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05:36 |
Luizsab |
Hello. I have a question about server&client. Is possible to load mods and texture from client? |
05:36 |
sofar |
the client can not send textures to the server |
05:37 |
sofar |
neither server nor client can currently send mods to each other |
05:38 |
Chinchou |
That begs the question of how it happens that one can still play on a server when the client lacks the mods that the server is using. |
05:38 |
Luizsab |
I know. If my client has the same mods and textures of the server, the world will be load more fast? |
05:42 |
sofar |
mods are currently server only |
05:42 |
sofar |
textures, models, sounds are sent to each client at login |
05:42 |
sofar |
everything gets cached for subsequent logins on the server |
05:44 |
Chinchou |
In other words, by "mods", you actually mean the Lua scripts. |
05:44 |
Luizsab |
Is there any way to optimize the loading world? |
05:46 |
Chinchou |
Hm... Does the client ignore existing assets when connecting to a server that uses them? |
05:46 |
Chinchou |
Local installed copies, I mean, rather than the cache. |
05:48 |
Luizsab |
No. But is very slow. I use it in a lan and is very very slow. If I start a clear world with default mods it is ok |
05:50 |
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05:51 |
Chinchou |
Luizsab, that makes it sound like you just have a bunch of big/slow mods you're using. There probably really isn't anything to be done to speed up loading in such a case. |
05:53 |
Luizsab |
If I copy the world to client, it will be load faster? Although modifications by users? |
05:55 |
Chinchou |
What? |
05:56 |
Chinchou |
Sorry, I don't understand your second question. |
05:56 |
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05:56 |
Chinchou |
The world is server-side. Having a copy client-side will not affect connecting to the server. |
05:58 |
Chinchou |
The loading times on the client are from loading the cached assets and logging in to the server - there's really no way to speed that up without throwing more CPU time at it. |
05:58 |
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06:01 |
Luizsab |
I understand. Thank you |
06:03 |
Luizsab |
I really need more CPU, it is oldest PC |
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09:32 |
thePalin- |
Is there some list of "de facto standard" for api mods? |
09:33 |
deltasquared |
thePalindrome: I'm not sure I understand what you mean |
09:34 |
thePalindrome |
For instance, I need a mod that adds mobs for me to interact with, which one could I more reasonably assume people have? |
09:35 |
deltasquared |
thePalindrome: oh right. well, I don't think such a list exists without having some kind of widespread data collection on mod installs |
09:36 |
sfan5 |
well find one (or a few) that provide this api and check the forum topic to estimate its popularity |
09:36 |
deltasquared |
my only guess would be to look at mob mods and see which ones they *appear* to use most often |
09:36 |
thePalindrome |
Kindof figured |
09:36 |
deltasquared |
short of opt-out data collection which I'm sure *loads* of people would just love to have :P |
09:38 |
celeron55 |
most servers publish their list of mods |
09:39 |
celeron55 |
i wonder if anyone has made any stats |
09:40 |
deltasquared |
celeron55: then that one server I play on doesn't say which mods it has and doesn't give you privs for /mods |
09:40 |
sfan5 |
i sometimes update the chart on the wiki |
09:40 |
sfan5 |
https://wiki.minetest.net/File:Modsonservers.png |
09:40 |
deltasquared |
sfan5: hehe, sometimes. I bet you jump for joy at that manual data entry :P |
09:41 |
thePalindrome |
Neat |
09:41 |
thePalindrome |
Mainly I'm just wanting to avoid depending on a mod that nobody "happens to have anyway" |
09:42 |
deltasquared |
building_blocks and itemframes, I'll have to look at those |
09:42 |
deltasquared |
thePalindrome: I do understand where you're coming from, but it's something you'd need data for, and that's where I can't help much |
09:43 |
thePalindrome |
I know the itemsframes dev can't wait for the dynamic node texturing :P |
09:44 |
thePalindrome |
I do find it interesting that the top 4 mods are the only ones with 50% usage, do people not use many mods? |
09:50 |
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09:50 |
sfan5 |
thePalindrome: here's the full stats updated just now: https://0x0.st/7VT.csv |
09:51 |
thePalindrome |
Very nice |
09:52 |
thePalindrome |
Alright, that lends credibility to my assumption, thanks |
09:54 |
deltasquared |
dynamic node texturing? this a new thing in the dev version |
09:54 |
sfan5 |
`doors` is more popular than `default` 🤔 |
09:59 |
thePalindrome |
Huh |
09:59 |
thePalindrome |
deltasquared: wait, really? I know hardware coloring is, but texturing? |
10:08 |
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10:14 |
deltasquared |
thePalindrome: sorry, I meant to phrase it as a question |
10:14 |
deltasquared |
I don't really know |
10:14 |
deltasquared |
!mod itemframes |
10:14 |
MinetestBot |
deltasquared: Item frames and pedestal [itemframes] by Zeg9 - https://forum.minetest.net/viewtopic.php?t=5600 |
10:14 |
thePalindrome |
Ah, my bad |
10:14 |
thePalindrome |
Afaik it's still being worked on |
10:15 |
deltasquared |
thePalindrome: I was playing around with support for changing the player's collisionbox on 0.5.0-dev, remarking how buggy it was at small sizes :P |
10:16 |
deltasquared |
notably, "shrinking" yourself (I had combined it with viewmodel scaling and camera movement) and standing close but not right next to a block inhibited your jump ability |
10:17 |
deltasquared |
sfan5: reminds me, after playing around with "shrinking" the player in said version I came to the conclusion that a wish list thing in the engine would be to move the player's base camera position relative to their model |
10:17 |
sfan5 |
open a feature request on gh so it won't get forgotten |
10:17 |
deltasquared |
sfan5: right, guess I better go fiddle with my credentials store again |
10:18 |
deltasquared |
sfan5: so a feature request on github.com/minetest/minetest right, the core engine |
10:19 |
sfan5 |
ye |
10:19 |
deltasquared |
hmm, not sure if I still wanted a separate account for this stuff |
10:19 |
MinetestBot |
[git] sfan5 -> minetest/minetest: ServerEnv: Clean up object lifecycle handling (#6414) 04839f2 https://git.io/v5Qji (2017-09-15T10:19:01Z) |
10:19 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Customizeable max breath for players (#6411) edbc533 https://git.io/v5QjP (2017-09-15T10:18:47Z) |
10:19 |
deltasquared |
heh, customisable max breath? |
10:19 |
* deltasquared |
imagines the HUD bar going crazy |
10:21 |
deltasquared |
sfan5: just to be sure though, is the current camera position hardcoded? or is it related to the model somehow. |
10:22 |
deltasquared |
just curious as it might change the phrasing of the request |
10:22 |
sfan5 |
dunno |
10:22 |
rubenwardy |
there's an eye offset ,iirc |
10:23 |
deltasquared |
rubenwardy: yeah, but it's relative to the default position - a saner way would be to change the "default" position which is in turn relative to the cbox center (it looks like) |
10:24 |
thePalindrome |
#5919 seems to be the marker for what's going on |
10:24 |
deltasquared |
3rd person for example swings the camera around behind the head, so to shrink the player you'd need to both change the camera position relative to cbox and be able to scale the "closeness to head" too |
10:25 |
deltasquared |
is (discuss) a standard thing in the issues section to act as "request for comments" then |
10:25 |
thePalindrome |
Huh, wonder why the bot didn't see that |
10:28 |
deltasquared |
voxel area entities. damn. that looks like it'd need quite the non-trivial changeset |
10:29 |
thePalindrome |
Indeed |
10:29 |
thePalindrome |
But if implemented, opens up a lot of super duper cool stuff |
10:29 |
thePalindrome |
the other game has a mod I like for moving airships |
10:29 |
thePalindrome |
but imagine if you could walk on them too :D |
10:29 |
rubenwardy |
it's not going to happen, unfortunately :'( |
10:29 |
thePalindrome |
Oh? |
10:29 |
deltasquared |
I don't really agree with the idea of implementing them though that is suggested - really, to avoid mishaps in the long run, code would have to be changed to break the assumption of a singleton world |
10:30 |
deltasquared |
it'd likely involve API breaks all over the place |
10:30 |
rubenwardy |
being realistic, it's way too big of a change |
10:30 |
rubenwardy |
and that too |
10:30 |
deltasquared |
like, everything in lua that currently accesses "the" world via the global minetest object would eventually either have to change or become obsolete |
10:30 |
deltasquared |
either that or even more hacks |
10:31 |
deltasquared |
needless to say, it would have been better if it had been there in the beginning, but this is not the case (and I don't have any hard feelings on that, either - don't let perfect be the enemy of the good etc.) |
10:34 |
deltasquared |
!mod building_blocks |
10:34 |
MinetestBot |
deltasquared: Building Blocks [] [building_blocks] by sdzen - https://forum.minetest.net/viewtopic.php?t=674 |
10:35 |
deltasquared |
sfan5: I'll get around to writing that PR as soon as I figure out how labels work |
10:36 |
deltasquared |
unless it's like auto-assigned |
10:36 |
deltasquared |
I'm not very accustomed to working on github |
10:36 |
thePalindrome |
iirc you can't, a minetest repo admin has to |
10:36 |
thePalindrome |
That may have changed since I added mine |
10:37 |
deltasquared |
thePalindrome: that makes sense in a way, I'd just make it easier by making it fairly clear that it's a feature request |
10:38 |
deltasquared |
but first, other obligations. |
10:39 |
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10:40 |
thePalindrome |
On a random note, is there a raytrace function? trying to write a handler for doing things to sections on a node |
10:40 |
rubenwardy |
minetest.net/lua_api/L2699 |
10:41 |
rubenwardy |
minetest.net/lua_api/2699 |
10:41 |
sfan5 |
may i should add support for linking to individual functions to !api |
10:41 |
deltasquared |
rubenwardy: so does that return like a list of nodes along the path |
10:42 |
deltasquared |
also the line target in the redirect is broken |
10:42 |
deltasquared |
I'll have to borrow that to do things with explosions |
10:42 |
thePalindrome |
That gets me a reference to the node being selected, but I'd like to differentiate between e.g. "top half" and "bottom half" |
10:49 |
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10:51 |
thePalindrome |
I think I may be able to fake something and use line_of_sight, just wondering if there's a better way to do it |
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11:35 |
deltasquared |
sfan5: I'll probably have to file that feature request some other time. just had to deal with some IRL issues and I'm feeling rather frustrated now |
11:35 |
thePalindrome |
I found it |
11:35 |
thePalindrome |
minetest.pointed_thing_to_face_pos(puncher,pointed_thing) |
11:35 |
deltasquared |
thePalindrome: what was that for |
11:35 |
thePalindrome |
Take the y from that, subtract the node's position, then check positive |
11:36 |
thePalindrome |
A method to detect if you click the top or bottom half of a block |
11:37 |
thePalindrome |
Actually, that can detect any area within a node |
11:37 |
thePalindrome |
As a bonus, you cna also determine the face from those values |
11:39 |
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11:49 |
thePalindrome |
So... I looked at the blame, the stairs mod added that function, to allow placing stairs upside down, ala the other game |
11:49 |
thePalindrome |
Which was exactly what I was trying to do |
11:50 |
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11:52 |
deltasquared |
hah, I thought "the other block game" was just a one-off joke |
11:52 |
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11:52 |
thePalindrome |
I see it used fairly often :shrug: |
11:52 |
deltasquared |
though I do find it being "it shall not be named" amusing |
11:53 |
deltasquared |
hmm, would a distinct integer type in lua have killed to add... though I guess recursion depth limit testing should still be doable anyways |
11:54 |
thePalindrome |
Well... Yeah |
11:54 |
thePalindrome |
Lua is too weakly typed to have a "distinct integer" |
11:55 |
deltasquared |
if (depth >= limit) return else ... end |
11:55 |
deltasquared |
that should do it I guess |
11:55 |
deltasquared |
even if depth or limit for some stupid reason were a float, still add a "whole" 1 each time |
11:56 |
deltasquared |
well, I should say, a fractional value, they're all potentially floats internally |
11:56 |
thePalindrome |
exactly :P |
11:56 |
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11:57 |
deltasquared |
now I'm just trying to think of the sanest way to round to a whole number |
11:57 |
* deltasquared |
checks lua manual |
11:57 |
thePalindrome |
Math.floor |
11:57 |
thePalindrome |
or Math.ceil |
11:57 |
thePalindrome |
or Math.round |
11:57 |
thePalindrome |
depends on what you want :p |
11:58 |
deltasquared |
... oh, of course. I was just gonna use % given it's semantics (which I wasn't sure of) |
11:58 |
thePalindrome |
I don't think Modulo guarentees a whole output |
11:58 |
thePalindrome |
At least, mathematically it shoudl allow floats |
11:59 |
thePalindrome |
Either way, Math.round'll do |
11:59 |
deltasquared |
oh wait, I was wanting floor division, i.e. // |
11:59 |
deltasquared |
or just the math.* as suggested |
12:03 |
deltasquared |
it was only so I only get "integer" values before converting to a string - there was a "level" identifier registered into a block name |
12:10 |
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12:31 |
MinetestBot |
[git] DTA7 -> minetest/minetest: Add setting to display the itemstring after the tooltip in the invent… 808ada1 https://git.io/v57YP (2017-09-15T12:31:32Z) |
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13:11 |
jas_ |
!server pizza |
13:11 |
MinetestBot |
jas_: FREE PIZZA SERVER!! | 24.208.202.9 | Clients: 2/32, 0/3 | Version: 0.4.15 / minetest | Ping: 116ms |
13:11 |
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13:45 |
deltasquared |
hmm, if I wanted to create a variable in a mod's init.lua that was visible for the purposes of dofile(...) but then was "destroyed" at the end of init.lua, how would I do this |
13:45 |
deltasquared |
considering dofile code doesn't check the enclosing scope for variables, I guess it'd have to be a temp global and set it to nil when done, but it technically still exists even if set to nil |
13:55 |
thePalindrome |
Why does it need to be "destroyed?" |
13:56 |
sfan5 |
deltasquared: you can return stuff from dofile |
13:56 |
deltasquared |
thePalindrome: I would prefer that use of the name after it's supposed to be done with would cause an error of "not defined" vs an error where it's nil in another mod which accidentally uses the name |
13:56 |
deltasquared |
sfan5: hmm, so maybe I could re-organise my code such that functions are "returned" in an object from dofile |
13:56 |
sfan5 |
deltasquared: here's an example: https://github.com/minetest-mods/mesecons/blob/master/mesecons_fpga/init.lua#L4 // https://github.com/minetest-mods/mesecons/blob/master/mesecons_fpga/logic.lua#L210 |
13:57 |
deltasquared |
get_current_modname()... why da feck didn't I spot that |
13:58 |
deltasquared |
shame one can't pass variables into a dofile chunk |
13:58 |
deltasquared |
something like shell script's $<n> vars |
13:58 |
ph3-der-loewe |
why not use a callback? |
13:58 |
deltasquared |
ph3-der-loewe: for what |
13:58 |
ph3-der-loewe |
dofile(...).register(x, y, z); |
13:59 |
ph3-der-loewe |
if sfan5 is right you can return a callback or a table with stuff. |
13:59 |
ph3-der-loewe |
like plugin interfaces do in gernal. |
14:00 |
deltasquared |
ph3-der-loewe: I guess that'd work, it just took me a moment to invert the mental model to see how that'd work |
14:00 |
ph3-der-loewe |
normally a plugin just returns a structure with same metadata and some callbacks. |
14:01 |
ph3-der-loewe |
metadata like name, description, authro,... |
14:01 |
deltasquared |
ph3-der-loewe: yes I can see how it'd work now |
14:01 |
ph3-der-loewe |
and callbacks like register, unregister, run, ... |
14:02 |
ph3-der-loewe |
this also allows to check the env before running code. |
14:02 |
deltasquared |
A tad more complicated than I had originally envisioned, but it would encourage slightly cleaner internal design |
14:02 |
ph3-der-loewe |
like loading all depends before running the init. |
14:12 |
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14:14 |
deltasquared |
thePalindrome: not a problem in any case - it appears that globals are special in that they can't hold nil - they become undefined again if you assign nil to them |
14:15 |
rubenwardy |
false, nil is the same as undefined |
14:15 |
rubenwardy |
global is just a table - _G |
14:15 |
rubenwardy |
actually |
14:18 |
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14:21 |
deltasquared |
haha. for key,_ in pairs(_G) do _G[key] = nil end |
14:21 |
deltasquared |
*explodes* |
14:22 |
deltasquared |
I don't know what I expected else but it was amusing nonetheless |
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habeangur |
Krock: yes I didn't have on Linux again |
15:52 |
habeangur |
Krock: s/again/too/ |
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16:49 |
deltasquared |
hmm, is there not a way to retrieve the item tooltip string for an existing item |
16:49 |
deltasquared |
I can't see anything like a minetest.get_item_info() function in the API |
16:49 |
rubenwardy |
stack:get_meta():get_string("description") or (stack:get_definition() and stack:get_definition().description) |
16:49 |
rubenwardy |
warning, may return nil |
16:50 |
rubenwardy |
h,,, |
16:50 |
rubenwardy |
*hmm |
16:50 |
rubenwardy |
actually |
16:50 |
rubenwardy |
stack:get_meta():get_string("description") or (stack:get_definition() and stack:get_definition().description) or stack:get_name() |
16:50 |
rubenwardy |
this should probably be a method, tbh |
16:52 |
deltasquared |
rubenwardy: I should have phrased more differently. I meant something like get_item_info("default:cobble"), this is at init time |
16:52 |
rubenwardy |
minetest.registered_items["default:cobble"] |
16:52 |
rubenwardy |
and then .description# |
16:52 |
rubenwardy |
so minetest.registered_items["default:cobble"].description |
16:53 |
rubenwardy |
that will crash if default:cobble isn't defined |
16:53 |
deltasquared |
rubenwardy: I figured. |
16:53 |
rubenwardy |
so make sure you depend on default |
16:53 |
deltasquared |
oh, I always do |
16:53 |
deltasquared |
I have seen some mods which seem to neglect that |
16:53 |
rubenwardy |
you shouldn't unless you need to |
16:53 |
deltasquared |
rubenwardy: correction, I do if I reference default: |
16:53 |
rubenwardy |
only depend on default if you need to depend on default - it's just another mod |
16:53 |
rubenwardy |
ah |
16:54 |
* deltasquared |
checks the actual lua_api.txt |
16:54 |
rubenwardy |
well, I'd also consider not depending on a default node if possible |
16:54 |
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16:54 |
deltasquared |
rubenwardy: it's not a hard depends, default:cobble was an example |
16:55 |
deltasquared |
in the context of what I can doing the code doesn't particularly care what blocks it's told to look up as long as they exist |
16:55 |
deltasquared |
*what I am doing |
16:57 |
deltasquared |
rubenwardy: so the entries in the registered_nodes table say, they're basically the definitions passed in to register_node() |
16:57 |
rubenwardy |
yes |
16:57 |
rubenwardy |
and also from craftitems and tools |
16:57 |
deltasquared |
righty. |
16:58 |
deltasquared |
right, I must be off now, dinner time. cheers for the assistance |
17:02 |
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19:43 |
Errante |
Hello guys. Im trying to code a mod which place a node back when digger do not have money, but I dont know how to take item back since Im using register_on_dignode. There would be a better way for doing this? |
19:44 |
sfan5 |
pretty sure you can return false from that callback to abort it |
19:47 |
Errante |
does on_placenode also workthat way? |
19:47 |
sfan5 |
!api |
19:47 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
19:48 |
sfan5 |
they should be able to give you a definite answer |
19:49 |
Errante |
doesnt work |
19:49 |
Errante |
Ive read before coming here |
19:51 |
Errante |
register_on_dignode(function()if player.balance >= 2 then return true else return false end) |
19:52 |
Errante |
lua_api says I should return true to abort |
19:52 |
Errante |
and not to to dignode, but to placenode |
19:53 |
Errante |
it seens dignode doesnt have a abort |
19:53 |
Errante |
neither dignode |
19:56 |
Errante |
on_placenode, I had to remove_node(pos) then return true to "abort" |
19:57 |
Errante |
but on_dignode, I need to set_node(pos,oldnode) and to remove it from players's inventory |
19:58 |
sfan5 |
if you want to prevent placing use the protection callback thingy |
19:58 |
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20:03 |
Errante |
sfan5: whats that? |
20:04 |
Krock |
local old_is_protected = minetest.is_protected |
20:04 |
Krock |
minetest.is_protected = function(pos, playername) do stuff here, use old_is_protected as fallback end) |
20:05 |
Krock |
however, this only works for players, not for set_node/remove_node |
20:06 |
Errante |
well, my question is how do I revert a dignode inside register_on_dignode |
20:07 |
Errante |
Ive tried local inv=digger:get_inventory() local taken=inv:remove_item(oldnode) minetest.set_node(pos,taken) |
20:08 |
Errante |
but now remove_item complains its not a string |
20:08 |
rubenwardy |
oldnode.name |
20:08 |
Errante |
xD |
20:09 |
sfan5 |
you shouldn't revert it like this |
20:09 |
Errante |
... |
20:09 |
sfan5 |
just use is_protected |
20:09 |
rubenwardy |
It's say that's more of an abuse |
20:10 |
Errante |
Sorry, but I cant get to understand how it does apply tomy problem |
20:10 |
rubenwardy |
as other mods may rely on is_protect being for protection |
20:10 |
rubenwardy |
*I'd say |
20:10 |
sfan5 |
the problem with the other approach is that instead of preventing digging you're undoing it |
20:10 |
sfan5 |
which is suboptimal |
20:11 |
rubenwardy |
didn't paramat close an issue about this? |
20:11 |
sfan5 |
idk |
20:11 |
rubenwardy |
Errante, how many nodes to you need to prevent digging on |
20:11 |
rubenwardy |
types that is |
20:11 |
Errante |
every node |
20:12 |
rubenwardy |
ah |
20:12 |
rubenwardy |
https://github.com/minetest/minetest/issues/3107 |
20:12 |
rubenwardy |
not really related |
20:13 |
rubenwardy |
heh, using minetest.is_protect would probably give the best effect for the least cost |
20:14 |
rubenwardy |
minetest.net/lua_api/3142 |
20:14 |
sfan5 |
while it's not the really the intended purpose it's the best solution really |
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20:35 |
Errante |
woow |
20:35 |
Errante |
thx guys |
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20:52 |
deltasquared |
woo, finally. https://github.com/thetaepsilon/mt_compressed_blocks |
20:53 |
deltasquared |
welp guess job for tomorrow is forum registration, I can go chuck it on there |
20:53 |
deltasquared |
also sort out that "modns" thing in there. |
20:53 |
deltasquared |
*I need to sort |
21:11 |
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21:11 |
namex |
hello |
21:12 |
namex |
i dont see server list in my client, only on site |
21:12 |
sfan5 |
client version? |
21:12 |
namex |
newest |
21:12 |
sfan5 |
so 0.4.16 |
21:12 |
sfan5 |
any error in the log file? |
21:13 |
namex |
no errors |
21:13 |
namex |
okay |
21:13 |
namex |
now i have list |
21:14 |
namex |
thanks |
21:16 |
deltasquared |
sfan5: dodgy 'net, apparently. -_- |
21:16 |
deltasquared |
if only all those little issues could fix themselves that easily |
21:35 |
Fixer |
jas_: i see this problem with caverealms https://i.imgur.com/DxLjzOX.png |
21:36 |
Fixer |
jas_: what caverealms are you using? newest? any changes to it? |
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21:59 |
Gael-de-Sailly |
hi |
21:59 |
Gael-de-Sailly |
I've not disappeared :) |
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22:31 |
Fixer |
hi |
22:31 |
Fixer |
welcome |
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