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10:14 |
ManElevation |
wasent there something so you could save builñdings from any server? |
10:14 |
ManElevation |
wasent there something so you could save buildings from any server? |
10:17 |
sfan5 |
local map saving |
10:18 |
ManElevation |
ok so if i put this in my minetest.config were will it save? enable_local_map_saving = true |
10:25 |
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10:26 |
sfan5 |
yes |
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10:27 |
entuland |
o/ |
10:33 |
ManElevation |
ok thx |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix rtt >= 0.0f assertion and free_move crash 1d1cf00 https://git.io/f4S1s (2018-06-24T12:48:19Z) |
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16:15 |
MinetestBot |
[git] paramat -> minetest/minetest: Decoration API: Add lightweight ability to have complete coverage (#7… de621d5 https://git.io/f4SQJ (2018-06-24T16:14:18Z) |
16:34 |
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17:04 |
R-One |
hello, I am under 0.4.17 there is the function minetest.get_biome_id (biome_name) but it is not documented on the wiki dev and I only obey values nil ... someone would he the kindness of show me as an example how to recover the ID of the biome of a boc? thank you https://github.com/minetest/minetest/blob/ea86ecf015cd82d2daa4c0f4a82096402290a5a6/doc/lua_api.txt#L2600 |
17:06 |
Krock |
the dev wiki is (almost) outdated by definition |
17:07 |
Krock |
you can get the biome per coordinate using minetest.get_mapgen_object() on generate |
17:08 |
Krock |
however, outside of on_generate you can use the function "minetest.get_biome_data" which was added in 5.0-dev |
17:08 |
Krock |
however, this requires an the network incompatible, new version. |
17:08 |
Krock |
-an |
17:09 |
R-One |
thanks krock, i don't code in 5.0 before the stable branch |
17:09 |
R-One |
because i have a server with lot of android user |
17:10 |
Krock |
there are 5.0-dev android clients available. however, bugs take long to fix in that area |
17:11 |
Krock |
btw, this would be the up to date documentation for 0.4.x: https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt |
17:13 |
R-One |
people prefer to go through the appstore in educational structures. version 0.5-dev is an apk no? |
17:16 |
R-One |
it's the same one I quoted above, but from my little experience I did not have to understand the only dicumentation that is: Returns the biome id, as used in the biomemap Mapgen object, for a given biome_name string. |
17:18 |
Krock |
no, these are unofficial builds because we only have one Minetest application there |
17:18 |
Krock |
appstore? as in iOS? We don't do that |
17:19 |
rubenwardy |
Minetest isn't allowed to be on the app store due to GPL |
17:19 |
rubenwardy |
any Minetest forks on the app store are illegal |
17:20 |
Krock |
yes, you can feed that function a biome identifier, which is specified in the definition to get the ID of it. similar to get_content_id of nodes |
17:21 |
R-One |
sorry I meant playstore |
17:21 |
Krock |
You can look up "Mapgen objects" to see how you get an array of IDs for the newly generated area. comparing those with what you got by get_biome_id is afterwards possible |
17:23 |
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17:29 |
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17:30 |
R-One |
Thank you for taking the time to answer Krock ... I understand the principle but with my little experience in the mapgen and without example, I drown completely for the moment. |
17:30 |
Krock |
hmm.. 1 moment |
17:33 |
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17:34 |
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17:34 |
Krock |
R-One, finally found the mod. here's an example: https://github.com/Distributed-DeadLock/thelowerroad/blob/master/init.lua#L629-L633 |
17:34 |
Krock |
the same for the biomes |
17:35 |
Krock |
the index for this array is then calculated like this: https://github.com/Distributed-DeadLock/thelowerroad/blob/master/init.lua#L783-L784 |
17:35 |
Krock |
using the x and z axis, starting fromm the lowest mapblock point onwards |
17:45 |
R-One |
thank you very much for taking your time to answer, but the further I go, the more I get lost ... I just wanted to get the biome ID of node from the player's position, but obviously I do not have the level yet to code that. |
17:46 |
Krock |
well, with 0.4.x that sadly won't be possible because that function is only helpful for when mapblocks generate - i.e. useless in late game play |
17:47 |
Krock |
so it's not too bad when you got lost somewhere :) |
17:52 |
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18:10 |
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18:13 |
paramat |
yes move to 5.0.0 stable when it's released, it's amazing. the android apps will soon update to be compatible i'm sure |
18:15 |
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18:28 |
R-One |
is there an approximate date for version 5.0.0 because I am going to start a big project with the education community in September 2018, and I do not think I can migrate until April 2019. |
18:30 |
sfan5 |
why would you need to migrate? |
18:30 |
R-One |
just updating on tablets in schools is sometimes complicated because teachers do not have access to the store and others ... even if I prefer that they use a PC. |
18:30 |
sfan5 |
if you get everything up and running with 0.4.17, you should be able to just stay there |
18:31 |
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18:32 |
R-One |
why migrate? because there are so many cool new features in the 5.0.0 ;-) |
18:33 |
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18:34 |
paramat |
5.0.0 will hopefully be out around september-october, certainly by year-end |
18:46 |
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18:49 |
clavi |
so it will be called 5.0.0 instead of 0.5.0? |
18:49 |
Krock |
yes. |
19:11 |
GNU[BDC] |
0.4 then 5.0 ? |
19:11 |
GNU[BDC] |
why not 1.0 |
19:20 |
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19:22 |
Krock |
next question please. already seen that one |
19:22 |
paramat |
lol =) |
19:26 |
R-One |
now they use the semantic version (https://semver.org/) but before what was it? |
19:27 |
GNU[BDC] |
so 0.4.17 client wont be able to play in 5.0? |
19:27 |
Krock |
before it was 0.sematic_version |
19:27 |
Krock |
GNU[BDC], yes and no. maps are compatible, mods too, network not. |
19:27 |
GNU[BDC] |
5.0 next 10.0? lol |
19:27 |
Krock |
10.0 if you want map breakage and API breakage |
19:28 |
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19:28 |
Krock |
I doubt the people would be happy about that |
19:28 |
GNU[BDC] |
i can use my old 0.4.13 era mods in 5.0? |
19:29 |
Krock |
<Krock> GNU[BDC], yes and no. maps are compatible, mods too |
19:30 |
GNU[BDC] |
Krock: what part is no? only old client |
19:31 |
R-One |
0.4 to 5.0 it's major change ... it can make incompatible API changes |
19:31 |
Krock |
R-One, but semver is only applied after 5.0 |
19:32 |
Krock |
GNU[BDC], could you please take a moment and try to use common sense while reading my initial message again? |
19:32 |
GNU[BDC] |
Krock: i did. I can't figure out what parts wont work |
19:33 |
GNU[BDC] |
network is client server thing? |
19:34 |
Krock |
Things that will work as before: mods, maps, texture packs, games. Things that won't: playing on the other server version |
19:36 |
GNU[BDC] |
ok |
19:37 |
GNU[BDC] |
Krock: is it possible to disable client mods from server side? |
19:42 |
Krock |
0.4.x: no. 5.0-dev: yes. |
19:42 |
GNU[BDC] |
i ment 5.0 stable |
19:42 |
Krock |
but real badass players wouldn't care about what the server says and silently enable them anyway |
19:42 |
sur3 |
what was this prejoin register function to filter usernames? |
19:43 |
Krock |
5.0-dev represents the current development state of 5.0, so the final version will pretty sure contain this feature for CSM restriction |
19:43 |
Krock |
sur3, https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt#L2407 Ctrl + F helps |
19:44 |
sur3 |
ah ok just didnt find it in the wiki, but then I will look in that api file next times for functions, thx :) |
19:44 |
Krock |
only _try_ to use the wiki if lua_api doesn't help you |
19:45 |
sur3 |
Ah ok |
19:45 |
Krock |
as in: when the lua_api is not documented well enough or unclear for you. the wiki is always outdated |
19:48 |
paramat |
we're not using strict semver, just major.minor.patch :) |
19:56 |
rubenwardy |
it's basically semver minus some anal version rules |
20:06 |
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20:19 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: Lua_api.txt: Replace `engine.*` with `core.*` (#7474) d565783 https://git.io/f4Sxr (2018-06-24T20:18:25Z) |
20:39 |
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21:08 |
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21:17 |
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21:24 |
sur3 |
is prejoin called before newplayer or between newplayer and join? |
21:24 |
User11 |
hi |
21:24 |
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21:30 |
entuland |
sur3, I would implement both and minetest.debug() to see the actual order |
21:33 |
sur3 |
ah ok interessting idea |
21:33 |
sur3 |
but then i have to restart the server to find the order.. :-/ |
21:48 |
entuland |
oh well, no |
21:48 |
entuland |
just spin another instance |
21:48 |
entuland |
locally |
21:48 |
entuland |
to test |
21:48 |
entuland |
you can have multiple instances and fake new players by entering with a dummy name on a dummy world, sur3 |
21:49 |
entuland |
after all you need to spin it locally to test [whatever you're testing] |
21:50 |
sur3 |
Well I always restarted the server multiple times when testing a feature of course for the other players that is a bit annoying i suppose.. ^^" |
21:51 |
sur3 |
but I need just an other world folder to run a different server instance? |
21:52 |
entuland |
just run minetest again |
21:53 |
entuland |
and choose a new world, or another you do tests on |
21:53 |
entuland |
then run as a server locally |
21:53 |
entuland |
then run minetest once more |
21:53 |
entuland |
and connect locally to that new server you just run |
21:53 |
entuland |
it will trigger the new player callback, in theory |
21:58 |
entuland |
actually, if you create a new world it should trigger the new player callback for "singleplayer" the first time you run it (not as a server) and for the first time you run it as a server (with the username you choose there) |
21:58 |
sur3 |
Ok I'll try to copy the world folder and run with a config where I set "server_announce = false".. |
21:58 |
entuland |
why do you need to copy the world over? |
21:58 |
entuland |
can't you do your tests on a fresh world? |
21:58 |
sur3 |
for having the same mods enabled |
21:59 |
entuland |
oh... do you have that many that it's faster to copy the files than enabling them? |
21:59 |
sur3 |
Yeah I suppose so, I would at least have to copy the world.mt file, can I start with a world folder with just world.mt in it? |
22:02 |
entuland |
no idea |
22:02 |
entuland |
I would run TIAS on it :P |
22:03 |
entuland |
in the worst case you'll have it error out |
22:03 |
sur3 |
what's TIAS? |
22:06 |
sur3 |
--world <value> Set world path (implies local game) ('list' lists all) |
22:07 |
sur3 |
it says implies local game, so seems I can't run a second server in parallel.. :-/ |
22:09 |
entuland |
TIAS is what you have just done (Try It And See) :P |
22:09 |
entuland |
I would just spin a new world and enable only the mods I need to test |
22:09 |
sur3 |
ah ok but I didnt do TIAS, I just read the command line help from minetestserver ^^ |
22:10 |
sur3 |
yeah but I cant run locally, so if I cant specify the world path for a remote server I cant run it.. |
22:11 |
sur3 |
I wonder why setting a world path implies a local game? doesnt make sense IMO.. |
22:11 |
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22:11 |
MinetestBot |
paramat: Jun-24 21:09 UTC <tumeninodes> https://0bin.net/paste/WOQe0Qi6PBe33S3w#slsvif8nk6S73sfI69tRsEd4N4fnXe5n9FKyM3S3mxw |
22:12 |
entuland |
no idea, sur3, never really messed with server apart from dummy ones I ran locally to test some multiplayer stuff |
22:13 |
sur3 |
yeah problem is I cant run locally because its a remote server ^^ |
22:14 |
sur3 |
Ahh wait probably its not possible to give the path via CLI because it has to be specified in the conf file.. |
22:15 |
sur3 |
ls |
22:16 |
entuland |
uh? |
22:16 |
entuland |
can't you simply have the mods you need to test installed locally and run a local instance with a fresh world? |
22:17 |
entuland |
I mean, forget about your running remote server for a second, just spin your own minetest |
22:20 |
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22:21 |
adfeno |
Hi all! There is a player who is using Minetest on a Kindle, and we want to know where is the "last sent message history" key? |
22:25 |
sur3 |
yeah but to run it locally i would have to copy over the mod folder.. |
22:28 |
sur3 |
adfeno, sry what you talking about? |
22:28 |
sur3 |
ah wait |
22:28 |
sur3 |
I think I understand |
22:28 |
sur3 |
but I dont have a kinde, is there no up-key? ^^ |
22:29 |
adfeno |
For the messages you type, you can get the last messages you sent by usng the up-key |
22:29 |
sur3 |
yes thats what I meant |
22:30 |
adfeno |
However, I know this exists in normal computers, but I'm not sure how to do that in mobile ones. |
22:30 |
sur3 |
well a kindle is a reader right? I suppose its just page-up then probably? |
22:30 |
sur3 |
but I dont know, worst case he has just to retype the message he wants to send ^^ |
22:34 |
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22:45 |
sur3 |
adfeno, you could probably try to set the history key in the minetest.conf on the kindle.. |
22:45 |
adfeno |
Hm |
22:45 |
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22:46 |
sur3 |
though I cant find that specific key in the default options.. :-/ |
22:47 |
adfeno |
Neither I :S |
22:47 |
paramat |
i guess it acts just like an android phone? |
22:48 |
adfeno |
And how would it work for Android? |
22:48 |
adfeno |
(Mine can't run Minetest, this is why I ask) |
22:48 |
paramat |
i'm not sure |
22:49 |
paramat |
i would guess in the menu there may be a chat history option, or maybe not, android MT lacks some features |
23:49 |
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