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MinetestBot |
[git] paramat -> minetest/minetest_game: Pine trees: Add small pine tree and mix into coniferous forests 160dc21 https://git.io/vAjdy (2018-03-11T00:18:13Z) |
00:21 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice ac50b3e https://git.io/vAjdS (2018-03-11T00:18:07Z) |
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OutOfHecks |
https://a.uguu.se/zzJ4ag3Y554s_spotlight.gif Spotlights |
03:15 |
Doyousketch2 |
cool |
03:17 |
OutOfHecks |
check this out too https://a.uguu.se/2cP6Cpre4nFV_sine.gif |
03:19 |
Doyousketch2 |
the texture is trippy |
03:19 |
OutOfHecks |
it's just ruins |
03:19 |
OutOfHecks |
https://a.uguu.se/wAhtrEPQzpzE_foo.png |
03:23 |
srifqi |
What model is that? |
03:23 |
Doyousketch2 |
looks like something from the bastoni lab |
03:23 |
OutOfHecks |
it's my own |
03:24 |
Doyousketch2 |
cool |
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srifqi |
Any idea? "/home/srifqi/git/minetest/src/script/cpp_api/s_async.cpp:f5: virtual void* AsyncWorkerThread::run(): A fatal error occured: Execution of async base environment failed" |
04:52 |
Doyousketch2 |
hard to say from just that. some sorta error with multiple threads running |
04:54 |
blaise |
minetest isn't even mutithreaded, is it? |
04:57 |
Doyousketch2 |
shaders are essentially multiple tiny threads, so there's at least that |
04:58 |
blaise |
that's gpu stuff though |
04:58 |
blaise |
I've only ever seen one instance of minetestserver |
04:58 |
blaise |
no forking |
04:58 |
blaise |
ps aux only shows one |
04:59 |
blaise |
like ever |
04:59 |
blaise |
even with several users on |
04:59 |
blaise |
I would love for it to be multithreaded... I host my minetest server on a 8 core machine |
05:15 |
blaise |
quitter |
05:36 |
srifqi |
nvm, just recompiled from master branch and worked. Thanks! |
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Jani_ |
.-: |
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Enricoo |
Why will my posts in forum will back up? |
10:49 |
Enricoo |
Help |
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Enricoo |
bye |
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Beug |
hello, is there a tuto for using get_perlin_map somewhere ? i don't understand exactly how it works, even after looking all the pages i found about it, can someone could point me to a good direction ? |
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12:40 |
Minenmann |
How can I add new translated pages to the wiki? |
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12:49 |
Peppy |
/CLEAR |
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13:34 |
yusf |
Hope everyone are having a great sunday! I've a question. How, in a new mod, do I override the default player object properties by using player_api? |
13:34 |
yusf |
I only need to adjust stepheight but I don't want to sidestep player_api and having the mods compete. |
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13:40 |
Krock |
yusf, depend on player_api and register a on_joinplayer callback to set the properties |
13:40 |
sfan5 |
sounds like you need to edit a model definition in player_api.registered_player_models[name] |
13:41 |
yusf |
So for instance, `player_api.registered_player_models["character.b3d"].stepheight = 1.05` |
13:41 |
yusf |
? |
13:41 |
Krock |
yes. but you'll have to apply that to the player too |
13:42 |
sfan5 |
isn't that player_api's job? |
13:42 |
yusf |
^ That's what I thought. |
13:43 |
Krock |
there's no function that would get called when writing to a table field: https://github.com/minetest/minetest_game/blob/master/mods/player_api/api.lua#L10 |
13:44 |
Krock |
oh well, if the stepheight is changed on-load that's no problem |
13:45 |
yusf |
Doing above while only depending on `player_api` gives: |
13:45 |
yusf |
> attempt to index field 'registered_player_models' (a nil value) |
13:46 |
Krock |
see link above. it's registered_models |
13:49 |
* yusf |
sent a long message: yusf_2018-03-11_13:49:42.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/HPKiOCUoedxVVaysubWSyuQg> |
13:49 |
sfan5 |
lmao |
13:50 |
sfan5 |
the docs are wrong then |
13:50 |
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13:51 |
* yusf |
sent a long message: yusf_2018-03-11_13:51:35.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/nXXvxJJxhggdUIaBUYzvwrhU> |
13:52 |
yusf |
Why do I need a timer in order to compete and win with player_api when I depend on it? |
13:53 |
sfan5 |
because what you're really doing is side-stepping player_api |
13:54 |
yusf |
Yeah, but still mitigating any future updates from player_api by setting its stepheight definition beforehand. Hacky, as I said :) |
13:55 |
Krock |
you can set " player_api.registered_models["character.b3d"].stepheight = 1.05 " on-load, outside of on_joinplayer, so player_api will use the changed model params for each new joined player |
13:55 |
Krock |
no need to call set_properties in that case |
13:55 |
yusf |
Oh. |
13:58 |
yusf |
But setting `player_api.registered_models["character.b3d"].stepheight` doesn't update the player property. |
13:58 |
yusf |
Checking `player:get_properties().stepheight` in-game still says 0.6. |
14:00 |
sfan5 |
registered_models is not supposed to be edited at runtime |
14:01 |
yusf |
That's fine, but how do I override stepheight then? |
14:02 |
sfan5 |
once at startup, does that work? |
14:02 |
yusf |
By setting `player_api.registered_models["character.b3d"].stepheight = 1.05` you mean? No. |
14:03 |
adfeno |
I suppose there is a config option for this? |
14:03 |
adfeno |
(I really don't know, but this is my guess) |
14:06 |
yusf |
I've also tried `player_api.register_model("character.b3d", …` with new values in def in order to override it, no difference. |
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14:09 |
yusf |
sfan5 |
14:11 |
sfan5 |
I haven't ever used player_api, so no idea |
14:12 |
adfeno |
Again, I wonder if minetest.conf or map-based conf doesn't allow you to have this set before starting. |
14:12 |
yusf |
Okay. I want to comply and use it properly, but it won't play nice I feel. :) I just use the hack for now and be on my way. Thanks for chiming in! |
14:13 |
adfeno |
... for one, having this set in minetest.conf or in map-based conf would be simpler. |
14:13 |
yusf |
adfeno: There's no reference to stepheight or player_api in minetest.conf.example at least. |
14:14 |
yusf |
Easily done with a mod that pulls settings from minetest.conf. |
14:14 |
adfeno |
Hm.... I wonder if there is a way to make a mod be configured per-map, instead of holding the mod configuration in the mod's directory. |
14:16 |
adfeno |
... with what I just said, then the only thing that would be left is to find a way for player_api to expose the setting --- I assume the worst case: that it doesn't do so currently. |
14:17 |
yusf |
Seems like that, yes. |
14:18 |
* yusf |
sent a long message: yusf_2018-03-11_14:18:06.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/urJbPDQOmnQKKpvhioNXigNL> |
14:18 |
yusf |
But perhaps I'm not very smart. |
14:18 |
adfeno |
.... but if it does expose the setting, then one can probably look it up in the player_api docs, or in the source code for anything related to stepheight that is preceeded by an attempt to get the setting from a configuration variable. |
14:23 |
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14:23 |
yusf |
I think I did and I found no way of actually updating the value by using player_api. |
14:24 |
yusf |
I figured the value could be set on startup but that didn't work either. |
14:25 |
yusf |
The value is set, yes, but to "propagated" to the actual player properties. |
14:25 |
yusf |
* not |
14:28 |
adfeno |
What if you only do: |
14:28 |
adfeno |
player:set_properties({stepheight = 1.05}) |
14:29 |
VaultBoy |
ooo squishy bits |
14:31 |
yusf |
adfeno: That's exactly what I did in the example posted above, but that competes with player_api and thus it only works if delaying it by 0.5 seconds which is of course super hacky. |
14:36 |
adfeno |
yusf: Which version of minetest_game are you using? |
14:40 |
adfeno |
yusf: Hm... player_api seems to be pretty new indeed. |
14:41 |
adfeno |
I think you can sort of help us out here by coding in player_api a check for a server variable override for stepheight. |
14:42 |
adfeno |
.... this check would have to ignore the model's stepheight and also the default-if-null stepheight (which currently is of 0.6). |
14:42 |
adfeno |
yusf: See https://github.com/minetest/minetest_game/blob/master/mods/player_api/api.lua |
14:43 |
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14:43 |
adfeno |
you can clone this by doing: git clone "https://github.com/minetest/minetest_game" |
14:44 |
adfeno |
you can then use the clone as your "minetest_game" to test the changes. |
14:44 |
yusf |
Thinking of it, yes. |
14:44 |
adfeno |
... after changing stuff, send patch to upstream (original minetest_game) |
14:46 |
adfeno |
(I think they have an email address there in the LICENSE.txt file, send patches to that address and if they like it, they will probably merge it |
14:47 |
adfeno |
... or you can go all the way to self-maintainnance --- with the extra cost of having to keep the local copy --- and make a project based on the original minetest_game, called yusf_game, for example |
14:50 |
adfeno |
yusf: By the way, you don't need to be on GitHub to contribute to the project, so long the project keps an email with which you can contact and send patches. |
14:51 |
yusf |
I know my way around GH, I just operate under a different name :) |
14:51 |
adfeno |
`git' (not only GitHub) itself also facilitates finding emails of contributors for which you can send the patches to. |
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MinetestBot |
[git] nerzhul -> minetest/minetest: Android: update tools (gradle, NDK) & prepare to switch to clang 69247ca https://git.io/vxe07 (2018-03-11T15:52:53Z) |
16:03 |
MinetestBot |
[git] stujones11 -> minetest/minetest: Android build fixes for c++11 22a891a https://git.io/vxeE3 (2018-03-11T15:56:27Z) |
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MinetestBot |
[git] nerzhul -> minetest/minetest: Fix Android build, but there is a remaining linking issue in guiConfi… a1c5a01 https://git.io/vxegG (2018-03-11T16:45:58Z) |
16:53 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Finally fix android build f7938fa https://git.io/vxegz (2018-03-11T16:52:46Z) |
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MinetestBot |
[git] nerzhul -> minetest/minetest: Android: typo fix since recent gradle update, as output path changed 1106109 https://git.io/vxeaR (2018-03-11T17:22:11Z) |
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18:13 |
jluc |
hello rubenwardy |
18:13 |
jluc |
i'm creating a mod with your mod_maker |
18:14 |
jluc |
my son choosed an "explody" mode so as to create a "megabomb" |
18:14 |
jluc |
we now have to create the texture |
18:15 |
jluc |
hmm 16x16 |
18:15 |
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18:16 |
jluc |
no, i read it can be of any square size https://wiki.minetest.net/Texture_Packs |
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18:33 |
jluc |
OK init.lua and texture done and installed, |
18:33 |
jluc |
minetest launched, |
18:33 |
jluc |
mod activated |
18:33 |
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18:34 |
jluc |
... craft table opened |
18:34 |
jluc |
but no way to create the new node |
18:34 |
jluc |
and it doesnt appear in block list neither |
18:35 |
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18:35 |
jluc |
Any idea how i can find out the issue ? |
18:35 |
jluc |
its minetest 0.5dev on Ubuntu |
18:36 |
Doyousketch2 |
was there a way to create a recipe, or is creative-mode expected? |
18:36 |
jluc |
yes i created a craft to create it |
18:37 |
jluc |
AND i launched mineted in creative mode |
18:37 |
jluc |
minetest |
18:37 |
Doyousketch2 |
I can look at the lua, if you post it on something like pastebin |
18:38 |
jluc |
here : http://minetest.pastebin.fr/53273 |
18:41 |
jluc |
Launching it in the terminal, lots of warnings |
18:41 |
jluc |
"Client side mods are disabled by configuration." |
18:41 |
jluc |
"Irrlicht: PNG warning: iCCP: known incorrect sRGB profile" |
18:42 |
jluc |
maybe not related |
18:42 |
Doyousketch2 |
ok, well the order of the tiles is off |
18:42 |
Doyousketch2 |
top, bottom, left, right, back, front |
18:42 |
Doyousketch2 |
someone needs to update the wiki |
18:44 |
Doyousketch2 |
but in this case, you only need 1 |
18:44 |
jluc |
this is the exact result of https://rubenwardy.com/minetest_mod_maker/ |
18:44 |
Doyousketch2 |
yep. not a biggie. just sayin' |
18:44 |
* jluc |
trying |
18:45 |
jluc |
anyway the png are all the sames - so no impact on the issue here |
18:46 |
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18:46 |
Doyousketch2 |
maybe you need to specify a drawtype? |
18:49 |
jluc |
ok i try with drawtype = "plantlike", |
18:49 |
jluc |
(first time i read lua or minetest code...) |
18:50 |
Doyousketch2 |
you've enabled it in your world? |
18:50 |
jluc |
yes i enabled the mod |
18:51 |
Doyousketch2 |
I'm not certain that you need to specify a drawtype. I would think it defaults to normal |
18:52 |
jluc |
with a drawtype added i got an error when launching the world |
18:52 |
Doyousketch2 |
ahh, well that's something. what did it say? |
18:52 |
jluc |
invalid crafting recipe (output="ulyssemod:megabombe") in function register_craft |
18:53 |
jluc |
on line 10 |
18:53 |
jluc |
on line 19 |
18:53 |
Doyousketch2 |
oh, you need a requires tnt |
18:53 |
Doyousketch2 |
in your depends.txt |
18:54 |
Doyousketch2 |
just put the word tnt on a line in that file |
18:55 |
jluc |
i did so with 'default' also (as seen in another depends.txt) |
18:55 |
jluc |
nope |
18:55 |
jluc |
same error |
18:55 |
jluc |
see debug.txt |
18:56 |
jluc |
nothing more in debug.txt |
18:56 |
jluc |
i will try without the craft, just the node |
18:58 |
jluc |
Yes ! |
18:58 |
jluc |
the megabomb is in the inventory |
18:58 |
Doyousketch2 |
maybe because of "shapeless" ?? |
18:58 |
Doyousketch2 |
I don't know what that does. http://dev.minetest.net/minetest.register_craft |
19:04 |
jluc |
And it seems to not explode at all |
19:06 |
jluc |
many parameters to try... |
19:06 |
jluc |
but eating now ! |
19:06 |
jluc |
thanks doyousketch |
19:06 |
jluc |
thanks doyousketch2 |
19:06 |
Sketch2 |
yep |
19:06 |
Sketch2 |
looking at tnt code |
19:12 |
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19:14 |
Sketch2 |
I think instead of minetest.register_node() you have to use tnt.register_tnt() |
19:15 |
Sketch2 |
look at the last few lines of /minetest/games/minetest_game/mods/tnt/init.lua |
19:17 |
Sketch2 |
basically the same thing, but include a radius=10 parameter with whatever value you decide upon |
19:18 |
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20:09 |
jluc |
Sketch2, you mean, it would make megabomb a sub-object of tnt ? |
20:09 |
Sketch2 |
yea. cuz it needs to access the function to explode |
20:18 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Add Voxelarea unittests (#7121) a09a994 https://git.io/vxeDz (2018-03-11T20:16:19Z) |
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20:28 |
jluc |
it looks too complex |
20:28 |
jluc |
would need more in depth understanding of all the whereabouts |
20:28 |
jluc |
not tonite |
20:29 |
jluc |
thanks for your wellcoming help Sketch2 |
20:29 |
jluc |
gn |
20:29 |
Sketch2 |
k. |
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23:08 |
MinetestBot |
[git] paramat -> minetest/minetest: Biome API: Add 'get_biome_name(biome_id)' API 7ad6cdd https://git.io/vxebX (2018-03-11T23:06:17Z) |
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MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Split long lines part 3 1d385ca https://git.io/vxepe (2018-03-11T23:52:12Z) |