Time |
Nick |
Message |
00:04 |
rubenwardy |
player_legend: look up the definition |
00:06 |
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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 |
01:19 |
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02:02 |
paramat |
see https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L424 |
02:03 |
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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 |
07:08 |
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07:30 |
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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 |
07:36 |
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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. |
07:39 |
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11:16 |
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11:17 |
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11:20 |
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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) |
11:30 |
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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 |
11:35 |
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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 |
11:40 |
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11:41 |
thetaepsilon |
aww not again |
11:41 |
deltasquared |
effing router |
11:43 |
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11:52 |
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11:53 |
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11:59 |
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12:02 |
sur3 |
whats the speed multiplier when using fast? |
12:03 |
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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 ^^ |
12:17 |
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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 |
12:46 |
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12:46 |
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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/ |
12:51 |
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13:52 |
Krock |
sur3, fixed the wiki btw |
13:53 |
sur3 |
Ah ok thx :) |
14:06 |
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14:06 |
ManElevation |
heya! anyone knows shivajiva´s skyblock irc channel? krock? |
14:10 |
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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 |
14:52 |
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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 |
16:00 |
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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 |
16:10 |
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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 |
17:16 |
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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? |
17:18 |
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17:32 |
Ruto |
hi |
17:33 |
Ruto |
bye |
17:57 |
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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 :) |
18:02 |
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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 |
18:06 |
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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 |
18:23 |
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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 |
18:40 |
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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 |
18:41 |
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18:42 |
LMD |
@paramat |
18:42 |
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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 |
18:52 |
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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 ? |
18:57 |
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18:57 |
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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}, |
19:00 |
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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 |
19:02 |
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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 |
19:05 |
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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 |
19:14 |
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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 ? |
19:15 |
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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 ??? |
19:17 |
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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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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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