Time Nick Message 00:41 AlienCat hello guys, this thing looks awesome! there is like 20 different minecraft clones being worked on but this project seems the most successful 00:51 AlienCat but it does not have mobs D: 01:42 serp AlienCat: there are mods to add mobs... 01:44 progysm but is there mobs that add mods? 01:44 AlienCat yeah I see that 01:44 AlienCat will be intressting to see what happend in the future 01:45 AlienCat for being so like minecraft it is actually different 01:50 AlienCat from what I see the mob mod is quite laggy 05:58 AlienCat it seems minetest is quite popular right? 06:20 lumberJ heh, relative to what, AlienCat? :P 06:20 lumberJ seriously though, it does have a decent sized active community, yes 06:25 AlienCat sounds great! I should try it out some time :) 06:28 lumberJ no time like the present 06:33 AlienCat all mods are server side. hum, how does that work 06:34 AlienCat like forexample the server have a new mob, then something must be downloaded to the client 06:39 lumberJ the client side user won't need to download anything 06:39 lumberJ unless they want to host the mod in their own single player game/server 06:40 lumberJ its set up differently than minecraft, if that is what you are referring to 06:44 AlienCat yea I know my I still wonder how it is possible 06:44 AlienCat the client need to display the model of the mob implemented by the mod somehow 06:50 lumberJ i can't speak to the technical details, as I am not very familiar with the C++ side of things, but I assume its broken down in a way that it can be sent to the client fairly efficiently 06:51 lumberJ mobs does seem to be one of the weaker areas of minetest, probably related to this in some part. 06:52 lumberJ but for me at least, i think it makes up for it in a lot of other ways 06:52 lumberJ mobs have never been of that much interest to me though, to be fair 07:04 AlienCat so most of the minetest community oppose to the idea of mobs? 07:05 lumberJ no, i wouldn't say that 07:05 lumberJ just personally, i don't care for them much when I play 07:05 lumberJ Lots of survival games have interesting mobs 07:06 lumberJ and some of them are pretty decent 07:08 lumberJ its just that the game engine itself doesn't handle the mobs, its all implemented in lua across various mods that aren't always compatible 07:10 lumberJ but the plus side of that, is that you can have minetest games built to be very lightweight and perform very well even on old/low-power PCs 07:11 lumberJ and on the other hand, the engine is flexible enough and lua, being relatively fast and easy to use, lets mod developers build up the game anyway they want 07:22 AlienCat ahh I understand 07:27 AlienCat so the game is depsite its apparence, not very like minecraft? 07:28 lumberJ honestly, i haven't played minecraft, but no it doesn't aim to clone minecraft 07:30 AlienCat that I can understand... 07:38 AlienCat little sad in a way but not every game can be the same 07:41 lumberJ sad, why? 07:43 AlienCat in minecraft it had so many amazing mods in the days, if some could be recreated then the memories could live again. But such mods might or might not be rather ill fit for minetest 07:45 lumberJ well minetest has a pretty vast selection of mods. some do clone mods of minecraft 07:46 AlienCat I wounder if version 1 would break most of the mods 07:47 lumberJ version 0.5.0 is underway now. this has some breaking changes, but hasn't effect the mods too much. Most of the really good mods are pretty well maintained anyway. 07:52 AlienCat ah I understand :) 07:52 AlienCat maybe it is more easier making mods too 07:57 lumberJ Lua and the minetest api are pretty easy to get started with. 07:58 AlienCat I am really exited now :) 08:03 AlienCat should not be so hyped about this x) 08:04 lumberJ its pretty fun. i played for hours when i first started 08:04 AlienCat I wanna try out modding x) 08:05 lumberJ yeah, i mod a lot more than i play these days 08:06 lumberJ AlienCat, Check this out: https://rubenwardy.com/minetest_modding_book/en/index.html 08:07 lumberJ that's a good place to start 08:07 AlienCat thanks, I will read it :) 09:16 rubenwardy AlienCat: mobs will be added to Minetest Game at somepoint 09:16 rubenwardy It's just a matter of getting a sufficient quality mod for that 09:17 AlienCat nice 09:17 AlienCat so yet the mods for mobs aren't that good? 09:37 rubenwardy they tend to have bad animations, bad AI, and bad density 09:37 rubenwardy probably an engine issue, partly 09:40 Shara The mobs mods are certainly usable. Just not at the standard for being included officially. 09:45 AlienCat they did some kind of mob api 09:48 Shara The one I've mostly used is https://github.com/tenplus1/mobs_redo 09:51 AlienCat it is the newest one 09:55 rubenwardy Good mobs need lots of different skills unfortunately 09:56 rubenwardy Which is why it takes a lot of effort 09:56 AlienCat I can imagine 09:56 rubenwardy Mobs redo is pretty light and fairly good polish in that it doesn't crash 09:56 rubenwardy However the mobs aren't believable 09:57 Shara Well, I'm not sure if believable mobs is ever going to happen in this kind of game :P 09:57 AlienCat why is that 09:58 Shara Believable to me requires a bit more graphical polish than MT has :) 09:59 rubenwardy Minecraft does it pretty well 09:59 Shara From what I saw, I wouldn't call those believable either 10:00 AlienCat if you mean realistic looking I can agree 10:03 Shara With mobs redo, it's actually possible to get somethign fairly decent. You have to work for it though, and not be scared to dig into other less known mods to lift things from them. That's my experience anyway. 10:03 lumberJ Alot of little kids seem to believe in herobrine 10:06 AlienCat herobrine in Minetest 10:06 lumberJ no, in real life i think 10:07 lumberJ :D 10:08 AlienCat whould be a hell if it follow us here 10:08 AlienCat thought I would see the end of it 10:08 AlienCat Shara do you mean creating mods or just apply the existing mods? 10:08 lumberJ i haven't seen any one mention it in a while, but also i haven't been on public servers lately. that maybe over now as a trend 10:10 Shara AlienCat: I've been running mobs_redo on a server for... I guess about 18 months now. Instead of just using the main mobs mods that usually partner it, I went hunting for more interesting things, in one case even going as far as just taking a model from something and then writing most of the code for the mob myself. 10:11 AlienCat did you publish it? :D 10:11 Shara Or well, not only myself. There were a couple of us working on it. 10:11 AlienCat oh 10:12 Shara No, since it's very tailored for the server I run. 10:12 rubenwardy I'm not talking about realistic looking 10:12 rubenwardy But believable acting 10:12 Shara But the models I used are from the dmobs mod (dragon and hydra/water-dragon) 10:12 rubenwardy So grazing, running from predators 10:12 rubenwardy Looking at players 10:13 Shara rubenwardy: pretty sure they do run from predators 10:13 rubenwardy I found the simple mobs basically just wonder around 10:13 AlienCat pretty much the same in minecraft 10:18 AlienCat I wonder if you could take models from old minecraft mods 10:36 AlienCat oh minetest is base on irrlicht 12:58 andirc8000 can anyone please help me with my attempted mod code: https://hastebin.com/pivoquruno.sql ? 12:58 andirc8000 when I override on_use it just doesn't get called at all. 13:15 andirc8000 slightly more improved ver: https://hastebin.com/zosirigufa.sql 13:16 andirc8000 ... I don't see 'Debug: on_use() 1' in minetest log file at all 13:16 andirc8000 ... when I right-click/left-click multiple times... 13:17 andirc8000 what am I doing wrong? 13:18 andirc8000 what else could I try? 14:28 Entuland this looks easier to read, andirc8000 : https://hastebin.com/zosirigufa.lua :P 14:29 Entuland unfortunately I'm a noob myself with minetest and lua, so not sure whether I could help 14:30 Entuland (in the link above I just changed the extension to change the highlighting) 14:31 sfan5 andirc8000: you can't use any of the register_* functions at runtime 14:31 sfan5 besides, I don't think nodes even have on_use 14:32 Entuland this is my question of yesterday: playing around with player:hud_add and player:hud_change - I succeeded adding a waypoint but for some reason player:hud_change(hud_id, "name", "new name") doesn't seem to have any effect (hud_id is the value returned by player:hud_add() of course) 14:33 Entuland maybe I'm misunderstanding what hud_change is for 14:34 andirc8000 sfan5: I'm trying to make a personal mod that will destroy a node with one click, and an existing mod: https://hastebin.com/veruyoyujo.lua destroys sometimes 2 nodes at once. I was recommended by lumberJ to use on_use() 14:35 sfan5 you'd use a custom hand item for this 14:35 lumberJ I said what? 14:35 lumberJ :P 14:36 andirc8000 or if you are attaching this function to a tool you might use on_use: 14:36 lumberJ my sugestion was to make a something like a custom tool that uses the on_use field to remove the node. on_use by its nature will only effect one node per click 14:36 lumberJ i know, i'm just being silly 14:36 andirc8000 lumberJ: ok. 14:36 lumberJ basically the same as what sfan5 is suggesting :) 14:42 lumberJ see this, andirc8000: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5206 14:45 Entuland another question: is there any way to bring up the output in a live manner on windows instead of having to open the log file repeatedly? 14:48 Entuland all right found it: minetest.exe --console 15:01 Entuland weird... seems like that call should work according to this: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4164 15:01 Entuland still, I can't see its effect :/ 15:05 lumberJ Entuland. can you post some code? 15:05 Entuland sure 15:05 lumberJ sorry if you already posted it and i missed it 15:06 Entuland no I didn't yet 15:07 Entuland this is the relevant part: 15:07 Entuland https://hastebin.com/tujeyumepi.lua 15:07 Entuland just messing with learning the stuff, I know there are mods doing similar things with bones already 15:07 lumberJ cool, i'll take a look 15:08 Entuland line 16 doesn't seem to have any effect 15:08 Entuland the mod works as intended apart from that little detail 15:12 Entuland cut down example that can be run in isolation (hopefully) https://hastebin.com/gezutotaji.lua 15:13 lumberJ Entuland, do you mean to change the text on the screen? 15:13 Entuland yep 15:14 Entuland but I can't know the ID beforehand 15:14 Entuland it's just to understand how the thing works, of course it's not necessary 15:14 lumberJ according to api the valid HUD element types are: type of HUD element, can be either of "image", "text", "statbar","inventory". 15:14 lumberJ and i believe the "text" field is the one you want to change 15:14 Entuland text should be the suffix after the distance of the waypoint 15:15 lumberJ i'm not even sure what the purpose of the "name" field is. I haven't used it :P 15:15 Entuland and https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4164 is the same doc you pointed out just a few minutes ago 15:15 Entuland "name" gets used only by the waypoint HUD, afaict 15:15 Entuland there in the last link it mentions "name" as well 15:15 Entuland even though somewhere else I read that it's deprecated 15:16 Entuland here is where the API mentions "name" as a valid entry for hud_change() : https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4167 15:17 lumberJ i see, i haven't used that hud type before L1552 15:17 Entuland that's okay, just taking advantage now that there was someone around :P 15:17 lumberJ is it displaying the name without the hudID? 15:17 Entuland yep, "BONES" alone works fine (set in "name" with hud_add) 15:18 Entuland it simply doesn't change it to "BONES (1)" afterwards on hud_change 15:19 lumberJ do the () show? 15:19 Entuland nope 15:19 Entuland it stays as "BONES", but to be sure I'll change it completely and retest 15:20 lumberJ are you just doing it this way to have the hudID? 15:21 Entuland yep, confirmed no effect at all even with a completely different string there 15:21 Entuland well, it's not really a necessity, it's just something I stumbled on 15:22 Entuland I thought that if it worked I could have found a use for it, but maybe I just managed to find a glitch :P 15:22 Entuland not a big deal, I've got plenty of other stuff to experiment on :) 15:25 lumberJ i generally store the hud id in a table and retrieve it from there 15:25 lumberJ not sure why its not calling the player:hud_change method though 15:26 lumberJ are you sure you restarted server after adding that line? 15:28 lumberJ i don't think that id value is a simple number or string or integer anyway 15:30 Entuland yep, restarted the server, no effect 15:30 Entuland it should be a simple integer though 15:32 lumberJ will test something on one of my mods, giveme a sec 15:34 Entuland found the culprit 15:35 lumberJ no youre right it return integer 15:35 Entuland the two calls work, just not there 15:35 Entuland I moved them to another point and they work 15:35 Entuland maybe I need to exit that function before I can call them 15:35 lumberJ yeah, I was thinking that, but couldn't come up with a compelling reason why 15:36 Entuland maybe the hud itself doesn't get updated until the function returns and as such it can't be updated in the same function 15:36 lumberJ yeah, that makes sense 15:36 Entuland just wildguessing 15:37 lumberJ at any rate, its pretty rare you would need to add a hud and change it in the same function call 15:37 Entuland yep it was an odd case 15:37 Entuland all right, I'll take a mental note about that, thanks for the additional pair of eyes :) 15:37 lumberJ sure 15:43 lumberJ Entuland, you have coding experience in another language? 15:48 Entuland yep 15:48 Entuland C, C++, PHP, Javascript, longtime :) 15:48 Entuland 39yo here 15:49 Entuland coding since 16yo or so 15:49 Calinou I wasn't born when you started coding :D 15:49 Entuland eheheh 15:49 Calinou hi :) 15:49 Entuland hi :) 15:50 Entuland I started learning Lua a few years ago but got sidetracked, still have to get a decent grip 15:51 Entuland off for errands, see you around, I will likely stick around a long time considering the project :P 15:51 * Entuland waves 15:59 ThomasMonroe :O Calinou, I though you were older than me! 16:10 Calinou ThomasMonroe: I turned 20 in March : 16:10 Calinou :!p 16:10 Calinou :p* 16:19 lumberJ young whipper snappers 16:20 lumberJ sounds like Entuland needs to put the cpp skills to use :D 16:31 andirc8000 oh, joy, found this in forums: https://forum.minetest.net/viewtopic.php?f=5&t=19835#p314932, then copied off some code from that guy .. eventually tried this: https://hastebin.com/uwabizufif.lua -- and now only one node is destroyed per click (not 2-3 like before). I believe that 'minetest.after(0.3, ...' makes the difference. 16:37 andirc8000 (I had a problem before that one-click in 'creative mode' inconsistently destroyed sporaidic amount of blocks sometimes 1 sometimes two sometimes more) 16:43 lumberJ andirc8000 i think you want minetest.is_protected(pos, pname) 16:44 lumberJ it checks player name 16:50 Entuland lumberJ, you mean to mess with the code behind minetest? in such a case there would still be a long way to go :P 16:50 lumberJ you'll learn fast i'm sure 16:51 Entuland :) 16:51 * Entuland blushes 16:51 lumberJ lol. didn't mean to make you blush 16:51 Entuland eheheh 16:52 lumberJ anyways always good to have experienced programmers around. 16:52 lumberJ i'm going to lunch, be back a bit later hopefully. 16:53 Entuland enjoy! 16:53 Entuland I'm messing with my modpack, small little changes to feel at home after 2K+ hours on creativerse :P 17:44 Entuland uhm... I'm implementing my twist of teleport pads. The only way I have found to get a form by right-clicking on my pad is using meta:set_string("formspec", formspec) but that implies storing the list of TPs there in that form (which works, right now) 17:45 Entuland the problem is when a TP somewhere has its name changed... when I open the TP list from another pad, of course the form had no chance to get updated, so I need to close it and reopen it (cause I hooked the form update in on_receive_fields) 17:45 Entuland any other approach I could use? 17:46 Entuland I would call show_formspec but I couldn't find any hook to intercept the right-click on a node 17:47 Entuland apart from that meta:set_string, that is 17:49 Entuland off for dinner myself but I'll keep the chat open, laters 17:50 Krock register_on_player_receive_fields (or so) will allow you to get the callbacks 17:51 Entuland uhm... the problem is not getting the callback, the problem is that the only way to trigger the opening of a form by right-clicking on a node is storing the form itself on the node metas 17:51 Entuland that's my problem 17:51 Entuland I have one copy of the TP list in each pad right now 17:51 Entuland and that makes them go out of sync the first time I open one if I changed the name of another pad 17:52 Entuland rephrase: the only way I _have found_ to open a form by right clicking on a node 17:53 Krock the travelnet mod has a similar problem, however it's also quite a while since it was written. since then we've got mod storage, which allows you to save data in a key/value database 17:53 Entuland I am saving the list of TPs in the mod storage 17:53 Krock with that you can access to a teleporter pad network by calling the getter function of that database 17:54 Entuland the only workaround I see would be going through the various metas of the others pads and updating the list every time a pad gets created or renamed 17:54 Krock the best way to keep it up to date is indeed show_formspec in combination with a table where you can store the palyer name and the node position 17:54 Entuland yes that would have been my approach 17:54 Krock so when you get a callback, it knows which list it should take 17:54 Entuland but I can't intercept the right-click other than with saving the form in the node 17:55 Entuland that's the central problem right now 17:55 Krock uhm.. well? https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2176-L2180 17:55 Entuland reading. Most likely I skipped over something :) 17:55 Krock remove the "formspec" meta field if you're on 0.4.16 or lower because on_rightclick will not be called for those 17:56 Entuland cool. That's the hook I was missing. I couldn't find it anywhere, thanks a lot Krock! 17:56 Entuland this will immensely simplify the system :) 17:56 Krock ^.^ 17:56 Krock !next 17:56 MinetestBot Another satisfied customer. Next! 17:57 Entuland ahahah 17:57 Entuland I guess I should stop relying on the online docs and finger the code :P 17:58 Krock the docs, lua_api.txt especially only document the API alone without giving examples. Here's a past-processed version with some examples: https://rubenwardy.com/minetest_modding_book/lua_api.html 17:58 rubenwardy lol 17:58 rubenwardy best thing about writing that book is the thanks 17:58 rubenwardy worst thing is being constantly pinged XD 17:58 Entuland heheheh 17:58 Krock rubenwardy, change the domain 17:58 rubenwardy lol 17:59 rubenwardy :O 17:59 Entuland glad to see you around ruben :P 17:59 Entuland or simply change your handle here :P 18:00 Entuland :) 18:01 Entuland by the way the online docs did mention on_rightclick, I simply failed to see it cause it was in the secondary callbacks, silly me :/ 18:09 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix luajit include not being found 1350c33d9 https://git.io/vpiTU (152018-05-08T18:06:55Z) 23:10 Ruslan1 Hello 23:35 Entuland helloo Ruslan1 23:36 lumberJ back... 23:36 lumberJ from the dead 23:38 * Entuland watches lumberJ running for the bones box 23:38 lumberJ dem bones 23:38 lumberJ how'd you get into lua/minetest Entuland? 23:39 Entuland you know what? I'm not really sure. Perhaps a dangling entry on the SERP looking for something related to MC a couple days ago 23:40 serp WHAT? 23:40 Entuland so far I'm really really happy with it 23:40 Entuland ahahah 23:40 Entuland sorry 23:40 Entuland Search Engine Result Page 23:40 serp :) 23:40 Entuland I think I've completed my tpad mod 23:40 lumberJ telepad? 23:41 Entuland seems to be working great, also managed to test it in multiplayer (wouldn't have thought I could run two instances locally and test it, but it worked) 23:41 Entuland yep a teleporting pad 23:41 lumberJ yeah, it works. going to release the mod? 23:41 Entuland sure thing, tomorrow after a bit of cleanup 23:41 Entuland I'll drop it on github 23:42 Entuland it's littered with debug statements :P 23:42 lumberJ cool ping me and let me know, i'd like to test it 23:42 Entuland sure thing 23:42 lumberJ you should drop a post on the forum page as well under WIP mods 23:42 Entuland I'll be glad to have the code reviewed to see if I'm doing things properly 23:42 Entuland willdo 23:42 lumberJ you should get some decent traffic that way 23:43 Entuland all right, I'd better hit the mattress, almost 2AM in here, have fun everybody! 23:43 * Entuland waves 23:44 lumberJ later on 23:49 Ruslan1 ?