Time Nick Message 00:21 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Pine trees: Add small pine tree and mix into coniferous forests 13160dc21 https://git.io/vAjdy (152018-03-11T00:18:13Z) 00:21 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice 13ac50b3e https://git.io/vAjdS (152018-03-11T00:18:07Z) 03:14 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 04:49 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! 10:31 Jani_ .-: 10:47 Enricoo Why will my posts in forum will back up? 10:49 Enricoo Help 10:53 Enricoo bye 12:24 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 ? 12:40 Minenmann How can I add new translated pages to the wiki? 12:49 Peppy /CLEAR 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. 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 13:49 sfan5 lmao 13:50 sfan5 the docs are wrong then 13:51 * yusf sent a long message: yusf_2018-03-11_13:51:35.txt 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. 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 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 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 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. 15:56 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Android: update tools (gradle, NDK) & prepare to switch to clang 1369247ca https://git.io/vxe07 (152018-03-11T15:52:53Z) 16:03 MinetestBot 02[git] 04stujones11 -> 03minetest/minetest: Android build fixes for c++11 1322a891a https://git.io/vxeE3 (152018-03-11T15:56:27Z) 16:48 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix Android build, but there is a remaining linking issue in guiConfi… 13a1c5a01 https://git.io/vxegG (152018-03-11T16:45:58Z) 16:53 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Finally fix android build 13f7938fa https://git.io/vxegz (152018-03-11T16:52:46Z) 17:23 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Android: typo fix since recent gradle update, as output path changed 131106109 https://git.io/vxeaR (152018-03-11T17:22:11Z) 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 18:16 jluc no, i read it can be of any square size https://wiki.minetest.net/Texture_Packs 18:33 jluc OK init.lua and texture done and installed, 18:33 jluc minetest launched, 18:33 jluc mod activated 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 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 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 19:14 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 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 02[git] 04nerzhul -> 03minetest/minetest: Add Voxelarea unittests (#7121) 13a09a994 https://git.io/vxeDz (152018-03-11T20:16:19Z) 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. 23:08 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Biome API: Add 'get_biome_name(biome_id)' API 137ad6cdd https://git.io/vxebX (152018-03-11T23:06:17Z) 23:55 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Lua_api.txt: Split long lines part 3 131d385ca https://git.io/vxepe (152018-03-11T23:52:12Z)