Time  Nick            Message
00:03 trom_           any trick for minetest.raycast to collect air nodes in raycast object ? (yes I don't love math)
00:07 kurtzmusch      i htink it will ignore those
00:08 kurtzmusch      what are you trying to do? maybe theres an easyer solution?
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
01:31 robdrake        drat I've found more mithril than zinc or diamonds
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 ^^
02:52 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?
02:57 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
03:51 robdrake        I was told the best to put mods for a server is minetest/worlds/world/worldmods
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 ;)
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 :-)
08:35 Jipok           Hello. Until the end of the week will the server up?
08:38 clavi           Jipok: http://www.ask8ball.net/
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
09:26 azekill_DIABLO  Hey, did the forum die?
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!
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
11:54 Astrobe         The new pine forrest biome is a great place to build japanese-looking shrines and temples.
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
13:40 BurningPrincess And there are areas of snow as well. Some edges are not straight and some are straight and it unsettles me
13:53 BurningPrincess Sorry computer frooze
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
14:34 oil_boi         Oh damn
14:35 oil_boi         Why not jbod instead of raid 0
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?
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
20:16 TestyUsy        lllI1I  what mod is it?
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)
21:14 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
21:21 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..
21:33 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 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
21:42 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
21:55 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'?
22:02 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?
22:12 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
22:28 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
22:59 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
23:26 Ruslan1         VanessaE are you here
23:26 VanessaE        no
23:26 Ruslan1         Ok
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",      ---  )