takes an almost instantaneous conflict. The chat box would be overwhelmed. |
16:33 |
Billre |
basically, it's like a clock cycle difference |
16:33 |
Billre |
not sure I can set a test for that |
16:34 |
Billre |
the chance for conflict is almost insignificant because of that and because the code for any one block is just a few lines ... |
16:35 |
Billre |
sound right? |
16:38 |
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16:49 |
juhdanad |
I think the Lua code is not parallel. The command blocks can not execute at the same time. |
16:50 |
sfan5 |
any kind of mod code is single threaded |
16:50 |
juhdanad |
*yet |
16:57 |
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17:13 |
Billre |
sfan5: but can there be multiple instances of mod code? |
17:14 |
Billre |
I think the question isn't in the mod code itself but if it's possible for several instances of the code to run at the same time |
17:14 |
Billre |
and theoretically cause a conflict |
17:15 |
Billre |
however, the chance seems to be so small as to be insignificant |
17:15 |
Krock |
Lua is single-threaded, thus we'd need ugly workarounds |
17:15 |
Krock |
if not a custom Lua version |
17:16 |
Billre |
so minetest game is single-threaded? |
17:16 |
Krock |
minetest_game, as the subgame, yes. |
17:16 |
Krock |
Minetest itself is single-core but uses multiple threads to spread the mapgen load |
17:17 |
Billre |
but only that? |
17:17 |
Krock |
there can be other uses for it but mapgen is the most important I believe |
17:17 |
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17:17 |
Krock |
oh, we also have a mesh update thread |
17:18 |
Billre |
not likely that there could be two or more threads of the command block mod? |
17:20 |
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17:22 |
TestyRabbit |
Is there a way to stop errors from being written to chat and only be shown in console? |
17:24 |
Krock |
TestyRabbit, AFAIK no. The irony is that the console window for 0.4.16 was disabled by default on Windows |
17:24 |
TestyRabbit |
Hmm. Okay, thanks Krock |
17:25 |
Krock |
so you've basically got the opposite of what you would like to do. I believe we have an issue on GitHub for that somewhere |
17:26 |
TestyRabbit |
Yeah. Well we are using 0.4.15 but every once in a while an error gets thrown and itll print to the client, but there is no reason for the client to see it in chat |
17:26 |
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17:26 |
TestyRabbit |
so the only reason we'd need it in console is for debugging purposes, where the chat window really doesn't need it at all |
17:28 |
Krock |
you could try setting the debug level to "none" |
17:28 |
Krock |
we have at least two issues into this direction: https://github.com/minetest/minetest/issues/3569 https://github.com/minetest/minetest/issues/5838 |
17:28 |
TestyRabbit |
Yeah i thought about that, then console doesn't get the messages either |
17:29 |
TestyRabbit |
okay cool |
17:29 |
TestyRabbit |
well maybe we do that for now |
17:29 |
Billre |
can that limit command block writing to chat? |
17:29 |
Krock |
Billre, are you talking about the mesecons command node? |
17:29 |
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17:30 |
Billre |
yes, I get every command that they do sent to my chat .. it's sort of irritating when they're all activating and my chat get's flooded |
17:30 |
Billre |
nice for debug, not so nice otherwise |
17:32 |
Krock |
you can't mute them without editing the Lua code to add a setting to turn this on and off |
17:38 |
red-001 |
TestyRabbit, log.cpp? |
17:39 |
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17:39 |
TestyRabbit |
im looking into log.cpp right now |
17:54 |
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18:11 |
TestyRabbit |
red-001, incase you're wondering. it appears if you comment out "g_logger.addOutputMasked(&stderr_output, err_mask);" in terminal_chat_console.cpp around line 119 then it stops the error from printing to the chat window. |
18:12 |
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18:12 |
red-001 |
ah I was wondering where it would be |
18:13 |
* red-001 |
notes it for later |
18:13 |
red-001 |
It might be intersting |
18:14 |
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18:18 |
TestyRabbit |
Yeah, the short tests i just ran says it worked. So im pretty sure it did, not 100% though |
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19:37 |
texmex |
What defines underwater opacity in Minetest? |
19:41 |
sfan5 |
some alpha value in the nodedef |
19:49 |
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19:51 |
kaeza |
post_effect_color I think |
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MinetestBot |
[git] Dumbeldor -> minetest/minetest: C++11 cleanup on constructors (#6000) 4a5e8ad https://git.io/vQvxm (2017-06-19T21:54:58Z) |
22:06 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix 2 warnings reported by GCC b32f36b https://git.io/vQvpa (2017-06-19T22:04:18Z) |
22:17 |
TestyRabbit |
red-001 i lied to you earlier lol. im still looking into it |
22:22 |
red-001 |
thats a long con |
22:23 |
red-001 |
what are you making anyway, if you can say? |
22:23 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix 1 more warning reported by GCC b2977e7 https://git.io/vQvju (2017-06-19T22:19:29Z) |
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TestyRabbit |
Well my company is using minetest instead of minecraft pi |
22:39 |
TestyRabbit |
And we just don't want errors like that getting printed to the game chat |
22:42 |
red-001 |
TestyRabbit, game.cpp:940 |
22:42 |
red-001 |
that is your target |
22:43 |
TestyRabbit |
YES |
22:43 |
TestyRabbit |
you found it |
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TestyRabbit |
awesome lol |
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