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15:14 |
MinetestBot |
[git] pauloue -> minetest/minetest: Fix bad markdown in lua_api.txt 6cfd699 https://git.io/vAQ7H (2018-03-05T15:14:19Z) |
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16:37 |
BakerPrime |
I have 2 stupid questions, related to modding, first, what is the tag for allowing a node to be broken? I'm fixing a mod right now, and some of the nodes are unbreakable, even with an Admin-Pickaxe. Second, how do I get UI to pick up on a new craft recipe? It works, like, if you ignore it and place stuff in the grid anyway, it will craft the item, but UI shows it as uncraftable. As you can see I'm somewhat new to modding, so I'm |
16:37 |
BakerPrime |
sorry about asking these stupid questions. |
16:37 |
sfan5 |
1) nodes need one group that dictates the digging speed, e.g. "cracky", "oddly_breakable_by_hand" and others |
16:38 |
sfan5 |
2) ui? which ui? there is not builtin ui for displaying crafting recipes |
16:53 |
rubenwardy |
unified inventory, probably |
16:53 |
sfan5 |
... |
16:54 |
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17:00 |
BillyS |
That would, however, be an interesting functionality to add in . . a crafting guide that read all the registered crafts and parsed them. |
17:00 |
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17:00 |
BillyS |
Unless I'm being stupid and that is already what unified inventory does |
17:02 |
BillyS |
I don't know of how that would currently be possible without something like minetest.get_registered_nodes |
17:04 |
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17:12 |
Krock |
* minetest.registered_items gives you the entire list |
17:13 |
Krock |
including nodes, tools and items |
17:13 |
Krock |
^ BillyS |
17:15 |
BillyS |
Ah, thanks |
17:23 |
Traveler_ |
Hey everyone, new to Minetest. Programmer by trade. Former MC server runner for years, for my son and his friends. Looking to transition to Minetest, do some (considerably easier) modding. Have a question though, that I haven't found the answer for yet, is there the ability yet for multiple server "sub-worlds/dimensions/linked servers/etc"? |
17:24 |
Fixer |
don't think so |
17:25 |
Traveler_ |
I don't think so either, but I couldn't really find a definitive answer. |
17:25 |
Fixer |
"multiple worlds" can be workarounded by splitting world by height and generating new biomes in each |
17:25 |
Fixer |
it supports only one database |
17:25 |
Fixer |
file* |
17:25 |
Traveler_ |
I saw that as an option. |
17:26 |
Fixer |
some people asked for linked server, but that is not possible currently |
17:26 |
Traveler_ |
Was really looking for the ability to have totally different rules on each. |
17:26 |
Traveler_ |
Used to do that on MC. |
17:26 |
Traveler_ |
It isn't enough to get me to switch back, but it would be nice. :-) |
17:27 |
Fixer |
different rules on each? probably possible |
17:27 |
Fixer |
world is 65000x65000x65000 |
17:27 |
Fixer |
so you can divide it by height and have plenty of biomes |
17:27 |
Fixer |
there is also "floatlands biome" available in mapgen 7 iirc |
17:28 |
Traveler_ |
Yeah. Had different PvP, gravity, griefing, build ability, on each. |
17:28 |
Fixer |
probably possible |
17:28 |
Calinou |
you could have a script to host different servers and manage them all at once, but there is no way for clients to type a command to join other servers without leaving the one they're currently on |
17:28 |
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17:29 |
Calinou |
chat could be made to work across servers by setting up an IRC relay (which also allows people from IRC to join in) |
17:29 |
Shara |
Players physics can be settable based on height or similar, as in theory could other things. |
17:29 |
Traveler_ |
Yeah, that is sorta what I was hoping for. Used to spawn a new world from a template, on the fly, as an "instance" of that world, let the kids play around in it, and when they all leave, it goes away. |
17:31 |
sofar |
It wouldn't be too hard to make that work |
17:31 |
Traveler_ |
Oh? I am interested. :-) |
17:31 |
Traveler_ |
I am not above a bit of programming myself (I do python by trade, but I can do lua too) |
17:32 |
sofar |
the auto start/stop thing, not the go-from-realm-to-realm thing |
17:32 |
Traveler_ |
sofar: I figured that is what you meant. |
17:32 |
sofar |
just making sure :) |
17:32 |
sofar |
I'd love both to work, of course |
17:33 |
sofar |
having server-to-server "travel" would be great, imho |
17:33 |
Traveler_ |
Is there a roadmap/plan to get a "real" multi world/server/dimmension feature working? |
17:33 |
sofar |
that would make truly large networks of servers and players possible |
17:33 |
sofar |
no, it's getting killed with negativity and naive implementations |
17:33 |
sofar |
(I'm not bitter) |
17:34 |
sofar |
of course, ultimately if someone writes some semi-decent code that makes it work then it will probably get merged in the end |
17:35 |
Traveler_ |
That would be great. |
17:35 |
Krock |
Multi-dimensions: https://forum.minetest.net/viewtopic.php?f=5&t=19741 |
17:37 |
sofar |
layers are absolutely not dimensions |
17:37 |
Fixer |
it is kinda workaround as usual |
17:38 |
sofar |
there are 3 ways to implement this, as I see |
17:38 |
sofar |
1) layercake |
17:39 |
sofar |
that's entirely in lua, mostly, makes mapgen complex, but shifts a lot of burden to mods |
17:39 |
sofar |
2) some fourth coordinate |
17:39 |
sofar |
shifts overhead to the c++ object model. Makes lots of things incompatible, needs a ton of code |
17:40 |
sofar |
3) server-to-server redirection |
17:40 |
sofar |
neither needs lua or heavy c++ code, just a protocol extension and minor code |
17:40 |
sofar |
somehow people think 1) is the most sensible thing to work on |
17:40 |
sofar |
mind blown |
17:42 |
Traveler_ |
2 or 3 makes more sense to me, but I won't be the person who makes those happen. |
17:42 |
sofar |
for the record, 1) is pretty much entirely possible already |
17:43 |
Traveler_ |
Seems like it. |
17:43 |
BillyS |
Yay, a fellow Python Programmer! :P |
17:43 |
sofar |
the fact that nobody as far as I can see it is using it to me suggests it's not a useful solution |
17:43 |
Traveler_ |
:-D |
17:44 |
BillyS |
Question: Is it possible to overlay the minetest sky with an image, but to make the image a certain percentage transparent? |
17:45 |
BillyS |
That would be very useful for traveling high up; I could make the skybox slowly transition to stars |
17:46 |
Traveler_ |
That would be neat. |
17:46 |
BillyS |
Yeah |
17:46 |
sofar |
I don't think so, but you can certainly try it |
17:46 |
Shara |
Would love that, but not sure there's any good way to do it right now |
17:47 |
BillyS |
I like building space stations and what not, so that would be useful |
17:47 |
sofar |
take the `skybox` mod, and add texture modifiers? |
17:47 |
Traveler_ |
A little bit of KSP in Minetest? |
17:47 |
BillyS |
Yeah, I'm thinking something along those lines |
17:47 |
Fixer |
haha |
17:47 |
Fixer |
with asteroid mining |
17:47 |
sofar |
https://github.com/minetest-mods/skybox/blob/master/init.lua#L45 |
17:47 |
Shara |
I'd like to have nicer sky transistions for other_worlds |
17:47 |
BillyS |
Hmm, interesting idea, Fixer |
17:47 |
sofar |
you want to insert texture modifiers there |
17:48 |
Fixer |
that was proposed by rubenwardy i think |
17:48 |
BillyS |
I could add unobtanium. :P |
17:48 |
BillyS |
Ofc, that is already covered by xtraores |
17:48 |
sofar |
oh, we don't support making textures semi-transparent |
17:49 |
BillyS |
Rats |
17:49 |
Shara |
Pretty sure I couldn't get anything like that working with the skyboxes when I tried before |
17:49 |
Fixer |
ha? you can, but it is half-broken because no z-sorting |
17:49 |
Fixer |
or i'm wrong |
17:49 |
BillyS |
Hmm, maybe I could colorize it somehow . . . |
17:50 |
sofar |
oh, yeah, maybe [colorize works |
17:50 |
Shara |
I wanted a gradual switch from the default skybox into the space ones I use in https://github.com/Ezhh/other_worlds |
17:50 |
Shara |
[colorize works for skyboxes |
17:50 |
sofar |
it does? |
17:50 |
Shara |
https://github.com/Ezhh/other_worlds/blob/master/skybox.lua#L21 |
17:51 |
Shara |
I use it here |
17:51 |
sofar |
did you try [colorize:alpha:127 ? |
17:51 |
sofar |
something like that? |
17:51 |
Shara |
I worked ont he mod almost two years ago. I know I tried things, but don't recall exactly what I tried |
17:52 |
Shara |
I 'think' I did, but it's not gruaranteed |
17:52 |
Shara |
guaranteed* |
17:53 |
Shara |
Better skyboxes in general... really want this. (But of course there's the issue of losing the sun and moon...) |
17:55 |
BillyS |
Are the sun and moon part of the skybox? |
17:56 |
Shara |
No, you can change them seperately... but they only display when using the default skybox |
17:56 |
BillyS |
Ah |
17:56 |
BillyS |
Hmm |
17:56 |
Shara |
Not really sure what the issue there is. I got a headache when I tried to work through the code. |
17:56 |
Shara |
Maybe sofar has an idea |
17:56 |
BillyS |
Well, the moon is /rather/ visible in space, so that might be an issue . . |
17:57 |
BillyS |
Maybe I would have to add it into the skybox texture, but then it wouldn't move |
17:57 |
sofar |
the whole sky system is very rigid |
17:57 |
sofar |
it can only do a few things |
17:57 |
BillyS |
So I see. |
17:58 |
BillyS |
And the devs already have a lot on their plates. |
17:58 |
Shara |
The moment you add a custom skybox, you just get that skybox and nothing dynamic |
17:58 |
BillyS |
afaik |
17:58 |
BillyS |
There should be a minetest.sun_and_moon(true/false) |
17:59 |
Shara |
"should" :) |
17:59 |
BillyS |
heh |
17:59 |
BillyS |
I have pushed minetest modding pretty close to its limit with my "Mass Mayhem Mod" |
17:59 |
BillyS |
Minetest glitches out when you set the pyhsics override of a fast-moving player to zero, it seems |
18:00 |
BillyS |
Or can, at any rate |
18:00 |
Shara |
Which specific overrides? |
18:00 |
BillyS |
speed = 0 |
18:00 |
Shara |
I've never had issues with that |
18:01 |
BillyS |
Yeah, I added a /freeze command to troll players with, and it glitched. |
18:01 |
Shara |
That's because it won't stop current motion |
18:01 |
BillyS |
Yeah |
18:01 |
BillyS |
Makes sense |
18:01 |
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18:02 |
BillyS |
I also added a liquid nitrogen source, which had the same effect |
18:02 |
BillyS |
but it caused the players to jitter back and forth; maybe anticheat had something to do with it. |
18:02 |
Shara |
I know anticheat had an issue when you zeroed physics until quite recently |
18:03 |
BillyS |
Then that was probably it |
18:03 |
Shara |
But it shouldn't have caused that jitter unless you were somehow doing something to make it think you were cheating :) |
18:04 |
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18:05 |
BillyS |
Well, if I was still moving forward while my speed was set to zero, i would think that that would trigger it |
18:06 |
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18:06 |
Traveler_ |
Ok, time to switch to a real account (Boingo) |
18:14 |
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18:30 |
Out`Of`Control |
Fixer: hi are you around? |
18:30 |
Fixer |
yes |
18:32 |
Out`Of`Control |
Fixer: any idea what could cause it. Plantet wheat seeds, turn into cotton plant |
18:32 |
Fixer |
check abms you have |
18:32 |
Out`Of`Control |
ok ty |
18:39 |
LaCosa |
Hello, the second link on this page: http://dev.minetest.net/Minetest_Schematic_File_Format is broken because the file was moved to a subdirectory, can someone fix it? |
18:46 |
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19:01 |
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19:05 |
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19:14 |
BakerPrime |
Sfan5: Sorry, I was AFK, Yes, UI like "the" Unified Inventory. |
19:20 |
Out`Of`Control |
Is it possibel to disable CSM on server side |
19:21 |
Krock |
0.5.0: yes. 0.4.x: no. |
19:21 |
sofar |
(*) |
19:21 |
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19:21 |
Out`Of`Control |
so why its enabled in 0.4 ? |
19:21 |
Krock |
(*v*)/ |
19:22 |
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19:22 |
sofar |
a user can enable it in 0.5.0 by patching their client |
19:22 |
Out`Of`Control |
so i have to update to 0.5 |
19:22 |
Krock |
CSM was added and what's added can't be restricted easily |
19:22 |
Krock |
so if you have security issues, patch them. |
19:22 |
sofar |
even with 0.5 it's likely users will be running with CSMs |
19:23 |
sofar |
it just makes it a little bit harder for them |
19:23 |
sofar |
better to properly defend against abuse |
19:23 |
Out`Of`Control |
i wonder if i can detect abuse. |
19:24 |
Krock |
that's like when you'd want to detect cheating where the cheater-client doesn't send movement actions |
19:25 |
sofar |
it depends on what kind of abuse, but in most cases, yes, you can probably detect it |
19:25 |
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19:28 |
Out`Of`Control |
sofar: i need special mod, or just keep an eye on logs? |
19:28 |
Krock |
1) add minetest.dig_node() to CSM 2) check how long the tool takes to dig surrounding ore node #214 and 3) dig all ores and wait enough long --> profit |
19:28 |
Krock |
as in: real profit due ore mining |
19:30 |
Heckstatic |
https://a.uguu.se/QJHFMCdH2LOW_notmuch.jpg ha ha ha ha HAHAHA oh my it actually worked |
19:30 |
Heckstatic |
so you might be thinking, what exactly is so special about dumping the player's position to chat |
19:30 |
Krock |
highest OpenGL version I've seen yet |
19:31 |
Krock |
all I can see are float -> double conversion errors |
19:31 |
Krock |
the positions were rounded to the 3rd digit after comma (thousands) |
19:32 |
Heckstatic |
blame ObjectRef:get_pos, not me |
19:32 |
Heckstatic |
now look at this https://pastebin.com/bzuHQHFZ |
19:32 |
Heckstatic |
and try telling me it isn't awesome |
19:32 |
Krock |
yes, I wasn't implying that it's your fault. |
19:33 |
Krock |
looks like you're building a framework API around the minetest framework API |
19:33 |
Heckstatic |
aye |
19:34 |
Heckstatic |
out of necessity, but it is an api of sort |
19:34 |
* Krock |
claps hands for using the W2k theme on Win 7 :D |
19:35 |
Heckstatic |
isn't that just windows NT |
19:35 |
Heckstatic |
it's not that I don't like aero, but dwm.exe is a whole bag of problems so I kill it |
19:36 |
Heckstatic |
anyway, so far I've got some OOP base stuff |
19:37 |
Heckstatic |
an entity-component system |
19:37 |
Heckstatic |
a vector math lib that doesn't suck |
19:37 |
Heckstatic |
and up next is a more sophisticated animation system, which will be trivial now that components are working |
19:39 |
Heckstatic |
and when that is up, we can think about giving minetest a combat system that doesn't suck |
19:40 |
Heckstatic |
seriously though who thought that defining vectors like { x = 0, y = 0, z = 0 } was a good idea |
19:41 |
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19:43 |
Heckstatic |
but lua saves us here again https://pastebin.com/FPM7XFwX |
19:54 |
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19:55 |
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19:58 |
Fixer |
Krock: clap to me too, classic theme fan |
19:58 |
* Krock |
claps |
19:58 |
Fixer |
proper theme from the times when it was still a business OS, not a dumbed down flashy one |
19:59 |
Fixer |
it all started with that crap xp theme |
19:59 |
BillyS |
Did anyone ever noticp that "XP" is a dead face? |
20:00 |
BillyS |
*notice |
20:00 |
Fixer |
or smiling face with closed eyes and open mouth? |
20:00 |
Fixer |
depends on your mood |
20:02 |
Krock |
x.x is dead |
20:02 |
Out`Of`Control |
what is dead? |
20:05 |
Heckstatic |
we're all dead and this is hell |
20:05 |
Out`Of`Control |
its too cold for hell |
20:05 |
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20:05 |
Heckstatic |
isn't the final circle of hell cold? |
20:08 |
BillyS |
I didn't think so |
20:08 |
BillyS |
At any rate, if this is hell, I took a wrong turn somewhere. :p |
20:08 |
Heckstatic |
it's an abstract kind of hell |
20:09 |
Heckstatic |
full of object oriented insanity with multiple layers of indirection |
20:09 |
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20:10 |
Heckstatic |
crap, I need to somehow __index two tables at once |
20:11 |
Heckstatic |
oh, there, i did it |
20:12 |
* BillyS |
claps |
20:12 |
Heckstatic |
let's test it |
20:13 |
Heckstatic |
it compiles, good |
20:13 |
Heckstatic |
it doesn't call its own methods anymore, not good |
20:13 |
BillyS |
Now, does it do what it is supposed to do? :P |
20:13 |
BillyS |
Nope |
20:16 |
Heckstatic |
the goal is for a component to access an entity's fields as if they were its own, to avoid passing the objectRef and some ugly getter method like GetComponent |
20:16 |
Heckstatic |
I'll figure it out later |
20:23 |
paramat |
hi Boingo do you have any C++ ability? we're lacking dev time and would love to see new people work toward being a dev in future =) |
20:24 |
paramat |
there's no official plan for dimensions but it's popular, it's just a case of someone coding it well. i agree that server to server redirection seems the best approach |
20:26 |
paramat |
stacking stuff in one world isn't a substitute of course, just a different and limited approach possible now |
20:27 |
paramat |
maybe related is VAEs which is in our TODO https://dev.minetest.net/TODO#Voxel_Area_Entities maybe that could enable pocket dimensions |
20:55 |
Boingo |
paramat: My C++ fu is from a long time ago. I am sure I could pick it up again, but it has been a while. Lua is pretty close to my daily python, so pretty easy. |
20:55 |
Boingo |
paramat: How do you see the VAEs helping in this problem? |
20:56 |
paramat |
no idea to be honest =) |
20:56 |
paramat |
but there was some talk of them being related |
20:56 |
Boingo |
hmmmm.... |
20:57 |
paramat |
i guess server to server redirection would not be a compatible implementation |
20:57 |
Boingo |
Sounds like 2 different solutions, to 2 unrelated problems. |
20:59 |
Boingo |
Not even sure if the server-to-server works for what I was doing with MC in the past. Previously, it would spin up a new instance of a world (usually very small) which had a mini-game, let the kids play it, then delete the whole thing when they were done. |
20:59 |
Boingo |
Not sure that "server-to-server" really helps with that. |
21:00 |
Boingo |
Not saying I wouldn't use it, I totally would, but yeah.... sounds more like bungie. |
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21:15 |
paramat |
in case you haven't read it, the dimensions issue is https://github.com/minetest/minetest/issues/4428 |
21:16 |
Boingo |
Yeah, I saw it. |
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23:12 |
MinetestBot |
[git] Ezhh -> minetest/minetest_game: Fireflies: Reduce density in non-mgv6 mapgens d4a007c https://git.io/vA7QC (2018-03-05T23:08:29Z) |
23:12 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Creative: Fix width of arrow textures 1afb8f2 https://git.io/vA7QW (2018-03-05T23:06:15Z) |
23:12 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Ores: Remove region overlaps. Make some regions deeper 3afcd68 https://git.io/vA7Ql (2018-03-05T23:05:59Z) |
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