Time |
Nick |
Message |
00:06 |
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00:14 |
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00:16 |
nisio |
anybody used to play on the Ogb.us server? wondering what happened to it and the guy who ran it |
00:17 |
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00:26 |
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00:42 |
Boingo |
Can someone tell me what is going on in the last line here: https://pastebin.com/S50wMb5g (Not the end...) |
00:42 |
Boingo |
Specifically, what is the vector.divide doing? |
00:43 |
Boingo |
It is moving the object, I get that, but I don't seem to understand how. |
00:43 |
Hecklesss |
vector.divide(v, x): |
00:43 |
Hecklesss |
Returns a scaled vector or Schur quotient |
00:43 |
Boingo |
Hecklesss: I read that. Looking for more.... english-y |
00:44 |
rubenwardy |
It makes a new vector |
00:44 |
Hecklesss |
no, I don't know what a Schur quotient is either, which is why I wrote my own vector lib |
00:44 |
Boingo |
Hecklesss: Yeah.... |
00:44 |
rubenwardy |
Which is the old vector but with each component divided by x |
00:44 |
Hecklesss |
so it's just a plain old divide |
00:45 |
Hecklesss |
with needlessly smug documentation |
00:45 |
Boingo |
So, maybe I am missing it, but if I increase "speed", it slows down. |
00:45 |
Hecklesss |
yes, because that's what dividing does |
00:45 |
Boingo |
Figured as much. |
00:45 |
Hecklesss |
for x/y, as y goes up the result goes down |
00:46 |
Hecklesss |
as y approaches infinity, result approaches zero, or something like that |
00:46 |
Hecklesss |
and as y approaches zero OH SHI- |
00:46 |
Boingo |
So if I change it around and multiply, and give it, like 1.8, that will do more like I am expecting? |
00:46 |
Boingo |
Which is increase = faster |
00:46 |
Hecklesss |
you should multiply instead of dividing |
00:46 |
Boingo |
Gotcha, thanks. |
00:47 |
Hecklesss |
and it's set_velocity, not setvelocity |
00:47 |
Hecklesss |
also, don't try doing this to a player, it won't work |
00:47 |
Boingo |
Why not? |
00:48 |
Boingo |
Although I am not doing that yet, that was sorta coming up next. |
00:48 |
Hecklesss |
it just doesn't, because some parts of minetest are hardcoded |
00:48 |
Hecklesss |
what you can do is attach a player to an entity and manipulate that |
00:48 |
Boingo |
Hmm... good to know. |
00:49 |
Boingo |
setvelocity seems to work though.... vs set_velocitiy? Or alias? |
00:49 |
Boingo |
*old alias? |
00:49 |
Hecklesss |
maybe setvelocity is an old alias |
00:50 |
Hecklesss |
anyway, the api txt clearly says which methods are legal for which type of ObjectRef |
00:51 |
Hecklesss |
and sadly player has a get_player_velocity but no setter equivalent, probably something to do with movement prediction, which I just argued that it shouldn't be so hardcoded |
00:51 |
Hecklesss |
what are you hacking anyway, Boingo? |
00:52 |
Boingo |
Um.... just messing around right now. |
00:53 |
Boingo |
Reading other peoples mods. |
00:53 |
rubenwardy |
It's not because it's hardcoded |
00:53 |
rubenwardy |
It's because the server does not control the player |
00:53 |
rubenwardy |
The client does |
00:53 |
Boingo |
While I do program for a living, it isn't, sadly, on MineTest. Just sorta getting my bearings and the feal for Minetest. |
00:53 |
rubenwardy |
So it can't do set_velocity, as it's not suppotted |
00:54 |
rubenwardy |
It's also a bad idea, due to latency |
00:54 |
Heckless |
hardly an excuse |
00:54 |
Heckless |
Minecraft has pistons (I think), Quake has jumppads, don't tell me you can't set velocity in a multiplayer game |
00:55 |
Heckless |
not to mention any form of knockback in any game at all |
00:55 |
Heckless |
whatever the excuse me is, trust me, the workaround is going to be worse |
00:56 |
Heckless |
whatever the excuse is* |
00:56 |
rubenwardy |
It's not an excuse |
00:56 |
rubenwardy |
It's saying we don't support it yet |
00:56 |
rubenwardy |
It's not a hardcoded thing |
00:56 |
Heckless |
there you go |
00:57 |
Heckless |
the 'yet' is what I wanted to hear :) |
00:59 |
Boingo |
rubenwardy: Since you wrote the book on the subject.... Animated nodes. Are there docs on how to make them (I don't see it in the book) |
00:59 |
Heckless |
Do you mean animated textures? Cause that's just a texture modifier |
00:59 |
rubenwardy |
What kind of animations? |
00:59 |
Boingo |
Yeah, textures. |
01:00 |
Boingo |
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.4} |
01:00 |
Boingo |
That is it, right? |
01:00 |
Heckless |
yup |
01:00 |
Boingo |
K. |
01:00 |
Boingo |
I will play with it. |
01:00 |
Heckless |
aspect w/h isn't actual frame resolution, but just the aspect ratio |
01:01 |
Heckless |
length is the length of the whole cycle |
01:01 |
Heckless |
vertical_frames has the frames arranged vertically on one texture, played top to bottom |
01:02 |
Boingo |
Seems like I am backwards again. Increasing length makes it go slower. |
01:02 |
Heckless |
cause it's length, not speed |
01:02 |
Boingo |
Length in time? |
01:02 |
Heckless |
as I said, it's the amount of time in seconds it takes to flip through all frames |
01:02 |
Boingo |
Length in pixels |
01:02 |
Boingo |
Ah, time. |
01:02 |
Heckless |
so it's also dependent on frame count |
01:02 |
Boingo |
Cool. |
01:02 |
Boingo |
Thanks again! |
01:15 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Improve and complete drawtype documentation d57024b https://git.io/vxJWu (2018-03-13T01:12:28Z) |
01:30 |
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02:08 |
MarisaG |
I am working on a text gui for managing the Linux minetest server, what do you think? https://imgur.com/Oc3jJ5Q |
02:08 |
Heckless |
Turning off respawn sounds scary. |
02:09 |
MarisaG |
LOL that is server respawn, not items ;) |
02:09 |
MarisaG |
THat means oif the server dies should it be started p again |
02:11 |
Heckless |
I thought it's like when you dunk the spawn in lava, making death effectively permanent |
02:11 |
MarisaG |
lol |
02:12 |
Heckless |
I'll call it a Lava Bucket Denial of Service attack. |
02:12 |
MarisaG |
:p |
02:14 |
MarisaG |
can you think of other features i should add? |
02:16 |
Heckless |
dUnleash dinosaurs on the players |
02:16 |
MarisaG |
hehe |
03:06 |
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nowhere_man joined #minetest |
03:08 |
MarisaG |
hi nowhere_man |
03:09 |
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Hawk777 joined #minetest |
03:10 |
MarisaG |
hi Hawk777 |
03:14 |
Hawk777 |
Uh, hi. |
03:14 |
Hawk777 |
Never been greeted here before, I don’t think! |
03:14 |
MarisaG |
lol really? thats so sad! |
03:15 |
MarisaG |
im in san francisco, you? |
03:19 |
Hawk777 |
Generally prefer not to advertise that. |
03:19 |
MarisaG |
oh ok |
03:20 |
MarisaG |
i run the minecity.online website |
03:21 |
Hawk777 |
I see, a hosting platform. |
03:21 |
MarisaG |
hosting and general minetest discussion/download |
03:22 |
MarisaG |
its nice to meet you anyway :) |
03:23 |
Hawk777 |
Glad to see there are people doing dedicated Minetest hosting, as there were doing Minecraft back when I played that. |
03:23 |
MarisaG |
thx |
03:24 |
Heckless |
Dedicated hosting, you say? |
03:24 |
MarisaG |
im working on a gui for managing the minetest server |
03:24 |
Heckless |
Just how powerful those servers are, then? |
03:25 |
MarisaG |
amd64 with 2gb ram |
03:25 |
MarisaG |
32gbsdd |
03:25 |
MarisaG |
Can get beefier if there is really a need for it. |
03:26 |
MarisaG |
i dont bother to list that now as most people can get by with the $14 plan |
03:27 |
MarisaG |
my plan is $14 with first month free |
03:28 |
MarisaG |
or $19 if you want daily offsite backups |
03:31 |
MarisaG |
servers in several areas including europe and asia |
03:31 |
Heckless |
I'm not looking for a server, but I'm curious about how much of a Lua beating can a server like that take |
03:31 |
Heckless |
and how bad can a subgame get before it's declared single player only |
03:32 |
MarisaG |
depends on how much data you have i suppose |
03:34 |
MarisaG |
i run several servers of my own on the base level and havent seen any issues yet |
03:34 |
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03:34 |
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03:35 |
MarisaG |
mb LaCosa |
03:35 |
MarisaG |
wb |
03:35 |
MarisaG |
;) |
03:47 |
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03:51 |
MarisaG |
hi paramat |
03:51 |
paramat |
hello |
03:54 |
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03:54 |
MarisaG |
wb AndroBuilder |
03:57 |
MinetestBot |
[git] paramat -> minetest/minetest: Rename 'subgame' to 'game' 92ca9dd https://git.io/vxJzi (2018-03-13T03:54:52Z) |
03:57 |
Heckless |
whoa |
04:22 |
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04:23 |
MarisaG |
wb indiana |
04:27 |
sofar |
MarisaG: btw, if you have any insights into "bad mods" I'd love to hear about them |
04:27 |
sofar |
maybe we can fix up some of them |
04:29 |
MarisaG |
ok, will keep my eyes open :) |
04:31 |
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04:32 |
MarisaG |
hi sonosfuer |
04:33 |
MarisaG |
sofar: i am more of a server/utility coder though, not that good in lua ;) |
04:33 |
sonosfuer |
ello there |
04:39 |
sofar |
MarisaG: easy enough to see which servers are unusually high in load ;) |
04:39 |
MarisaG |
true |
04:42 |
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04:42 |
MarisaG |
hiya Weedy |
05:08 |
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05:08 |
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05:13 |
Heckless |
How many goats do I need to sacrifice to get hud_remove to work? |
05:33 |
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05:34 |
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05:34 |
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05:47 |
VanessaE |
Heckless: nonono, you have to sacrifice a dragon, goats are only needed when dealing with formspecs. |
05:48 |
Heckless |
but I haven't implemented dragons yet, or goats for that matter |
05:48 |
VanessaE |
well, then you're screwed. :P |
05:48 |
Heckless |
I do have plenty of roast lizards on a stick though, do these count as dragon? |
05:49 |
VanessaE |
nope |
05:50 |
Heckless |
seriously though my hud_remove calls are ignored |
05:50 |
Heckless |
all they do is free the ID |
05:50 |
VanessaE |
odd |
05:50 |
Heckless |
the text stays and just lays over the last one |
05:50 |
Heckless |
hud_change is also ignored |
05:51 |
Heckless |
I do get new IDs if I "accidentally" leak the element |
05:51 |
VanessaE |
is there some other mod out there that uses those calls that's also broken? |
05:51 |
Heckless |
this is a subgame from scratch |
05:52 |
VanessaE |
well, just for something that you can base a bug report on |
05:55 |
Heckless |
https://a.uguu.se/2ZhtBUqazaHT_lizards.png :( |
05:58 |
Heckless |
https://a.uguu.se/g1dl62Q0fRYx_bug.gif |
05:59 |
Heckless |
I wanted a roast lizard, and all I got was a raw bug |
06:20 |
rubenwardy |
0.5.0-dev has HUD bugs still |
06:20 |
Heckless |
thanks, that could be it |
06:20 |
rubenwardy |
Although don't believe that specific one has been reported |
06:21 |
Heckless |
I tried checking 4.x for comparison but my stuff doesn't compile on that already |
06:25 |
sofar |
please stop using a.uguu.se |
06:25 |
sofar |
it's blocked everywhere |
06:27 |
Heckless |
first time I hear that complaint |
06:37 |
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06:41 |
iska |
nice character but you should consider putting some clothes on it |
06:42 |
Heckless |
Not until bone-to-bone parenting works :^) |
06:42 |
iska |
maybe just dirty texture work :P |
06:47 |
Heckless |
https://a.uguu.se/y1IEGsqtj1Wr_run.gif hey, how are you gonna appreciate this with full armor on |
07:10 |
MarisaG |
any motre things you guys would want in a minetest management tool? |
07:10 |
MarisaG |
more |
07:11 |
nore |
sofar: same, first time I heard about a.uguu.se being blocked, never has any problems with it, where is it blocked? |
07:11 |
MarisaG |
what is a.uguu.se? |
07:11 |
MarisaG |
like imgur? |
07:11 |
nore |
An image pasting service |
07:11 |
nore |
Yep |
07:11 |
MarisaG |
ah ok |
07:12 |
MarisaG |
i like imgur ;) |
07:12 |
MarisaG |
integrated into ubuntu well |
07:22 |
MarisaG |
https://imgur.com/Oc3jJ5Q my minetest management console ;) |
07:36 |
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07:37 |
MarisaG |
hi jluc |
07:41 |
jluc |
'o |
07:55 |
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07:55 |
MarisaG |
hi srifqi |
08:24 |
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08:38 |
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08:42 |
srifqi |
hi MarisaG |
08:45 |
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10:14 |
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10:15 |
srifqi |
Any suggestion for #7126 ? |
10:15 |
srifqi |
https://youtu.be/8Rgk7FjNDv0 |
10:15 |
srifqi |
https://youtu.be/z9x4qkHGfrU |
10:27 |
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13:04 |
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13:06 |
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13:08 |
Boingo |
Two questions... Is it better in general to split out various functions of a mod into sub-mods and make a modpack, or just leave it all in one mod? |
13:10 |
Boingo |
And... I am looking to make something that goes "up" and "down" like rails do, when attached to a nearby version of it, but lay flat if there is no similar block up or down. The same logic as a rail asending or desending, it forms a 45 degree angle when attached. I was looking in the carts mod, but I can't seem to locate the logic that handles drawing that part. Any pointers would be greatly apprciated. |
13:11 |
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13:13 |
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13:17 |
juli |
is it possible to delete the player settings of a player from ingame? |
13:17 |
juli |
so that it is after that like a new player? |
13:17 |
juli |
or is there some command i could use in a mod? |
13:18 |
rubenwardy |
player settings? |
13:18 |
rubenwardy |
ahh |
13:18 |
rubenwardy |
minetest.delete_player() |
13:18 |
rubenwardy |
deletes the inventory, position, health, etc |
13:19 |
rubenwardy |
not the privileges or password |
13:19 |
juli |
hmm ok but what happens if the player joins? |
13:19 |
juli |
is the function on_newplayer called? |
13:20 |
rubenwardy |
not sure |
13:20 |
rubenwardy |
I imagine that's auth related |
13:21 |
juli |
hmm |
13:21 |
rubenwardy |
minetest.get_auth_handler().delete_auth(name) |
13:21 |
rubenwardy |
so, call both that ^ and delete_player |
13:21 |
rubenwardy |
note that chests and things in mods will still exist |
13:21 |
juli |
ok |
13:21 |
juli |
yes thats not the big problem |
13:22 |
juli |
but maybe there should be a function on_delete_player etc to let mods remove this stuff in the files too ^^ |
13:22 |
rubenwardy |
good idea |
13:24 |
juli |
where can i find the api for the buildin functions or just a list? in the dev wiki its not listed |
13:24 |
rubenwardy |
minetest.net/lua_api |
13:25 |
rubenwardy |
that's the official API docs |
13:25 |
rubenwardy |
there's also rubenwardy.com/minetest_modding_book/lua_api.html |
13:26 |
juli |
ok thank you :) |
13:27 |
juli |
the delete player function isn't listed in the api though |
13:30 |
rubenwardy |
huh |
13:30 |
rubenwardy |
did it work though? |
13:30 |
juli |
not testet yet |
13:32 |
juli |
attemt to call field delete_player: a nil value ... |
13:35 |
juli |
same with auth handler ... |
13:35 |
rubenwardy |
the auth handler one definitely exists |
13:36 |
rubenwardy |
although it may only be 0.5.0 |
13:36 |
rubenwardy |
I can't find delete_player anywhere, looks like I made it up |
13:36 |
lumberJ |
it used to be there |
13:37 |
lumberJ |
you are not going crazy rubenwardy |
13:37 |
lumberJ |
https://github.com/minetest/minetest/pull/5475/files |
13:37 |
juli |
lol but 4.16 says definitely nil value |
13:38 |
rubenwardy |
aah, remove_player |
13:38 |
rubenwardy |
it's minetest.remove_player |
13:38 |
rubenwardy |
that's why |
13:38 |
juli |
kk i'll test |
13:38 |
rubenwardy |
should be delete player |
13:38 |
rubenwardy |
lol |
13:40 |
juli |
ok inventory is deleted, that is good. Seems also on new player was called, because the player has initial items |
13:43 |
juli |
ah i wrote delete_player and not delete_auth .... |
13:47 |
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14:32 |
AndroBuilder |
hi how can i "messure" the performance of MT on my server? ... is there any way to find out which of two empty servers will perform better with many users on them later on? |
14:33 |
Boingo |
You could run: minetest --speedtests |
14:34 |
Boingo |
But I am not sure if that is really what you are looking for. |
14:45 |
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17:33 |
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17:35 |
ThatMTGuy |
Hi guys, I got questions on meta:mark_as_private(). #1: if I call this twice with different names, does the second call unset the private status of names mentioned in the first call but not the second call? |
17:35 |
ThatMTGuy |
#2: can I mark special keys like "infotext" as private? |
17:36 |
ThatMTGuy |
#3: finally, this does reduce network usage, right? |
17:36 |
ThatMTGuy |
The documentation is pretty basic and doesn |
17:36 |
ThatMTGuy |
't cover this. Thanks in advance! |
17:37 |
ThatMTGuy |
My use-case: machines similar to Technic. There can be lots of them, and a lot of data is stored in numerous meta keys. |
17:42 |
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17:57 |
sfan5 |
ThatMTGuy: 1) no, calling it twice with the same name won't unset anything 2) yes, but then the infotext will obviously not display 3) it does, yes |
17:57 |
sfan5 |
s/the same/a different/ |
17:58 |
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18:00 |
ThatMTGuy |
sfan5, thanks! just want I hoped for. |
18:01 |
ThatMTGuy |
*what |
18:02 |
algun|home |
DjZeb here perhaps? |
18:06 |
algun|home |
Shift falling was great while it lasted. |
18:07 |
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18:07 |
algun|home |
I don't see why shift jumping was "fixed" though |
18:07 |
algun|home |
You could sneak and then jump farther |
18:08 |
algun|home |
because you'd jump from a ledge |
18:10 |
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18:20 |
jluc |
Hello |
18:20 |
jluc |
i just installed minetest on windows10 |
18:20 |
jluc |
it hangs when i launch it |
18:20 |
jluc |
i have to launch it "as admin" so it runs nice |
18:20 |
jluc |
is that the way it has to be ? |
18:23 |
algun|home |
i highly doubt it, where did you get it from? |
18:24 |
jluc |
from minetest.net |
18:25 |
jluc |
it seems it requires it so as to write on the disk |
18:25 |
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18:25 |
jluc |
i installed it in "program files (x86)" |
18:25 |
algun|home |
there's an installer? |
18:25 |
jluc |
no |
18:25 |
jluc |
i linked to the bin/minetest.exe |
18:25 |
rubenwardy |
do not ever run a program as admin if it's not an installerf |
18:25 |
rubenwardy |
not a good idea |
18:25 |
algun|home |
pcard: what do you mean linked? |
18:26 |
rubenwardy |
and you should move minetest to somewhere writtable |
18:26 |
jluc |
ah that's it |
18:26 |
jluc |
linked = create shortcut on desktop |
18:26 |
rubenwardy |
for example, c://games/minetest |
18:26 |
rubenwardy |
does it work i fyou open it directly? |
18:26 |
jluc |
ok rubenwardy |
18:26 |
jluc |
nope, same |
18:26 |
algun|home |
rubenwardy: don't support my customer! |
18:27 |
jluc |
:-) |
18:27 |
rubenwardy |
then move to a writable place like c://games |
18:27 |
rubenwardy |
or my documents |
18:27 |
jluc |
my son is playing with it now so i'll do the move later |
18:27 |
algun|home |
jk, i was taking my sweet time i reckon. i wanted to be sure |
18:27 |
jluc |
and i've promised him to try create a megabomb (out of tnt mod, just renaming and changing 5 to 50 !) |
18:28 |
jluc |
btw rubenwardy i tried your mod maker first and had issues with the produced craft code |
18:28 |
jluc |
the block code was ok |
18:29 |
jluc |
i thought the craft code might be outdated |
18:29 |
jluc |
it was very pleasant to start easily and see : you just created a new ore ! |
18:29 |
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18:31 |
ThatMTGuy |
Another question: does `meta:set_*(..., nil)` delete the meta data entry (instead of simply set it to "" or 0 or 0.0)? |
18:31 |
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18:32 |
ThatMTGuy |
In particular, would that call also delete the private status of the meta key? |
18:40 |
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18:42 |
algun|home |
yo rubenwardy these are questions for you ^^ |
18:42 |
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18:45 |
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18:52 |
paramat |
Boingo 'raillike' drawtype is handled in the engine, not lua mods. have you tried using 'drawtype = "raillike"' to have your node act the same way? |
18:59 |
jluc |
it worked ! nice megabomb available now lol |
19:07 |
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19:47 |
Boingo |
paramat: I didn't know that was what I was looking for. I can try it. |
19:49 |
Boingo |
paramat: Did you see my other question about the modpack vs monolithic mod? |
19:49 |
paramat |
ah that |
19:50 |
paramat |
functions of a mod are best all in one mod |
19:50 |
paramat |
a modpack is only for distinct mods |
19:50 |
rubenwardy |
lol |
19:51 |
paramat |
:) |
19:51 |
rubenwardy |
smaller mods are better, ie: each one should have a focused purpose |
19:51 |
rubenwardy |
it's annoying to deal with mods like homedecor or UI which are all in one mod |
19:51 |
Boingo |
Those seem like conflicting answers. |
19:52 |
rubenwardy |
not really, paramat's is a non-answerf |
19:52 |
paramat |
well it's a balance |
19:52 |
rubenwardy |
a mod is a single mod |
19:52 |
rubenwardy |
a modpack is for distinct mods \o/ |
19:52 |
paramat |
closely related functions should of course be in 1 mod |
19:52 |
Boingo |
If I have some epic new mod I want to build, but parts seem like they could be isolated and used by others independantly? |
19:52 |
rubenwardy |
everything is a compromise |
19:52 |
sfan5 |
ThatMTGuy: setting a meta to an empty string will delete it, this applies to the "private status" too |
19:53 |
sfan5 |
it may only apply once the mapblock is serialized though |
19:53 |
rubenwardy |
like, don't have some mega god mod like default or homedecor |
19:53 |
rubenwardy |
which is a pain to depend on or work with |
19:53 |
rubenwardy |
but don't have a mod per node |
19:53 |
sfan5 |
so don't try :set_string("foo", "") :set_string("foo", "oldvalue") to reset the private status of "foo" |
19:54 |
paramat |
" parts seem like they could be isolated and used by others independantly?" that is a good reason to use multiple mods |
19:54 |
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19:56 |
Boingo |
Oof, that raillike worked, and screwed up a ton of other stuff... more playing. Thanks for the tip though. |
20:01 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Rename 'subgame' to 'game' da877cc https://git.io/vxTqM (2018-03-13T20:00:29Z) |
20:03 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Add new pine needles texture by Splizard c2209c1 https://git.io/vxTmq (2018-03-13T20:02:18Z) |
20:05 |
algun|home |
Are Gundul or Hoshi here? |
20:07 |
algun|home |
banned me from Jungle for hacking (which I wasn't) |
20:08 |
algun|home |
you bend physics a bit with a vanilla client and suddenly you're accused of sorcery |
20:09 |
paramat |
how can you bend physics from the client? |
20:10 |
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20:10 |
algun|home |
obviously people who are not accustomed to having no privs |
20:10 |
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20:10 |
algun|home |
paramat: i'll tell you an example that doesn't work: while falling, you used to be able to hold shift and stop immediately without getting hurt (now you do) |
20:11 |
Shara |
paramat: depending on a few things, there's more than one option for breaking physics. |
20:11 |
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20:11 |
algun|home |
i used to dig holes straight down, then make a "ledge" on the bottom, could fall for 1000s of blocks, if i held shift at the right time i would stop and wouldn't get hurt |
20:11 |
paramat |
yes old sneak behaviour |
20:12 |
paramat |
that's fine in my opinion |
20:13 |
algun|home |
now i would understand if i was banned for lagging the server, but no, i'm told "[Jungle] is no playground for [my] hacked stuff" |
20:13 |
ThatMTGuy |
sfan5, I'm actually trying to know in what specific cases would the private status of metadata be erased, so that I can avoid them. So after calling :set_string("foo", ""), the key "foo" will be guaranteed to exist? Because before calling meta:mark_as_private(), I am having to initialize a bunch of keys, and most of the time the default value is "" or 0 or something like that. |
20:14 |
sfan5 |
0 is fine, "" is not |
20:14 |
sfan5 |
set_string("foo", "") will erase the key "foo" |
20:14 |
paramat |
that old damage evasion bug is part of old sneak behaviour so is not hacking, you can quote me on that |
20:14 |
ThatMTGuy |
Oh dear. |
20:14 |
algun|home |
Another thing is the classic digging while moving through owned blocks. They reappear but you go through. Apparently the mod wasn't aware of this (because at most places they have send to jail functionality for this) |
20:14 |
ThatMTGuy |
How can I ensure a key with string value exists then, with value ""? |
20:15 |
paramat |
algun yes that is an engine bug, also not hacking |
20:15 |
algun|home |
paramat: i said, i have a vanilla client |
20:15 |
Shara |
algun|home: If you got banned for hacking due to lag glitching through a node under you, just find a better server maybe |
20:15 |
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20:15 |
algun|home |
but i can't tell *them* that because they banned my ip |
20:15 |
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20:16 |
paramat |
do they have a forum thread or any other way of contact? |
20:16 |
algun|home |
Shara: i don't know what it was specifically. I just know one of my tricks sounded like hacking to them |
20:16 |
Shara |
Of course some servers may also have that against the rules, but it's not hacking. |
20:16 |
algun|home |
though i explained each one to the mod... |
20:16 |
algun|home |
mod mentioned no rules against any of it |
20:16 |
rubenwardy |
if you modify your client to use old move when the server wants new move, and it gives you an advantage, then I consider that a hacked clientf |
20:18 |
algun|home |
rubenwardy: vanilla is vanilla |
20:18 |
algun|home |
but i have new move |
20:18 |
algun|home |
i figured out a different trick, and this one won't be as easy to fix ;) |
20:18 |
paramat |
algun here's the link to this discussion http://irc.minetest.net/minetest/2018-03-13#i_5252447 if you can send it to them somehow |
20:18 |
paramat |
does the server allow each player to choose between old move and new move? |
20:18 |
algun|home |
paramat: heh cool |
20:19 |
algun|home |
paramat: i don't think it's mentioned |
20:19 |
Shara |
paramat: algun said they are not using old move, so that doesn't make much sense :) |
20:19 |
algun|home |
but again, that's not what i exploited |
20:19 |
algun|home |
thx Shara |
20:20 |
Shara |
But if you genuinely didn't break rules, and got banned without them being able to say why, it's probably not a server that's worth your time long term. |
20:20 |
Shara |
None of us can know what happened, but that would be my approach. |
20:20 |
algun|home |
*shrugs* maybe |
20:20 |
paramat |
how are you using the old damage evasion bug then? new move fixes that |
20:20 |
algun|home |
seemed nice, so i invested some time in it :/ |
20:20 |
algun|home |
paramat: i'm an old player |
20:21 |
Shara |
paramat: that was given as an example that used to work, not what was done now |
20:21 |
paramat |
oh |
20:22 |
paramat |
i misunderstood |
20:23 |
paramat |
anyway lagging through owned nodes is an engine bug that affects everyone |
20:23 |
ThatMTGuy |
This is what I've been doing so far: |
20:23 |
ThatMTGuy |
meta:set_string("owner", "") meta:set_int("siren", 0) -- More keys: string, int, float. meta:mark_as_private({ ... -- Key names. }) |
20:23 |
algun|home |
paramat: i'm a bit better than others at it ;) maybe that gave them a spook |
20:23 |
algun|home |
i read something in an admin room |
20:24 |
ThatMTGuy |
So I'm to understand that the "owner" key will not exist here, even though I need it to? |
20:24 |
fwhcat |
,b k,vck,CGn?GCML6gh5k6cgh5k1gcjdxgh,mlxfkg,j |
20:25 |
algun|home |
ThatMTGuy: i hate you not getting answers, hope 70 peeps in #minetest-dev can help you |
20:25 |
ThatMTGuy |
Webchat is muted there. I'd have to download an ENTIRE irc client and set up and account ... too lazy. |
20:26 |
sfan5 |
algun|home: -dev is not for mod development |
20:26 |
sfan5 |
ThatMTGuy: correct |
20:26 |
algun|home |
ThatMTGuy: ok i guess you're where you want to be then |
20:28 |
ThatMTGuy |
sfan5: so the only way is to set a dummy string value, then? |
20:28 |
sfan5 |
just mark it as private when you know the actual owner |
20:30 |
fwhcat |
crap, sorry for that |
20:31 |
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20:31 |
fwhcat |
I could say keyboard bugged, but it was my 4 y.o.'s son |
20:33 |
algun|home |
:) |
20:38 |
ThatMTGuy |
It's not just owners though (that was not a representative example). For instance, in some cases the string keys are modified frequently, and sometimes they are given a "" value to represent null/off/disabled/inactive, etc. |
20:38 |
sfan5 |
then you need to find a different value for that |
20:39 |
ThatMTGuy |
I suppose I could basically rewrite everything to make it work, but that is a lot of effort. |
20:49 |
Boingo |
Is it possible to change the nodebox and textures on a node after it is intilized, like on_punch (or really anything)? |
20:50 |
paramat |
no, but you can change it to another node |
20:50 |
Boingo |
I tried to change the node_box to a new value and it didn't crash, but it didn't work (in on_punch) |
20:51 |
Boingo |
Ah, so swap it to a totally different node.... hmm.... |
20:58 |
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21:00 |
algun|home |
Boingo: what would happen if you changed it then swapped with itself? |
21:01 |
Boingo |
I have no idea. |
21:02 |
Boingo |
A completely different node works for my case though (I think it might at least, still playing with it) |
21:12 |
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21:39 |
paramat |
changing to a different node is useful because the node name now reflects the state |
21:40 |
Boingo |
Yeah, but I think that won't work for me either, but just conceptually, not because of the code. |
21:40 |
Boingo |
Is it possible to animate raillike in specific directions? |
21:40 |
Boingo |
When I use the animation, it seems like when they link up it is weird around corners, etc. |
21:43 |
Boingo |
rubenwardy's book doesn't cover raillike really at all, and certainly no animation of raillike, plus I can't really find it anywhere else either. |
21:52 |
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21:53 |
paramat |
i just added documentation in lua_api.txt |
21:54 |
paramat |
it takes 4 textures in a certain order, and each needs to be a certain orientation to work |
21:54 |
paramat |
copy the orientation of rails in MTG |
21:56 |
paramat |
actaully see the textures in tnt mod in MTG, that's animated raillike |
21:56 |
paramat |
*actually |
21:56 |
Boingo |
in the TNT mod? |
21:57 |
Boingo |
Interesting... |
21:57 |
Boingo |
I wouldn't have thoght to look there. |
21:57 |
Boingo |
And I can animate those? |
21:59 |
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22:00 |
paramat |
they are already animated |
22:00 |
paramat |
it's used for gunpowder trails |
22:01 |
Boingo |
Gotcha. And if I don't want one (crossing) is that possible? |
22:01 |
Boingo |
(It should just be a T) |
22:01 |
paramat |
well, any railike node placed with 4 neighbours will take the crossing texture, but you can make the crossing texture anything you want |
22:02 |
paramat |
visually you can avoid crossings |
22:02 |
Boingo |
Hmm.... but then I have to make it work correctly too. |
22:02 |
Boingo |
Hm...... |
22:03 |
paramat |
see https://github.com/minetest/minetest/blob/92ca9dda54299a9ccbccf43071f6d44468cac05d/doc/lua_api.txt#L1027 |
22:03 |
Boingo |
Yeah, I see that. |
22:04 |
paramat |
what are you using it for? |
22:04 |
paramat |
the raillike behaviour is hardcoded in the engine |
22:05 |
Boingo |
Well, I was just goofing off, trying to learn the API/etc. I was trying to build converyor belts (based off the old factory mod). It looked pretty good, with half-height (slab-like) nodes that worked. I added 3 different speeds, with colors to match. Then I ran into problems. |
22:05 |
Boingo |
Slopes up and down down't work so well with the half-height nodes. |
22:05 |
Boingo |
They work great when flat. |
22:06 |
paramat |
indeed slopes are always 45 degrees and are for whole node slopes |
22:06 |
Boingo |
So I though, just use raillike... That gives you up and down. |
22:06 |
Boingo |
But, I don't want crossing converyors. |
22:07 |
Boingo |
A "T" should just dump the contents on to the other belt. |
22:07 |
paramat |
yes, the flow behaviour will be determined by your code, not the visuals |
22:07 |
Boingo |
(And this stems from my other question about mods vs modpacks, I think if this works, it would be a good small mod, used in other modpacks) |
22:07 |
paramat |
so no problem |
22:07 |
Boingo |
Right. |
22:08 |
Boingo |
The movement code works pretty well already. |
22:08 |
Boingo |
I also want to make the belts "back up", as an option, instead of fall off the end... but I don't have that part yet. I have to have each entity look ahead down the belt to see if it is full. |
22:10 |
swift110 |
hey all |
22:16 |
algun|home |
can a mod subscribe to node registration? |
22:20 |
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22:20 |
blaise |
bleh |
22:20 |
blaise |
I got the logitech G430's |
22:20 |
blaise |
lmao |
22:24 |
rubenwardy |
algun|home, kinda |
22:24 |
rubenwardy |
by overriding register_item |
22:28 |
algun|home |
rubenwardy: a mod could do that? |
22:28 |
rubenwardy |
yeah |
22:28 |
algun|home |
Shara: ^ |
22:28 |
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22:28 |
algun|home |
bb |
22:28 |
rubenwardy |
local old_reg = minetest.register_item |
22:28 |
andirc8000 |
can someone help me with a simple mod? |
22:29 |
rubenwardy |
function minetest.register_item(name, def) / --- some stufff / return old_reg(name, def) / end |
22:29 |
rubenwardy |
andirc8000: ask, don't ask to ask :) |
22:30 |
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22:30 |
andirc8000 |
rubenwardy: so I'm trying to make destroy-on-one-click mod to work in creative mode. |
22:31 |
andirc8000 |
rubenwardy: for now this is the code: https://pastebin.com/PwQAT5iG (init.lua) |
22:32 |
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22:32 |
rubenwardy |
you've got mixed up between APIS |
22:32 |
rubenwardy |
display_chat_message is server side only |
22:32 |
rubenwardy |
oops |
22:32 |
rubenwardy |
*client side only |
22:32 |
andirc8000 |
rubenwardy: I get: 'attempt to call field 'display_chat_message' (a nil value) |
22:32 |
rubenwardy |
replace it with chat_send_all |
22:36 |
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22:37 |
Shara |
No idea if algun checks logs, but overriding would never be a good solution to what I think he was thinking there. |
22:38 |
rubenwardy |
not sure what he wanted |
22:38 |
Shara |
He was trying to look at ways other mods could register handholds nodes that would work with my handholds mod |
22:39 |
rubenwardy |
ah yeah |
22:39 |
rubenwardy |
well, heh |
22:39 |
Shara |
As the mod is set up right now, it simply won't work |
22:39 |
Shara |
But overriding the tool in another mod wouldn't solve anything, as the next mod would need to do the same and so on |
22:39 |
Shara |
Way too messy. |
22:40 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?f=18&t=19808 |
22:40 |
MinetestBot |
rubenwardy: Subgames have been renamed to Games - Minetest Forums |
22:40 |
Shara |
:D |
22:40 |
Shara |
About time too |
22:40 |
rubenwardy |
not sure on the grammar of that title, lol |
22:40 |
andirc8000 |
I see in https://wiki.minetest.net/Controls that 'Punch / Mine / collect / item stack' has no 'minetest.conf setting' is it possible to assign a keyboard key to it instead of left-mouse-button? |
22:40 |
Shara |
Now you spoiled it... no one would have wondered without you saying that :) |
22:40 |
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22:45 |
andirc8000 |
... Is there a reason for 'Punch' key being un-customizable? |
22:46 |
andirc8000 |
non-customizable * |
22:46 |
rubenwardy |
there's a PR to make it bindable |
22:46 |
andirc8000 |
... -> Is it possible to do that with a mod? |
22:46 |
rubenwardy |
currently it's only the left key |
22:46 |
rubenwardy |
no |
22:53 |
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