Time |
Nick |
Message |
00:07 |
argyle77 |
Kinda new to irc. What's this MinetestBot thing? |
00:12 |
sfan5 |
a bot |
00:13 |
kaeza |
!help |
00:13 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
00:14 |
argyle77 |
Thank you sfan5, kaeza, I will check it out. |
00:15 |
kaeza |
!next |
00:15 |
MinetestBot |
Another satisfied customer. Next! |
00:24 |
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00:42 |
argyle77 |
Can I restrict a player's movement by manipulating their position? |
00:50 |
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00:52 |
paramat |
you could attach them to a stationary entity |
00:52 |
paramat |
an invisible entity |
00:52 |
argyle77 |
Oh like the way boats work? |
00:53 |
GreenDimond |
wouldnt physics override work? |
00:54 |
argyle77 |
A physics override might actually be appropriate here too. |
00:54 |
argyle77 |
Unrelated question: Is the only underwater stuff plantlike drawtype? |
00:55 |
GreenDimond |
player:set_physics_override({speed=0,jump=0}) or something |
00:55 |
GreenDimond |
If you mean 5.0.0, no; it's plantlike_rooted |
00:55 |
GreenDimond |
otherwise there is no default stuff underwater that isnt a node |
00:56 |
argyle77 |
Okay. |
00:56 |
GreenDimond |
Note for physics override you should save prior physics for when you unfreeze a player |
00:56 |
GreenDimond |
(assuming you intend to, of course) |
00:58 |
argyle77 |
I'm working on visible world barriers that don't disrupt the map too much. |
00:59 |
GreenDimond |
why would you freeze the player to do so? |
01:00 |
argyle77 |
Not freeze, but impede movement past a certain point. |
01:00 |
GreenDimond |
So you want to prevent them from going too far out but you dont want to use nodes? |
01:02 |
argyle77 |
I'll likely use nodes in the air, but underground and across trees, I'd prefer to preserve the landscape. Perhaps making it still diggable, but impassible |
01:03 |
argyle77 |
The problem with a semitranparent node is that it replaces the solid nodes and allows you to see down the fissures it creates |
01:04 |
GreenDimond |
you need to use the correct drawtype to prevent that |
01:05 |
argyle77 |
I'm using a nodebox at the moment. I'm pretty sure the functionality I desire isn't going to come from a node though because you can't put more than one in one position. |
01:06 |
VanessaE |
don't use nodeboxes if you can avoid it. |
01:06 |
VanessaE |
use a mesh node. |
01:07 |
argyle77 |
Those require a model, right? |
01:07 |
GreenDimond |
Correct |
01:07 |
VanessaE |
they are a model, yeah. most of the time, you can build an equivalent mesh with fewer faces |
01:07 |
VanessaE |
which if you have enough of them, can impact fps./ |
01:09 |
argyle77 |
ATM, my nodebox is a simple rectangle, but I suppose a model could cut that down to two triangles. |
01:09 |
VanessaE |
yep. |
01:09 |
Emerald2 |
One time I played on a server which had a restricted map size. Once you walked to the edge it would teleport you to the opposite side. |
01:09 |
VanessaE |
a nodebox always has a minimum of 12 tris or 6 quads. |
01:09 |
Emerald2 |
Or you could turn the player around 180? |
01:10 |
Emerald2 |
And you'd get a message about it being the edge of the map. |
01:10 |
argyle77 |
I'll look into that one Emerald2. |
01:11 |
argyle77 |
Guess I'll try to fire up blender and see if I can make a square. It couldn't be that difficult. |
01:11 |
VanessaE |
blender has a learning curve but it's worth it. |
01:11 |
argyle77 |
I've used it for video editing before. Youtube helps alot. |
01:12 |
Emerald2 |
Or even teleport them back a few nodes from the edge. |
01:12 |
VanessaE |
the skills you learn there (if you have none) translate over to stuff like 3d printing |
01:12 |
GreenDimond |
A Delete Enter/X Shift+A "Plane" S 0.5 Enter R X 90 |
01:12 |
GreenDimond |
^creating a plane to be exported to Minetest |
01:12 |
GreenDimond |
not uv-mapped |
01:12 |
GreenDimond |
if you uv map its another U Unwrap |
01:12 |
GreenDimond |
very simples |
01:13 |
VanessaE |
^ though you may have to go into the UV editor and rotate there if the texture is cockeyed. |
01:13 |
VanessaE |
(also trivial) |
01:13 |
GreenDimond |
Shouldnt have to in most cases but yeah |
01:13 |
argyle77 |
I'm to understand then that you've used blender before, GreenDimond |
01:13 |
GreenDimond |
and if its a solid color then it doesnt matter |
01:13 |
VanessaE |
righty |
01:13 |
VanessaE |
-y |
01:14 |
GreenDimond |
Used before? Use regularly* |
01:15 |
GreenDimond |
Also, if you dont care if the plane is in the middle or not, you can solve this with a normal node by putting the texture on only one side |
01:16 |
argyle77 |
Normal nodes can't be partially transparent though, can they? |
01:16 |
GreenDimond |
They can |
01:16 |
argyle77 |
Mine all end up with a filler color. |
01:16 |
GreenDimond |
use_texture_alpha = true, and drawtype = glasslike to prevent void-seeing |
01:16 |
GreenDimond |
"glasslike"* |
01:16 |
VanessaE |
oh sure. full alpha is available if you need it, but MT doesn't handle multiple layers of alpha well. |
01:17 |
argyle77 |
I only need full |
01:17 |
GreenDimond |
MT handles multiple layers terribly |
01:17 |
argyle77 |
Thats an artifact or irrlicht, right? |
01:17 |
argyle77 |
or = of |
01:17 |
VanessaE |
no |
01:17 |
paramat |
any 'plantlike' underwater nodes without an air bubble around them, kelp and corals, are plantlike rooted |
01:17 |
VanessaE |
MT just doesn't do Z sorting properly. |
01:18 |
GreenDimond |
Many people have already suggested solutions to that |
01:18 |
GreenDimond |
But whatever |
01:18 |
argyle77 |
I'm just getting acquainted with the engine. There's alot there. |
01:18 |
GreenDimond |
oh, thank you for reminding me I need to make a custom drawtype |
01:18 |
GreenDimond |
I shall call it plantlike_rooted_2 |
01:19 |
GreenDimond |
both because it is a second version and provides only a 2-tall plant ;p |
01:20 |
GreenDimond |
Unfortunately it will be a mesh but whatever |
01:20 |
Emerald2 |
Gotta go. Good luck argyle. :) |
01:20 |
GreenDimond |
Cya Emerald2 |
01:20 |
argyle77 |
Thanks! |
01:20 |
GreenDimond |
plantlike_rooted param2 stacks the existing texture making it impossible to make taller textures.. so I shall shimmy around it |
01:24 |
GreenDimond |
kms |
01:24 |
GreenDimond |
I just overwrote a blend file I didnt intend to |
01:25 |
argyle77 |
ug |
01:25 |
GreenDimond |
this is why .blend1 exists :D |
01:25 |
paramat |
problem with physics override is that if you set player speed to 0 they can't move away from the barrier to have speed restored to them. also it may interfere with other mods using physics override |
01:26 |
GreenDimond |
I didnt know he was using it for a barrier when I suggested it x) |
01:27 |
paramat |
i see :) |
01:28 |
argyle77 |
No, I understand that issue. I'm not there yet, but I get that I can't just freeze the player without an exit strategy. |
01:29 |
argyle77 |
It at least gives me the clue that I can see and manipulate the player's position. |
01:42 |
argyle77 |
So, if a player digs a block in a certain position, I (my mod) want to know about it. Is this feasible? |
01:43 |
sofar |
of course |
01:43 |
sofar |
a specific block, or any block? |
01:43 |
sofar |
with a specific tool, or any tool? |
01:43 |
sofar |
all possible |
01:44 |
GreenDimond |
minetest.register_on_dignode |
01:44 |
argyle77 |
Any block, any tool, specific position. |
01:44 |
GreenDimond |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3596-L3599 |
01:45 |
argyle77 |
That function says its not recommended, but is that because most users would want it for a specific block type? |
01:46 |
GreenDimond |
Correct |
01:46 |
sofar |
it's a sledge hammer function |
01:46 |
argyle77 |
splendid |
01:46 |
sofar |
it will get called for *any* node removal |
01:46 |
GreenDimond |
In your case it is really the only feasible option |
01:46 |
sofar |
the more specific you can make it, the more efficient it will be |
01:46 |
sofar |
maybe consider node protection, even |
01:47 |
GreenDimond |
sofar, he wants to keep players from removing nodes at a certain perimeter around the world |
01:47 |
sofar |
how many "specific position" are you talking about? |
01:47 |
argyle77 |
I will try to return from it as quickly as possible |
01:47 |
GreenDimond |
He is making a barrier mod |
01:47 |
argyle77 |
Billions probably. |
01:47 |
GreenDimond |
lol no |
01:47 |
sofar |
so protection api is viable |
01:47 |
sofar |
if (outside perimeter) then return false end |
01:48 |
GreenDimond |
actually yes billions |
01:48 |
GreenDimond |
sofar, that is still using on_dignode though |
01:48 |
sofar |
it will catch more than on_dignode |
01:48 |
GreenDimond |
15.4 billion positions, assuming you cover each wall at the furthest possible point |
01:48 |
argyle77 |
That may help too. I'll look into it. |
01:48 |
sofar |
could also just monitor player location and remove interact privs |
01:49 |
sofar |
many ways to rome |
01:49 |
sofar |
they're all long and windy :) |
01:49 |
GreenDimond |
that sounds like a hack |
01:49 |
argyle77 |
That is the number GreenDimond |
01:50 |
argyle77 |
slightly less |
01:50 |
GreenDimond |
right |
01:50 |
GreenDimond |
I rounded up |
01:56 |
argyle77 |
It looks like I may be able to achieve the same objective using the protection api or register_on_dignode. Are they similarly expensive? |
02:09 |
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06:46 |
MinetestBot |
[git] translationsminetest.net -> minetest/minetest: Update translations e0ebe79 https://git.io/fh74j (2019-02-14T06:45:35Z) |
06:48 |
Emerald2 |
Hey nerzhul, do you know about translation of the game then? |
06:49 |
MinetestBot |
[git] translationsminetest.net -> minetest/minetest: Run updatepo.sh eb5ac72 https://git.io/fh7Bv (2019-02-14T06:47:08Z) |
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14:28 |
jas_ |
Hi |
14:28 |
jas_ |
!server Glitchtest |
14:28 |
MinetestBot |
jas_: Glitchtest | dcbl.duckdns.org | Clients: 0/15, 0/1 | Version: 5.0.0-dev / Glitchtest | Ping: 126ms |
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16:52 |
JDCodeIt |
Hi All: Any ideas where to start digging into this warning that pops up when a player goes into a new area? I didn't find an open issue at Github : WARNING[Emerge-2]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. |
16:53 |
sfan5 |
which mods are you running? |
16:54 |
JDCodeIt |
Too many - so it's mod-related, right? |
16:54 |
sfan5 |
i've never seen this with "vanilla" 5.0, so yes |
16:55 |
JDCodeIt |
So a mod like mobs - spawning an entity in a block that another thread is emerging could be an issue, no? |
16:56 |
sfan5 |
yes, i'd expect entity creation to only work when a block is loaded |
17:06 |
JDCodeIt |
So a block emerges with nodes that have an abm registered with an interval = some number. Does the system call the function once immediately (if chance is hit), then wait interval seconds to go again? Or waits first for interval seconds? Might be a good note in the wiki and lua_api.txt... |
17:08 |
JDCodeIt |
...or neither - interval is counting off all the time and you don't know when it will be called for a newly emerged block? |
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19:23 |
Andrey01 |
can i use own inventory lists names instead 'main', 'craft', 'craftpreview'? |
19:24 |
Andrey01 |
however, on trying of creating with own names i get a warning: WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory list "kwc1_1" @ "nodemeta:2,16,63" doesn't exist |
19:38 |
p_gimeno |
how do I debug who generated an unwanted recipe? |
19:38 |
rubenwardy |
unwanted? |
19:39 |
p_gimeno |
yeah, I have a dupe, cooking gravel results in tar and in asphalt; the desired result is asphalt because tar can be obtained by cooking tar base too, but the output of the furnace is tar |
19:39 |
rubenwardy |
in buildin/register.lua |
19:40 |
rubenwardy |
local old = core.register_craft |
19:40 |
rubenwardy |
core.register_craft = function(def, ...) def.modname = minetest.get_current_mod(); old(def, ...) end |
19:40 |
rubenwardy |
heh, kind of a pain |
19:40 |
p_gimeno |
worst of all, I can't find any such recipe by grepping |
19:42 |
p_gimeno |
I'll see if that leads me somewhere, thanks |
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19:49 |
Andrey01 |
again the question: can i create inventory list with own name? |
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20:04 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix extract zip writing lowercase files (#8221) a8311ad https://git.io/fh71S (2019-02-14T20:03:45Z) |
20:07 |
Andrey01 |
and also rubenwardy`s modding book nothing says about it :\ |
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Naskita |
Hello |
20:46 |
jas_ |
Lo |
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21:28 |
p_gimeno |
rubenwardy: that did it, thanks! found the culprit |
21:30 |
p_gimeno |
it turns out, there were two blocks named tar, one from building_blocks (part of homedecor) and one from moreblocks |
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21:45 |
p_gimeno |
hmm, there doesn't seem to be a tar block in moreblocks, even though the recipe is there, which is obviously a mod bug. However I wonder why does that register as tar in another mod (building_blocks). |
21:51 |
p_gimeno |
er, wait, there's one block, sorry |
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22:22 |
jas_ |
I guess calinou should have called it "morenodes" ^_^ |
22:24 |
Calinou |
p_gimeno: there's tar in More Blocks, but maybe it's aliased if you have other mods installed |
22:25 |
p_gimeno |
Calinou: yes, that seems to be it, I think I found the culprit |
22:26 |
p_gimeno |
thanks |
22:29 |
Calinou |
no problem :) |
22:40 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Update minetest.conf.example, settings strings and locale files (#8230) f290d01 https://git.io/fh7Sq (2019-02-14T22:38:24Z) |
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