Time |
Nick |
Message |
00:02 |
Ruslan1 |
Hi Bullkang |
00:09 |
Bullkang |
Hi Ruslan1 |
00:09 |
Out`Of`Control |
Ruslan1: yes |
00:34 |
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KingBull joined #minetest |
00:37 |
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KingBull joined #minetest |
00:50 |
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FreeFull joined #minetest |
01:20 |
scr267 |
Fedora29: Ok, I saw the log. Did you modify IRC's init.lua file like I mentionned? |
01:20 |
Fedora29 |
yes |
01:20 |
Fedora29 |
<Fedora29>30 ie.package.path = ie.package.path.. |
01:20 |
Fedora29 |
<Fedora29>30 ";/usr/lib64/lua/5.1/?.lua".. |
01:20 |
Fedora29 |
<Fedora29>30 ";/usr/lib64/lua/5.1/?/init.lua" |
01:20 |
Fedora29 |
like that |
01:22 |
scr267 |
No the idea was to get it to look for 5.3 |
01:23 |
scr267 |
but anyway, hold on a sec... I'm trying to remember how this works... |
01:23 |
Fedora29 |
ohhh so switch to 5.3 |
01:23 |
scr267 |
Do you have this file? /usr/lib64/lua/5.1/socket/unix.so |
01:23 |
Fedora29 |
scr267, yes |
01:26 |
scr267 |
sorry actually I meant this one: /usr/share/lua/5.1/socket.lua |
01:27 |
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KingBull joined #minetest |
01:29 |
Fedora29 |
sorry back |
01:29 |
Fedora29 |
scr267, yes |
01:29 |
scr267 |
do you ave this package? compat-lua-devel |
01:29 |
|
KingBull joined #minetest |
01:30 |
Fedora29 |
scr267, nope, installing now |
01:32 |
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ChimneySwift joined #minetest |
01:38 |
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Pilcrow182 joined #minetest |
01:43 |
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jas_ joined #minetest |
01:43 |
Xiong |
Pilcrow182 What say? |
01:44 |
jas_ |
!server amhi |
01:44 |
MinetestBot |
jas_: No results |
01:44 |
jas_ |
i picked a funny name i did |
01:46 |
Pilcrow182 |
hey Xiong and jas_ , how you guys doing? |
01:46 |
jas_ |
hi pilcrow i'm good thx how are you? |
01:47 |
Xiong |
I am somewhat recovered from my labors, thank you. Have you eaten? |
01:49 |
Pilcrow182 |
Xiong: Nope, never, I use photosynthesis :P |
01:49 |
Pilcrow182 |
But seriously, I should probably eat something again soon; it's been a few hours... |
01:51 |
Pilcrow182 |
Also, It's only 8pm here, but for some reason I'm super tired. |
01:53 |
Xiong |
Always tired. Tough titmouse, I say. So long as I can work, I can eat. |
01:54 |
Xiong |
So what about this controls-actions-effects mapping? |
02:03 |
Pilcrow182 |
I don't know. There seems to be some confusion in what the engine calls 'use' and what you call 'use'... I've always thought of left-clicking with tools to be 'using' them |
02:03 |
Pilcrow182 |
^ and that is what the engine calls it |
02:03 |
Pilcrow182 |
whereas right-clicking on chests, furnaces, etc is something else. |
02:04 |
Pilcrow182 |
I've been calling that something else 'interact', since you are literally interacting with that node |
02:04 |
Xiong |
Okay. |
02:05 |
Pilcrow182 |
but protection, player privs, etc. also use 'interact' to mean ANYTHING that can change the game world -- placing, digging, accessing chests etc. are all considered interact there... |
02:07 |
Xiong |
That is good. Each user has a personal set of controls and we don't want to ask. Each pair of things, wielded and node, may react in various ways. But there must be a fixed set of actions in a layer of abstraction between these extremes. |
02:07 |
Pilcrow182 |
so I don't know what to call the specific interaction with node inventories (chests), toggling states (doors), and so on. There should be another word, I'm just too burnt out right now to come up with one... |
02:08 |
Xiong |
Oops. That *was* good. Let's not have the word "interact" to mean something in a critical path. |
02:08 |
Xiong |
I'm hoping we're not inventing. I'm trying to find out what already is. |
02:10 |
Xiong |
If a standard machine with default controls issues a leftck, what... invariant action name... is executed? |
02:11 |
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02:12 |
Pilcrow182 |
depends on whether it's the target or the object used to punch. if you're hitting a node with a tool, it could potentially trigger both the tool's on_use function and the node's on_punch (assuming both are defined) |
02:13 |
Xiong |
My understanding now is "use" with the "on_use" callback... and docs will say "dig" and "punch" as well. Often there's a distinction among digging and punching that involves how long the use action continues but that involves relative hardness of the two items. |
02:14 |
Xiong |
Yesyes, there's a muddy stretch there too in that both subject and object may assert sth about the action. *handwave* |
02:15 |
Xiong |
The $64 question is: What is the parallel to rtck? |
02:16 |
Xiong |
Generally, wielding an item and rtck places the item into the world, removing it from the hand. But also it may open a chest, regardless of what's in hand. |
02:18 |
Xiong |
I'm looking for the *word* so I can do sth when this happens... other than open a chest. |
02:19 |
Xiong |
Specifically, I'm hacking the technic drill to change modes. Since nobody needs to use a drill to open a chest. |
02:21 |
Pilcrow182 |
hmm, I think it'd be the on_place function. |
02:21 |
Xiong |
I have looked in the bucket code. Simple code, yeh? Dig to fill, do the *other thing* to empty. But what I see confuses me. |
02:22 |
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piesquared joined #minetest |
02:22 |
Xiong |
I am happy to call the *other action* (by default rtck) "place". |
02:24 |
Xiong |
Thank you, I'll return to the drill hack when I'm able. Now I'm trying to cut dreambuilder down so it will run on my phone. |
02:26 |
Xiong |
Not worried the full install will break my phone. Concerned lest the meltdown of all possible mods loaded at once sink my phone into the San Andreas and trigger the Big One. |
02:26 |
Pilcrow182 |
yeah, the bucket's code is confusing in general, lol. But I've defined an item's on_place to basically do what you're talking about. If you right-click with an item that has its on_place defined, it'll trigger that function. |
02:39 |
Xiong |
Cool. But the drill... can I register a place callback for when it is the hammer, not the anvil? The chest opens when placed because it is the anvil. (To be clear, when a chest is wielded and placed on air, the chest is the hammer). |
02:40 |
Xiong |
The hand "places" onto the existing chest and it opens. |
02:42 |
Pilcrow182 |
err, the way minetest defines it, on_place is acted on the node you're wielding (the 'hammer') whereas on_rightclick is acted on the node you're placing things *onto* (the 'anvil) |
02:43 |
Xiong |
When I was a new player it took me a week to learn how to construct a chest atop another. Now it's second nature so the basic screwiness of what I just wrote.... |
02:43 |
Xiong |
on_rightclick() is a thing? |
02:44 |
Xiong |
So the chest defines... I imagine... place to orient the thing front face. |
02:45 |
Pilcrow182 |
so right-clicking while wielding the drill would trigger the drill's on_place (like you're trying to 'place' the drill as if it were a node), and right-clicking on a chest that is already placed would trigger the chest's on_rightclick (since you're right-clicking *on* the chest) |
02:45 |
Xiong |
... and also on_rightclick to open the already-chest. |
02:45 |
Xiong |
Rightright. |
02:46 |
VanessaE |
on_rightclick activates for the wielded item, BUT you have to check if the target (anvil) has an on_rightclick defined, and call that in place of the code you're normally run |
02:46 |
VanessaE |
if the wielded item has no on_rightclick, then the target is activated anyway. |
02:47 |
* Xiong |
grabs the glowing gemstone and rams it into hilt of Sword of Coding |
02:47 |
VanessaE |
NO!!!! |
02:47 |
VanessaE |
not that one! |
02:47 |
VanessaE |
*boom* |
02:48 |
Xiong |
This finally makes sense. I can easily factor the drill mode code into a local function and register the new callback. |
02:48 |
VanessaE |
sorry for stepping in late :) |
02:49 |
Xiong |
First I need to write a test mod that beeps on place. |
02:51 |
VanessaE |
if both the "hammer" and "anvil" have on_rightclick's defined, only the hammer's callback is triggered. The anvil won't activate. but at the start of your hammer's on_rightclick, you can read the node def of your target, see if it has an on_rightclick, and run that code and exit instead of running the rest of the hammer's code. |
02:51 |
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cddepppp256 joined #minetest |
02:51 |
VanessaE |
that's how that usually works anyways |
02:51 |
Xiong |
Now the fog clears. The drill is wielded so user attempts to place it... which is absurd, so change modes. |
02:51 |
VanessaE |
bingo |
02:52 |
VanessaE |
but see above, too |
02:52 |
Xiong |
Do not want to fool with on_rightclick at all. The drill may as well place on air. |
02:53 |
VanessaE |
fair enough |
02:53 |
VanessaE |
then stick to the on_place callback |
02:53 |
Xiong |
It is exactly because player never places a tool that my head got tangled. Almost never. Place a bucket. |
02:54 |
Pilcrow182 |
VanessaE: there is something I wasn't completely clear on, related to this topic, and you might know. If the node's on_rightclick and the tool's on_place are both defined, do they both functions get executed simultaneously or does one take precedence over the other? |
02:54 |
Pilcrow182 |
-they |
02:54 |
VanessaE |
Xiong: yeah, but if you think of the empty bucket as "digging" a water node, and the full bucket as "placing" a water node, it makes perfect sense |
02:56 |
VanessaE |
Pilcrow182: if memory serves, only the wield's on_place is triggered - you have to explicitly check if the target has an on_rightclick, and run that if appropriate. |
02:56 |
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02:56 |
VanessaE |
(by "target" I mean the pointed_thing) |
02:56 |
Xiong |
I agree VE. Which only contributed to the cable snarl. Now it's clear. Place drill to change modes. As you wrote yesterday, we can think of that as changing drill bits. |
02:57 |
VanessaE |
yup :) |
02:58 |
* VanessaE |
takes some snips to Xiong's cable snarl |
02:58 |
VanessaE |
>:) |
02:58 |
Pilcrow182 |
Xiong: heh, yeah, on_place doesn't really make sense for tools and craftitems, since only nodes can actually be placed into the world, but I'd guess the callback is named that way for consistency's sake (since a node can obviously also have an on_place that happens when you're trying to place it). |
02:58 |
Xiong |
Meanwhile... installed dreambuilder, trying hard to cut it down to phone size. Not easy. |
02:58 |
Pilcrow182 |
IIRC, nodes were created before tools when Minetest was in its early days. |
02:59 |
VanessaE |
Xiong: the easy way is to start with nothing enabled. then turn on basic materials and unified dyes since lots of stuff uses those. THEN start turning on other stuff. |
03:00 |
VanessaE |
Pilcrow182: perhaps, but the modding API didn't come until well after both were well-established. |
03:00 |
Unarelith |
btw, why in Minetest on_use is on left click? |
03:00 |
Xiong |
VE, I would have liked to see more hierarchy in the modpack. Why flatten streets and mesecons but not technic? |
03:00 |
VanessaE |
Xiong: engine limitations. |
03:00 |
Xiong |
? |
03:00 |
VanessaE |
Xiong: having a modpack within a modpack is not supported by the engine |
03:01 |
VanessaE |
and, even technic is "flattened" in the same way |
03:01 |
Pilcrow182 |
Really? I've never tried that, but I wouldn't think recursive modpack loading would be that hard to implement... |
03:01 |
VanessaE |
technic is a modpack, but technic/technic is just a (really complicated) mod |
03:02 |
VanessaE |
make sense? |
03:02 |
VanessaE |
Pilcrow182: idk if it would be hard but since it ain't supported, the point is moot :) |
03:02 |
Xiong |
Okay well (1) that could be better (2) how about an index, directory, or other plain text catalog... outlining? |
03:03 |
VanessaE |
Xiong: I don't understand. |
03:04 |
Pilcrow182 |
VanessaE: Wait. Actually, modpacks CAN be within other modpacks. I've done that for organizing my unfinished and still kind of chaotically organized game, https://github.com/Pilcrow182/dustworld |
03:06 |
Xiong |
Erm. Dreambuilder is a container of named items. Can you not supply a hierarchical, human readable packing list? Some of the mods in there are obscure components of important modpacks. Others are undocumented abandonware you've cleaned up, given fresh rags and a bowl of soup. |
03:07 |
Pilcrow182 |
VanessaE: mods/__primary/mesecons in my game works fine, for example (__primary is organized as a modpack of the 'most important elements' of the game, while mesecons is obviously set up as a modpack all its own, *within* __primary)... |
03:08 |
Xiong |
The chainsaw I'm dragging through your impressive circus is not well guided. The clowns are throwing elephant dung at me. |
03:08 |
VanessaE |
Pilcrow182: when placed into $USER/.minetest/worlds/foo/worldmods, the modpack-within-modpack fails, or it used to |
03:08 |
Pilcrow182 |
hmm, interesting. I wonder why it would fail in worldmods but not when it's part of a game? |
03:08 |
VanessaE |
I use the worldmods method on my servers so that I can avoid conflicts and fucking about with world.mt, which is why dreambuilder is so-organized |
03:08 |
VanessaE |
idk. |
03:09 |
VanessaE |
maybe it works fine now, but at one time it didn't. no real point in changing now :0 |
03:09 |
VanessaE |
:) |
03:09 |
Xiong |
But the packing list? |
03:10 |
VanessaE |
eh, I suppose I could add something to my script to generate such a thing. never really thought about i. |
03:11 |
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03:11 |
Xiong |
Right now I have four folders counting the live one under mods: keep, dunno, trash. All populated. |
03:12 |
VanessaE |
um....why? |
03:12 |
VanessaE |
why not just enable/disable mods in the menu? |
03:12 |
VanessaE |
you don't have to delete/move mods. just control things in the "configure" screen of the world you want to play |
03:13 |
Xiong |
I'll tell you what. When I get the minimax puzzle solved, I'll let you know. You can release a daydream version for miserable pudknockers singleplaying on phones. |
03:13 |
Xiong |
The configure screen of which you speak is unusable. Most of the main menu sucks on Android. |
03:14 |
Xiong |
*Everything's* illegal in Massachusetts. |
03:14 |
VanessaE |
lol |
03:14 |
* Pilcrow182 |
wonders if that screen has been fixed in 5.0.0 for Android yet... |
03:15 |
VanessaE |
don't you mean Taxachusetts? |
03:15 |
VanessaE |
:P |
03:16 |
Xiong |
It's a local saying. Just as bad in PA. I'd sit in the car when Uncle Bill went into the state store for a bottle. I think it's still illegal to shoe a horse on Sunday. |
03:17 |
VanessaE |
Xiong: if you can't use the configure screen, consider firing up your favorite text editor (Jota is good, free, and ad-free) and modify your world's world.mt file. |
03:17 |
VanessaE |
heh |
03:18 |
Pilcrow182 |
I had to read that twice. I read Texachusetts at first. Like, Texas + Massachutsetts. Hmm, or halfway in between the two. Yep, that works, Tennessee is now Texachutsetts... :P |
03:18 |
Xiong |
Using DroidEdit. Seems okay. Do not like to modify files if I can avoid it... without git running. |
03:19 |
VanessaE |
sounds like one of the dumbass laws we had back in kansas. back in the early days when autos started to displace horse-and-carriage, a law was put into effect in Wichita, KS that required anyone driving a car to have someone walk ahead of them holding a lantern. just to not spook the horses, so the legend goes. I think that law is still on the books. |
03:19 |
VanessaE |
world.mt is altered by the world config screen |
03:19 |
Xiong |
In Texachusetts, it's illegal not to carry a firearm to church. |
03:19 |
VanessaE |
tax, not tes |
03:19 |
VanessaE |
jsgohwpoeushg[ourhou[0hgu[o0qw |
03:19 |
VanessaE |
tax, not tex* |
03:20 |
Xiong |
Now you've done it. |
03:20 |
VanessaE |
? |
03:20 |
Pilcrow182 |
I know, just joking around with my own misreading... :P |
03:20 |
VanessaE |
I didn't do nuthin! |
03:20 |
* VanessaE |
hides |
03:21 |
Pilcrow182 |
double-negative. If you didn't do nothing, then you did do something... :P |
03:21 |
* VanessaE |
hides better |
03:21 |
VanessaE |
I didn't not do nuthin'! |
03:23 |
Xiong |
One brother goes to Texas, one works the farm in Vermont. They meet after many years. Tex: "Ah built a real spread! Why, I get in my truck at dawn, drive all day never cover the whole piece." His brother coughs, spits: "Yep. I hadda truck like that." |
03:23 |
VanessaE |
haha |
03:25 |
* Xiong |
bows |
03:25 |
* Xiong |
cranks chainsaw and back to it |
03:26 |
|
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03:26 |
VanessaE |
first a sword, now a chainsaw... |
03:27 |
VanessaE |
that poor tablet............. |
03:31 |
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cddepppp256 left #minetest |
03:44 |
Pilcrow182 |
Xiong: after creating a test mod myself, I realized on_place is *mostly* what you want but isn't perfect: it only triggers if you're actually pointing the tool at a node. Here is my test code: https://pastebin.com/NaQyb3iG |
03:46 |
Pilcrow182 |
^ that test mod never outputs the "player just tried to 'place' the tool while not targetting anything" line, so I assume it only works if you're actually pointing at something |
03:48 |
Pilcrow182 |
And VanessaE, you were right. right-clicking my test node above WHILE weilding the test tool only triggers the tool's output, not the node's. |
03:48 |
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KingBull joined #minetest |
03:48 |
VanessaE |
toldya :) |
03:48 |
VanessaE |
see also, how unified dyes' airbrush works |
03:48 |
VanessaE |
on_rightclick checks, protection, ... |
03:48 |
VanessaE |
imho it's a good place to start when making a tool that doesn't dig |
03:49 |
Unarelith |
imo right click should be the default 'on_use' of Minetest |
03:49 |
Pilcrow182 |
I believed you, but I still wanted to test it myself with a small mod. I think I knew that at one point anyway, but I'd rather be SURE... ;) |
03:49 |
Unarelith |
doesn't make sense to eat an apple you just punched, just because the same key does two things |
03:51 |
Pilcrow182 |
eh, I disagree, Unarelith. For example, you 'use' a pick to mine, and that's by left-clicking. Likewise, 'use'-ing an apple is how you eat it, whereas right-click is used for setting it down as a node (same as building) |
03:52 |
Unarelith |
no, you don't "use" the pick, you "mine" with the pick |
03:52 |
Unarelith |
however when you rightclick a node, you actually use it |
03:52 |
Unarelith |
place/dig/use priorities are weird in MT imo |
03:54 |
Pilcrow182 |
right-clicking a stone node does nothing, whereas you can still 'use' it to dig (albeit, with no better capabilities than a bare hand). This is why I never like to think of opening chests/furnaces as 'use'-ing them either; I'm 'interacting with' them... |
03:54 |
Unarelith |
in MC leftclick = dig rightclick = use(priority)/place shift+rightclick = place |
03:55 |
Unarelith |
in MT leftclick = dig/use rightclick=place/use shift+?????????? |
03:56 |
Unarelith |
and use is not even consistent with the actual "use" key most of the time |
03:57 |
Unarelith |
and now that we have on_rightclick, people will start to use that to do things that used leftclick before |
03:57 |
Unarelith |
leading to even more inconsistency |
03:57 |
Xiong |
Pilcrow182 That's fine. I'm not too fussy. Anything is better than what I have now. |
03:57 |
Pilcrow182 |
that terminology makes less sense to me. IMO 'use' is like using an item to dig for you, just as you'd 'use' a hammer in real life to nail some nails. right-clicking is for placing your wielded item or interacting with the targetted node. Either way, that's not using the item. |
03:57 |
Pilcrow182 |
^ Unarelith |
03:58 |
VanessaE |
Pilcrow182: left-click would be hammering, right-click would be using the claw to pull a nail or pry something apart? ;) |
03:58 |
Unarelith |
Pilcrow182, there's three actions: place/dig/use, the issue is how these three actions are bound on mouse buttons |
03:58 |
Pilcrow182 |
VanessaE: I suppose, but it still seems like a stretch to me |
03:59 |
Xiong |
My current solution is a nasty if-1 hack that always sets drill mode = 5 (3x3). Then I swap in the regular release drill. |
03:59 |
VanessaE |
joke destroyed. |
03:59 |
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04:00 |
Xiong |
Ahhhh. |
04:01 |
Pilcrow182 |
Unarelith: there are 4 actions, actually: 2 you do with the wielded item (left-clicking to use it, right-clicking to place it), and 2 you do to the target (left-click to punch it, right-click to interact with it). That makes perfect sense to me (though 'interact' is kind of confusing terminology since permissions and player prives also use the term 'interact' for a different purpose)... |
04:03 |
Unarelith |
Pilcrow182, that's what doesn't make sense. If I dig leaves from a tree with an empty hand and grab an apple in the way, I'll eat it no matter what, that's dumb behaviour, sorry. |
04:04 |
Xiong |
Pilcrow182 please ban "interact" as descriptive. There have to be some words left iver for metatalk. Everything interacts. I loathe marketing that describes products as interactive. An oil painting is interactive. |
04:06 |
Unarelith |
Pilcrow182, when I say there's three actions I mean: Dig (empty hand or tool) / Place (place a node in a world) / Use (use wielded item or selected node) |
04:06 |
Pilcrow182 |
Xiong: well what would you call it? 'Access' sounds good, but doesn't make sense when thinking about doors, mesecons buttons, etc. 'Toggle' works for those, but likewise doesn't for chests and furnaces. I view both as being the same kind of interaction in a general sense, but can't come up with a better description for it... |
04:07 |
Unarelith |
Pilcrow182, I have a description, one word: "use" |
04:07 |
Unarelith |
I mean, if MC made it like that, they had reasons, like the guys who decided the Jump button in platformers are close to the thumb |
04:07 |
Xiong |
Currently if I dig leaves, all apples drop. If I "dig" (== punch) any entity, including apple, I take it into inv. If I happen to be using bare hand in first empty slot when I take the apple then if I dig again I will eat it. |
04:08 |
VanessaE |
that ^ is irritating. |
04:08 |
Unarelith |
Yes that's exactly the type of behaviour that's really unwanted |
04:08 |
Pilcrow182 |
but 'use' is even more confusing than 'interact' since it gives no context as to whether you're using the item in your hand or the node you're targetting. That's why we need 4 words... |
04:09 |
Unarelith |
I think we should follow MC model actually, it's not because it's in MC that it's bad (for some things it may be the complete opposite) |
04:09 |
Xiong |
Pilcrow182 We settled it. Dig and place are the two basic actions. The effects are various. "Dig" and "place" are abstract terms unrelated to and prior to effects. |
04:10 |
Pilcrow182 |
I think Minecraft has some better ideas than minetest, I won't deny that. But for this particular instance, I think minetest handles it better (even when considering the side-effect of using an apple when trying to dig)... |
04:11 |
Unarelith |
Pilcrow182, MC doesn't have this kind of side-effects, and for you MT handles it better? please explain |
04:11 |
Xiong |
I would have preferred to call them "hoge" and "piyo" from the outset, leaving more flavorful terms for effects. |
04:13 |
Xiong |
Unarelith basically it is too late to change minetest... in any of a broad range of foundation issues. Pilcrow182 and I aren't proposing changes. I'm just trying to find out what he knows. |
04:14 |
Unarelith |
Xiong, you're so wrong, it's never too late |
04:14 |
Xiong |
Yep. Too late baby now. |
04:14 |
Xiong |
You are welcome to fork and fix. Good luck. |
04:15 |
Unarelith |
Don't worry it's in my dev plans |
04:15 |
Pilcrow182 |
Unarelith: because minetest handles the dichotomy in a more logical way, acknowleging the fact that wielded items and targetted items EACH can have left-click and right-click actions. The side-effect comes from deciding which one takes precedence. In the case of apples, I think their definition could use some work (only 'eating' if nothing is targetted, maybe?), but I think the MT engine handles the 4 actions more consistantly |
04:15 |
Xiong |
Never underestimate social inertia. |
04:16 |
Unarelith |
Pilcrow182, well, I think MT should be able to provide both original MT and MC behaviours |
04:17 |
Unarelith |
which it currently can't |
04:17 |
Unarelith |
but I agree that MT provides more control, however using leftclick as "using" an item feels wrong (essentially for the apple-like issues) |
04:19 |
Pilcrow182 |
Unarelith: I do think that's a good idea in general; adding a 'minecraft mode' option that changes the controls for people migrating from MC to MT sounds smart, but I'm trying to think objectively about how they're handled -- I think MT's way is more logical, assuming a new player has had no experience with either one. |
04:19 |
Unarelith |
Pilcrow182, it's not since you can use items without wanting to |
04:20 |
Unarelith |
that's the main issue here |
04:20 |
Xiong |
Day one, a guy tries sth and it works. Day two his neighbors see and copy him. Day three, new guy sees and does sth slightly different, which also works. Day Four, all town copies... somebody... and get different harvests. Day Five, big shoot out between founders, both sides claim victory but in truth one is all but destroyed. Day Six, law religion custom. Day Seven, new guy comes to town, scoffs at entire town stuffing beans up n |
04:23 |
Xiong |
Unarelith if not clear, this is Day Seven for mt. You are the scoffer and I'm the village idiot asking whether the bean is to be stuffed into the left or right nostril. |
04:24 |
Unarelith |
scoffer? I'm pointing an issue, not scoffing. |
04:27 |
Xiong |
You're suggesting that people try planting their beans, which is patently good sense. But you are in a town of people with beans in our noses. We have worn the beans so for many years. |
04:30 |
Xiong |
Think of it another way. OSS is a house of cards. People throw cards on the pile. Sometimes it gets bigger, sometimes it collapses. Every so often, influential people give the pile a coat of spray adhesive. After several years the pile is impressively tall. Nobody will cut a section through all the dried crud at the core. It is what it is. |
04:32 |
* Xiong |
goes to set fire to VE's pile |
04:33 |
VanessaE |
:( |
04:41 |
Pilcrow182 |
while I do think minetest handles it better in general, apples and other items that disappear on use could use some work. I wish there was something that resumes the default dig action (a minetest.start_dig(pos), maybe?), since on_use interrupts the normal digging process if it's defined at all. Then something like this would be my ideal for how apples would work: https://pastebin.com/raw/69JZQTTp |
04:42 |
Pilcrow182 |
^ as in, if there is any node being pointed at, dig that node with the normal digging action that a node without an on_use would do. but if nothing is being pointed at, eat the apple. |
04:46 |
Xiong |
VanessaE thank you! I am happy to say I have a daydream subset running. Bobblicks works nicely and my phone did not ignite. |
04:48 |
Xiong |
Now I must re-add the stuff you left out. How could you overlook the colorful goodness of compass? |
04:53 |
Xiong |
Actually now that I check, only compass is omitted... of the items I have long considered essential. I also threw in poshudx, which is what I'm hacking up. Drill hack yet to come. |
04:53 |
VanessaE |
wait, what's a bobblick? |
04:53 |
VanessaE |
:) |
04:58 |
Pilcrow182 |
I don't think I'd want to lick someone named bobb, myself... :P |
04:59 |
VanessaE |
heh |
04:59 |
VanessaE |
Xiong: what's "compass"? I mean besides being something to find directions :P |
05:01 |
Pilcrow182 |
There seems to be more than one mod named compass (one in old_mods and one in mod_releases) plus another called compassgps. If Xiong is talking about the 'compass' in mod_releases, here it is: https://forum.minetest.net/viewtopic.php?f=11&t=3489 |
05:02 |
Xiong |
I touch Dvorak for many years. Phone is worse than high school: one-finger typing. So bobblock sometimes bobblick. |
05:03 |
Pilcrow182 |
No screenshots for that compass mod any more, by the looks of it (unless my firefox is just doing something funny) |
05:04 |
Xiong |
No, the image links are dead. |
05:04 |
VanessaE |
Sokomine: ^^ ^^ ^^ fix your screenshots. |
05:06 |
VanessaE |
also not sure what poshudx is. |
05:06 |
VanessaE |
!mod poshudx |
05:06 |
MinetestBot |
VanessaE: Could not find anything. |
05:06 |
Xiong |
I will shoot when I get back in. It's more a benchmark. You place it and it announces its location and points the cardinal directions. Its orientation cannot be altered. And... it's a light source. |
05:06 |
VanessaE |
I've seen a few mods like that. |
05:07 |
VanessaE |
but F5 debug kinda makes them moot ;) |
05:07 |
Xiong |
That's because I'm hacking it up. !exists |
05:07 |
Pilcrow182 |
I imagine F5 is kind of hard to do on mobile... ;) |
05:07 |
Xiong |
F5 !works on Android. Works but very badly. |
05:07 |
VanessaE |
file an issue :) |
05:08 |
VanessaE |
I mean, shit... it's just two lines of text, that should be trivial to improve I should think |
05:08 |
Xiong |
Nah. I always hated debug hud. |
05:09 |
Xiong |
Yes, trivial. So I'm hacking out a user-centric hud of my own. |
05:10 |
Xiong |
You might think pressing F5 is trivial, too. Took me two days to figure out how to press F2. |
05:10 |
Pilcrow182 |
personally, I'd rather have a hud compass mod than something that occupies space in the inventory or world. A little compass in the bottom left or something, that points an arrow in the direction you're facing (similar to fixed-position mini-map, but without any actual map displayed)... |
05:10 |
VanessaE |
well it would be trivial on a keyboard ;) |
05:11 |
Xiong |
At least Android port comes with a screen button for F5. |
05:11 |
Xiong |
Typing is trivial on a keyboard. |
05:11 |
Pilcrow182 |
Get a bluetooth keyboard? :P |
05:12 |
Xiong |
I am literally picking out letters one at a time on a soft kbd. I must switch layouts twice to type an =. |
05:13 |
VanessaE |
get Hacker's Keyboard. it helps. |
05:13 |
Xiong |
Great idea, Pilcrow182. Fry's is just down the road. But where will I put the phone while I try to decide where to prop the kbd? |
05:13 |
Pilcrow182 |
it's totally opposite Xiong's situation, but something I've always kind of wanted in Minetest is keyboard-ONLY controls (using the arrows to look up/down and turn left/right rather than the mouse, maybe) |
05:15 |
Xiong |
Yes, HK. I did. I had already installed it but I needed to flip the hidden switch to create a permanent notification so I can swipe down and silence Irrlicht. Yes. Did that. |
05:16 |
Xiong |
Also HK is mostly ignored by mt. Holding shift does not sneak. |
05:16 |
Pilcrow182 |
Xiong: No idea, I was only half-serious anyway. But I really wish I could find a bluetooth mini-keyboard with a built-in clamp to hold your phone, like various bluetooth controllers do (this one, for example: https://www.amazon.com/dp/B017YUIVDG ) |
05:17 |
VanessaE |
they make little "folders" for that, too |
05:17 |
Xiong |
Nah, the ideal is a Razer controller. I have one... in storage with my Real Machine. |
05:17 |
VanessaE |
keyboard in one side, phone in the other |
05:17 |
Pilcrow182 |
you'd think that would exist, but searching "bluetooth keyboard with clamp" doesn't give me anything like it |
05:18 |
* Xiong |
bangs head against cage bars |
05:18 |
VanessaE |
or 3d-print one. |
05:18 |
VanessaE |
you DO have a 3d printer, don't you? ;) |
05:19 |
Pilcrow182 |
Oh yeah, two or three of 'em probably... </sarcasm> |
05:19 |
Xiong |
Or just cut one out of... oak. |
05:19 |
VanessaE |
or that. |
05:20 |
VanessaE |
Pilcrow182: a lot of people I know have 2 or 3. I just have the one, and it broke down today :-/ |
05:21 |
Pilcrow182 |
I've never used a 3D printer, let alone owned one. :/ |
05:22 |
VanessaE |
definitely a good thing to have. |
05:25 |
Pilcrow182 |
yeah, I'll get one eventually. Gotta get a decent job first (I can pretty much only do sit-down jobs, as I've got a medical condition that makes most forms of manual labor very dangerous to my health). Fortunately, I just moved recently and there are a lot of opportunities here. Currently training to be a 911 operator/dispatcher. |
05:26 |
VanessaE |
nice |
05:26 |
VanessaE |
but ...that'll be a hard job, mentally........ |
05:28 |
Pilcrow182 |
true. I've already been to a few sit-alongs (where they give you a muted headset and you listen/watch someone else do the job, asking questions between calls). A lot more suicide prevention stuff than I was expecting. |
05:28 |
Pilcrow182 |
But I think I can handle it, and it'll be a good career move for me. |
05:36 |
Pilcrow182 |
fortunately, I am mentally in the most solid state I've ever been in my life. I finally love myself and my life, no self-esteem or depression issues any more. Besides, if it turns out the job gets to me, I'm flexible; I can find something else... |
05:41 |
Xiong |
https://imgur.com/gallery/A4AlWlk |
05:42 |
Xiong |
That's compass. Cheap craft, no deps, low overhead. Do not go banging off in the wrong direction. |
05:43 |
Pilcrow182 |
heh, bit of a silly-looking node, but seems useful for those who don't want to or can't use F5 debug... |
05:43 |
Xiong |
Note the infotext too. It tells you where it is. |
05:44 |
Xiong |
Infinitely better than debug text. It tells you where it is, fixed... not where you are, which changes constantly. |
05:45 |
Pilcrow182 |
Oh, wow. I was reading some of the logs from earlier. I'd been wondering where OldCoder had gone... :/ |
05:46 |
Xiong |
Also the distinctive look can be picked out of a crowded scene from a long distance. As I say it is more benchmark than compass. If you welcome the sight of a benchmark.... |
05:46 |
VanessaE |
Xiong: oh yes, I've seen that one before. |
05:49 |
Xiong |
https://media.glassdoor.com/l/16428/us-geological-survey-office.jpg |
05:50 |
VanessaE |
needs better textures imho :) |
05:51 |
Xiong |
That benchmark was hammered into rock over a century ago by a man who took care that it told truth. Today it is not quite in the dame location and that can be measured and tells more truth. |
05:51 |
Xiong |
What needs better texture? |
05:51 |
VanessaE |
the compass |
05:51 |
VanessaE |
those low-res arrows and letters may be readable but they don't look good imho |
05:52 |
VanessaE |
this obsession with 16px textures has gotta stop |
05:52 |
Pilcrow182 |
Xiong: but debug also tells you which direction you're facing, and it's even better in 5.0.0, having an actual N,S,E, or W after your yaw value -- https://files.catbox.moe/9tvotp.png |
05:52 |
Xiong |
No they look crap. This is good since it doesn't blend in |
05:53 |
VanessaE |
you can still make it stand out without it looking like crap :P |
05:53 |
Xiong |
No dithering, no shading, no antisliasing. One garish lump.of primary colors instantly recognizable from.anywhere. |
05:53 |
VanessaE |
except for one thing, the colors are all wrong. |
05:54 |
Xiong |
The crap look is the good part. |
05:54 |
VanessaE |
N/S should be two shades of blue, E/W two shades of red. |
05:54 |
VanessaE |
:) |
05:55 |
Xiong |
You have to talk to the Indians about the proper colors for direction |
05:55 |
VanessaE |
um, no |
05:55 |
VanessaE |
red, green, blue: X, Y, Z |
05:55 |
VanessaE |
like in every 3d program eveer |
05:55 |
VanessaE |
-e |
05:55 |
Xiong |
... and they probably say black is one. |
05:55 |
Pilcrow182 |
VanessaE: as an aesthetics choice, I actually prefer 16x16 most of the time. But I also don't think it's a huge deal if some mods use different sizes than others. Now, rounded meshes on the other hand, I really don't like. The old blocky toilet in homedecor looked nicer than the current one IMHO, for example. |
05:56 |
VanessaE |
Pilcrow182: we need resource packs :P |
05:56 |
Xiong |
Nono. You don't get it. It's perfect because it's wrong from every possible viewpoint. |
05:56 |
VanessaE |
supply a model + texture(s) |
05:56 |
VanessaE |
you know? |
05:56 |
Pilcrow182 |
yep, that'd be nice. |
05:58 |
Xiong |
The crapness brings it out of the background. Up doesn't need a color. The top is all four colors so it works when set flush in the floor. |
05:58 |
Pilcrow182 |
but might need some scaling settings to go along with it; not all models are made in the same resolution (err, is 'resolution' the proper term when referring to 3D objects?) |
05:59 |
Xiong |
Last thing I want is a block in the floor telling me up is up. |
06:00 |
VanessaE |
Pilcrow182: it doesn't matter. as long as the aspect ratio is the same and the pixels line up with edges and such, if the model was drawn with that in mind, the textures can be any size |
06:00 |
VanessaE |
e.g. i |
06:00 |
Xiong |
You guys have fun. Don't break my benchmarks. $250 fine! |
06:00 |
VanessaE |
e.g. if the model was designed to line up with 16px textures, then a 32, 48, or 64 px image, for example, would work just fine. |
06:01 |
* VanessaE |
takes a mese pick to Xiong's benchmark >:) |
06:10 |
Pilcrow182 |
Oh, VanessaE, I'm sure it doesn't come up much, but were you aware that homedecor throws texture errors if the flowers mod isn't present? |
06:11 |
VanessaE |
I was not |
06:11 |
VanessaE |
probably the flower pots component. |
06:12 |
Pilcrow182 |
yeah. Should probably wrap them in an 'if minetest.get_modpath("flowers")' |
06:13 |
VanessaE |
PR welcome ;) |
06:14 |
Pilcrow182 |
Heh, then I need to create a gitlab account. Should probably do that anyway though; I've been planning to jump ship from GitHub, just too lazy. |
06:15 |
VanessaE |
now you have another reason ;) |
06:16 |
Pilcrow182 |
although there is one thing I haven't been able to figure out about gitlab: is there a way to see a diff of the changes that a commit makes, like you can on github? |
06:17 |
VanessaE |
sure |
06:17 |
Pilcrow182 |
oh, actually, it's the same process. Don't know how I missed it before |
06:17 |
VanessaE |
Repository sidebar -> commits -> then click on the title of the commit you wantr |
06:17 |
VanessaE |
-r |
06:19 |
Pilcrow182 |
yeah, I must've not been thinking straight earlier, lol. I thought I tried that and it wouldn't display, but just did it now and it works pretty much exactly the same as github... :P |
06:19 |
VanessaE |
heh |
06:23 |
Pilcrow182 |
hmm. must've not... must not've... musn't've? yay, weird contractions... :P |
06:24 |
Pilcrow182 |
Oh, I suppose it'd be mustn't've :P |
06:28 |
Pilcrow182 |
it's late here. time for bed I think. g'night, anyone who still there. |
06:29 |
Pilcrow182 |
*who's |
06:30 |
VanessaE |
noooooo |
06:30 |
VanessaE |
no sleep for you |
06:31 |
Pilcrow182 |
hmm, that's what my body said a few nights ago. laid in bed for 8+ hours to get 30 min of sleep. insomnia's a b**ch. |
06:32 |
VanessaE |
eesh |
06:32 |
Pilcrow182 |
fortunately I only had an hour-long thing to do before coming home for sweet nap time... <3 |
06:33 |
Pilcrow182 |
... which still only lasted a few hours, but it was enough for me |
06:35 |
Pilcrow182 |
though now I'm in one of those loops, sleeping 10+ hours every other night and 5ish on the nights in-between. This would be one of the 10+ nights; was still awake at 4am last night, now tonight it's only 12:30 and I can't keep my eyes open... XD |
06:36 |
Pilcrow182 |
anyways, g'night for reals o/ |
06:41 |
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07:12 |
Xiong |
Okay VanessaE, I have a reasonable subset of dreambuilder running. I have seen no unknown nodes thus time around and my bags haven't disappeared. UI has doubled the number of pages it shows and loading time has increased but it runs on a phone less than an aircraft carrier. Do you want the list? |
07:12 |
VanessaE |
not right now |
07:16 |
Xiong |
Well I don't have it yet either. I have no access even to jailshell tools; I'll have to write it by hand. I'm not going to force it on you! But turnabout is fair play and you've been most helpful. If you want it, I'll deliver, with pleasure. |
07:16 |
Xiong |
Today my plans run more to the Bob Newhart Show. |
07:24 |
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07:29 |
Xiong |
Well, never mind. It's a sad thing of interest only to Android players... and who would be fool enough to play mt on a phone? Many thanks again for getting it going over the bumps. |
07:29 |
VanessaE |
well I'm still curious-- |
07:29 |
VanessaE |
damn it |
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10:54 |
w_laenger |
Hello, I found a video where mapblock sending after interacting makes nodes dis- and reappear: https://www.youtube.com/watch?v=NUr5PuLxfLk&t=353 |
10:56 |
w_laenger |
My pull request should mostly fix this problem: #7630 |
10:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/7630 -- Digging and placing: Remove redundant mapblock sending by HybridDog |
10:57 |
Krock |
FYI: consider joining #minetest-dev for this |
10:59 |
w_laenger |
I can not write in minetest-dev: Cannot send to nick/channel |
11:02 |
w_laenger |
That's probably another problem, mapblock sending makes nodes reappear only if multiple nodes are placed and/or dug in the same mapblock and the server has a relatively slow connection. |
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Fixer |
!rainbow industrious |
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MinetestBot |
4in7du8st3riou6s |
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18:29 |
crazyR |
is it possible to get the name of a mod that might be calling a another mods method/function? if that makes sense? |
18:31 |
Krock |
debug stack backtrace |
18:31 |
Krock |
yes that's possible |
18:33 |
crazyR |
Sorry i should have been more clear. i would like to be able to retrieve the mod name from within the other mods method/function. |
18:34 |
crazyR |
so essensially id like the function being called to know what mod has called it. |
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18:35 |
Krock |
that's impossible |
18:36 |
Krock |
imagine the following scenario: |
18:36 |
Krock |
Mod 1 defines function mymod1.function1 |
18:36 |
Krock |
Mod 2 sets mymod1.function1 = function2 |
18:36 |
Krock |
now what's the caller function? |
18:37 |
Krock |
the function was originally defined in mod 1 but then overwritten in mod 2. maybe with a function from mod 1 (to make things worse) |
18:38 |
Krock |
for me it looks like function1 will have a serious identity crisis |
18:41 |
crazyR |
true.. what if minetest core had a hook/api register/action system. this system would allow mods to register api endpoints/functions/methods and allow other mods to use them. this system would be an extention of the current security system and would be the only way to access mod functions/methods |
18:41 |
crazyR |
this would then also allow tracking of what mod is using which functions. and even allow restricting usage of functions to specific mods |
18:43 |
crazyR |
minetest.register_hook() and minetest.do_hook() i think would maybe be appropriate |
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19:05 |
Brackston |
Can some one tell me how to limit a player's view of other players? |
19:06 |
Wuzzy |
what do you mean with that?! |
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19:06 |
Brackston |
Say if it don't want someone in spawn to see players 3000 blocks away |
19:06 |
Brackston |
see the name |
19:06 |
Wuzzy |
yes |
19:07 |
Wuzzy |
it is possible to hide player name tags |
19:07 |
Wuzzy |
but its not a setting, only mods can do this stuff |
19:07 |
Brackston |
Yes that is what I alooking for after some distance |
19:07 |
Brackston |
Ok Thank you, Wuzzy |
19:07 |
Wuzzy |
there is a function to hide name tags |
19:07 |
Wuzzy |
or change the coloor |
19:07 |
Wuzzy |
not sure what it was |
19:08 |
Brackston |
I rememeber using something on a server a while back, I just can't remember how I did it..lol age |
19:20 |
MinetestBot |
[git] pgimeno -> minetest/minetest: Fix C++11 violation that broke clang on Debian Stretch e7367f0 https://git.io/fpN5f (2018-12-16T19:08:25Z) |
19:21 |
Brackston |
I know Calinou had said, " All player positions are known by the client, unless the server doesn't send far away players (which is currently a server setting)." That is why I was thinking is was a server setting |
19:22 |
Brackston |
I just can't remember or find in my server notes the cammand to limit the distance. |
19:27 |
Calinou |
player_transfer_distance = N where N is a number of blocks (= 16 nodes) |
19:27 |
Calinou |
if you set it to 10, people can see other people's names within a 160-node radius (roughly) |
19:27 |
Calinou |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1247-L1249 |
19:31 |
Brackston |
Thank you Calinou |
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21:22 |
scr267 |
Fedora29: Did you manage to fix your IRC issue? |
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21:24 |
Fedora29 |
scr267, just got home |
21:25 |
scr267 |
'k. Hope you get it figured out then :) |
21:25 |
Fedora29 |
scr267, i dont think so, let me log in again |
21:26 |
Fedora29 |
same error |
21:26 |
Fedora29 |
scr267, i installed that thing u said and changed the path |
21:26 |
Ruslan1 |
Anyone know who can put map in my server |
21:27 |
scr267 |
Fedora29: Still the same error about the missing socket file? |
21:28 |
Fedora29 |
https://paste.ubuntu.com/p/Jv9Y2JmTZk/ |
21:28 |
Fedora29 |
yeah |
21:31 |
scr267 |
ok im just checking a few things... can't remember if i made any symlinks, just a sec. |
21:36 |
scr267 |
Can you run both of these commands: |
21:36 |
scr267 |
locate socket.lua |
21:36 |
scr267 |
locate socket.so |
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21:38 |
Fedora29 |
scr267, back, sure |
21:39 |
Fedora29 |
https://paste.ubuntu.com/p/42Nh5cGJt4/ |
21:44 |
scr267 |
Line 24 of my irc/init.lua mod contains the following code which seems to search the correct path, can you double check to see what your code shows around that portion? |
21:44 |
scr267 |
https://paste.fedoraproject.org/paste/4saa7cPLrZZWtA3YSO0K-w |
21:44 |
scr267 |
You can see that the code checks under /usr/share which is the correct install location on Fedora. |
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21:50 |
Fedora29 |
k |
21:50 |
Fedora29 |
scr267, please ping me when u talk, multitaskign |
21:50 |
Fedora29 |
lol |
21:50 |
scr267 |
Fedora29: oops, sorry sure |
21:50 |
Fedora29 |
thx XD |
21:51 |
Fedora29 |
scr267, yeah u had me chang ethat the other day i think |
21:52 |
scr267 |
Can you paste the first 50 lines of that file? |
21:52 |
scr267 |
Fedora29: |
21:52 |
Fedora29 |
https://paste.fedoraproject.org/paste/4D4Y9egp0bTZrQW1csB3Qw |
21:52 |
Fedora29 |
ok |
21:52 |
Fedora29 |
sec |
21:53 |
Fedora29 |
https://paste.fedoraproject.org/paste/fEzhFKtaf89-QIhnOzcBTQ |
21:53 |
Fedora29 |
there u go scr267 |
21:54 |
Fedora29 |
i may as well just try 0.4.17.1 |
21:54 |
Fedora29 |
and fix any mods that cause errors with it |
21:54 |
Fedora29 |
this is the 0.4.16 release by the way |
21:58 |
Fedora29 |
i need to get some coffee O_o |
22:00 |
Fedora29 |
on mobile now, gonna get coffee |
22:00 |
scr267 |
Fedora29: Sure, ok |
22:00 |
Fedora29 |
17.1 is building |
22:01 |
scr267 |
Fedora29: I was just checking my library files in use, and lsof shows that socket/core.so is loaded... A locate on socket/core.so shows the following path: |
22:01 |
scr267 |
/usr/lib64/lua/5.1/socket/core.so |
22:02 |
scr267 |
Fedora29: I can't really figure out why its not loading it on yours... :-( |
22:03 |
scr267 |
I'm guessing its just the paths |
22:03 |
Fedora29 |
could be but |
22:03 |
Fedora29 |
it works on minetest 0.4.17.1 |
22:03 |
Fedora29 |
on other user accounts on my server |
22:03 |
Fedora29 |
not bobr's acc |
22:04 |
Fedora29 |
only reason I'm using releases is because the world is leveldb |
22:04 |
scr267 |
Oh really? That's odd now isn't it. |
22:05 |
scr267 |
Well, if I think of something I'll pass it along |
22:07 |
Fedora29 |
thanks |
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22:22 |
Fedora29 |
im home |
22:33 |
Fedora29 |
scr267b, i got it working on latest release. now to see why i cant get in :P |
22:34 |
scr267 |
Fedora29: Ah good stuff |
22:34 |
rubenwardy |
package.path = "path/to/socket/?.lua;" .. package.path |
22:34 |
rubenwardy |
You should probably install using luarocks if you haven't already |
22:34 |
rubenwardy |
May just work then |
22:34 |
Fedora29 |
i have rubenwardy |
22:35 |
Fedora29 |
just doesnt work on older releases |
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23:02 |
Fedora29 |
well, amhi is up guys |
23:02 |
Fedora29 |
now to fix ls wonderland original |
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