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IRC log for #minetest, 2019-05-01

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All times shown according to UTC.

Time Nick Message
00:03 trom_ any trick for minetest.raycast to collect air nodes in raycast object ? (yes I don't love math)
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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?
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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
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01:31 robdrake drat I've found more mithril than zinc or diamonds
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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 ^^
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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?
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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
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03:51 robdrake I was told the best to put mods for a server is minetest/worlds/world/worldmods
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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 ;)
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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 :-)
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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/
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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
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09:26 azekill_DIABLO Hey, did the forum die?
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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!
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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
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11:54 Astrobe The new pine forrest biome is a great place to build japanese-looking shrines and temples.
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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
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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
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13:53 BurningPrincess Sorry computer frooze
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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
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14:34 oil_boi Oh damn
14:35 oil_boi Why not jbod instead of raid 0
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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?
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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
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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)
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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
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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..
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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
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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
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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
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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'?
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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?
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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
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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
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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
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23:26 Ruslan1 VanessaE are you here
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23:26 VanessaE no
23:26 Ruslan1 Ok
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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",      ---  )

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