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01:19 |
Taoki |
I'm once more receiving weird emails about strange stories whom I have no background and knowledge of, apparently sent to two dozen people in a dev team. Has anyone else gotten them so I can confirm it's what I think it is? |
01:20 |
Taoki |
Something about a Ruslan1. Is it from the Minetest community? |
01:24 |
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ChimneySwift |
Taoki: likely a spam email from a salty ex community member |
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10:41 |
Derixithy |
I'm updating licence info of my subgame. SInce i lost halve of my progress end haven't worked on it 7 months i lost some of the info. So does anyone remember creating some cilindrical object files for me? I lost the url and would like to update the info on this. |
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12:47 |
MinetestBot |
[git] minetestquidecco.de -> Uberi/Minetest-WorldEdit: replace deprecated function call f8e5755 https://git.io/fpEUq (2018-11-25T12:46:27Z) |
12:58 |
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13:06 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix macro warning due to incorrect define conjunction d83fe16 https://git.io/fpEU5 (2018-11-25T12:54:22Z) |
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16:41 |
Unarelith |
Is anyone working on issue #6963? Something like this could be REALLY useful. https://github.com/minetest/minetest/issues/6963 |
16:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/6963 -- Node bound entities |
16:42 |
rubenwardy |
not that I know of |
16:42 |
rubenwardy |
you could ;) |
16:42 |
Unarelith |
Sure, I have a lot of free time these days |
16:42 |
Unarelith |
But I'm still not familiar with MT codebase |
16:44 |
Unarelith |
So if someone has a bit of free time to help me find my way through MT code, could be really nice |
16:46 |
Krock |
content_cao -> client active objects. the server-side counterpart is content_sao. entities and players are included there |
16:46 |
Krock |
whereas for nodes you'd have to look into mapblock, server and clientenvironment |
16:46 |
rubenwardy |
Krock is the entity attachment guy, grab him |
16:47 |
Unarelith |
oh nice! |
16:47 |
rubenwardy |
ha, well |
16:47 |
rubenwardy |
he fixed some stuff lately |
16:47 |
rubenwardy |
:) |
16:47 |
Krock |
errks no |
16:47 |
rubenwardy |
including the #1 bug on CTF |
16:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
16:47 |
rubenwardy |
entities detaching themselves |
16:47 |
Krock |
it's still horribly broken because the camera position seems to reset soemtimes |
16:47 |
rubenwardy |
oh great |
16:47 |
rubenwardy |
I had hope then |
16:48 |
Krock |
that's why attachment selection boxes stop working outside of 200m around spawn (or similar) |
16:48 |
rubenwardy |
huh |
16:49 |
Krock |
speaking of children attachments, attached to the player |
16:49 |
Krock |
and for some |
16:49 |
Krock |
s/.*// |
16:49 |
Unarelith |
Krock, I'm wondering if these node-bound entities should be cao only since they're mainly used for animation |
16:50 |
Unarelith |
some people discussed about animation sync between clients |
16:50 |
Unarelith |
that would be a problem if these entities are client-only |
16:50 |
Krock |
you could also look into altering node specs on the fly and position-specific using metadata |
16:51 |
Krock |
the server would need to keep the entities as well because new joined players won't see them otherwise |
16:51 |
Krock |
and about syncing: that won't be possible. you can only try to make it precise by predicting lag and packet trip time |
16:52 |
Krock |
since they would be node-bound it might break maps if you don't pay attention |
16:53 |
Krock |
i.e. ensure compatibility |
16:56 |
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16:57 |
Unarelith |
for me, the main goal is to provide a way to show current node state through a client-side entity animation, I don't think animation syncing is really necessary since node metadata would be the reference here |
16:59 |
Unarelith |
for example, I'm making an open barrel. this barrel can contain a block, or a block part (for example 1 sapling in the barrel = 1/12 dirt block), and it can contain water/clay/lava, etc... |
17:00 |
Unarelith |
currently, it would require creating a node for each state for the barrel, for example `barrel_empty`, `barrel_dirt_0`, `barrel_dirt_1`, ... , `barrel_water_0`, `barrel_water_1`, ... |
17:00 |
Krock |
or an empty barrel plus an entity which is then stretched and assigned to the right item |
17:01 |
Krock |
"wielditem" entity types would replicate nodes pretty much as how you need them |
17:01 |
Krock |
kinda what item frames do |
17:01 |
Unarelith |
Krock, can you defined drawtype = "leveled" on an entity? didn't find anything in the docs/repo |
17:04 |
Krock |
no, but you won't need that one if you can replicate it with "wielditem" |
17:05 |
Krock |
although the texture might look cramped when you only change the Y scale property |
17:06 |
Unarelith |
that's not an issue for me since only the top face is shown in my barrel |
17:12 |
Unarelith |
Krock, with the current engine, is it possible to change dynamically entity size? or do I need to create an entity per state? (1/12 dirt, 2/12 dirt, etc..) |
17:15 |
rubenwardy |
looks like you can with visual_size |
17:15 |
rubenwardy |
but X and Z must be the same scale |
17:15 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5485 |
17:19 |
Unarelith |
I'm aware of `visual_size`, my question was "how to change its value dynamically" |
17:22 |
Unarelith |
I know I can do something like `minetest.registered_entities[name].initial_properties.visual_size.y = value` |
17:22 |
Unarelith |
But this will change all the entities |
17:25 |
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17:26 |
thetoolman |
hey there, i am running the game in place and the subgame mods are blue and cant be enabled in the world configuration interface. any clue why this is? |
17:26 |
thetoolman |
grey being disabled and blue being enabled |
17:26 |
thetoolman |
sorry, green being enabled |
17:27 |
thetoolman |
would really like to have some stairs and tnt |
17:28 |
thetoolman |
v5dev |
17:31 |
Krock |
Unarelith: |
17:31 |
Krock |
local objects = minetest.get_objects_inside_radius(pos, radius) |
17:31 |
Krock |
if #objects == 1 then bingo end |
17:32 |
Krock |
then possibly objects:get_luaentity().visual_size |
17:33 |
Unarelith |
ok thanks I'll try that |
17:33 |
Krock |
here's how you could change the texture on the fly: https://github.com/SmallJoker/stapled_bread/blob/master/init.lua#L39-L47 |
17:33 |
Krock |
and rotate it |
17:33 |
Krock |
s/texture/target node/ |
17:34 |
Krock |
otherwise we might need to introduce the y param for visual size too |
17:34 |
Krock |
*z |
17:36 |
Unarelith |
Krock, is it normal that a basic wielditem entity is bigger than a node by default? |
17:37 |
Krock |
yes, use scale 0.666 or similar |
17:38 |
Krock |
after it's matching an entire node you can calculate the wanted size linearly |
17:39 |
Unarelith |
ok, but why? it's weird or there's something I don't understand |
17:41 |
Unarelith |
scale = 1 should be the default node size |
17:42 |
Krock |
I know. legacy reasons, possibly |
17:43 |
Unarelith |
it's something that could change starting from 5.0.0 then |
17:44 |
Unarelith |
rubenwardy, do you know if this is in an issue/PR somewhere? |
17:45 |
Krock |
5.0.0 isn't meant to break mods |
17:46 |
Unarelith |
I know, but 5.0.0 is meant to be less backward compatible |
17:47 |
Unarelith |
why keep something absolutely weird and unconvenient |
17:47 |
Krock |
it's just a number |
17:47 |
Krock |
not like that it would make things impossible |
17:48 |
Unarelith |
that's my point, it's just a number, it wouldn't be too hard for mod devs to change it for 5.0.0, but it would makes the engine more consistent, so I don't see a valid reason to keep this |
17:49 |
rubenwardy |
citation needed for the 0.66 thing |
17:50 |
Unarelith |
rubenwardy, to make a wielditem entity sized like a regular node, you currently have to use `visual_size={x=0.666, y=0.666}`, it's weird and unconvenient |
17:50 |
rubenwardy |
have you actually tried this? |
17:50 |
Unarelith |
yes, and 0.666 seems to be exactly the regular node size |
17:51 |
rubenwardy |
reading the code, visual_size is a direct multiplier for it |
17:51 |
rubenwardy |
so what's happening is that the wielditem is drawn at a different size to begin with |
17:52 |
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17:52 |
rubenwardy |
so to change the 0.666 thing, you'll also have to change wield item and inventory mesh things |
17:53 |
rubenwardy |
well, you could just add it as a multiple to visual size |
17:54 |
Unarelith |
yes, but I don't really know where to look for these things in MT code |
17:54 |
rubenwardy |
that's a generic you, not a specific you |
17:54 |
rubenwardy |
English is strange |
17:55 |
rubenwardy |
also |
17:55 |
rubenwardy |
!c 1/0.666666 |
17:55 |
MinetestBot |
1.5000015000015001 |
17:55 |
LMD |
rubenwardy could you please look into your email ? |
17:56 |
rubenwardy |
is this the email I replied to yesterday? |
17:56 |
LMD |
I did not receive any reply. Did your reset the password ? |
17:56 |
rubenwardy |
yes |
17:56 |
LMD |
Ok, thanks ! Problem solved ! |
17:56 |
LMD |
!next |
17:56 |
MinetestBot |
Another satisfied customer. Next! |
17:57 |
rubenwardy |
check your spam? |
17:57 |
LMD |
Well how did your message make it into spam ? |
17:57 |
LMD |
Also, IDK how I can check my spam using Thunderbird :/ |
18:02 |
Krock |
-> Spam directory on the left side |
18:25 |
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18:32 |
Giorge |
Hmm |
18:36 |
Krock |
HMMM INTENSIFIES |
18:37 |
Giorge |
Never actually been here succesfully. Most of the time i get thrown to overpopulated channels |
18:37 |
Giorge |
This channels always pretty crouded |
18:41 |
Krock |
crowded but idling a lot |
18:41 |
Giorge |
Good...i guess |
18:41 |
VanessaE |
yeah, lot of fuel being wasted |
18:41 |
VanessaE |
all this idling |
18:42 |
Giorge |
Oh whoa, never expected active developers |
18:42 |
* VanessaE |
hides behind Krock |
18:43 |
Giorge |
Lol im not here to bomb with questions |
18:45 |
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18:54 |
Giorge |
E |
18:59 |
Krock |
F |
19:00 |
_Gi |
E wws an accident |
19:02 |
_Gi |
But since im here ill ask a question |
19:03 |
_Gi |
As a typical minetester i tried downloading MT in my phone. But since the last update it kerps crushing when i try opening. I deleted it and redowloaded it many times but still |
19:08 |
rubenwardy |
could be related to it being built incorrectly |
19:09 |
_Gi |
You think? |
19:09 |
_Gi |
Any tips? |
19:10 |
Giorge |
Or just wait till next update |
19:10 |
Krock |
5.0-dev build and enjoy the features |
19:11 |
Giorge |
On my computer i still have the 0.4.17.1 build |
19:12 |
rubenwardy |
there's this build by stujones: https://www.dropbox.com/s/uyuvn5bqz9itj6t/Minetest-debug.apk?dl=0 |
19:12 |
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19:12 |
rubenwardy |
not it's not network compatible |
19:13 |
Giorge |
Oh alright ill save the link |
19:13 |
rubenwardy |
if you need to play multiplayer, then try nerzhuls attempt (bless) at building correctly: https://github.com/minetest/minetest/releases/download/0.4.17.1/Minetest-0.4.17.1-3.apk |
19:14 |
Giorge |
You are a big help. Thx, ill try this |
19:14 |
rubenwardy |
I'd try the first link first, if you don't need multiplayer |
19:15 |
rubenwardy |
it has a lot of improvements |
19:15 |
Giorge |
I actually want the multiplayer just to visit no IRC-ed servers |
19:15 |
Giorge |
Not* |
19:16 |
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19:17 |
Giorge |
Im off |
19:17 |
Giorge |
Thx for everything |
19:17 |
rubenwardy |
yw |
19:17 |
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20:20 |
Unarelith |
minetest code standard has a 80-ish column limit? |
20:23 |
VanessaE |
ish. |
20:23 |
VanessaE |
lines can exceed 80 chars if there's a really good reason to do so. |
20:25 |
Unarelith |
80 is so bad for readability. my school used 80 chars for their C standard, this were alright, but with C++ it's another story |
20:26 |
Unarelith |
the number 80 is historical, but I think 120 is more adapted to modern C++ code |
20:26 |
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20:28 |
Unarelith |
VanessaE, I'm crying when I see things like this: https://github.com/minetest/minetest/blob/master/src/content_sao.h#L101-L165 |
20:29 |
Unarelith |
minetest global code structure has so many issues |
20:31 |
Unarelith |
but giving the actual state of the project, even if I fix things, I don't think it could be merged easily because it would invalidate all previous PRs |
20:33 |
scr267 |
!mod dive helmet |
20:33 |
MinetestBot |
scr267: Could not find anything. |
20:33 |
scr267 |
!mod dive |
20:33 |
MinetestBot |
scr267: Unbreakable screwdriver [screwdiver] by indriApollo - https://forum.minetest.net/viewtopic.php?t=10535 |
20:33 |
scr267 |
!mod scuba |
20:33 |
MinetestBot |
scr267: Breath underwater like scuba diving [underwater] by fergoy - https://forum.minetest.net/viewtopic.php?t=18378 |
20:33 |
Unarelith |
scr267, you can also search here: https://content.minetest.net/ |
20:34 |
scr267 |
Unarelith, ah thank you! :) |
20:41 |
rubenwardy |
80 is pretty standard |
20:41 |
Unarelith |
80 is *historical |
20:41 |
Unarelith |
that's why it becames standard |
20:41 |
VanessaE |
there's no reason for it to be standard. |
20:46 |
scr267 |
Anyone know a good scuba diving mod? or underwater breating mod? |
20:46 |
scr267 |
breathing |
20:55 |
Gundul |
hazmat from armour mod |
21:04 |
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21:05 |
scr267 |
Gundul: thank you |
21:06 |
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21:20 |
Unarelith |
Just opened #7899 for architectural improvement |
21:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/7899 -- Architectural improvement needed |
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23:02 |
xrogaan |
Unarelith: what's the difference between one file with too many classes and a folder with too many files? |
23:03 |
Unarelith |
xrogaan, both are bad practices |
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