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IRC log for #minetest, 2017-08-03

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All times shown according to UTC.

Time Nick Message
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03:20 ektor hello everybody
03:21 ektor I need help : how can I repare this error : "Not registering alias, item with same name is already defined:"
03:22 ektor stairs:slab_brick -> nether:slab_brick
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04:01 tentkls_in_casca minetest.conf{ client_mapblock_limit = -1 }, but /teleport 500000, 50, 50 errors => out of bounds
04:01 tentkls_in_casca isnt minetest an infinite block?
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04:03 tentkls_in_casca probably a dumb error on my part, but in my mc world i use a full 100k in a train netwoek
04:03 tentkls_in_casca s/netwoek/network
04:06 tentkls_in_casca so im a bit worried i wasted my last week / half ":|
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04:49 Miner_48er tentkls_in_casca, it's about 60000^3
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06:34 Milan[m] hmm i am a bit unhappy that a modded server easily causes 2.8G client memory usage :(
06:34 Milan[m] also that minetest is not swappable - this causes freezing computers and so on
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06:52 Milan[m] actually i realized that all the partypeople joining my servers and timing out right after their joined potentially had to reset their computers due out of memory
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08:31 Dumbeldor Milan[m]: You used how many mods ? :O
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08:47 Milan[m] Dumbeldor: why is this important? isn't it more important what kind of mods are used? i think homedecor for example weights alot...
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09:03 Milan[m] another thing i don't understand is that creative overrides item ranges ... is the "hand" also an item?
09:04 Dumbeldor I don't know sorry
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09:19 juli hi all
09:19 juli i have a problem with the model of the minetest player ...
09:20 juli the model is one m more down then the selection box how can i change this?
09:20 juli i changed the selection box downwards but then the eyeoffset is wrong
09:21 juli i use as far as i know the latest stable version of both game and code
09:25 Milan[m] +1 >_>
09:28 juli ?
09:28 juli do u have the same problem?
09:30 juli oh sorry i use the latest dev not stable ...
09:34 Milan[m] juli: yea i have
09:36 juli ok interessting ...
09:36 juli i go to compile now a second time the latest dev (git -version)
09:37 juli and then i test it on minimal-development-test game too
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09:41 juli yeah there is the same problem
09:41 juli i go to write it on forum
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09:45 Milan[m] juli: but it doesn't happen with the default minetest_game and singleplayer in my case
09:45 juli hmm i go to clone it from github (do u use the stable or dev? )
09:45 Milan[m] when i merged the character model files didn't update for some reason - but it is not caused by the default mod as i testwise replaced it completly without success in my game
09:46 Milan[m] always dev
09:47 juli true now i have the cloned the game and there it seems to work ...
09:48 juli yes also if i start is as a server ...
09:49 juli thats wierd, on my little server i set up, i cloned yesterday the game but it didn't work
09:49 juli maybe its a setting in the minetest.conf because i use the old??
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09:53 Milan[m] i don't remember any related settings in that config file...
09:53 juli yes i could so far also find nothing
09:55 Milan[m] anyway i think the most problem (for me) is that some mods are causing a huge memory usage impact for clients while the mediafiles and stuff are way less than the actual memory usage - also the server needs way less. on illuna.rocks:3000{0,2}, the client needs between 2.8G - 3G ram. -.-
09:55 Milan[m] and as the lately added mods like scifi nodes didn't affect that much, i assume it's a mixture of loaded chunks and 3d nodes
09:56 juli ? so because of that the model is placed wrong?
09:57 Milan[m] hm? no i still want to cry about this memory usage problem - has nothing todo with the player model
09:59 juli ok ..
10:00 juli wierd now it works with my server game too but i changed there nothing ...
10:00 Milan[m] o.O
10:02 juli oh lol it doesn't work, my eyeoffset is wrong only my model patch works XD
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10:07 juli so since the default minetest_game works i go to move all non-default mods to a fresh minetest_game and test weather it works then
10:10 juli ok so far it works, maybe there are other new things away from the mods, which can do this? ...
10:29 rdococ yay
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10:43 juli @Milan[m] ok i fixed the character model problem by replacing the old game with a new (not only the mods) and then i readded the old non default-mods and the old minetest.conf ...
10:43 juli now it seems to work well
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11:09 Milan[m] juli: so its unclear what exactly caused it hmm
11:17 juli yes it is ...
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11:19 juli but it must be a change in the game or engine, because if i join the server with an old client the third person view is wrong
11:20 juli then the model is 1m more upwards + other players are black
11:20 juli with a new client it is ok
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11:24 juli but with that new client it looks wierd on other servers
11:24 juli with old game
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11:39 sy rubenwardy: what you suggested yesterday doesn't work
11:39 sy the 'items' variable looks like userdata: 0x4180a818 when printed
11:41 sy creative_list[#creative_list+1] = name .. " 99" lol this worked
11:41 sy i can't believe that worked
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11:44 ph3-der-loewe you can convert it to a string or table.
11:44 ph3-der-loewe if needed.
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12:05 MinetestBot [git] juozaspo -> minetest/minetest: Fix crash when using --go in command line 80ded73 https://git.io/v7gHN (2017-08-03T12:03:15Z)
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12:08 Megaf !up mt.megaf.info 30003
12:08 MinetestBot mt.megaf.info:30003 is up (7ms)
12:08 Megaf at least that still working
12:10 sy !up mt.zm.is
12:10 MinetestBot mt.zm.is:30000 is up (2ms)
12:10 sy neat.
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12:31 sy https://0x0.st/kgP.png quite the view
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13:11 juli oh man sorry but the next mod i install on my server is admin toys, for silly players ;-)
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13:25 ThomasMonroe hi juli
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13:35 juli hi
13:37 ThomasMonroe you the owner of the raspberry planets?
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14:08 juli @Thomas yes
14:15 ThomasMonroe ah ok
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14:36 sy Seems the 3d_armor mod is causing the player to look like they are a block shorter
14:38 calcul0n sy, it could be an incompatibility between the client and server versions
14:38 calcul0n there were a bug like this recently, but it was the inverse
14:38 sy one block too big?
14:38 sy i've seen that one
14:38 calcul0n yes
14:39 sy but in this one only the model is too big
14:39 sy ie from first person it doesnt look like the player is shorter
14:39 calcul0n ha, is it the case here ?
14:39 sy yeah
14:40 sy so other people seem me as small
14:40 calcul0n hmm, funny :)
14:40 sy but i don't
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14:46 Dafoex Hello, I'd like some help regarding crash recovery.  I've had a power failure and now one of my worlds won't load, giving an error about the server running a different version of minetest
14:48 Dafoex I've had a brief poke in the files and it seems that env_meta.txt has become corrupt, and I'd appreciate some help recovering, please.
14:51 juli @sy i had an similar problem today, i updated the client and the server to the latest git and then it was ok again, only that my client doesn't work now on older servers anymore well ...
14:51 juli u could also switch to stable instead
14:51 juli but i gtg
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14:54 Dafoex I'm afraid I'm very new to this, I believe I'm on the latest version (0.4.16? the one with mese lamp posts) and I'm pretty sure I'm also on stable.
14:58 DS-minetest is there a difference between itemstack:get_definition() and minetest.registered_items[itemstack:get_name()]?
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14:59 DS-minetest i think not, please correct me if i'm wrong
14:59 rdococ moo
15:00 DS-minetest are you a cow?
15:00 rdococ :O how rude
15:00 rdococ DS-minetest: anyway, there is - especially if the itemstack is actually a node
15:01 DS-minetest oh, please tell me
15:01 rdococ I think, anyway
15:01 rdococ idk for sure
15:01 * DS-minetest didnt want to be rude, he just wondered
15:01 rdococ ik
15:02 DS-minetest so, if it's a node is itemstack:get_definition() the same as minetest.registered_nodes[itemstack:get_name()]
15:02 rdococ idk, I guess?
15:02 DS-minetest ok
15:02 rdococ I honestly didn't realize :get_definition existed until you mentioned it :P
15:02 DS-minetest it's also new to me
15:02 * DS-minetest wonders what minetest.get_dig_params is
15:03 DS-minetest it's not documented
15:03 DS-minetest in lua_api.txt
15:03 DS-minetest was it replaced?
15:18 cx384 DS-minetest, look https://github.com/search?q=org%3Aminetest+get_dig_params&type=Code
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15:19 DS-minetest how awful, why isn't it documented in lua_api.txt?
15:20 rdococ is storageref per world as well as per mod?
15:21 DS-minetest in ssm yes
15:21 rdococ ssm?
15:21 DS-minetest server side modding
15:21 rdococ ah, server-side
15:21 rdococ csm and ssm
15:21 rdococ k, good
15:29 Dafoex Sorry, I'm a fool.  If I'd looked at the wiki first I'd have solved my problem.  Thanks anyway!
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15:29 rdococ fool detected :P
15:32 sy https://0x0.st/kgR.webm this is what happens when you fall 1000 blocks
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15:48 cx384 the minetest table: https://paste.debian.net/979655/  not everything of this is documented
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15:56 DS-minetest how does minetest.dig_node(pos) check if it's protected, it has no player name
15:57 sy it doesn't
15:58 DS-minetest * `minetest.dig_node(pos)`
15:58 DS-minetest * Dig node with the same effects that a player would cause
15:58 DS-minetest * Returns `true` if successful, `false` on failure (e.g. protected location)
15:59 DS-minetest hm, does minetest.dig_node call the on_dig of a node?
16:00 cx384 I think so.
16:04 rdococ wait, what player is designated as "digging" it?
16:08 cx384 "minetest.node_dig(pos, node, digger)"
16:09 DS-minetest dig_node
16:09 cx384 I prefer node_dig.
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16:14 DS-minetest but i don't have a digger
16:23 DS-minetest does minetest.dig_node simply use csn_dig?
16:23 DS-minetest can*
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16:25 DS-minetest ah, yes, it does
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16:58 AntumDeluge Supposedly, a list of registered ores is contained in 'minetest.registered_ores'. But the indexed values are numbers. Is there a way to extract the ore name from 'minetest.registered_ores'?
16:58 DS-minetest i found core.node_dig in builting but not core.dig_node
16:59 DS-minetest * `minetest.register_ore(ore definition)`
16:59 DS-minetest * returns an integer uniquely identifying the registered ore
16:59 DS-minetest * added to `minetest.registered_ores` with the key of `ore.name`
16:59 DS-minetest * if `ore.name` is nil, the key is the returned ID
16:59 DS-minetest looks like the ore.name is nil
17:01 AntumDeluge Okay, so if an ore is registered without the 'name' field, the 'name' field becomes the ID?
17:01 AntumDeluge *integer ID?
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17:29 bhelit i was told MT has 60000^3 blocks, but i get a 'out of map bounds' error when i try to `/teleport 50000, 50, 0
17:30 AntumDeluge It looks like I need to use the 'ore' field: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4422
17:37 AntumDeluge Yep, that's what I needed, the 'ore' field.
17:42 bhelit is the map bound to 20,000 up/down n/e/w/s ?
17:43 DS-minetest bhelit: 30000 to + and - => 60000
17:44 bhelit DS-minetest, thanks for the answer. any hope to be able to mod that?
17:45 DS-minetest ?
17:45 DS-minetest what do you mean?
17:45 bhelit for the engine to support million+?
17:45 DS-minetest why do you need so much space?
17:46 bhelit i use 100,000 on my current minecraft map. 30k in lines in all four directions, with a portal every 2000 blocks
17:47 bhelit i like lua, i hate java. i like opensource, i hate uncertain reverse engineering
17:48 bhelit MT performs great imo. better than mc. in its mechanics.
17:49 calcul0n changing the size limit is probably impossible because of the hashed pos values used everywhere
17:49 calcul0n that would break a lot of things
17:50 sy any ideas on a cool server name?
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17:52 bhelit calcul0n, thanks for the insight. damn damn double-damn
17:53 Wuzzy Can someone help me with this?:
17:53 Wuzzy https://forum.minetest.net/viewtopic.php?f=47&t=17125
17:54 bhelit minecraft is likely moving out of java and more closed-source. which would make MT more valuable. but these are serious limitations ":|
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17:56 calcul0n well, maybe compute 60000^3 by hand and see if it's really too small :)
17:57 bhelit 30,000 blocks up/down is kinda worthless wouldnt u say :D
17:58 calcul0n hehe
17:59 calcul0n it's useful in games like space worlds or things like that
18:00 bhelit that would be interesting now to think of it
18:00 bhelit add a the sky island mod :D make it mario-esk
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18:06 juli @Wuzzy have u tested to set cracky=-1?
18:06 juli or so
18:07 Wuzzy this is not a solution
18:07 Wuzzy i can't change the node groups
18:07 juli hmm was only an idea
18:07 habeangur what will happen if we do cracky=-1
18:07 juli or an other:
18:07 habeangur ?
18:07 Wuzzy nothing
18:07 juli replace the digged nodes on_dig
18:07 Wuzzy no, if on_dig is calle it is already too late
18:07 juli i mean instandly undo it
18:08 habeangur Wuzzy: it will act like cracky=1 or acts like if cracky did not exist?
18:08 Wuzzy stop the group nonsense please. I can not touch the node groups
18:08 Wuzzy the idea is, the tool must be unable to dig anything
18:08 habeangur Wuzzy: I just wanted for my information
18:08 Wuzzy no matter which node
18:09 habeangur Wuzzy: and I don't know what are you doing.
18:09 Wuzzy so it doesnt matter if its stone, obsidian, diamond block or a torch. nothing should be diggable
18:09 Wuzzy ok
18:09 Wuzzy i want a tool which disallows digging
18:09 Wuzzy not even hand-level digs
18:10 Wuzzy but I can not lose the continuous swinigng either
18:10 Wuzzy its for  sword
18:10 Wuzzy i want to re-implement the Minecraft behaviour of sword in Creative Mode
18:11 Wuzzy in MC creative mode, you can dig everything instantly. but if you hold your sowrd, u dont dig anything
18:11 habeangur Wuzzy: how about a food?but user can not eat it
18:12 Wuzzy i will lose continous swinging then
18:12 Wuzzy the sword will start to only swing per-click, not when i hold down mouse
18:12 Wuzzy so on_use is out of question either
18:13 Wuzzy I start to believe my seemingly simple task is currently impossible
18:13 calcul0n Wuzzy, stupid idea : override minetest.is_protected() so that it always returns true when you want
18:14 Wuzzy this is lame
18:14 Wuzzy i do not want hackish solutions
18:16 bhelit job done is a job solved
18:17 bhelit but then again im a hacker
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18:40 sy is there a mod that can make roads?
18:40 sy or can worldedit replace just the top layer with a certain material
18:41 sofar it's not too hard to do that with //lua
18:41 bhelit sy, i like world edit for its ability to stack
18:41 sofar but making nice curvy roads is difficult
18:41 sy i like the stack too
18:41 sy sofar: i could just replace grass :P
18:41 sy but that'd leave grass on the road
18:41 sy uh, dirt with grass*
18:41 sofar yes, but still hard to make curved roads
18:42 bhelit sofar, with //lua?
18:42 sy that's hard even by hand
18:42 sofar I've tried reimplementing a really nice MC mod that could make roads, bridges as-you-walk
18:42 bhelit i've yet to tap into that form of moding
18:42 sofar I probably should see if I can recreate it
18:42 bhelit i heard of that mod, did u talk about it in a forum?
18:42 sofar you could essentially just walk around the map and it would lay roads exactly as you walked around
18:43 sofar no, I never posted it I think
18:43 sofar it didn't work yet
18:43 sy hey that's a nice idea
18:43 sy also, what are roads made out of?
18:43 sofar the MC mod had an editor where you could design roads and bridges with various shapes and materials
18:43 sy i'm thinking just cobblestone for out-of-spawn roads
18:44 sofar so you could even use slabs or stairs in them automatically
18:44 sy or desert cobble...
18:44 sofar and add railings, covers, road lights
18:44 sy gravel is noisy af so prolly not that
18:45 sofar for reference, this is the bukkit mod I'm referring to: https://dev.bukkit.org/projects/lazyroad
18:45 sofar I dislike straight roads, so WE doesn't do it for me
18:46 bhelit sofar, you can add a mathematical modifier
18:48 sofar that would make curves, but only ones that are easy to describe with a formula
18:49 sofar I just really like making free form roads by walking around
18:49 bhelit but how would you deal with gradients?
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18:50 bhelit would it tunnel thru mountains?
18:52 bhelit calcul0n, would it be possible create layers of overworld? 0,[50-30,000], 0 is mostly wasted space
18:53 bhelit at 5,000 high it should be high enough for the sky to be rendered as normal, so it maintains an overworld feel
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18:56 bhelit [0,5000,0]-[0,6000,0] underworld layer. [0,6001,0]-[0,11000,0] overworld layer ... creating a 5 layer map?
18:56 calcul0n bhelit, probably possible yes, but that won't easy i guess
18:57 bhelit calcul0n, thats all the hope one ever needs
18:57 sofar bhelit: it automatically follows you up and down hill and builds the road according to your path that way
18:57 sofar bhelit: and yes, it can even tunnel for you and make bridges
19:00 bhelit calcul0n, a benefit is the spawners could work on different y spectrums, allowing a new dimension feel with diff mobs
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19:56 sy all right time to bring my server live...
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20:05 sy !server Cyberia
20:05 MinetestBot sy: Cyberia | 92.26.175.118:30001 | Clients: 1/15, 0/6 | Version: 0.4.16-dev / minetest | Ping: 38ms
20:05 sy no
20:05 sy !server Puritan
20:05 MinetestBot sy: Puritan/Cyberia Semi-Generic Server | mt.zm.is | Clients: 0/15, 0/0 | Version: 0.4.16-dev / puritan | Ping: 1ms
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20:23 bhelit is there any mega-tar of all mods? if not I can contribute that to the community. im a scraper by calling
20:23 sfan5 i don't think there is one
20:23 sfan5 who would ever need that tho?
20:24 bhelit i like it. mainly for code reuse then 'as-is' implementation
20:24 sofar many mods conflict or duplicate stuff, too
20:25 sofar github.com/minetest-mods
20:25 sofar no real need to duplicate that I think
20:25 bhelit ive never seen this. i think its what i am looking for. thanks for link
20:26 sofar 140 mods in there atm. some mod devs are refusing to moving mods into there though
20:27 sy bhelit: there is
20:27 sy look up the minetest megapack
20:28 bhelit awesome thanks. wow 2012 was great then it all fell, same thing in minecraft
20:28 bhelit but if there is one lesson to learn from Blizzard games. good games never die. starcraft remastered/diablo for instance. they come back always
20:30 sy Is it better to have interactless players searching for the keyword in an enclosed area or just in spawn?
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20:42 sy also, i'm finding new players don't read the rules at all...
20:42 sy maybe it'd be better to have a popup menu
20:47 calcul0n some servers have this
20:47 calcul0n not sure it would change anything for those who don't wan't to know :)
20:47 sy also this damn playermodel bug
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