Time Nick Message 00:11 kaeza :< 01:24 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mgv7: Do not limit river generation if no floatlands 130c429bd https://git.io/vHjrs (152017-06-19T01:20:14Z) 01:24 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust' 13ea4d407 https://git.io/vHjrG (152017-06-19T01:20:04Z) 01:54 Joel___ anyone 01:57 bigfoot547 Hi 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 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) 09:03 sfan5 Hijiri: it did the same for me on lua 5.3 and luajit but not in lua 5.2 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? 12:12 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Verify HudSetParams input when hotbar textures are set (#6013) 134dcc598 https://git.io/vQeZO (152017-06-19T12:10:30Z) 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 13:22 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: hud.cpp: fix wrong indent in drawItem 1353acc32 https://git.io/vQeB4 (152017-06-19T13:20:30Z) 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 02[git] 04nerzhul -> 03minetest/minetest: hud.h: add missing false default state on use_hotbar_selected_image 13071736b https://git.io/vQeu1 (152017-06-19T13:41:33Z) 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 14:32 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: find_nodes_in_area: Extend maximal count to U32_MAX (#5277) 136eb03c1 https://git.io/vQeoC (152017-06-19T14:30:26Z) 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 14:51 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Remove IrrlichtDevice unused pointer from ClientActiveObject class & … 134a78949 https://git.io/vQeip (152017-06-19T14:49:34Z) 14:58 SantaCruce helo 14:59 SantaCruce hello 14:59 sfan5 hi 14:59 SantaCruce how do i get into redcat creative irc channel 15:03 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? 15:18 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) 15:46 Billr Billre 15:46 Billr er .. lol 15:46 Billr quit 15:46 Billr dagnabit .. 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 ? 15:56 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 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 16:12 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 16:19 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? 16:27 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. 16:31 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? 16:49 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 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 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? 17:22 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 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? 17:30 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 TestyRabbit im looking into log.cpp right now 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 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 18:18 TestyRabbit Yeah, the short tests i just ran says it worked. So im pretty sure it did, not 100% though 19:37 texmex What defines underwater opacity in Minetest? 19:41 sfan5 some alpha value in the nodedef 19:51 kaeza post_effect_color I think 21:56 MinetestBot 02[git] 04Dumbeldor -> 03minetest/minetest: C++11 cleanup on constructors (#6000) 134a5e8ad https://git.io/vQvxm (152017-06-19T21:54:58Z) 22:06 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix 2 warnings reported by GCC 13b32f36b https://git.io/vQvpa (152017-06-19T22:04:18Z) 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 02[git] 04nerzhul -> 03minetest/minetest: Fix 1 more warning reported by GCC 13b2977e7 https://git.io/vQvju (152017-06-19T22:19:29Z) 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 22:44 TestyRabbit awesome lol