Time |
Nick |
Message |
00:00 |
|
Animetrom1 left #minetest |
00:05 |
paramat |
LuaJIT causes other problems though, especially with lua mapgens |
00:07 |
|
compunerd joined #minetest |
00:07 |
pgimeno |
which other problems? |
00:08 |
paramat |
limited lua memory, like 1GB |
00:08 |
paramat |
causes 'out of memory' crashes for many users |
00:08 |
pgimeno |
well, ffi is a sort of solution to that (if a LuaJit-specific version is implemented when LuaJIT is found) |
00:09 |
pgimeno |
it would be nice to have minetest.ffi :) |
00:11 |
pgimeno |
local ffi = minetest.ffi ; if ffi then --[[ffi-specific version]] else --[[plain lua version]] end |
00:13 |
paramat |
see https://github.com/minetest/minetest/issues/5442 |
00:14 |
|
AntumDeluge joined #minetest |
00:14 |
pgimeno |
I see |
00:16 |
pgimeno |
hm, that issue talks only about calling external C functions, but it misses the benefits of using it for low-level access to data and memory allocation |
00:17 |
|
twoelk|2 joined #minetest |
00:19 |
|
Fusl joined #minetest |
00:19 |
|
AntumD joined #minetest |
00:20 |
pgimeno |
I mean, MarkuBu focuses on that but nerzhul seems to miss it |
00:25 |
|
Pie-jacker875 joined #minetest |
00:30 |
paramat |
feel free to add to the issue |
00:31 |
paramat |
it might be reopened if there is some discussion |
00:31 |
pgimeno |
thanks, I think I will |
00:44 |
|
Pie-jacker875 joined #minetest |
00:55 |
|
turtleman joined #minetest |
01:06 |
|
twoelk|2 left #minetest |
01:09 |
pgimeno |
ok, I got the mapgen proof of concept working! thanks a lot paramat |
01:22 |
|
ThomasMonroe joined #minetest |
01:45 |
|
Miner_48er joined #minetest |
02:01 |
|
nowhere_man joined #minetest |
02:31 |
|
turtleman joined #minetest |
02:45 |
|
SonosFuer joined #minetest |
03:14 |
|
redblade7 joined #minetest |
03:15 |
|
kuldeep joined #minetest |
04:17 |
|
Hawk777 joined #minetest |
04:48 |
|
torgdor joined #minetest |
04:49 |
|
Sonos joined #minetest |
04:53 |
|
Fritigern joined #minetest |
05:02 |
|
xerox123_ joined #minetest |
05:02 |
|
xerox123_ joined #minetest |
05:27 |
|
bas080 joined #minetest |
05:54 |
|
bas080 joined #minetest |
06:03 |
|
twahm joined #minetest |
06:23 |
|
bas080 joined #minetest |
06:43 |
|
Fritigern joined #minetest |
07:14 |
|
CWz joined #minetest |
07:15 |
|
bas080 joined #minetest |
07:42 |
|
Taose joined #minetest |
07:42 |
|
Tux[Qyou] joined #minetest |
08:35 |
VanessaE |
in regards to my channel being +s, it was in response to a non-MT troll that followed me from #frednode. |
08:35 |
VanessaE |
er #freenode |
08:36 |
|
jluc joined #minetest |
09:00 |
|
YuGiOhJCJ joined #minetest |
09:03 |
|
bas080 joined #minetest |
09:07 |
|
YuGiOhJCJ joined #minetest |
09:18 |
|
Telesight joined #minetest |
09:48 |
|
Krock joined #minetest |
09:55 |
|
bas080 joined #minetest |
10:20 |
|
ensonic joined #minetest |
10:45 |
Taose |
frednode XD |
10:46 |
|
bas080 joined #minetest |
11:09 |
|
Fixer joined #minetest |
11:22 |
|
Krock joined #minetest |
11:32 |
VanessaE |
heh |
11:38 |
|
bas080 joined #minetest |
11:48 |
|
newbie|4 joined #minetest |
12:05 |
|
bas080 joined #minetest |
12:07 |
|
RafiX2 joined #minetest |
12:11 |
|
RafiX joined #minetest |
12:17 |
ensonic |
morning, is it possible to change the tiles on a block in on_place? or alternatively if I just register the variants, can I hide them from the inventory |
12:17 |
sfan5 |
you can hide nodes from the creative inv if you mean that |
12:18 |
sfan5 |
still no idea what you mean by "titles" |
12:18 |
|
FreeFull joined #minetest |
12:20 |
ensonic |
tiles not titles |
12:20 |
ensonic |
I'd like to make a column mod, where the player places the sma eblock, but depending on what is above and below the blocks ajust their look |
12:21 |
pgimeno |
you can use group not_in_creative_inventory = 1 |
12:21 |
ensonic |
thanks |
12:23 |
Krock |
there's the "color", "colorwallmounted" and "colorfacedir" drawtype |
12:23 |
VanessaE |
ensonic: ^^ that and each "look" needs its own node that your code will place as needed. those are the ones you exclude from creative\ inv |
12:24 |
Krock |
in combination with palettes you don't have to create a huge amount of nodes |
12:24 |
VanessaE |
Krock: didn't we also get "colorsimplefacedir"? |
12:25 |
VanessaE |
(2 bit NSWE facedir, 6 bit color) |
12:25 |
sfan5 |
i think so yes |
12:25 |
Krock |
0 occurrences of "colorsimplefacedir" in lua_api.txt |
12:26 |
VanessaE |
hm, guess not |
12:26 |
VanessaE |
I proposed it a while back. coulda sworn some someone coded it. |
12:26 |
VanessaE |
(or it's named differently) |
12:26 |
Krock |
well, using colorfacedir you can manually change it to simplefacedir |
12:27 |
|
tpe joined #minetest |
12:27 |
ensonic |
how do the color* drawtypes help? |
12:33 |
VanessaE |
if all you wanted for "adjust their look" is to change color, you could alter the node's color in-map. |
12:33 |
VanessaE |
but I assume "look" includes shape and overall texture. |
12:35 |
ensonic |
VanessaE, only change textures |
12:35 |
VanessaE |
yeah, then you do it the "usual" way and hide the extra nodes from the creative inv. |
12:37 |
ensonic |
VanessaE, thanks! |
12:37 |
VanessaE |
^^ that by the way woulda been a good use-case for my "palettized texture list" idea (too bad no one wants to implement it) |
12:39 |
ensonic |
VanessaE, I converted the MC Conquest texture pack and there are a lot of such blocks (references in https://github.com/minetest/minetest/issues/2748) |
12:42 |
VanessaE |
I have zero experience with MC so I have little context. |
12:43 |
ensonic |
VanessaE, this is a video if the TP in action https://www.youtube.com/watch?v=yiAZ_mHrLiA |
12:44 |
VanessaE |
nice. reminds me HavenNG |
12:45 |
VanessaE |
go take a look at MInetest HDX sometime |
12:47 |
VanessaE |
(at some point I need to implement that wide tiling feature the engine supports) |
12:49 |
|
Fixer_ joined #minetest |
12:54 |
|
cam joined #minetest |
12:56 |
|
ThomasMonroe joined #minetest |
13:01 |
|
CBugDCoder joined #minetest |
13:24 |
ensonic |
coulumn stacking works \o/ |
13:32 |
|
Jordach joined #minetest |
13:57 |
|
Darcidride joined #minetest |
14:08 |
|
Krock joined #minetest |
14:10 |
|
nac joined #minetest |
14:22 |
|
Fritigern joined #minetest |
14:29 |
|
Tux[Qyou] joined #minetest |
14:35 |
|
Taoki[laptop] joined #minetest |
14:38 |
ensonic |
the columns: http://picpaste.de/screenshot_20171223_153647-KCZXknPs.png |
14:45 |
sfan5 |
nice |
14:49 |
|
Taoki[laptop] joined #minetest |
14:53 |
|
nowhere_man joined #minetest |
15:12 |
ensonic |
will clean it up and check for which material it makes sense |
15:23 |
|
Animetrom joined #minetest |
15:23 |
|
Animetrom left #minetest |
15:32 |
|
Emperor_Genshin joined #minetest |
15:32 |
|
Emperor_Genshin joined #minetest |
15:36 |
|
Beginner joined #minetest |
15:39 |
Beginner |
Hello, is it possible to disable dropping items? if so, how? thanks |
15:41 |
jas_ |
i believe there are a few ways, and one might be to override the minetest.item_drop function to not do anything. |
15:42 |
jas_ |
another could be to minetest.override everything in minetest.registered_items making drop="" |
15:42 |
GNU[BDC] |
Hi, was there recent fix for default trees decay issue? |
15:42 |
jas_ |
maybe there are other ways? |
15:42 |
jas_ |
i dunno gnu[bdc], but did you try using the sneak key? (how was it broken?) |
15:43 |
GNU[BDC] |
leaves do not decay when you remove trunk |
15:43 |
Genshin |
usually drop="" is the easy way out. |
15:43 |
jas_ |
oh, i see. it worked for me last i checked on 0.5.0-dev |
15:44 |
Beginner |
jas_ , Genshin: thank you! |
15:44 |
Genshin |
np |
15:44 |
jas_ |
if you want to disable all item dropping from player (by hitting Q or dragging item out of formspec), then overriding minetest.item_drop should work. and then perhaps adjust the behavior too, to depends for example on a privilege |
15:45 |
jas_ |
but yes, drop="" is easiest, but you have to override everything and make sure this mod is last? i think. |
15:45 |
jas_ |
but actually i think you typically need to do this in a minetest.after anyway... |
15:45 |
Genshin |
Indeed. |
15:46 |
Genshin |
overriding minetest.item_drop is the best solution tbh. |
15:50 |
Beginner |
yay, it works: function minetest.item_drop(itemstack, dropper, pos) return itemstack end |
16:04 |
jas_ |
i just realized drop="" if when you dig a node, and not when you drop one from inventory heh |
16:05 |
jas_ |
so i think it's just that one way only. |
16:10 |
|
twahm joined #minetest |
16:11 |
|
twahm joined #minetest |
16:15 |
twahm |
Hello, I'm using player.getpos() that should return the player's position but I get this error: bad argument #1 to 'getpos' (userdata expected, got no value), someone knows why this happens?, according to the wiki I do not have to give any parameter |
16:17 |
sfan5 |
player:getpos() |
16:18 |
twahm |
thank you |
16:26 |
Krock |
* player:get_pos() |
16:26 |
Krock |
the other one is the old name, kinda deprecated |
16:26 |
Krock |
or alternatively player.get_pos(player) but it's obvious that writing more than necessary isn't desired :) |
16:43 |
|
Akberid joined #minetest |
16:49 |
|
fwhcat joined #minetest |
16:50 |
|
SonosFuer joined #minetest |
16:53 |
|
Krock joined #minetest |
17:21 |
pgimeno |
is there a way to get the world seed? |
17:21 |
Krock |
F5 |
17:21 |
pgimeno |
sorry, from Lua |
17:21 |
Krock |
server-side? |
17:22 |
pgimeno |
yes |
17:22 |
Krock |
minetest.get_mapgen_params() |
17:23 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2815 |
17:23 |
Krock |
nvm, that seems to be deprecated, so use minetest.get_mapgen_setting |
17:24 |
pgimeno |
would use name = "seed"? |
17:24 |
pgimeno |
if I'm understanding correctly, that would be it |
17:27 |
pgimeno |
ok, minetest.get_mapgen_setting("seed") works, with the caveat that it returns a string, thank you very much |
17:35 |
Beginner |
how do i set new inventory every time player tries to open inventory? because i need to update label in item_image_button[...,label] |
17:37 |
|
jonasbits joined #minetest |
17:42 |
Krock |
Beginner, that's not possible right now |
17:43 |
Beginner |
YAY hehe |
17:43 |
Krock |
you'll have to update the inventory in another case |
17:51 |
Beginner |
and is it possible to call function when player open inventory? |
17:52 |
Beginner |
oops, nvm |
18:04 |
|
ThomasMonroe joined #minetest |
18:24 |
|
nac joined #minetest |
18:29 |
|
ThomasMonroe joined #minetest |
18:45 |
|
ChadMcNugget joined #minetest |
18:51 |
|
Telesight joined #minetest |
19:03 |
|
paramat joined #minetest |
19:05 |
paramat |
GNU[BDC] the leafdecay issue is rare and we can't see how it is happening, so no fix yet |
19:15 |
|
ThomasMonroe joined #minetest |
19:19 |
|
newbie|2 joined #minetest |
19:20 |
|
ensonic joined #minetest |
19:24 |
GNU[BDC] |
paramat: i recent update snow mod, leafdecay was fixed in snow mod leaves. Broken on default. Could it be connected? |
19:25 |
|
compunerd joined #minetest |
19:26 |
paramat |
yes it could, the mod may need fixing |
19:28 |
paramat |
the bug is likely in the mod |
19:30 |
|
Telesight joined #minetest |
19:39 |
Beginner |
in which cases can player:get_inventory() return value nil? local inv = player:get_inventory() -- everything ok, and then inv:get_stack(...) throw this: attempt to index local 'inv' (a nil value) |
19:47 |
|
torgdor joined #minetest |
19:47 |
|
YuGiOhJCJ joined #minetest |
19:48 |
pgimeno |
are you sure that's the problem and not e.g. a scope problem? |
19:49 |
|
ThomasMonroe joined #minetest |
19:51 |
Beginner |
it is called in mt.after() , player is disconnected before executing code in mt.after, so player:get_inventory() should return nil, but nope. inv:get_stack returns nil. Thats weird. |
19:51 |
Krock |
that can happen if you keep the player reference saved somewhere and someone leaves |
19:52 |
sfan5 |
player references should not leave the scope they are created for (e.g. a callback) |
19:52 |
Krock |
get_stack never returns nil. it always creates a new stack if it wasn't found |
19:52 |
|
ThomasMonroe joined #minetest |
19:52 |
Beginner |
ok, so thats it. Hm but why not return nil at get_inventory line.... |
19:55 |
Beginner |
fixed, thank you |
19:56 |
Krock |
!next |
19:56 |
MinetestBot |
Another satisfied customer. Next! |
20:00 |
|
YuGiOhJCJ joined #minetest |
20:16 |
|
swift110 joined #minetest |
20:48 |
|
Megaf__ joined #minetest |
21:11 |
|
FreeFull joined #minetest |
21:17 |
|
swift110 joined #minetest |
21:48 |
pgimeno |
finished! https://gist.github.com/pgimeno/3f86ca27d2ad7d2bba4633448db059fb - thanks to all who helped |
21:52 |
pgimeno |
added screenshot |
22:04 |
|
twahm joined #minetest |
22:06 |
twahm |
Because when I create a server, the minimap is always disabled? |
22:12 |
|
paramat joined #minetest |
22:15 |
paramat |
a maze of nightmares |
22:16 |
Beginner |
pgimeno: that is cruel |
22:19 |
pgimeno |
well, you just have to find the way to the castle beyond the goblin city ;) |
22:20 |
pgimeno |
it's not so much about solving it as it is about watching it |
22:20 |
paramat |
twahm you're adding a maze to a core mapgen? which one? |
22:21 |
pgimeno |
I think twahm meant "why" instead of "because" |
22:22 |
twahm |
My mod only inserts mazes on the map, no matter what mapgen. |
22:22 |
paramat |
ok |
22:23 |
paramat |
every mapgen provides a 'mapgen object heightmap' that is an array of y values for every column in a mapchunk. the heightmap is available for use inside the 'on generated' function only |
22:24 |
twahm |
How do I access it? |
22:24 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4191 |
22:25 |
paramat |
maybe do a search on github for 'minetest mapgen oject heightmap' to see examples of use |
22:25 |
paramat |
i haven't used it myself |
22:26 |
twahm |
Thanks, and another question, is it possible to make the mapgen not affect the maze after generating it? |
22:27 |
paramat |
everything done in 'on generated' is after all mapgen, however |
22:28 |
paramat |
some core mapgen features extend over mapchunk borders into neighbouring already generated mapchunks, for example large caves. one thing that helps is to make sure all your nodes have 'is_ground_content = false' that stops caves eating the node |
22:28 |
paramat |
any specific problems? |
22:28 |
pgimeno |
I'm confused. Was there a question I'm missing? |
22:30 |
twahm |
I want the maze to be generated with blocks by default, but not to be altered, is it possible? |
22:30 |
paramat |
pgimeno twahm PM'd me |
22:30 |
pgimeno |
ah |
22:31 |
twahm |
pgimeno I am trying to generate a maze but I can not place it on the surface of the world |
22:31 |
paramat |
what you add in 'on generated' will not be affected because that's after core mapgen has finished in that mapchunk |
22:31 |
Beginner |
this: full_punch_interval = 5.0, means delay between on_use calls? its not working for me |
22:32 |
paramat |
twahm best host your code somewhere so people can look |
22:35 |
pgimeno |
heh, talk about timing :) |
22:35 |
twahm |
https://github.com/twahm/mazes |
22:36 |
twahm |
It is still very rudimentary |
22:36 |
twahm |
Use the PRISM algorithm to generate the mazes |
22:37 |
pgimeno |
I guess you mean Prim's (actually Jarnik's) |
22:38 |
twahm |
yes |
22:39 |
twahm |
Only that randomized |
22:39 |
pgimeno |
mm I see, that one has an ugly bias towards a point |
22:41 |
twahm |
First I had used depth-first search, but the mazes were very simple. |
22:45 |
pgimeno |
https://bl.ocks.org/mbostock/11167589 - it's biased towards the origin point |
22:45 |
Calinou |
<twahm> Use the PRISM algorithm to generate the mazes |
22:45 |
Calinou |
sounds like a maze that would spy on its visitors :P |
22:46 |
twahm |
What do you mean? |
22:46 |
ThomasMonroe |
Calinou you up for some games of chess? |
22:46 |
sfan5 |
there happens to be a NSA compaign by the same name, twahm |
22:49 |
Calinou |
ThomasMonroe: sure :) |
22:49 |
Calinou |
what time control? |
22:50 |
ThomasMonroe |
3+5? |
22:51 |
Calinou |
ok |
23:01 |
twahm |
How can I make things in the inventory not be lost when a player dies? |
23:01 |
rubenwardy |
disable the bones mod |
23:01 |
rubenwardy |
by deleting the folder |
23:01 |
rubenwardy |
or there's a setting |
23:02 |
twahm |
How do I disable the bones? |
23:06 |
Calinou |
rubenwardy: can you disable a built-in subgame mod? |
23:06 |
Calinou |
I don't think so |
23:06 |
Calinou |
isn't there a minetest.conf setting? |
23:06 |
rubenwardy |
I gave the two options |
23:07 |
Calinou |
https://github.com/minetest/minetest_game/blob/master/mods/bones/init.lua |
23:07 |
Calinou |
https://github.com/minetest/minetest_game/blob/master/mods/bones/init.lua#L171-L173 |
23:07 |
Calinou |
d o c u m e n t a t i o n |
23:07 |
Calinou |
twahm: "bones_mode = keep" in minetest.conf should work, try that |
23:07 |
Calinou |
or "bones_mode = drop" to drop items without creating a bones node |
23:08 |
paramat |
those colour maze floods are nice |
23:09 |
pgimeno |
yeah they are |
23:10 |
twahm |
It's what I'm using to test, then it makes the materials change according to the biome |
23:11 |
|
FreeFull joined #minetest |
23:12 |
ThomasMonroe |
I'm back Calinou |
23:12 |
Calinou |
welcome back :) |
23:12 |
Calinou |
send me a challenge again if you wish to play |
23:14 |
ThomasMonroe |
ok |
23:14 |
Calinou |
wait a few minutes |
23:14 |
Calinou |
(busy right nowx) |
23:14 |
Calinou |
-x |
23:14 |
ThomasMonroe |
kk |
23:19 |
Calinou |
ThomasMonroe: ok, I'm here |
23:44 |
|
swift110 joined #minetest |
23:50 |
|
Animetrom joined #minetest |
23:57 |
Beginner |
can anyone explain me full_punch_interval = 5.0 ? animation looks slower, but i can fast punch other players, i see no difference between value 5 and 1. |