Time |
Nick |
Message |
00:00 |
Hawk777 |
greeter: I believe yes, whichever the older ones are are not really meant to be used anymore AFAIK. |
00:00 |
Hawk777 |
There was an original part with limited capabilities, and then the modern Luacontroller with much richer capabilities, but the old one is still there for existing worlds. |
00:00 |
Hawk777 |
At least, I think that’s the situation. |
00:01 |
greeter |
ah i see. had a player request that the recipe be changed so he could craft both. i think he's learning lua |
00:01 |
Hawk777 |
I believe the older part was more like a programmable logic gate than a tiny computer. |
00:01 |
Hawk777 |
Something like an FPGA or CPLD. |
00:02 |
greeter |
ah i see. i had the impression it was meant to replace the logic gates in mesecons |
00:02 |
Hawk777 |
But very small. |
00:02 |
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00:02 |
Hawk777 |
Yes, I think so. But you can also use the full Luacontroller to do that. |
00:03 |
greeter |
indeed. i never could make sense of those logic gates so i prefer the luacontroller myself, except maybe on the most basic circuits |
00:14 |
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00:22 |
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00:23 |
jordan4ibanez |
Has the clientside hud pr been commited? |
00:42 |
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00:44 |
jordan4ibanez |
Also: https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md#camera How do I access the camera? It does not specify in the api |
00:45 |
thePalindrome |
https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md#ui |
00:45 |
thePalindrome |
minetest.camera |
00:46 |
jordan4ibanez |
Thanks |
01:00 |
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Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
02:28 |
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04:59 |
jas_ |
https://www.youtube.com/watch?v=wI4nRD-DRpk |
04:59 |
jas_ |
!title |
06:28 |
jas_ |
is it just me, or does v7 take a lot more cpu than v6? |
06:39 |
jas_ |
if so, my question is whether v7 can be tunes via settings available to be speedier, less cpu intensive. |
06:42 |
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06:43 |
asl97 |
jas_: v6 uses a simple hardcoded biome system https://github.com/minetest/minetest/blob/master/src/mapgen_v6.cpp#L430 while v7 uses https://github.com/minetest/minetest/blob/master/src/mg_biome.cpp#L202 |
06:43 |
asl97 |
which by default has more biome than v6 4 hardcoded biome https://github.com/minetest/minetest_game/blob/4ccafd15187cf70d06d68ad3931912a3c3c4b4f5/mods/default/mapgen.lua#L801 |
06:44 |
jas_ |
interesting, ty. i'll look into them and their settings. |
06:45 |
* jas_ |
wonders whether presets would be cool, like an equalizer where you select one and it adjusts all the levels ^_^ |
07:06 |
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07:06 |
paramat |
jas_ yes mgv7 is more CPU intensive due to use of 3D noise |
07:07 |
paramat |
all you can do though is disable the mountains and ridges (rivers), that will remove 2 3D noises |
07:08 |
paramat |
disabling caves removes another 2, disabling the massive caverns removes 1 |
07:08 |
paramat |
mgv6 uses no 3D noise so is faster generating |
07:09 |
paramat |
however you won't notice generation speed because the bottleneck in terrain appearing is mesh creation AFAIK |
07:11 |
paramat |
all core mapgens take <100ms per mapchunk on my intel core i5 desktop |
07:11 |
jas_ |
whoa |
07:11 |
paramat |
generation time |
07:11 |
jas_ |
i mean, whoa as in mind blown |
07:11 |
jas_ |
mapgen is so cool, but for me it's like, if it works i don't think about it |
07:11 |
jas_ |
so i thank you paramat hehe |
07:12 |
jas_ |
i don't want to remove anything :) |
07:13 |
paramat |
yeah it would be rather boring |
07:14 |
paramat |
apart from removing 3D noises by disabling features there's not much you can do |
07:15 |
jas_ |
i see |
07:15 |
jas_ |
v7 is my favorite so far i think, valleys maybe second. didn't try the new one(?) |
07:16 |
jas_ |
v7 seems to really go with minetest_game, where v6 doesn't have dry_grass, even. |
07:16 |
jas_ |
i mean, dirt_with_dry_grass, i think that's right |
07:16 |
jas_ |
let alone all the others.. |
07:23 |
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08:02 |
hisforever |
Hi is there a mod that had flowers in bunches instead of 1 flower? |
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13:12 |
lsabino |
Hello! If I have a lan server with 0.4.16 and clients has 0.4.15 is it works? |
13:12 |
sfan5 |
yes |
13:16 |
lsabino |
even any mod recommends 0.4.16 |
13:17 |
lsabino |
it only server side |
13:17 |
srifqi |
Server-side mod only depends on server version. |
13:18 |
lsabino |
sometimes client connect in another world and not appear in the server |
13:23 |
lsabino |
and with damage but the server not set damage |
13:29 |
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13:31 |
srifqi |
lsabino, probably client-side error. |
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15:08 |
jas_ |
yay finally made personal warpstones https://www.youtube.com/watch?v=CEHIDuFdRKw thank you sofar for warps mod. i am thinking about making you not look around, now that get/set yaw/pitch work. |
15:08 |
jas_ |
er, horizontal/vertical |
15:17 |
jas_ |
dcbl-0.04.zip 17mb now at https://drive.google.com/file/d/0BzTI-Glox0Zgb0JmUklDRnV0NWM/view |
15:21 |
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15:34 |
sofar |
jas_: cool, send patches if you want |
15:35 |
jas_ |
ok i will look at some point then. it uses player_attribute for this, and i made a bunch of commits as i did it so i gotta squash em or something lol |
15:35 |
jas_ |
dunno if that requires 0.5.0-dev |
15:36 |
sofar |
player attrs are 0.4.16 so it's cool to send that in a pr |
15:36 |
jas_ |
okie dokie |
15:47 |
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16:00 |
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16:39 |
Milan[m] |
hmm i defined a mod.node_sound_wool() and it works right below the function but not in the moreblocks.lua readed right after the nodes.lua.... this is odd |
16:44 |
Milan[m] |
(the function is in the nodes.lua atm) |
16:46 |
Milan[m] |
huh... now i ensured that there aren't any files parsed between nodes and moreblocks lua....fixed o.O |
16:51 |
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17:01 |
jas_ |
sofar: https://github.com/minetest-mods/warps/pulls |
17:01 |
jas_ |
in my version, i made the warpstone bigger i can send that one too, i'm going to bed now tho lol |
17:05 |
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17:13 |
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17:14 |
dogetest |
o/ |
17:16 |
dogetest |
Is anyone running economy mod and/or Dogecoin (or maybe, any other crypto)? |
17:17 |
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17:19 |
dogetest |
I ask this because Ive written a code to use dogecoin cryptocurrency within economy mod. Ive also added some other features. The code is on github: https://github.com/dogetest |
17:20 |
dogetest |
its actually 4 mods |
17:27 |
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18:20 |
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18:21 |
hashar |
hello! In case someone is around, is there a LUA method to check the minetest server version? |
18:22 |
hashar |
I have a few modules that spurts deprecation warnings on 0.4.16 and was wondering if we could use different code based on the mine test version |
18:23 |
Krock |
THIS IS LUA https://github.com/mniip/LUA |
18:23 |
Krock |
either you can check against the protocol version, or the better method: against the functions you need |
18:24 |
Krock |
by the fact that they have deprecation warnings, it means that they are either not up-to-date or not maintained well |
18:24 |
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18:25 |
rdococ |
I've never tried LUA before |
18:25 |
Krock |
it's great. WHILE TRUE DO END infinite LOOP |
18:25 |
rdococ |
lol |
18:25 |
hashar |
Krock: I totally agree, though mods author would like to keep back compatibility with earlier version so they are leaving the deprecated call around :\ |
18:26 |
Krock |
there's always a way to cover both cases without a warning |
18:26 |
Krock |
assign the functions you need to the mod's namespace (i.e. table) |
18:27 |
Krock |
did it the lazy way here to keep backwards compat without warnings: https://github.com/SmallJoker/boost_cart/blob/master/init.lua#L6 |
18:28 |
hashar |
Krock: looks good :] |
18:29 |
Krock |
"looks good" sounds good. Apply your glue ;) |
18:29 |
rdococ |
FUNCTION (A, B) RETURN A / B END |
18:30 |
rdococ |
yay, I'm creating functions in LUA |
18:30 |
Krock |
no, you're creating errors in LUA |
18:31 |
rdococ |
ah |
18:31 |
rdococ |
by the looks of it, it's rather different |
18:31 |
Krock |
missing function name and possible crash for non-numerals or B=0 |
18:31 |
rdococ |
well, not that different |
18:31 |
rdococ |
why would B=0 crash? :P |
18:32 |
Krock |
LUA/Lua is written in C, which doesn't allow divisions by zero |
18:32 |
rdococ |
but you CAN divide by 0 in Lua, you just get infinity... don't you? |
18:32 |
Krock |
(which is good, regarding programs that claim it's -inf or inf) |
18:33 |
rdococ |
(if you want to solve that conundrum you can say inf == -inf) |
18:33 |
Krock |
heh, they even modified it to output a scientific wrong value |
18:33 |
rdococ |
ah, so lua returns inf |
18:34 |
rdococ |
but LUA outputs something else, I guess |
18:34 |
Krock |
INF ? |
18:34 |
sofar |
NaN |
18:34 |
rdococ |
math.huge |
18:34 |
Krock |
NaN NaN NaN NaN Batman! |
18:34 |
rdococ |
or, in LUA's case, MATH.HUGE and NAN |
18:34 |
sofar |
return math.Krock |
18:34 |
rdococ |
or is it nAn? |
18:34 |
rdococ |
I had the concept of a flexible array system where arrays could start at any index of your choosing. e.g. [1: 3, 2, 1] vs [0: 4, 6, 5]. |
18:35 |
Krock |
sofar, you couldn't even store that massive number ;) |
18:35 |
Krock |
(takes 5i bytes of space) |
18:35 |
rdococ |
the idea is that the starting and ending indexes would be kept track of, and functions on arrays would use those indexes rather than assuming 0 or 1 |
18:36 |
rdococ |
there'd be a function to, say, force the starting index to be, say, 0.5 or 3 instead |
18:36 |
rdococ |
and one to retrieve the starting and ending indexes. |
18:37 |
sfan5 |
that makes it even more complicated |
18:37 |
rdococ |
I know >:D |
18:37 |
rdococ |
e.g. array:len() == array:end() + 1 - array:start() |
18:37 |
sfan5 |
working with one-indexed arrays already makes lua hell |
18:37 |
rdococ |
for something written in C/C++, I'd actually have to agree |
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19:20 |
Fixer |
Wuzzy: gonna check your fixes /hi |
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19:24 |
Fixer |
Wuzzy: yes, you fixed my bug, it works fine now both on 0.4.16 stable and 0.5.0 dev |
19:24 |
Fixer |
Wuzzy: https://i.imgur.com/LYq0nYm.png |
19:26 |
deltasquared |
Fixer: hey, what mod is that for the health bar? that looks cool |
19:27 |
deltasquared |
"health bar" seems the kind of thing to get rather a lot of unhelpful results when searched |
19:28 |
Fixer |
deltasquared: hudbars |
19:28 |
deltasquared |
!mod hudbars |
19:28 |
deltasquared |
... where is bot |
19:28 |
deltasquared |
fine, google time I guess |
19:32 |
rdococ |
ew, google |
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20:22 |
dogetest |
Im using is_protected to charge a fee every time a player dig/place a node. When player places a sappling the code is executed multiple times, charging the fee multiple times too |
20:28 |
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20:46 |
domall |
hello |
20:59 |
sfan5 |
dogetest: is_protected is not guaranteed to be executed just once |
20:59 |
sfan5 |
you can't rely on it |
21:13 |
dogetest |
Going back to on_dignode and on_placenode |
21:16 |
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21:25 |
rdococ |
I should update my trigger mod to record protection violations. at the moment, it just ignores unauthorized input |
21:41 |
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21:49 |
sfan5 |
!server ping:least |
21:49 |
MinetestBot |
sfan5: VanessaE's Dreambuilder creative Server | daconcepts.com | Clients: 2/50, 0/4 | Version: 0.4.16 / minetest | Ping: 5ms |
21:55 |
dogetest |
Got another problem. When digging a dirt_with_grass node, inventory stacks dirt, and not dirt_with_grass, so when I try to remove it using inv:remove_item(oldnode.name) it raises a error. I believe its going to happen to any ore too |
21:56 |
dogetest |
would there be a function which returns the name of the item which is received when digging oldnode? |
22:08 |
sfan5 |
ah yes |
22:08 |
sfan5 |
you need to find a way to *prevent* the digging from happening instead of trying to undo its effects |
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23:05 |
dogetest |
It seens that I could prevent digging by overwriting node's can_dig, but cant prevent placing? |
23:05 |
dogetest |
there is no can_place |
23:14 |
dogetest |
Also, I would need to replace every registered nodes can_dig function. isnt that weird? |
23:48 |
dogetest |
!ping |
23:48 |
habeangur |
dogetest: ping pong |