Time |
Nick |
Message |
00:01 |
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00:23 |
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00:24 |
IhrFussel |
Wuzzy, dtime does NOT become unusable when it exceeds 1s ... that must be false info since I use globalstep with several secs in between just fine in lots of mods... dtime is only the time in s since the last globalstep was executed so it is the most accurate method out there I'd say |
00:25 |
Wuzzy |
what a coincidence Jordach left JUST when you made this statement. XD |
00:25 |
Wuzzy |
most amazing IRC quit ever |
00:25 |
IhrFussel |
minetest.after() also relies on dtime AFAIK ... if the server lags it will DELAY minetest.after() just like it would delay a globalstep |
00:26 |
Wuzzy |
so basically Jordach bullshitted me? globalstep is not dangerous at all? |
00:27 |
red-001 |
it's use with caution |
00:27 |
IhrFussel |
There is nothing dangerous about register_globalstep() ... as long as you use it correctly which means "local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer > 1 then --do stuff timer = 0 end end) |
00:27 |
red-001 |
don't do anything time intensive in it |
00:28 |
red-001 |
since you are in the main server thread |
00:28 |
IhrFussel |
red-001, there is no other method to execute something "in realtime" |
00:29 |
IhrFussel |
You even need globalstep to detect the item you hold |
00:29 |
red-001 |
like I said use with cation |
00:30 |
red-001 |
avoid if you can and if you can't be quick about it |
00:31 |
IhrFussel |
Let me check how many of my 160 mods use that method |
00:31 |
red-001 |
Wuzzy, what do you even mean by dtime being unstable? |
00:31 |
Wuzzy |
i never claimed dtime is unstable. |
00:31 |
Wuzzy |
blame Jordach for the claim |
00:32 |
red-001 |
dtime is just time since globalstep was last run |
00:32 |
IhrFussel |
34 / 160 mods use globalstep so you have to rely on it in many cases |
00:32 |
Wuzzy |
so there's absolutely nothing weird going on with globalstep? good |
00:32 |
Wuzzy |
red-001: yeah, this local timer = bla thing is what i usually do |
00:33 |
IhrFussel |
It's one of the most important callbacks ... if it would be dangerous then there would be LOTS of issues about it |
00:33 |
Wuzzy |
please talk to Jordach when J. shows up again |
00:34 |
Wuzzy |
because J. is the reason for all the confusion right now |
00:34 |
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00:34 |
Wuzzy |
J. told me to now use globalstep o_O |
00:34 |
Wuzzy |
not* |
00:34 |
IhrFussel |
Not sure what he was refering to earlier... minetest.after() even USES register_globalstep() I think |
00:34 |
Fixer |
Wuzzy: hi, don't want to be memematic too much, but was that armour bug not showing eventually fixed? i'm tired of people using blockmen buggy as hell hudbars |
00:35 |
red-001 |
I assume he meant the lower limit on how often global step and minetest.after can run |
00:35 |
Wuzzy |
blockmen hudbars are legqacy code and should be removed from all subgames ASAP |
00:36 |
Wuzzy |
Fixer: which armor mod now? |
00:36 |
Wuzzy |
hbarmor? this should work. but i dont care much about this mod, it has a very low version number anyway |
00:36 |
IhrFussel |
Wuzzy, first few lines in builtin/common/after.lua: core.register_globalstep(function(dtime) time = time + dtime if #jobs < 1 then return end |
00:36 |
Fixer |
Wuzzy: hbarmor |
00:38 |
Wuzzy |
I *think* hbarmor should work |
00:38 |
Wuzzy |
but i might be wrong |
00:38 |
IhrFussel |
minetest.after() is good for things you need to execute ONCE or when triggering certain events while register_globalstep() is good for things that need to be checked regularly/repeatedly |
00:39 |
Wuzzy |
Fixer: if you got any issues with hbarmor, just post in thread |
00:39 |
Fixer |
Wuzzy: ok, thanks |
00:40 |
Wuzzy |
the *real* issue with hbarmor is probably that the armor percentage is a bit weird |
00:40 |
Wuzzy |
its percentage of wear, the raw strength is not counted |
00:40 |
Wuzzy |
so if u have full wood armor or full diamond armor, you both got 100% |
00:41 |
Wuzzy |
but its prob simplest solution anyway. to use "armor points" would require me to specify a hard maximum, which i can only guess |
00:42 |
Wuzzy |
for subgames my recommendation is to write your own armor display mod, depending on hudbars. it shouldnt be hard |
00:42 |
Wuzzy |
unless, ofc, hbarmor already does exactly what you want xD |
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04:39 |
MinetestBot |
[git] Ezhh -> minetest/minetest: Adjust default console height 26c7e98 https://git.io/vbKKO (2017-12-17T04:38:54Z) |
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11:02 |
Megaf |
Good morning |
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15:13 |
jas_ |
https://github.com/jastevenson303/dcbl_default/blob/master/ui.lua lol |
15:13 |
jas_ |
it was only 5 lines ago wuzzy was talking about better hud by blockmen |
15:14 |
jas_ |
and yet, it feels like it was yesterday |
15:15 |
VanessaE |
it was, by my clock :) |
15:22 |
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15:29 |
MinetestBot |
[git] AntumDeluge -> minetest/minetest: Allow 'default' parameter in 'settings:get_bool' function 18b9210 https://git.io/vbKjx (2017-12-17T15:27:37Z) |
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16:05 |
sfan5 |
!ban troller!*@*$##fix_your_connection |
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19:19 |
MinetestBot |
ThomasMonroe: Dec-17 13:44 UTC <Krock> https://github.com/minetest/minetest/pull/6796#issuecomment-352254876 It's about the x86 Android build. I doubt you've installed that OS on your computer |
19:20 |
ThomasMonroe |
!tell Krock oh XD, I thought that the x86 build in general was broken :P nvmd then |
19:20 |
MinetestBot |
ThomasMonroe: yeah, yeah |
19:21 |
Krock |
. |
19:21 |
MinetestBot |
Krock: Dec-17 19:20 UTC <ThomasMonroe> oh XD, I thought that the x86 build in general was broken :P nvmd then |
19:31 |
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20:05 |
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20:12 |
jluc |
'o |
20:12 |
jluc |
i'd like to know if there is a way to control a mobs invasion |
20:12 |
Taose |
Fire? |
20:13 |
jluc |
rather control their "birth" |
20:13 |
Taose |
Hitting them is most people's... |
20:13 |
Taose |
oh |
20:13 |
Taose |
okay |
20:13 |
Taose |
Rubber gloves! |
20:13 |
jluc |
héhé |
20:13 |
Taose |
Depends on how you want to control the spawns to be fair |
20:14 |
Taose |
Do you want to change the location? Time? |
20:14 |
jluc |
time |
20:14 |
jluc |
as a gamemaster i'd like to be able to begin the game with no monsters |
20:14 |
jluc |
and at some time have some monster invasion |
20:14 |
jluc |
and later have no more monsters |
20:15 |
jluc |
but it could be place also : |
20:15 |
Taose |
Hands on game mastery or just timed events depending on ingame actions? |
20:15 |
jluc |
have monsters in some places and not in some other places |
20:15 |
jluc |
ideal would be game mastery |
20:15 |
* Taose |
is impressed |
20:16 |
jluc |
it could be commands like /stop_spawn monster1 |
20:16 |
jluc |
or /begin_spawn monster1 |
20:17 |
jluc |
or /mod_sleep monster1mod |
20:17 |
jluc |
or /mod_activate monster1mod |
20:17 |
Taose |
I havent' seen any mods that do it so you might have to do your own |
20:17 |
Taose |
(Not that they don't exist, I just haven't seen 'em) |
20:19 |
jluc |
i'd like to be able to play as in dungeon'n'dragon sorts of games |
20:19 |
jluc |
the dungeon master prepares the game, prepares a scenario |
20:20 |
jluc |
and then the players come in and play while the dungeon master does the actions that the scenario requires |
20:21 |
jluc |
for example launching some sort of monsters when the players reach some place or some stage in the game |
20:21 |
jluc |
or enabling some "fly" mod for a while when they have achieved some quest |
20:21 |
jluc |
... |
20:22 |
jluc |
i'm sure there are tremendous possibles with such ability to pause / activate mods without having to restart |
20:23 |
jluc |
or change their settings |
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21:23 |
greeter |
hmm just built a shower stall out of homedecor's glass table tops. love finding new uses for build materials |
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