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MinetestBot |
[git] pauloue -> minetest/minetest: Lua_api.txt: Various improvements (#7582) 0d55879 https://git.io/fN0AP (2018-07-26T02:56:11Z) |
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sofar |
!tell krock I just let the certificate expire, oops |
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MinetestBot |
sofar: yeah, sure, whatever |
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MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Document //stretch, remove old documentation for //scale 99fa0eb https://git.io/fNEGg (2018-07-26T09:52:10Z) |
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deltasquared |
daft question time: what's the purpose of the formname field for nodedef.on_receive_fields? the docs don't seem to suggest that there would be a way to invoke a form with another name on a block, every time I've tested it, it's just "" |
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11:15 |
ChimneySwift |
Perhaps it's future-proofing? If the devs ever implement some kind of system to have multiple formspecs per node (and thus name each formspec) , they wouldn't want to mess up other mods by changing the order of the callback parameters |
11:15 |
ChimneySwift |
Otherwise idk |
11:21 |
sfan5 |
deltasquared: on a node, correct |
11:22 |
sfan5 |
but in other situations you can set a formname |
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twoelk |
isn't formname also some sort of security level so that a form may only be accessed if you know the exact name? |
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ChimneySwift |
I don't think so, on_recieve_fields sends a callback to every mod for every formspec sent to the server, it's up to the modder to ignore the formspecs they don't care about |
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ChimneySwift |
The formname can also contain information if the original form was invoked in a particular context, but I'm not sure if that's a good practice or not |
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17:51 |
l0de |
Yes hello |
17:51 |
l0de |
l0de ray dio here |
17:51 |
Krock |
nobody expected dio |
17:51 |
Krock |
neither the spanish inquisition |
17:52 |
l0de |
I'm looking for a chatter who goes by the nickname "oldcoder" or some permutation, I wanted to invite him to call into my IRC radio show |
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17:52 |
l0de |
If anyone could relay this invitation, I would appreciate it, thank you |
17:53 |
Krock |
He's got an own website where you might find some concat information |
17:53 |
Krock |
*contact |
17:53 |
l0de |
oh? what site? |
17:53 |
l0de |
thank you krock |
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l0de was kicked by rubenwardy: kick |
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17:58 |
sfan5 |
!ban *!*@gateway/web/irccloud.com/x-pqiksxbpmapxxeny |
17:58 |
rubenwardy |
Thanks |
17:58 |
rubenwardy |
This client sucks for moderating |
17:58 |
Krock |
!next |
17:58 |
MinetestBot |
Another satisfied customer. Next! |
18:11 |
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18:15 |
Andrey01 |
hi, can anybody explain me what is an "tube" table argument node_definition has when register a node? I did not see so one neither in dev.minetest.net nor in lua_api.txt |
18:16 |
Andrey01 |
i`ve noticed this in the code of "summer" mod |
18:16 |
Andrey01 |
that registers chests |
18:21 |
rubenwardy |
? |
18:21 |
rubenwardy |
Sounds like a custom thing |
18:21 |
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18:26 |
Andrey01 |
really? only somewhy i have nowhere seen it if this is custom thing :) |
18:26 |
Andrey01 |
ok. can you please me what is this? |
18:27 |
rubenwardy |
it sounds like you're talking about a custom definition property |
18:27 |
rubenwardy |
so the properties don't have to be used by the engine |
18:27 |
rubenwardy |
you can put anything into a definition |
18:27 |
rubenwardy |
then mods can read it |
18:27 |
rubenwardy |
a definition is just a table |
18:27 |
rubenwardy |
so they have a tube property in the table which the engine never reads |
18:27 |
rubenwardy |
but the mod does read it |
18:28 |
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18:38 |
[k00l]shamoanjac |
is PostgreSQL more performant than sqlite? |
18:39 |
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18:39 |
rubenwardy |
yes |
18:39 |
rubenwardy |
well, it's more complicated than that |
18:39 |
rubenwardy |
how big is your world? |
18:39 |
rubenwardy |
what player count are you expecting? |
18:40 |
[k00l]shamoanjac |
how is it more complicated than that? is there a point of resource demands at which one backend is faster than the other? |
18:41 |
rubenwardy |
I'm not too sure |
18:41 |
rubenwardy |
nerzhul is our database expert |
18:41 |
rubenwardy |
although he's zealous in the direction of things like postgresql, so may be biased |
18:41 |
rubenwardy |
it would be good to see benchmarks |
18:43 |
[k00l]shamoanjac |
the wiki says postgresql is faster but honestly I don't know |
18:43 |
[k00l]shamoanjac |
what about Microsoft SQL server? :^) |
18:43 |
Krock |
yes, because it caches more |
18:43 |
Krock |
nice troll |
18:44 |
rubenwardy |
does that make up for the need for networking? |
18:46 |
rubenwardy |
CTF uses dummy, that's the fastest backend ;) |
18:46 |
[k00l]shamoanjac |
the overhead of using internal sockets is negligible |
18:49 |
Andrey01 |
for some reason i can not see the content of the formspec (only window), here is a code: https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d |
18:50 |
Andrey01 |
i`ve set list inventory, but i can not see it |
18:50 |
rubenwardy |
that's not how formspecs work |
18:50 |
rubenwardy |
the third param is a formspec |
18:51 |
rubenwardy |
so size[3,2]label[... etc |
18:51 |
rubenwardy |
I'd remove the meta set |
18:51 |
rubenwardy |
and build the fs there |
18:51 |
rubenwardy |
well, it depends really |
18:52 |
Andrey01 |
what is third param? |
18:52 |
[k00l]shamoanjac |
fucking formspecs lmao |
18:52 |
Andrey01 |
and why would you remove meta set? |
18:53 |
Krock |
https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d#file-medicine_bag-lua-L29 |
18:53 |
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18:53 |
Krock |
medical_bag_formspec has to be a formspec, directly. |
18:53 |
Krock |
you cannot link it with the metadata |
18:54 |
Andrey01 |
ah, thx, i`ve understood all |
18:56 |
Andrey01 |
the formspec size has been set correctly, but why can i not see inventory list? |
18:57 |
Krock |
you cannot use "context" or "current_name" in show_formspec |
18:57 |
Krock |
it would have to be in the "formspec" metadata field |
18:57 |
Krock |
instead, specify the position: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2119 |
19:00 |
Andrey01 |
the position of what? of the node? just here is used 3d coordinate system |
19:00 |
Krock |
yes, of the node. |
19:06 |
Andrey01 |
it writes an error when i click the formspec: ERROR[Main]: InventoryMenu: The selected inventory location 'undefined' doesn`t exist |
19:07 |
Andrey01 |
i wrote it: "list[nodemeta:"..minetest.pos_to_string(pos)..";main;0, 1;6, 3]" |
19:07 |
Andrey01 |
do i need pos_to_stirng()? |
19:07 |
Krock |
pos_to_string is wrong because it adds parentheses |
19:07 |
Krock |
"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0, 1;6, 3]" |
19:10 |
Andrey01 |
it doesn`t work, either to my surprise |
19:10 |
Andrey01 |
it writes inventory location doesn`t exist |
19:11 |
Krock |
"pos" must be the node position |
19:11 |
Andrey01 |
yes, it is |
19:15 |
Andrey01 |
i`ve forgot to replace "context" to "nodemeta:" in inv:set_size(), i have replaced now and it doesn`t work, either |
19:17 |
rubenwardy |
what? |
19:18 |
rubenwardy |
set_size has list names, don't do context or nodemeta: there |
19:22 |
Krock |
!tell Genshin Well so I finally managed to join your server. Is it normal that the connection has a delay of roughly two minutes? |
19:22 |
MinetestBot |
Krock: I'll pass that on when Genshin is around |
19:22 |
Andrey01 |
i`ve fixed and it doesn`t work again, check my updated gist: https://gist.github.com/Andrey2470T/63cf365e5057ede739580eb127882d7d |
19:24 |
Krock |
uhm.. but that looks good |
19:26 |
Krock |
ouch. bad memory leak. started Minetest with ~250 MiB RAM usage and returned to the main menu with 1.6 gigs |
19:27 |
Andrey01 |
oh, damn, i`ve just forgot to reset that node in game, that had old loaded formspec! |
19:27 |
RossSchulman[m] |
Is 5.0 going to make big changes to the LUA API? |
19:28 |
Andrey01 |
and when will it be released (5.0), btw? No planned date yet? |
19:29 |
Krock |
RossSchulman[m]: no, because there's no LUA API for minetest |
19:30 |
Krock |
see LUA -> https://github.com/mniip/LUA |
19:30 |
rubenwardy |
damn it |
19:30 |
rubenwardy |
inb4 |
19:30 |
Andrey01 |
when will it be released? |
19:30 |
Krock |
somewhen late 18 or early 19 maybe |
19:30 |
Krock |
nobody knows |
19:31 |
RossSchulman[m] |
Krock: I was referring to the modding API. |
19:31 |
Krock |
define "big" |
19:32 |
Andrey01 |
18th or 19th August? |
19:32 |
Krock |
Andrey01: no, 2018/2019 |
19:32 |
Andrey01 |
ah |
19:32 |
Krock |
RossSchulman[m]: if "big" means sorting out all the garbage API stuff and adding a bunch of new features, then no. |
19:33 |
Krock |
There are a few new features, but the modding API is kept as compatible with the next release |
19:33 |
Andrey01 |
that is it will be released near December or January |
19:33 |
Krock |
Andrey01: what's not clear with this sentence? <Krock>30 nobody knows |
19:33 |
RossSchulman[m] |
Curious about compatability mostly. Is developing a mod for 0.4 a waste of time or not. |
19:34 |
Krock |
RossSchulman[m]: not a waste. just don't use minetest.env: which is .. really old stuff |
19:34 |
RossSchulman[m] |
Got it, thanks. |
19:34 |
Krock |
but consider looking into 5.0.0 features because they might provide the functions you need |
19:35 |
Krock |
such as overwriting tool definition per ItemStack, player damage causes or player inventory callbacks |
19:36 |
Andrey01 |
Krock: you have said it will be released in the end of 2018 or in beginning of 2019 |
19:37 |
Krock |
Andrey01: which includes basically the entire Autumn and Spring |
19:37 |
Krock |
and winter ofc |
19:39 |
Andrey01 |
just you have already been developing it so long... i`ve already been tired to wait it |
19:39 |
Andrey01 |
and btw |
19:39 |
Andrey01 |
it seems you have planned to add NPC in MT? |
19:39 |
Andrey01 |
in 6.0.0? |
19:39 |
Krock |
no, that's a 8.0.0 goal |
19:39 |
Krock |
and in 12.0.0 there will be flying cars |
19:40 |
Andrey01 |
oho |
19:40 |
Andrey01 |
and what will be released in 20.0.0 ? :) |
19:41 |
Krock |
somewhere around 2152 |
19:41 |
Krock |
just wait a little |
19:41 |
Andrey01 |
lol |
19:44 |
Andrey01 |
ok, will you really add NPC API in 6.0.0? LMD told me it |
19:46 |
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19:46 |
Out`Of`Control |
i wont live that long |
19:47 |
Krock |
are you sure? Õ.Õ |
19:47 |
Out`Of`Control |
2152? |
19:48 |
Krock |
maybe we'll all be <[._.]> robots |
19:48 |
Out`Of`Control |
no lol |
19:48 |
Out`Of`Control |
do not upload me to the cloud |
19:49 |
Krock |
Out`Of`Control: singularity incoming https://xkcd.com/1782/ |
19:50 |
Out`Of`Control |
hah |
19:50 |
MinetestBot |
[git] zeuner -> minetest/minetest: Fix build on gcc 5.0 (#7586) d7d451c https://git.io/fNuqX (2018-07-26T19:49:38Z) |
19:52 |
RossSchulman[m] |
Krock: I'll do that. Should I read the lua_api.txt on the master branch? |
19:52 |
MinetestBot |
[git] kakalak-lumberJack -> minetest/minetest_game: wall.register: Allow table as texture value ab49405 https://git.io/fNuqA (2018-07-26T19:51:25Z) |
19:53 |
Krock |
RossSchulman[m]: yes, but always beware that your mod then might not work in 0.4.x |
19:53 |
Krock |
some things can be worked around, whereas other require a more up to date Minetest engine |
19:54 |
RossSchulman[m] |
Right, makes sense |
19:55 |
RossSchulman[m] |
Those things probably aren't labeled as such, are they? :) |
19:55 |
Krock |
no, they weren't labelled in previous releases either |
19:56 |
Krock |
since it would clutter the file and only be necessary for a single release cycle |
19:56 |
RossSchulman[m] |
I know, I was joking. |
19:59 |
Krock |
doubt that :3 |
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20:59 |
mesecrafted01 |
I am just kind of messing around with making mods and such and I'm trying to make boats:boat move at a constant rate using "obj:setvelocity({x,y,z})" it moves the boat but it just instantly moves and then stops. How would i get it to stay consistent? |
21:00 |
Krock |
hey there. do you overwrite on_step entirely or do you edit minetest_game? |
21:00 |
Krock |
also set_velocity should be used. the other is deprecated |
21:01 |
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21:01 |
mesecrafted01 |
I am currently only testing with the worldedit lua function |
21:01 |
Krock |
look at the auto forward/cruise mode in the current 5.0.0-dev version |
21:01 |
Krock |
there's a constant movement speed implemented |
21:01 |
mesecrafted01 |
ok thx |
21:02 |
paramat |
^ that |
21:02 |
Krock |
you can barely implement anything with the worldedit Lua dialogue |
21:02 |
Krock |
it would be temporary anyway |
21:03 |
Krock |
longerstaff13_: update your nick. it should be longerstaff16_ |
21:04 |
paramat |
depends what you mean by "move at a constant rate" |
21:05 |
paramat |
*depends on |
21:06 |
mesecrafted01 |
currently if is set_velocity it will travel a certain distance then stop completely i want it to keep moving |
21:06 |
mesecrafted01 |
if is ==> if i use |
21:07 |
paramat |
without pressing forwards? |
21:07 |
mesecrafted01 |
yeah |
21:07 |
Krock |
yes, because there's a callback function in the boat mod which updates the speed regularly |
21:07 |
paramat |
game#2140 |
21:08 |
paramat |
https://github.com/minetest/minetest_game/pull/2140 |
21:08 |
Krock |
no ShadowBot triggers here |
21:09 |
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21:09 |
mesecrafted01 |
so how could i spawn i different entity to test with? |
21:09 |
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21:10 |
longerstaff13_ |
Krock: lol |
21:12 |
Krock |
mesecrafted01: many objects update their physics properties regularly. Best would be to modify the boats mod source code |
21:12 |
mesecrafted01 |
ok |
21:12 |
Krock |
inside games/minetest_game/mods/boats/init.lua |
21:12 |
mesecrafted01 |
yeah |
21:13 |
mesecrafted01 |
also is there a way to spawn an itemstack such as if you were to throw it? |
21:14 |
Krock |
yes. use minetest.spawn_item and set the velocity on the returned object |
21:14 |
Krock |
however, it will fall down due to the acceleration |
21:14 |
Krock |
it's already used to throw snow and grenades |
21:15 |
mesecrafted01 |
and to set the type of item or is that impossible |
21:15 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3690 |
21:16 |
mesecrafted01 |
k thx |
21:16 |
Krock |
Ctrl+F is your friend there |
21:18 |
mesecrafted01 |
yeah lol |
21:18 |
Krock |
fun fact: the 0.4.x builtin item (dropped stacks) and the 5.0.0-dev version have both 228 lines of source code, but latter also includes the slippery feature |
21:18 |
mesecrafted01 |
the slippery feature? |
21:18 |
Krock |
higher code quality density, I'd say |
21:19 |
Krock |
yes. ice. |
21:19 |
mesecrafted01 |
oh kool like in minecraft |
21:19 |
Krock |
they do have it there too? |
21:20 |
mesecrafted01 |
that is one of the few things that are (were now) better in minecraft |
21:20 |
mesecrafted01 |
yea |
21:20 |
Krock |
actually that doesn't surprise me. most ideas come from that game |
21:20 |
mesecrafted01 |
i play a little minecraft but not much |
21:31 |
rubenwardy |
it's barely an idea, Krock mesecrafted01 |
21:31 |
rubenwardy |
unless real life stole slippery ice from Minecraft |
21:36 |
mesecrafted01 |
is the player slippery too? |
21:37 |
rubenwardy |
yes |
21:39 |
mesecrafted01 |
cool |
21:40 |
paramat |
lol |
21:40 |
mesecrafted01 |
:P |
21:41 |
Krock |
what? in which Outside version was slippery implemented? |
21:42 |
Krock |
to be fair, it's not easy to find ice blocks due to the currently high temperature noise values |
21:42 |
paramat |
i need to tune the heat noise |
21:43 |
Krock |
yes, at least add some time penalty to limit the maximal values over a longer preiod |
21:43 |
Krock |
*period |
21:44 |
Krock |
humidity slightly higher, but heat lower. the plantlife ABMs let the plants dry out slowly already |
21:46 |
paramat |
it actually looks like savanna where i live now |
21:46 |
paramat |
the english savanna |
21:46 |
Krock |
good that the biomes have a rather large scale. it's not too dry here yet (but soon) |
21:52 |
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23:33 |
RossSchulman[m] |
I'm making my way through the thread, but looking for a spoiler... did we all ever land on a formspec replacement? |
23:39 |
paramat |
not yet |
23:44 |
RossSchulman[m] |
damn |
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