Time |
Nick |
Message |
00:03 |
trom_ |
any trick for minetest.raycast to collect air nodes in raycast object ? (yes I don't love math) |
00:04 |
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00:07 |
kurtzmusch |
i htink it will ignore those |
00:08 |
kurtzmusch |
what are you trying to do? maybe theres an easyer solution? |
00:10 |
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00:12 |
trom_ |
I need all nodes in the ray so if only math using save me |
00:12 |
trom_ |
I Hate Math |
00:13 |
kurtzmusch |
you will have to search for an algorithm that stops the at the world grid and check if each node is airlike |
00:14 |
kurtzmusch |
stops the ray at the grid coordinates * |
00:14 |
kurtzmusch |
https://stackoverflow.com/questions/3270840/find-the-intersection-between-line-and-grid-in-a-fast-manner |
00:14 |
kurtzmusch |
something like that |
00:17 |
kurtzmusch |
i dont think you can escape math to do what you want |
00:19 |
kurtzmusch |
https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm |
00:20 |
est31 |
bresenham isn't what's needed for raycasting |
00:20 |
est31 |
you may think it's the one |
00:21 |
est31 |
but it gives slightly wrong results |
00:21 |
est31 |
https://upload.wikimedia.org/wikipedia/commons/a/ab/Bresenham.svg |
00:21 |
est31 |
there are regions where the line clearly travels through but which aren't gray |
00:24 |
kurtzmusch |
oh yeah, my bad |
00:24 |
kurtzmusch |
i had a good source on this be couldnt find it |
00:25 |
est31 |
lemme check whether I can find one |
00:26 |
est31 |
yes |
00:26 |
est31 |
so I can't find a source |
00:27 |
est31 |
that's public |
00:27 |
est31 |
but basically, in each dimension, you need to do the same thing |
00:28 |
est31 |
to find the smallest distance you need to travel along the ray to get to the next "whole number" in that specific dimension |
00:28 |
est31 |
then, you minimize over the three dimensions and get the travel distance to the next voxel |
00:30 |
est31 |
and the single-dimension algorithm is basically taking two params, off and dir. it returns minimal m such thatreturning the minimal m such that floor(off + dir * m) - floor(off) > 0 |
00:32 |
trom_ |
I know ) some time ago I did it for my POC mod but I think MT API need be more friendly in raycast |
00:32 |
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01:31 |
robdrake |
drat I've found more mithril than zinc or diamonds |
02:11 |
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02:20 |
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02:20 |
Walker_ |
i has ask on german-irc already |
02:20 |
Walker_ |
is forum.minetest.net down ? |
02:21 |
Walker_ |
all other seams to work |
02:21 |
Wuzzy |
yes |
02:21 |
Walker_ |
but i cannot connect to forum or wiki |
02:21 |
Walker_ |
since 3 days |
02:22 |
Walker_ |
but why ? |
02:22 |
Walker_ |
technik issue ? |
02:22 |
Wuzzy |
<rubenwardy> Wuzzy: the VPS service provider had a technical fault which corrupted the system |
02:22 |
Wuzzy |
<rubenwardy> c55 is in the process of setting up the machine again, should be online again within a few days |
02:22 |
Walker_ |
oh ok thx for the info ^^ |
02:27 |
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02:52 |
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02:52 |
Walker |
is there an alternative to the forum with news ? |
02:55 |
Walker |
how would it be with the old forum, that was still online, can you misuse it as a newsboard? |
02:55 |
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02:57 |
shadow53 |
Since the wiki is down, I was hoping someone could answer this for me: how can I set up a minetest server to use mods without requiring every client to install them manually? |
02:57 |
Walker |
please wat ? |
02:58 |
Walker |
i thinkh, the client downlod the data from server ^^ |
02:58 |
Walker |
the client dont want the mods themself |
02:58 |
shadow53 |
Where do I install the mods on the server, though? I suppose that was my real question |
02:59 |
Walker |
add the mods into the mods folder |
02:59 |
Walker |
and then |
02:59 |
Walker |
add a line into world.mt file in the world directory |
02:59 |
Walker |
like: |
02:59 |
Walker |
"load_mod_<NAME> = true" |
02:59 |
Walker |
example "load_mod_areas = true" |
03:00 |
Walker |
with is the way i do it ^^ |
03:00 |
shadow53 |
Would the mods folder be in the same folder as world.mt? |
03:00 |
Walker |
no |
03:01 |
Walker |
in the "~/.minetest" folder |
03:01 |
Walker |
like "/home/shadow55/.minetest/mods" |
03:01 |
Walker |
do you use Linux ? |
03:01 |
shadow53 |
I do. This server is running Fedora with the minetest package from the repos |
03:02 |
Walker |
than yes "~/.minetest" is you friend ^^ |
03:02 |
shadow53 |
Got it |
03:02 |
Walker |
^^ |
03:03 |
shadow53 |
And textures and games would be in the folders ~/.minetest/textures and ~/.minetest/games? |
03:03 |
Walker |
yes |
03:03 |
shadow53 |
Awesome! Thank you :) |
03:04 |
Walker |
but i think textures are only for clients |
03:04 |
Walker |
wow |
03:05 |
Walker |
to help here |
03:05 |
Walker |
is MUCH faster than in forum ^^ |
03:05 |
shadow53 |
Yeah xD |
03:28 |
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03:44 |
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03:51 |
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03:51 |
robdrake |
I was told the best to put mods for a server is minetest/worlds/world/worldmods |
03:58 |
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04:10 |
Walker |
yes, but if you have ( like me ) multiple servers, i is simpler to manage the mods central and whitelist the mods per world.mt |
04:11 |
Walker |
but yes, you have right the worldmod directory is also a god way ;) |
04:26 |
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05:06 |
Fritigern |
When compiling minetest from latest git on Kububtu 19.04, i get the following error: /home/balaam/Documents/git/Minetest/src/script/common/c_types.h:23:10: fatal error: lua.h: No such file or directory #include "lua.h" |
05:06 |
Fritigern |
Which library am i missing? |
05:08 |
robdrake |
lua-dev probably |
05:09 |
robdrake |
did the lua-dev package fix the problem? |
05:09 |
Fritigern |
no, it was already installed |
05:10 |
robdrake |
drat, I thought I had actually helped someone in here |
05:11 |
Fritigern |
You will, in due time :-) |
05:21 |
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08:32 |
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08:33 |
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08:35 |
Jipok |
Hello. Until the end of the week will the server up? |
08:38 |
clavi |
Jipok: http://www.ask8ball.net/ |
08:43 |
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09:22 |
Walker |
what the hack ist "Final Minetest" !!?! |
09:22 |
Walker |
sounds like a crap copy of minetest |
09:23 |
Walker |
is that trustworthy ? |
09:23 |
clavi |
no |
09:23 |
clavi |
it's a fork by one very troubled man |
09:23 |
Walker |
ok I thought so ^^ |
09:24 |
Walker |
yes, that sounds like it |
09:25 |
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09:26 |
azekill_DIABLO |
Hey, did the forum die? |
09:27 |
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09:27 |
clavi |
read topic |
09:27 |
azekill_DIABLO |
which one? can't access the forums |
09:28 |
clavi |
irc |
09:28 |
azekill_DIABLO |
xD |
09:28 |
azekill_DIABLO |
this level of stupidity is only to be found with me |
09:28 |
azekill_DIABLO |
thx |
09:28 |
clavi |
if it's any consolation, you're by far not the first |
09:29 |
azekill_DIABLO |
it's a bit of a consolation :D |
09:30 |
azekill_DIABLO |
I was worried because 90% of my website's link were broken as they relate to the forum. But it's only a matter of time so np! |
09:30 |
azekill_DIABLO |
thx again, bye! |
10:09 |
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11:23 |
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11:23 |
MinetestBot |
Astrobe: Apr-28 22:31 UTC <paramat> "some custom trees seem to spawn on top of plants, or their first trunk node is replaced by a plant". that's expected and caused by decoration placement order (determined by registration order) and/or the setting of 'force_placement'. notice MTG places decorations largest first |
11:46 |
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11:54 |
Astrobe |
The new pine forrest biome is a great place to build japanese-looking shrines and temples. |
12:06 |
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13:15 |
BurningPrincess |
Is it nornal for a WorldEdited pflat area to revert to sand? I found areas of sand, holes in the flat area with lakes and areas where water had spawned |
13:28 |
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13:40 |
BurningPrincess |
And there are areas of snow as well. Some edges are not straight and some are straight and it unsettles me |
13:53 |
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13:53 |
BurningPrincess |
Sorry computer frooze |
13:58 |
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14:20 |
oil_boi |
The forum is still down? :o |
14:24 |
NathanS21_ |
Looks that way. |
14:27 |
oil_boi |
Are we DDOSed? :( |
14:27 |
kurtzmusch |
no |
14:27 |
oil_boi |
Ah server crash |
14:29 |
rubenwardy |
oil_boi: the VPS provider had a technical error which corrupted the hard drives (which were in RAID), the server is being rebuilt from backups |
14:31 |
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14:34 |
oil_boi |
Oh damn |
14:35 |
oil_boi |
Why not jbod instead of raid 0 |
14:35 |
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14:44 |
FFleder |
Would use Raid 5 or offline backup |
14:48 |
oil_boi |
Raid 10 :D |
14:48 |
oil_boi |
Raid 15 :o |
14:49 |
oil_boi |
Raid 127 :O :O |
14:49 |
BurningPrincess |
So, is what I saw noarmal or signs of map currotion? |
14:51 |
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17:46 |
TestyUsy |
Hey Guys |
17:46 |
TestyUsy |
Is tehre a mirror available of the Minetest wiki or a torrent so I can self host it? |
17:46 |
TestyUsy |
Been playing like a loon and I use the wiki and forums regularly |
17:50 |
sofar |
I don't think there is |
18:02 |
Astrobe |
https://web.archive.org/web/20190321143151/https://wiki.minetest.net/Main_Page |
18:05 |
TestyUsy |
thanks Astrobe |
18:09 |
lllI1I |
should have a decentralized database that minetest servers manage |
18:09 |
lllI1I |
can access it in-game |
18:09 |
lllI1I |
if you're on a server that has that mod |
18:34 |
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20:16 |
TestyUsy |
lllI1I what mod is it? |
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21:11 |
makayabou |
Please tell me if I understood well: I want to change all nodes in an area of the map to is_ground_content = true. It is better not use VoxelManip as 1/ because I have to call minetest.swap_node on each node i won't gain speed with VoxelManip , 2/ I will modify not only the nodes inside my area, but also nodes around area but inside VoxelManip . Right ? |
21:12 |
VanessaE |
neither - is_ground_content is a nodedef property |
21:12 |
VanessaE |
you just have to change the node def to include that and it's like magic :) |
21:12 |
VanessaE |
(provided you don't need to regenerate an area to get rid of cave griefing or something) |
21:13 |
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21:14 |
makayabou |
how do I regenerate the area without caves carving ? |
21:14 |
VanessaE |
set or remove that flag from all node defs that may show up in an area. |
21:15 |
VanessaE |
i.e. in game, mods etc. |
21:15 |
VanessaE |
then just re-gen like normal. |
21:17 |
makayabou |
do I have to register a new node without the flag for each node type I would find in the area to protect from carving, then replace all nodes with the new ones ? |
21:17 |
VanessaE |
(I guess you want it set on things like dirt or stone, and removed from things like trees/leave, water, etc, and from anything else you want to protect) |
21:17 |
VanessaE |
nono |
21:17 |
VanessaE |
you just alter the existing node defs in the game/mods/etc |
21:18 |
VanessaE |
by way of the override_item() call |
21:18 |
makayabou |
oh yes! |
21:19 |
makayabou |
but minetest.override_item has to be called at load time, and affects all nodes of a node type! I just want to modify nodes inside a certain area |
21:20 |
VanessaE |
for that, you have to define alternate nodes and generate them into that area |
21:20 |
makayabou |
yes, that's what I thought |
21:20 |
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21:21 |
VanessaE |
is_ground_content isn't a property stored in the map |
21:21 |
makayabou |
it would be easier |
21:21 |
makayabou |
in my case.. for the rest I don't know |
21:25 |
makayabou |
wiki.minetest.dev is down ? |
21:26 |
makayabou |
wiki.minetest.net and dev.minetest.net |
21:28 |
VanessaE |
the wiki and forums are b0rk3d for now. |
21:28 |
VanessaE |
it's being worked on |
21:29 |
makayabou |
ok thanks |
21:29 |
kurtzmusch |
you can use api |
21:29 |
kurtzmusch |
!api |
21:29 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
21:30 |
kurtzmusch |
makayabou |
21:31 |
makayabou |
yes I always do. right now I can't remember nor find in api how do I retrieve node def from node name.. |
21:32 |
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21:33 |
VanessaE |
look in the minetest.registered_nodes{} table. |
21:34 |
VanessaE |
if I remember right, it'll be something like minetest.registered_nodes["mod_foo:node_bar"] |
21:35 |
VanessaE |
once you have that, individual node def keys are just table keys, e.g. def=minetest.registered_nodes["mod_foo:node_bar"] so def.groups would be that node's groups, then youd have def.description, def.tiles, and so on.. |
21:35 |
VanessaE |
y3ou'd |
21:35 |
VanessaE |
you'd** |
21:36 |
kurtzmusch |
isnt there any prediction for when the forum will be back up? |
21:37 |
VanessaE |
no |
21:37 |
VanessaE |
it'll be up when it's up :P |
21:37 |
kurtzmusch |
= ( |
21:37 |
makayabou |
VanessaE: thank you |
21:37 |
VanessaE |
hope that helps :) |
21:37 |
kurtzmusch |
just press restart already ; P |
21:39 |
VanessaE |
if only it were that easy, kurtzmusch |
21:39 |
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21:39 |
kurtzmusch |
is celeron hosting that in his house? i thought when you had a fried HD the hoster provider would just replace that with the latest backup in a matter of minutes |
21:40 |
VanessaE |
there was a critical hardware failure and it's gonna take time to get things going again, and no. not at his house. |
21:40 |
paramat |
he hosts it in his head |
21:40 |
VanessaE |
heh |
21:40 |
sfan5 |
having a hoster that does backups for you is rare these days |
21:40 |
est31 |
lol |
21:40 |
VanessaE |
chuck norris hosts it for him :P |
21:40 |
kurtzmusch |
where does he plug the fiber optic though? |
21:41 |
VanessaE |
DON'T ANSWER THAT |
21:41 |
VanessaE |
:P |
21:41 |
kurtzmusch |
lel |
21:41 |
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21:42 |
paramat |
btw what happened to the wiki and the forum??? ... just kidding |
21:42 |
kurtzmusch |
duno bro, is it down? |
21:42 |
kurtzmusch |
( not kiddin' ) |
21:44 |
paramat |
makayabou "how do I regenerate the area without caves carving?" well, manually, you could edit 'mg_flags = nocaves' in the world's map_meta.txt, regen, then edit the flag back to 'caves'. do you want to do this automatically though? |
21:46 |
paramat |
actually, 'set mapgen setting' has a way to override map_meta.txt so that could possibly be done automatically too |
21:46 |
paramat |
altering all nodes nodedefs seems overkill |
21:50 |
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21:55 |
makayabou |
it's worse than altering all nodes defs, it's about cloning all them to use them in schems placed as "non carvable nodes"... overkill surely but necessary because in our game we always put large schems at new places and they are randomly carved... |
21:57 |
paramat |
ah |
21:58 |
paramat |
the trick is, whenever placing stuff, always use dummy nodes that are 'ground content = false' but that drop the normal node |
21:58 |
paramat |
this is a common problem when schematics contain stuff like default:stone etc. |
21:59 |
paramat |
or maybe ... |
21:59 |
makayabou |
i don't understand the trick.. |
22:00 |
paramat |
are you placing schematics during mapgen, in 'register on generated'? |
22:00 |
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22:02 |
makayabou |
no we place them during the game |
22:02 |
paramat |
i mean: define a node called modname:stone, identical to default:stone but not 'ground content' and drops default:stone, then use that in your schematics. doesn't help with existing schematics though |
22:02 |
paramat |
ok |
22:02 |
makayabou |
yes, it's the overkill i'm doing.. |
22:03 |
paramat |
yes the nodedef method might be necessary |
22:03 |
makayabou |
and I can replace the nodes after having placed schems, it's not a problem |
22:04 |
makayabou |
groups like not_in_creativ_inventory, not_in_craft_guide are not in lua_api.txt ? |
22:04 |
makayabou |
*creative |
22:04 |
kurtzmusch |
i dont htink those are deafautl |
22:04 |
kurtzmusch |
default |
22:05 |
paramat |
'not_in_creative_inventory' is only a group defined by the creative mod |
22:05 |
kurtzmusch |
i mean: those are not used by the engine |
22:05 |
paramat |
^ |
22:05 |
makayabou |
got it |
22:05 |
paramat |
although, it probably should be mentioned due to heavy usage |
22:05 |
makayabou |
as they are included in minetest_game... |
22:06 |
kurtzmusch |
if creative is a mod, what is the use for creative mode checkbox in singleplayer? |
22:10 |
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22:12 |
lllI1I |
maybe syntactic sugar |
22:12 |
lllI1I |
it doesn't enable the mod but it gives you the permission |
22:15 |
paramat |
hm good question |
22:15 |
makayabou |
it lets people use crative mode without knowledge of mods and chat commands |
22:17 |
paramat |
maybe it's just useful in the engine due to many games having creative mods |
22:19 |
rubenwardy |
it was probably in the engine before it was moved to a mod |
22:25 |
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22:28 |
makayabou |
how do i ensure that all nodes have already been registred ? When I try to fetch content of minetest.registered_nodes, it looks like I don't get all |
22:40 |
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22:59 |
paramat |
i think there's a callback for once all mods have loaded (in MT 5.0.0+) |
23:00 |
paramat |
https://github.com/minetest/minetest/blob/e32a630937de69454c741e93979a7889fcddc7a9/doc/lua_api.txt#L3694 |
23:08 |
makayabou |
ah great ! thanks |
23:16 |
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23:26 |
Ruslan1 |
VanessaE are you here |
23:26 |
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23:26 |
VanessaE |
no |
23:26 |
Ruslan1 |
Ok |
23:27 |
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23:46 |
makayabou |
i can't do minetest.register_node inside minetest.register_on_mods_loaded .. |
23:47 |
makayabou |
is there a way to make my mod be called least, no matter which mods are in the game ? |
23:47 |
makayabou |
*last |
23:52 |
paramat |
probably not |
23:53 |
paramat |
i mean, not that i know of |
23:54 |
lllI1I |
set up your depends such that every possible mod name is an optional dependency if it's not a hard dependency |
23:54 |
lllI1I |
that way every mod that exists must come before yours |
23:57 |
rubenwardy |
makayabou: you need to use the override character |
23:57 |
rubenwardy |
minetest.register_on_mods_loaded runs after all mods have loaded but before the game start |
23:57 |
rubenwardy |
minetest doesn't know which mod you are in at this point, so it can't check the item name correctly |
23:57 |
rubenwardy |
so start the item name with :, the override character |
23:57 |
rubenwardy |
minetest.register_node(":mymod:name", --- ) |