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IRC log for #minetest, 2018-11-24

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05:23 MinetestBot [git] tacotexmex -> minetest/minetest: MacOS: Fix default sneak key. Improve mouse response (#7885) a969635 https://git.io/fp0nG (2018-11-24T05:21:29Z)
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10:42 MinetestBot [git] paramat -> minetest/minetest: CSM: Don't create the client script environment if CSM is disabled (#… 2e37ee9 https://git.io/fp04W (2018-11-24T10:41:11Z)
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14:11 vtold VanessaE, help me with the voice privs pls.
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14:12 VanessaE you have to auth with nickserv before joining the channel to get it.
14:13 VanessaE (to get it automatically)
14:14 vtold I'll check my password again
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14:21 Unarelith guys I have a really weird issue, I'm making a barrel to compost saplings into dirt, so the first clicks fills the barrel and consumes saplings, and the last click adds the dirt block into the player's inventory
14:21 Unarelith and the latter doesn't work when the player rightclicks with a dirt block in his hand
14:21 Unarelith code: http://paste.gnidmoo.tk/xahameduve.lua
14:22 Unarelith I don't understand how this could be possible
14:27 Krock what's "idx"?
14:27 Krock ah.. you're animating by replacing the node?
14:28 Unarelith yep, I don't know any other way to do that :/
14:30 Krock https://github.com/minetest/minetest_game/blob/master/mods/default/furnace.lua#L306-L322
14:30 Krock except you're changing the shape too
14:30 Unarelith but I'm wondering if my issue above isn't engine related
14:31 Unarelith I mean, it makes no sense
14:31 Krock well, you'll also have to use that on_rightclick function for the animated nodes
14:31 Unarelith that function is the same for all the nodes from 0 to idx
14:31 Unarelith *0 to N - 1 sorry
14:31 Krock do you use minetest.swap_node ?
14:31 Unarelith yes
14:32 Krock > and the latter doesn't work
14:32 Krock what doesn't work? dirt doesn't get added? the callback isn't called?
14:32 Krock add print("debug_line82394789") in between to see whether the callback works as expected
14:32 Krock or minetest.log if you want
14:33 Unarelith Every function is called, I checked with minetest.log, but dirt isn't added ONLY if I right click the node with a dirt block in my hand
14:33 Krock isn't the dirt block put in front of the compost? as in regular placement
14:34 Krock you're also replacing the clicker's stack by returning the itemstack
14:34 Krock it would work if you right-click the compost with 99 dirt
14:35 Krock otherwise you overwrite the inventory slot by "return itemstack"
14:35 Unarelith omg, let me try something
14:36 Krock just add "return" between L16 & L17
14:38 Unarelith damn, still doesn't work
14:39 Unarelith I also tried to move the "return itemstack" at then end of the if
14:39 Unarelith But nothing changes, weird
14:39 Krock imoment
14:39 Unarelith would make sense though
14:40 Krock local add_to_inv = itemstack:add_item("default:dirt")
14:40 Krock if not add_to_inv:empty() then .. same as for "default:dirt" before but with "add_to_inv" now .. end
14:41 Krock because add_item returns the leftover stack in case it cannot be added
14:41 Krock pls send me to the moon if that doesn't work
14:43 Krock Unarelith: need a code sample?
14:43 Unarelith you're actually adding the dirt block to the itemstack, I'm trying to add* it to the player's inventory :/
14:43 Krock same
14:44 Krock the itemstack will go to the inventory too
14:44 Krock since it's what the clicker uses
14:44 Unarelith but what if this is a sapling itemstack?
14:44 Unarelith oh
14:44 Krock then it will use the "add_to_inv" stack
14:44 Unarelith wait, I got it
14:44 Krock :D
14:52 Unarelith ok, so it worked, but it creates another issue: if the player already has a dirt stack in his inventory, and if your hand is empty when rightclicking, it will create a new dirt stack in the inventory instead of adding the new dirt block to the existing stack
14:52 Unarelith I really find it weird that moving `return itemstack` makes no difference
14:55 Unarelith the full node code is here btw: https://github.com/Quent42340/FromScratch/blob/master/fs_barrel/barrel.lua
14:57 Krock well then.  local add_to_inv = not itemstack:is_empty() and itemstack:add_item("default:dirt")
14:57 Krock if add_to_inv and not add_to_inv:empty() then ..
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14:58 Unarelith sure, but feels a bit hacky :/
14:58 Krock maybe yes, but it's two lines and works
15:00 Unarelith true
15:02 Unarelith thanks a lot btw
15:05 Krock !next
15:05 MinetestBot Another satisfied customer. Next!
15:05 Krock yw :)
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15:44 Genshin For those who want to see what I've been recently working on https://www.youtube.com/watch?v=xDfUyYP3maE
15:47 Krock til Minetest is a 3rd person action game
15:47 Krock amazing animations
15:49 Genshin Thank you, been working hard on detail and animations lately. hope it paid off :)
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16:23 exio4 that's some pretty mad mod
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16:25 Unarelith do you know if it's possible to keep original node texture with minetest.swap_nodes?
16:26 Unarelith I'm making infested leaves, and that would be the easiest way to keep the original leaves texture when converting to infested leaves
16:34 Gael-de-Sailly texture depends on the node
16:34 Gael-de-Sailly if you change the node name, the texture is changed accordingly
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16:35 Gael-de-Sailly what you can do is registering another node with the same texture
16:36 Gael-de-Sailly or using metadata to store whether the leaves are infested or not
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16:41 Genshin Nodes should have their own property table. i can
16:42 Genshin *I can't say it's not possible to do*
16:44 Genshin If you can swap a texture or mesh of a entity in a conditional script, im pretty sure you can make the texture swap for the node to work. however you may need to find a way to store the property that was swapped.
16:46 Genshin though usually the easy way out to make infestation is by replacing the node with another.
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16:49 Krock I think there's already a PR for items to change the image but that causes some more overhead for all items which don't have changed properties
16:50 Genshin speaking of properties, it's a shame that registered tools don't have glow implemented yet.
16:51 Krock pardon.. tools?
16:51 Krock nodes emit light. do you want entities to emit light?
16:51 Genshin not emit light, but glow
16:51 Krock entities can already glow
16:51 Genshin im aware that you can add glow to entities
16:51 Krock ...so?
16:51 Genshin however not for wieldeed items
16:51 Genshin *wielded*
16:52 Krock wielded items are entities btw
16:52 Genshin hmm, I got an Idea now. thank you for clarifying it Krock
16:52 Krock np yw :)
17:18 Genshin yep, got it working now, lol
17:19 Genshin i forgot wield3d generates a entity, facepalm
17:20 Krock heh :D
17:20 Krock !next
17:20 MinetestBot Another satisfied customer. Next!
17:22 Genshin looks like i can give items aura or firey effects, hmm
17:23 * Genshin gets a closer look to the possibilities.
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18:57 thetoolman hello, anyone here with some knowledge on pipeworks and digilines?
18:57 thetoolman or know who i can ask a question from?
18:58 thetoolman i'm trying to get the digiline injector node to pull from a digilines chest and i'm just not geting what is going on
18:58 Hawk777 What, specifically, is the problem?
18:59 thetoolman well i've been going through filter_injector.lua and putting prints trying to find it out. looks like it's trying to put the table that i'm sending it as a filter into its filter queue but i'm not seeing anything past that
19:00 thetoolman and unlike memory, it doesn't return a status
19:00 thetoolman i've tried it with a string and a table
19:00 thetoolman for string i just sent it "default:cobblestone"
19:01 thetoolman and for a table i send it {name="cobblestone",count=1}
19:01 thetoolman but no aknowledgement and no cobblestone
19:02 Hawk777 Have you tried it with a normal chest instead of a digiline chest? IMO it makes sense to sort out one problem at a time. If you’re having trouble with a filter-injector, make the rest of the environment (i.e. the inventory it’s pulling from) as simple as possible (i.e. a normal chest).
19:02 Hawk777 I don’t have Minetest available at this moment to test with, so I’m limited to reading the code and making guesses.
19:03 Hawk777 Also, this is the Digiline Filter-Injector, right? Because it looks like, from the code, the other filter-injectors don’t speak digilines at all?
19:03 thetoolman yes this is the digiline filter injector
19:03 thetoolman trying it atm with a regular chest
19:06 thetoolman yeah still nothing
19:06 thetoolman i'm putting in some more break points
19:08 Hawk777 It looks like, if you send something that’s neither a string nor a table as the message (maybe a number or nil), it should act like a mesecons activation, so just use the filter’s internal configuration to decide what to send. But if you send a string or table, then it does the more complicated thing.
19:08 Hawk777 For the table case, I imagine you might want {name="default:cobblestone",count=1}, not {name="cobblestone",count=1}.
19:10 thetoolman ok wow. a number makes it send
19:11 thetoolman ok cool, thanks. that gives me somehting to work on this with
19:11 thetoolman also, i've been trying to figure out how to check the status of a digilines chest instead of counting what goes into it
19:12 thetoolman i haven't seen anything that allows me to do that, but if i were to build it into something, what would i call to retrieve the inventory as a table?
19:13 Hawk777 I don’t think you can.
19:13 Hawk777 The digilines chest is the closest tool available for that purpose, but you have to keep track of the inventory yourself, it just tells you about additions and removals.
19:14 Hawk777 If you’re ever unsure about the contents of the chest, you can always dump everything out and then put it back in (in an automated way, obviously) while recording the additions and then you’ve reconciled.
19:22 Unarelith sorry Gael-de-Sailly I missed your answer earlier! I'm actually using `default:leaves`, `default:jungleleaves`, etc... as base items. I made an item `fs_core:infested_leaves` but it'll be a pain to add manually each type of infested leaves, that's why I was looking for a way to change `fs_core:infested_leaves` dynamically, depending on the original leaves type
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19:25 thetoolman hey so i tried to print a variable in a mod and it came out as userdata: hash
19:26 thetoolman doing this with a luacontroller in mesecons
19:26 thetoolman or actually nvm that, im triggering it with a lua controller but this comes from print(var) in the mod
19:27 Gael-de-Sailly Unarelith: so you can use the node metadata
19:28 Gael-de-Sailly I'm trying to find a simple example of code using them
19:28 thetoolman but is there a way for it to dump that 'userdata' reference?
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19:29 Gael-de-Sailly thetoolman: I was speaking to Unarelith. I don't know much about mesecons, sorry
19:29 Unarelith Gael-de-Sailly, this is the node I'm talking about: https://github.com/Quent42340/FromScratch/blob/master/fs_core/infested_leaves.lua
19:33 Gael-de-Sailly so if you colorize the texture, this is not exactely the same texture
19:33 Gael-de-Sailly so you can't use metadata
19:35 Gael-de-Sailly I think the only way to do this is to register each combination of leaves type and "infestedness" value in a double loop
19:35 Hawk777 thetoolman: a userdata object in Lua is vaguely like a pointer to a C++ object (given that Minetest is written in C++). It doesn’t have a structure you can navigate using standard Lua tools.
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19:37 Hawk777 If you know which sort of userdata it is, then there are probably functions exported by the C++ API that you could use to do things with it, but you would have to know what it is.
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19:38 Hawk777 doc/lua_api.txt in the Minetest source tree will be your friend for further exploration there.
19:38 thetoolman what about when a print gives  me a table: hash?
19:38 Unarelith Gael-de-Sailly, a function to retrieve all nodes info from a group would be really useful then since I'm only working on `group:leaves`
19:38 Unarelith I don't know if something like that exists
19:39 deltasquared is there an internal limit on how many craftitems can be registered? I was pondering an idea to fake images for tools made from parts by registering every combination ahead of time, but I realised that could quickly get very stupid
19:39 Hawk777 thetoolman: a table is table, so you can iterate through it with pairs and print its keys and values.
19:39 deltasquared Unarelith: would iterating over the registered_nodes table one time and then caching that not work?
19:39 thetoolman thx
19:40 Unarelith deltasquared, seems like a lot of changes for a single texture swap
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19:40 deltasquared Unarelith: I don't follow
19:40 Krock the limit of items is your memory and patience while loading the game
19:40 BillyS Meep
19:40 rubenwardy thetoolman: print(dump(t))
19:40 deltasquared oh look out, a wild corium blob
19:41 BillyS Yay, delta!
19:41 rubenwardy deltasquared: 62000 ish, I think
19:41 Krock rubenwardy: no. that's for nodes
19:41 Krock and it would be 32k
19:41 BillyS Where is the repo for your bolling ball / sponge mod?
19:41 BillyS *bowling
19:41 rubenwardy oh right, because items don't use cIDs
19:41 BillyS *mods
19:41 Krock ^
19:41 rubenwardy and half of the space is reserved for unknown nodes
19:41 deltasquared BillyS: https://github.com/thetaepsilon-gamedev/ , there are in there
19:42 BillyS Ah, thx
19:47 Ruslan1 Hi
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20:10 deltasquared Krock: I guess then the only recourse would be to stress test it to see what happens when one registers a crapton of items
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20:23 rubenwardy ping timeout, it appears
20:23 Alexand{er|ra} Wow. I must be tired. I almost wrote this into my code: "minetest.get_player_by_name(name):get_player_name()"
20:25 rubenwardy lol
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20:27 Alexand{er|ra} I keep leaving the Minetest client open by mistake and not noticing it. It used to be that if I left the client open (even in the main menu), my machine would overheat. These days though, the client's optimised enough that as long as I'm not actively doing anything in the game, I can usually get away with the client running.
20:28 rubenwardy few days ago I mentioned overheating problems
20:29 Alexand{er|ra} Huh. Maybe it's not fixed then? Maybe it's just my machine then.
20:30 rubenwardy I have an XPS13, they're renowned for overheating due to how slim they are
20:30 rubenwardy it's fine on other games though
20:31 Alexand{er|ra} It's annoying how singleplayer mode bypasses protection. It makes it difficult to test code that relates to protection.
20:31 rubenwardy other games are more single cored than Minetest, that could be why
20:31 rubenwardy is this with areas?
20:31 rubenwardy you need to add  `give_to_singleplayer = false` to privs in areas/init.lua
20:32 Alexand{er|ra} Oh, great. I forgot that when running in server mode, you automatically get *all* the privileges, including the one that bypasses protection. I need two clients to test protection code. That's stupid.
20:33 rubenwardy I can revoke protection_bypass from myself
20:33 rubenwardy oh wait
20:33 Alexand{er|ra} Okay, that's done with a privilege in singleplayer too? Sweet. Fixable then. Thank you!
20:33 rubenwardy you're using 0.4.17.1?
20:33 rubenwardy *0.4.x?
20:34 Alexand{er|ra} Works perfectly now.
20:34 Alexand{er|ra} rubenwardy: Yes to both.
20:36 Alexand{er|ra} I think I'm about ready to get a server up now. The only thing I'm missing is ... an Internet connection.
20:36 Krock Alexand{er|ra}: @ the player name getter: This is not wrong if you check the object against non-nil first so you can ensure the player is online
20:36 Alexand{er|ra} That might be kind of important.
20:37 Krock Alexand{er|ra}: no problem. just use IPoAC
20:37 Krock https://en.wikipedia.org/wiki/IP_over_Avian_Carriers
20:37 Alexand{er|ra} Krock: Good point. I only need to know who they are though. It's for a protection mod.
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20:37 * Krock shamelessly advertises for simple_proteciton
20:38 Alexand{er|ra} Krock: Huh. IPoAC might be a bit slow for a gaming connection.
20:38 Krock oh yes indeed. but disregarding the latency it has a good data throughput
20:38 Alexand{er|ra} Krock: It's actually server-specific protection, not usable by players. For regions of the world I want to reserve for administrative use.
20:39 Alexand{er|ra} I suppose it does. You could put a lot of data on a bird, with data storage compactness being what it is today.
20:43 Unarelith is it possible for a node to have some kind of "subnodes"? for example, my barrel can contain liquids and blocks so I'm thinking it could be useful to separate the content rendering from the barrel itself instead of creating nItems * nStates nodes
20:44 Alexand{er|ra} Unarelith: If the textures are different, that's not possible for now.
20:44 Krock Unarelith: add a basic barrel and put the stuff in as objectrs
20:44 Krock *objects
20:44 Alexand{er|ra} If it's a closed barrel, you could use key/value pairs in the node's metadata.
20:44 Krock ...or just an inventory
20:44 Unarelith it's an open barrel, that's why I'm talking about content rendering
20:45 Unarelith and it's not an inventory, it's a composting barrel
20:45 Alexand{er|ra} Yeah, you'll either need separate nodes or you'll need entity objects like Krock said.
20:45 Krock entities for demonstration: https://raw.githubusercontent.com/SmallJoker/stapled_bread/master/screenshot.png
20:45 Krock works perfectly for decorative purposes
20:46 Alexand{er|ra} Is that the mod about stapling bread to the wall, ha ha?
20:46 Krock yes
20:46 Krock requires 5.0-dev, though.
20:46 Krock !mod stapled_bread
20:46 MinetestBot Krock: Stapled bread to trees [stapled_bread] by Krock - https://forum.minetest.net/viewtopic.php?t=20215
20:47 Alexand{er|ra} Aw. I guess I won't be able to staple bread to my trees like that. How ever will I get by?
20:48 Krock stapling entire bread is hard indeed
20:48 Alexand{er|ra} It only works with farming bread, but you have two bread types ... Does 5.0.0 have two types of bread then?
20:49 Krock oh. I thought it uses raycast but actually it doesn't. -> 0.4.x compatible
20:49 Krock inb4 the mod registers "bread slice"
20:49 Krock can be crafted using regular bread
20:57 Unarelith <Alexand{er|ra}> Unarelith: If the textures are different, that's not possible for now. <= is it planned btw?
21:00 Krock déjà vu
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21:02 deltasquared well I wrote a mod registering a million items and my system hard locked
21:03 deltasquared but only on integrated GPU. discrete one (heaps more VRAM among other things) handled it fine
21:03 deltasquared I suspect there's a bug in my gpu drivers for that to happen
21:03 VanessaE damn man
21:03 VanessaE poor minetest
21:03 Alexand{er|ra} Unarelith: I don't think so.
21:03 deltasquared erm brb channel glitch
21:04 rubenwardy it is planned, but won't happen unless someone works onit
21:04 Alexand{er|ra} Oh. Never mind then.
21:04 deltasquared VanessaE: apparently registering one item per possible texture combination for a tinkers construct type mod is a bad idea
21:04 deltasquared 500,000 was fine, 600,000 and everything caught fire
21:05 Alexand{er|ra} deltasquared: You say that like fire's a bad thing. Wasn't it the goal?
21:05 Alexand{er|ra} Fire is always the goal.
21:06 deltasquared Alexand{er|ra}: but muh gaming rig
21:06 * Alexand{er|ra} starts digging through gravel, looking for flint
21:06 Unarelith deltasquared, you're the author of melterns?
21:06 deltasquared Krock: so in conclusion, not only is loading time a factor, but past a certain point and things catch fire
21:06 deltasquared Unarelith: no, but thinking of contrib at some point
21:06 deltasquared because I loved tinkers construct
21:07 Unarelith same haha
21:07 deltasquared but I don't love minecrap any more. :P
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21:07 Unarelith same hahahaha
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21:44 BillyS Hmm, is there a way to remove all nodes from the map below a certain limit?
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21:45 Krock /deleteblocks
21:46 Krock or custom scripts
21:47 BillyS custom scripts as in directly editing the map.sqlite file, or writing a mod?
21:48 BillyS Actaully, I could probably just do it with one huge minetest.delete_area
21:48 BillyS Wait, minetest.delete_area doesn't force the block to re-generate, does it?
21:48 BillyS Krock: ^
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22:04 Krock yes, yes and yes
22:04 Krock for latter: yes, it doesn't force-load AFAIK
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22:25 BillyS Ok, thx
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