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IRC log for #minetest, 2017-06-19

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00:11 kaeza :<
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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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01:54 Joel___ anyone
01:57 bigfoot547 Hi
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02:24 Joel___ bigfoor
02:24 Joel___ bigfoot547:
02:25 bigfoot547 Yes
02:25 Joel___ do u know how to set up vehicle mash mod?
02:26 Joel___ bigfoot547:
02:26 bigfoot547 I don't know
02:26 bigfoot547 Please ask the mod creator
02:26 bigfoot547 Sorry :(
02:27 Joel___ :( ok
02:29 bigfoot547 I bet the mod creator is no this channel now, Joel___
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)
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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
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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?
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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)
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13:15 Fixer spam https://forum.minetest.net/viewtopic.php?f=3&amp;t=17926
13:15 Fixer and another one https://forum.minetest.net/viewtopic.php?f=3&amp;t=17925
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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)
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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
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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
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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)
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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
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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&amp;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?
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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)
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15:46 Billr Billre
15:46 Billr er .. lol
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15:46 Billr dagnabit ..
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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 ?
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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?
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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
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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
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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?
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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.
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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?
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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
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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
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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?
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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
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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?
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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?
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17:39 TestyRabbit im looking into log.cpp right now
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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.
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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
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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
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19:51 kaeza post_effect_color I think
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21:56 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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22:39 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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22:44 TestyRabbit awesome lol
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