Time |
Nick |
Message |
00:28 |
Xiong |
Well. Anyone have ideas about cleaning a dirt field? Grass tends to invade. Hard to see, hard to eliminate, hard to keep from returning. |
00:43 |
swift110 |
hey all |
00:47 |
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00:55 |
Xiong |
gabba gabba hey |
00:56 |
Xiong |
Forest firefighting is tough work. |
00:59 |
Xiong |
swift110 What do like best about mt and what would you most enjoy that it lscks? |
00:59 |
Xiong |
*lacks |
00:59 |
rubenwardy |
mobs |
00:59 |
* rubenwardy |
runs |
00:59 |
Xiong |
?? |
01:00 |
Xiong |
Exists mobs mods. Runs? |
01:01 |
* Xiong |
confused |
01:02 |
Xiong |
Okay you like mobs. What about a feature not currently available? |
01:04 |
Xiong |
Guess he ran fast. |
01:04 |
kaeza |
mobs |
01:04 |
kaeza |
And mobs too |
01:05 |
kaeza |
Survival is no fun right now :-( |
01:05 |
kaeza |
Hunger would be good too |
01:24 |
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02:42 |
ircSparky |
has anyone here used ReShade on minetest? |
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09:30 |
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09:48 |
Taoki |
Hey. I need a little help with something if anyone can let me know please. |
09:49 |
Taoki |
What's the easiest way to fill a cubic area (start pos to end pos) with a certain node, but using vmanip rather than minetest.set_node or whatever that was? |
09:49 |
Taoki |
I'm essentially looking for the same thing as "place schematic on vmanip", but where I can fill a certain area with one node most effectively. |
09:50 |
Taoki |
Note: It must support air as well, as I'm also using it to clear up spaces. |
10:01 |
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10:17 |
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10:22 |
sfan5 |
Taoki: vmanip with the VoxelArea helper should be pretty simple once you have it figured out |
10:23 |
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10:30 |
Taoki |
Thanks. Trying to figure out how to use the buffer parameter of get_data for performance improvement. The API doc only shows it should be an array, but how do I use it? |
10:31 |
Taoki |
Like if I put anything in there it automatically improves performance? |
10:32 |
sfan5 |
if you have an array from a previous get_data() call, you can reuse it to avoid some table-creation costs |
10:48 |
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12:30 |
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12:36 |
Taoki |
Almost done fixing some issues. I'm stuck at one peculiar problem: It appears that area:iterp goes through the wrong set of nodes and does not change what it should. |
12:36 |
Taoki |
Looking at the iter example from https://dev.minetest.net/VoxelManip |
12:37 |
Taoki |
I'm doing the same thing as there but getting abnormal results |
12:39 |
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12:40 |
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12:42 |
Taoki |
Yeah: It's creating nodes at a higher position than where the loop goes. This is very weird. |
12:43 |
Taoki |
In most cases though it simply doesn't work. |
12:53 |
Taoki |
Yeah... in some cases it works but it's very random. I'm confused. Pondering whether it's MGV7 related. |
12:53 |
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13:04 |
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13:06 |
ceda_ei |
hi. minetest.settings["abc"] returns nil even though minetest.conf contains a line "abc = 1". Am i using minetest.settings wrong? |
13:06 |
ceda_ei |
also, is there a way to reload minetest in place without having to restart the server. e.g. in case I install a new mod |
13:07 |
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13:20 |
Taoki |
Okay: No more problems when not using iter / iterp. Those two are broken. |
13:25 |
Taoki |
NVM: Seems to be unreliable without it too. |
13:27 |
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13:51 |
Xiong |
ceda_ei See https://dev.minetest.net/Settings. I have no specific knowledge of this but I do know generally an OO API when I see it. And (again generally) OO believers have ideas about accessors. |
13:53 |
Xiong |
When you wrote appears to me as a little test code that assumes minetest.settings is a simple table... which yes is how I might do it but I'm not a software jock. I suggest you play ball and use the accessor functions. |
13:56 |
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13:58 |
Xiong |
See: https://www.google.com/url?sa=t&source=web&rct=j&url=http://www.dagolden.com/wp-content/uploads/2010/07/20060117_whats_all_the_fuss.pdf&ved=2ahUKEwiL_J21xYHgAhWILnwKHaA8AQMQFjABegQIAxAB&usg=AOvVaw3pGuX4fgPtcFm38A9h1kUW |
13:59 |
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14:02 |
Xiong |
That's a PDF overview of inside-out (=flyweight) objects. I'm not saying thus is what the high priests have done! But it does show how far some people will go to enforce encapsulation. Having eyeballed the API previously linked, I wouldn't expect your test code to work. Suggest you pass through the marked door. |
14:09 |
Xiong |
Dunno about your IRC client but mine messed up that first link. Here: |
14:09 |
Xiong |
https://dev.minetest.net/Settings |
14:11 |
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14:48 |
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15:01 |
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15:21 |
Taoki |
Okay: Is it possible to define a schematic as a Lua table, and use minetest. place_schematic from it (without having to save a mts file)? |
15:33 |
Taoki |
Right: I understand that minetest.place_schematic and minetest.place_schematic_on_vmanip should be able to take a Lua table as a parameter instead of a filename.mts string. Can anyone confirm this is correct? |
15:40 |
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17:32 |
rubenwardy |
Taoki: confirmed |
17:32 |
rubenwardy |
look at that schem mod for MTG items |
17:33 |
rubenwardy |
hmmm |
17:34 |
rubenwardy |
savechems |
17:34 |
rubenwardy |
saveschems |
17:34 |
rubenwardy |
!mod saveschems |
17:34 |
MinetestBot |
rubenwardy: Convert table schematic to .mts [saveschems] by paramat - https://forum.minetest.net/viewtopic.php?t=12011 |
17:34 |
rubenwardy |
note that you don't actually need to convert to mts |
17:46 |
Taoki |
Back. Thanks! |
17:46 |
Taoki |
Gonna make some Lua schematics on the run for filling areas. The voxel manipulator is broken... spent over 8 hours today trying to get it to work, no success. |
17:47 |
Taoki |
Should report it as a bug but people are going to think it's something wrong in my mod, despite looking at everything I could possibly imagine to make sure it's not. |
17:48 |
rubenwardy |
:'( |
17:48 |
rubenwardy |
what issues? |
17:48 |
rubenwardy |
I've used the LVM extensively |
17:50 |
Fixer |
roses are red, violets are something, software has bugs, so do you :} |
17:53 |
Taoki |
rubenwardy: It's hard to explain around the complexities in my mod. Essentially I'm using this example to fill a cubic area with one type of node: https://dev.minetest.net/VoxelManip The result is that often times nothing happens, while at other times I see the nodes moved upward at an invalid position. |
17:53 |
rubenwardy |
sounds like you're calculating indices wrong |
17:54 |
Taoki |
The invalid position seems to have to do with the chunk's upper edge. My blocks spawn at around position 60 although the range I give the code often doesn't go over 20. |
17:54 |
Taoki |
I can pastebin the part with this code, it's relatively small... 1 moment |
17:55 |
Taoki |
https://pastebin.com/raw/07KV5ki4 |
17:55 |
Taoki |
Note that I tested post_start and pos_end with print functions, so those are supposed to be fine. |
17:56 |
Taoki |
Oh... and io_vm_update simply does vm:update_map() vm:update_liquids() vm:calc_lighting() vm:write_to_map() |
17:57 |
Taoki |
In this use case voxelmanip is also given, so one can ignore the "if not voxelmanip then" parts (it's always true) |
17:58 |
Taoki |
But yeah: Let me know if you see anything I should change there. Because I looked at everything for hours and the results of that code are still a mess. If I can't solve it I'll just make table schematics on the fly (minetest.place_schematic works fine). |
17:59 |
Taoki |
Oh... and of course I get the vm from on_generate with: local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") |
18:01 |
rubenwardy |
is voxelmanip definitely nonnil? |
18:02 |
Taoki |
Pretty sure it is. I'll add another debug print and test again to reconfirm |
18:06 |
Taoki |
Yeah, confirming it's never null |
18:22 |
Taoki |
Any thoughts what could possibly be wrong there? I'm pretty certain it must be an engine bug, I checked too well everything in my mod. |
18:31 |
Taoki |
Okay. Hmmmmm... |
18:32 |
Taoki |
It appears that another loop through the schematic somewhere else was interfering. I commented out an unrelated code and now it seems to work. Still need to test to make sure. |
18:36 |
Taoki |
Still does it but more rarely it seems. Those functions are really unstable. |
18:39 |
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18:45 |
Taoki |
https://i.imgur.com/Mtw5GqD.jpg Here's a screenshot of what is happening. The layer you see floating above the roads is supposed to be spawned right under them. The positions in the loop are themselves correct, yet they still end up there sometimes for unknown reasons |
18:47 |
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18:49 |
Taoki |
In some cases even trees spawn on top of them. I'm at a loss lol. |
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18:58 |
Andrey01_ |
can i use mesh in "bed_definition" table instead nodebox and also in "door_defintion" ? |
19:08 |
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19:48 |
DoyleChris |
on raspberry pi, is there a way to stop the server, backup world and mods folder and rerun. |
19:48 |
DoyleChris |
all automatically |
19:49 |
Taoki |
Now I wonder how "if minetest.registered_nodes["default:cobblestone"] ~= nil then" could possibly not be true... |
19:49 |
Taoki |
Just tried that out and apparently that statement doesn't execute |
19:49 |
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19:49 |
DoyleChris |
i know the copying ill run a program but, shutting down minetest and rstarting |
19:55 |
Taoki |
Anyone know how minetest.registered_nodes["default:cobblestone"] can be nil? Obviously doing that as a test, same issue for other ones. |
19:57 |
kaeza |
Trato |
19:57 |
kaeza |
Blah |
19:57 |
kaeza |
Taoki: does your mod depend on default? |
19:59 |
kaeza |
I.e. is your mod loaded after default registers the node? |
20:00 |
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20:04 |
kaeza |
Also, it seems to be "default:cobble" |
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20:14 |
Taoki |
kaexa: I set it to depend, and it's likely loaded after. |
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20:36 |
scr267 |
im having a bit of a hard time with teleporting pneumatic tubes.. anyone have experience with that? The problem is my items going through the tubes appear to be teleporting... but don't appear on the receiving end. |
20:37 |
scr267 |
Both teleporting pipes are setup with <player>:1 channels. <player> being the name of my username on the server. |
20:53 |
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21:14 |
MinetestBot |
[git] paramat -> minetest/minetest: Fix warnings about dungeongen.cpp memcpy() and unused variable in Map… bc1e547 https://git.io/fh25q (2019-01-22T21:13:06Z) |
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22:08 |
rodskagg |
hi. i've read that minetest supports controllers, but my logitech f310 doesn't work. is it only certain controllers that do? |
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23:58 |
sofar |
rodskagg: mine works, I think there is an option you need to enable first |