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IRC log for #minetest, 2018-07-05

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All times shown according to UTC.

Time Nick Message
00:04 rubenwardy player_legend: look up the definition
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01:16 player_legend if I do inventory:get_stack( "main", i ) for a player's inventory, and iterate up i until it returns nil, is that cycling through the player's inventory?
01:17 player_legend I am trying to find an item by name in the inventory, and I've thus far not seen a function for that
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02:02 paramat see https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L424
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07:00 deltasquared hrm, now why would there be an intentional two-second stall upon world start before the world will start emerging? https://ptpb.pw/ge99.txt
07:02 deltasquared the second emerge triggered when the first completes finishes almost immediately... I can only assume there was some weird race condition that made a delay necessary
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07:33 * deltasquared prods some people who hopefully know something - rubenwardy (hmm, no krock or paramat)
07:33 deltasquared I've taken the opportunity to search through the source code for some obvious terms, but nothing leaps out just yet
07:34 deltasquared e.g. "race condition" (in case it was that), "delay", "sleep" etc.
07:34 deltasquared I can't see any obvious places where this delay would be introduced
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07:38 deltasquared the delay is somewhat annoying because it means I can't start and stop instances of a minetest server quickly in a loop in a shell script say - it's needed for a test script I'm writing. ideally you want each case to run in an isolated, fresh instance.
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11:22 deltasquared is there a cleaner way to tell if a player ref is invalid due to the player logging out? I'm currently relying on the fact that ref:get_pos() returns nil when the player logs out, just wondering if there is a more canonical way to do this
11:23 deltasquared (oh, and also a way to tell if the player is dead... I assume get_hp() == 0 would suffice)
11:24 entuland deltasquared, IIRC it is advised not to ever store those references but instead to get them within the functions that need them
11:25 entuland you may eventually pass those references around between functions if they get run in a sequence, but you should only store the playername, not the player reference
11:25 deltasquared entuland: well I'm not going to do a get_player_name() call on every on_step(). it's a case of there's an entity the player is attached to, but you can't retrieve child bone objectrefs - only their positions
11:25 deltasquared err, get_player_by_name() rather
11:26 deltasquared I essentially need to retrieve the player that is attached to the entity I'm writing
11:27 entuland I see, you're beyond my level of experience by using entities attached to players, so I'll take a step back :)
11:28 deltasquared entuland: other way around
11:28 deltasquared player attached to entity
11:28 deltasquared to be fair, if MT had a proper server-side player physics mechanism I wouldn't have to be writing this at all
11:28 entuland well, in both cases, I never messed with entities, only with regular nodes
11:30 entuland I never store those references cause in my mods I never need to operate on references in a regular basis, just when some action is triggered (opening a formspec or handling its submission or the alike)
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11:31 deltasquared entuland: fair enough, in that case those callbacks get handed an object anyways (i.e. the on_rightclick callback or whatever it was gets passed the clicker)
11:32 entuland correct, but I also need to keep track of what each player does (say, remembering the last stuff they put in a formspec, to populate such stuff again) and I store that stuff by playername
11:35 deltasquared entuland: fair enough again, in that case the names need to be persistent between load/save
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11:35 deltasquared objectrefs aren't permanent UIDs etc.
11:35 entuland oh no I'm not doing that across reloads
11:35 entuland I'm doing that in the same run
11:36 entuland but doesn't make any difference actually
11:36 deltasquared meanwhile, set_physics_override({speed=2}) never seems to get old
11:36 deltasquared weeeeeew
11:36 entuland eheheh
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11:41 thetaepsilon aww not again
11:41 deltasquared effing router
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12:02 sur3 whats the speed multiplier when using fast?
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12:05 deltasquared sur3: I think it's x5
12:05 sur3 ok thx
12:05 deltasquared I was just measuring my speed in-world
12:05 deltasquared normal player speed is about 4m/s, fast mode goes up to 20
12:07 sur3 because I think I found a good solution to my swimfins problem, I dont detect the water collision but the breath change, that should not add to much impact on server performance ^^
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12:24 sur3 https://dev.minetest.net/minetest.register_on_dieplayer says one should return true, but seems register_on_dieplayer is just calling make_registration like many other register function and https://github.com/minetest/minetest/blob/stable-0.4/doc/lua_api.txt doesnt state anything about a return value..?
12:26 Krock sur3, the docs are right. make_registration actually wraps the functions around the callback handler which takes a "processing type" variable from C++ which specifies what arguments are taken
12:27 Krock like whether it should abort after the first "true", "false", take the last returned value, nothing or the last valid value
12:28 Krock https://github.com/minetest/minetest/blob/stable-0.4/src/script/cpp_api/s_player.cpp#L47
12:28 Krock https://github.com/minetest/minetest/blob/stable-0.4/src/script/common/c_internal.h#L78-L80
12:29 Krock in short: you can return anything. it doesn't care and doesn't behave any different
12:29 sur3 Oh ok
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12:46 Topic for #minetest is now Welcome to the official Minetest channel  | Latest version: 0.4.17.1 (2018-06-10) | General, player, and  modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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13:52 Krock sur3, fixed the wiki btw
13:53 sur3 Ah ok thx :)
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14:06 ManElevation heya!  anyone knows shivajiva´s skyblock irc channel? krock?
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14:11 Krock dunno
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14:38 sur3 hmm when I remove items from the creative inventory they seem also to be removed from the crafting guide? o.O
14:40 sfan5 not_in_creative_inventory pretty much means "this items is not meant to be user visible"
14:41 sfan5 still weird for crafting guide to do that, since non user-visible items will just not have a craft receipe
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15:43 cafee Hey guys, you probably know TenPlus
15:43 cafee Why he moved to another git service?
15:43 cafee I take he doesn't visit this irc channel often
15:48 twoelk he is mostly on minetest-hub
15:48 twoelk and he moved his stuff, just like many others, because microsoft bought github
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16:08 AugTop hello
16:09 clavi hi
16:10 AugTop I would like to know if it is possible with the current minetest to activate or deactivate craft based on a player
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16:18 sur3 I think he probably has the same doubts like me about guthub not being free
16:18 sur3 thats why i use gitlab
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17:15 paramat !tell deltasquared because 'emerge area' is async: it's done at some undefined point later when the server isn't busy
17:15 MinetestBot paramat: I'll pass that on when deltasquared is around
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17:16 player_legend so, in the documentation here https://dev.minetest.net/InvRef
17:17 player_legend do those 'stack' arguments not refer to an ItemStack type, but rather a string type?
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17:32 Ruto hi
17:33 Ruto bye
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18:00 LMD those stack arguments are ItemStacksItemStack
18:00 LMD Jump to: navigation, search
18:00 LMD A stack of items. Can be created via ItemStack(itemstack or itemstring or table or nil). . Also, don't use Dev Wiki anymore, I suggest lua_api.txt : https://appgurueu.github.io/lua_api.html#gheader80
18:00 LMD https://dev.minetest.net/ItemStack
18:01 LMD And again lua api : https://appgurueu.github.io/lua_api.html#gheader80 - ItemStacks. Luckily I managed to find it :)
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18:02 player_legend I just got sent this though https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L424
18:03 player_legend there's itemstrings going where the stack would go
18:03 player_legend but I'll read that github.io page
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18:17 ManElevation heya! how do i convert nodes to a differen itemstring mod name? like 123:stone to default:stone
18:18 ManElevation but not on single nodes, on a whole mod at once
18:18 ManElevation anyone knows?
18:19 sfan5 an LBM could do this
18:20 sfan5 from Lua that is, there's no easy way to do this with e.g. a command
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18:37 paramat yes consult lua_api.txt too, but use the established reference https://rubenwardy.com/minetest_modding_book/lua_api.html
18:39 paramat LMD is over-promoting his own
18:39 rubenwardy Btw
18:40 rubenwardy !book lua_api
18:40 MinetestBot rubenwardy: Lua Modding API Reference - https://rubenwardy.com/minetest_modding_book/lua_api.html
18:40 rubenwardy Easier way to get the url
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18:41 LMD How did ya make it bold ? BTW yeah i notice it but why did I do it for when not advertising it :P
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18:42 LMD @paramat
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18:43 LMD Is there a way to make kinda "on-world-load" voxelmanip ? Im currently using on generate, but what if I want to import a world ? Id like to be able to trigger on generate when importing a world...
18:44 LMD LOL Thunderbird displays :stone as (smiley)tone
18:45 LMD @paramat : I wouldn't say mine is worse than rubenwardy's. I guess however my stylesheets are not the best...
18:47 LMD our stuff is comparable. Mine has a dynamic table of contents, so our things aren't same. Why do you refuse to give mine a chance/try ? That's like saying : Uh, you know, i didn't even try it, but, look - nobody needs it ! All your efforts were senseless !
18:47 rubenwardy I use a standard markdown parser with a github extension
18:47 LMD okay
18:47 rubenwardy Mines not self made, so there's less mistakes
18:48 LMD Find a mistake in mine !
18:48 paramat hmm LVM on import ..
18:48 LMD I mean, it is minimalistic : It only supports the markdown used in lua_api.txt...
18:49 twoelk @ LMD and while you're at it make a md parser to display nice text within formspecs ;-P
18:49 LMD What do u mean by LVM ? Isnt that encryption...
18:49 LMD @twoelk : ??????? Im not a native speaker... Please explain further....
18:50 rubenwardy !book lvm
18:50 MinetestBot rubenwardy: Lua Voxel Manipulators - https://rubenwardy.com/minetest_modding_book/en/chapters/lvm.html
18:50 LMD ah. just call it voxelmanip.
18:51 LMD Im currently extending my MD stuff with an IRC Bot...
18:52 LMD purpose : creating blogs
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18:52 LMD @rubenwardy : I took a look at contentdb, and am really astonished ! Could you tell me the basic architecture...
18:53 LMD Especially the client-server communication part....
18:53 rubenwardy MVC
18:53 rubenwardy Rest API
18:53 rubenwardy Plus task workers
18:53 LMD Okay... thats a bit too short... Remember I didn't make it...
18:54 LMD so modelviewcontroller
18:54 LMD okay - googled it - but whats those task workers...
18:55 LMD @rubenwardy : How can I contribute to MT ? Using PR or so ?
18:55 LMD Is there a list which stuff still has to be implemented ?
18:56 LMD Where can I find some orientation, which cpp file is right ?
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18:57 Andrey01 hi
18:58 Andrey01 why does minetest.hud_replace_builtin() not work? I wrote:
18:58 Andrey01 minetest.hud_replace_builtin("health", {
18:59 Andrey01 hud_elem_type = "statbar",
18:59 Andrey01 position = {x = 0.5, y = 1},
18:59 Andrey01 text = "poisonous_heart.png",
18:59 Andrey01 number = core.PLAYER_MAX_HP_DEFAULT,
18:59 Andrey01 direction = 0,
19:00 Andrey01 size = {x = 24, y = 24},
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19:00 Andrey01 offset = {x = (-10*24) - 25, y = -(48 + 24 + 16)}     })
19:01 Andrey01 here is my coe above
19:01 Andrey01 code*
19:01 paramat please use a paste site for code, it will be more readable (although that is not a lot of code)
19:02 Andrey01 what`s paste site?
19:02 Andrey01 gist?
19:02 paramat gist is good too
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19:02 paramat a site like 'pastebin' where you can paste code to share
19:03 paramat but yes gist if you're on github
19:03 LMD are you sure name is "health" and not "healthbar" ?
19:04 paramat or even better, link to the code in your repo
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19:05 Amaz No, health is correct: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4163
19:09 Andrey01 https://gist.github.com/Andrey2470T/2938b819f14b5ddea06c82d42af62698
19:10 LMD Maybe it's not called properly ? Could you show us the context, as it looks correct...
19:10 Andrey01 posted a code and a screenshot
19:11 LMD I mean, the function it's in... is maybe not invoked or so... Or your MT Version is too old ?
19:11 Andrey01 i have 0.4.16
19:12 LMD Okay so I guess your Hud Element Def is wrong...
19:12 LMD I mean, MC2 also manages to replace builtin hpbar
19:13 LMD MC2 = MineClone 2
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19:14 Andrey01 the text element is correct exactly
19:15 LMD Is it possible that offset = {x = (-10*24) - 25, y = -(48 + 24 + 16)} is outside screen ?
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19:16 Andrey01 is it really outside screen? hmm...
19:16 Andrey01 but the HUD definition sample gave me Krock himself, he could not mistake in it
19:17 LMD so when comparing to wuzzys stuff - are you missing alignment ???
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19:18 LMD https://gist.github.com/Andrey2470T/2938b819f14b5ddea06c82d42af62698
19:18 LMD pasted snippet out of MCL 2
19:18 LMD I replied...
19:18 Andrey01 is "alignment" necessary?
19:18 LMD dunno
19:18 LMD could a give it a try...
19:20 LMD I guess alignment is necessary. Else : which corner of screen should MT align the elemnt ?
19:20 Andrey01 it doesn`t work
19:22 LMD sry
19:22 xerox123 which mod blocks guests, what's its name?
19:23 Andrey01 btw, must i follow the order of fields in "hud_definition" table?
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19:32 Out`Of`Control xerox123: no_guests
19:34 Andrey01 reallt is offset outside the screen?
19:37 Andrey01 it seems that it`s not in this
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19:43 Andrey01 where can i look at HUD definition table what elements exactly i need? i can not find it in github
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19:53 LMD @Andrey : Here : https://appgurueu.github.io/lua_api.html#gheader67
19:53 LMD If you prefer rubens version :
19:53 LMD !book lua_api
19:53 MinetestBot LMD: Lua Modding API Reference - https://rubenwardy.com/minetest_modding_book/lua_api.html
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20:59 player_legend is 0.5.0 possibly going to happen in the next several months, or is it way off
20:59 player_legend I see the gap before 0.4.17 happened to be exactly a year
20:59 player_legend so it makes me wonder
21:01 paramat depends on dev speed and remaining blocker issues
21:02 paramat but we're keen to release it as soon as possible
21:03 paramat 0.4.16 is now embarassingly old and lacking in features
21:05 MinetestBot [git] rubenwardy -> minetest/minetest: Run code style linter first (#7213) 738c8b1 https://git.io/fbjky (2018-07-05T21:04:39Z)
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22:02 stormchaser3000 is there a way to change the touch sensitivity in minetest on android?
22:05 stormchaser3000 nevermind i found the mouse sensitivity option
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