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IRC log for #minetest, 2020-03-22

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All times shown according to UTC.

Time Nick Message
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01:43 riff-IRC News: this game looks awesome in HDR
02:19 Extex riff-IRC: wdym?
02:20 riff-IRC Got a new monitor recently that has HDR
02:20 riff-IRC MT looks way better on this monitor
02:20 riff-IRC (it's also an IPS panel, that probably has something to do with it)
02:21 Extex Oh ok
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05:04 Extex Hello DrFrankenstone
05:22 DrFrankenstone hi
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07:45 Andrey01 Can I put a callback e.g. minetest.register_on_receive_fields() inside an other custom function? What would happen? Would that internal function be also called?
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10:38 Krock you'd register a callback every time you execute the custom function, Andrey01
10:38 Krock and you definitely don't want to do that
10:50 Andrey01 Krock,  I just wanted on each minetest.register_on_player_receive_fields() call the external function would be called at first where that callback is, but it is of course impossible :)
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12:57 JDCodeIt Hi All, I'm trying to migrate a 0.4,17 world to 5.1.1 and have the ol' player half-way in the ground issue. I've upgraded stujones11 3darmor and used the 5.x minetest_game, so I can't figure out how it is getting the wrong model. Any ideas where to look?
13:06 sfan5 are you 100% sure it's using the updated mods and game? no stuff left over from the old version? which other mods are you running?
13:15 JDCodeIt checking anything that calls player_set_model should locate this, right?
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13:18 JDCodeIt of the mods that are active, minetest_game default's legacy.lua and stujones11 3d_armor init.lua contain these calls
13:22 JDCodeIt Opened both .blend models in Blender, and the character is standing on the plane - is that right, or should 0,0,0 be in the center?
13:23 Krock 0,0,0 should be feet
13:23 Krock disable 3d_armor and check whether the issue persists
13:24 JDCodeIt OK, will try that.
13:24 Krock find out which mod exactly causes it. minetest_game alone must work, if you got the right version
13:31 JDCodeIt Thanks - it is somewhere in 3darmor so I will investigate that
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14:03 adfeno Hi there, I'm trying to apply textures in server-side, how do I do that?
14:03 Krock hi. A: you don't
14:03 Krock everything's processed client-side if you mean that
14:04 Krock if you'd like to add more textures, provide them to the client by putting them into any "textures" directory within the mod you'd like to extend
14:04 adfeno The wiki says it should work by naming the texture as server, but I don't know if by that they mean to put exactly "server" (every server would have that texture) …
14:05 adfeno … or if I should name it after the world's name… or if I should name after the server name.
14:05 Krock no, they're probably talking about the "server" texture pack name
14:06 Krock I never used that, but you could create a new texture pack in ~/.minetest/textures/ named "server"
14:06 Krock and put the custom textures inside
14:09 adfeno Hm, didn't work.
14:11 Krock strange
14:11 Krock server.cpp L2464 "fs::GetRecursiveDirs(paths, porting::path_user + DIR_DELIM + "textures" + DIR_DELIM + "server");"
14:11 Krock so that should work. does the client use a custom texture pack as well?
14:11 adfeno No.
14:12 adfeno However, does the server texture only gets picked if the server is dedicated (not started from GUI)?
14:12 Krock no, in any case
14:12 Krock singleplayer too
14:13 Krock do the texture names correspond to what they should overwrite? example: default_stone.png
14:13 Krock minetest(server) needs to be restarted after a texture pack change, though.
14:14 adfeno I'm running Minetest 5.1.1
14:14 adfeno Was this change implemented after 5.1.1 ?
14:14 Krock line last touched 3 years ago
14:15 Krock that's roughly 0.4.16 IIRC
14:16 adfeno Re: textures corresponding to override: Yes, they match, `override.txt' has:
14:16 adfeno default:dirt_with_grass sides default_stone.png
14:16 adfeno And it currently only applies if I go in client-side "Content" tab and select that for use.
14:16 Krock oh
14:16 Krock I see
14:16 Krock the "server" texture pack does not handle overrides
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14:17 Krock no, actually it does
14:17 Krock server.cpp L375
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14:18 Krock adfeno: minetest.conf. add or change the setting "texture_path" to the absolute texture pack path
14:18 adfeno By the way, if the name must be really "server" then perhaps people hosting multiple servers will find problems keeping their servers thematic.
14:19 Krock it looks like "server" is only an experimental feature, since it's not even documented
14:19 Krock the proper way here would be to change the minetest.conf setting
14:20 adfeno I wonder if the configuration can be done per-world
14:20 adfeno (if that would be the case, then please ignore my previous rant)
14:21 Krock yes, you can define the minetest.conf path in CLI arguments
14:21 Krock because the other server would need a different file anyway
14:22 Krock but there's no minetest.conf that's read for the selected world
14:22 DS-minetest >it looks like "server" is only an experimental feature, since it's not even documented
14:23 DS-minetest it's documented in texture_packs_here.txt
14:23 adfeno OK, I added texture_path with "$MY_HOME/.minetest/textures" as argument, having "server" as "$MY_HOME/.minetest/textures/server", and it worked
14:23 Krock DS-minetest: err.. not the right location
14:24 adfeno So the stuff only works if texture_path is explicitly defined by the user.
14:24 Krock nice
14:24 Krock *by the server
14:24 Krock or yes.. depends on the perspective
14:25 adfeno And it mandatorely picks "server" (verbatim name) from inside texture_path.
14:25 DS-minetest $path_user/textures/texture_packs_here.txt
14:25 Krock no, that's some special handling. you can pick any location
14:26 adfeno What i meant is that I cannot change the name to something different from "server".
14:26 JDCodeIt player half-way in the ground is some weird interaction of mobs (Tenplus1) and 3d_armor. If I don't load mobs, player position is correct. Strange it works in 0.4.17
14:26 Krock adfeno: you can, or you can leave it as-is. it does not matter.
14:27 Krock the minetest server just either needs a "server" texture pack or the minetest.conf setting, dunno why former doesn't work alone
14:27 Krock JDCodeIt: because that's the key point
14:27 Krock 0.5.0-dev changed the feet position
14:28 Krock previously it was at (0,1,0)
14:28 adfeno To rephrase my previous messages: I didn't set texture_path to "$MY_HOME/.minetest/textures/server", instead I had only set it to "$MY_HOME/.minetest/textures", and so the game picked "server" from inside that path.
14:29 Krock weird
14:29 adfeno But I'll try setting it to "$MY_HOME/.minetest/textures/some_Texture_pack" now to see how it goes.
14:29 Krock as long it works it's fine
14:30 JDCodeIt Agree - that's the point, but I don't get why "mobs" have anything to do with the player's model
14:31 adfeno OK, Krock is right, it works both ways
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14:32 Krock JDCodeIt: maybe it contains a character model or calls the model setter function?
14:32 Krock also yes, mobs should not touch that
14:33 adfeno Last message I read:  11:30:29-03:00 adfeno: OK, Krock is right, it works both ways
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14:34 Krock adfeno: same
14:34 adfeno First, it requires texture_path to be set to any path. Then if that is true, the server checks whether that path is a texture pack by itself (with images, override.txt and other files) or failing that, if there is a directory called "server" inside.
14:35 adfeno Krock: Thanks for the walkthrough :D
14:35 Krock !next
14:35 MinetestBot Another satisfied customer. Next!
14:35 adfeno I must go now, it's almost lunch time.
14:35 adfeno Bye! :D
14:35 Krock cya
14:36 Krock that's a weird timezone, though.
14:38 DS-minetest an Atlantic
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14:45 cien hi, how to connect to a home hosted server with ipv6?
14:46 rubenwardy https://wiki.minetest.net/Setting_up_a_server
14:46 rubenwardy you need to portforward
14:47 cien my router doesn't display that function
14:47 rubenwardy even in advanced settings?
14:47 cien even there
14:48 rubenwardy you're stuck then
14:48 rubenwardy I'd be suprised that your router doesn't support this, most do
14:48 rubenwardy I've never had one that does
14:48 rubenwardy *doesn't
14:49 Krock could try to configure it over CLI
14:49 cien unitymedia / vodafone  ist the provider and in there forums customers with ipv6 didn't have that function "because ipv6 doesn't support portforwarding"
14:49 rubenwardy that sounds like BS
14:50 JDCodeIt player half in ground - it is mod mobs_badplayer - it loaded the same model name as used by 3d_armor, which I guess just over-writes the previously loaded model. There is no warning that a duplicate model was loaded.
14:50 Krock JDCodeIt: then remove it
14:51 rubenwardy maybe the internal ipv6 addresses are externally addressable, which means that you don't need portforwarding as external devices can reference it directly
14:51 rubenwardy there will probably still be a firewall - check for allowed ports?
14:52 cien I'll check for firewalls, thx so far
14:52 rubenwardy don't turn it off, no matter what you do, just whitelist the machine and port
14:52 JDCodeIt If the mod wanted to use something from 3d_armor it should have it as a dependency, not include a copy of something
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15:59 cien rubenwardy we tried using the internal aswell as external ipv6 adress, including and excluding port 30000, also with deactivated ipv6 firewall in the router  but still could not connect to a home hosted server   *shrugs*
15:59 cien next we want to try a VPN like with hamachi
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16:30 sfan5 cien: did you set ipv6_server = true?
16:37 Andrey01 Is it possible to get id of any active object? As I see, there`s no a method like obj:get_id()
16:37 sfan5 there is not
16:38 sfan5 even if there was, there is nothing useful you can do with the id of an object
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16:38 Andrey01 And also it would be nice to get an active object by id e.g 'minetest.get_object_by_id()'
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16:47 rubenwardy sfan5: you can safely store a reference to another object
16:47 rubenwardy When people want object:get_id(), they want an actual globally unique ID
16:48 sfan5 I know that
16:49 sfan5 but that's currently not somehing the engine provides
16:49 sfan5 something*
16:49 rubenwardy #5012
16:49 ShadowBot https://github.com/minetest/minetest/issues/5012 -- Add uuid to ObjectRefs for tracking objects between loads
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16:50 Krock where uuid = timestamp of creation + random value
16:51 katp32 hey, some players on my server have been unable to find papyrus, even after exploring out to x=10,000 trying to find it... I'm wondering if they are just cosmically unlucky, or there's something wrong?
16:52 Krock katp32: biome issues in 5.1.0 and 5.1.1
16:52 katp32 ah
16:52 Krock update the server to 5.2.0-dev, and minetest_game too
16:52 Krock or patch it menually
16:52 katp32 ah, ok
16:53 Krock game#2580
16:53 ShadowBot https://github.com/minetest/minetest_game/issues/2580 -- Fix missing papyrus in savanna, add a dry dirt version by paramat
16:53 Krock if you're interested
16:53 katp32 thanks
16:53 Krock although the papyrus won't generate in already existing parts of the map, thus you'll likely need to provide shops for players or similar
16:54 Krock !next
16:54 MinetestBot Another satisfied customer. Next!
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17:06 JDCodeIt katp32: v7 mapgen?
17:06 katp32 yes
17:07 JDCodeIt yep had the same issue - doesn't work unless you mess with the biome params. v7 has sandy shores
17:09 JDCodeIt papyrus grows on default:dirt by default
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17:28 Andrey01 sfan5: if there`s no get_id() then how to act in my case? After rightclick a vehicle a function is called building a formspec string and then showing it to the player that clicked. If that player presses a button of the formspec it will attach him to corresponding seat in the vehicle. But how to pass that vehicle self into minetest.register_on_player_receive_fields to obtain that?
17:32 Andrey01 If those API functions were, it would be possible to save an object id to the player`s metadata and then get that object by the saved id inside minetest.register_on_player_receive_fields callback
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17:40 sfan5 you can store the reference to the vehicle in a variable yourself
17:49 Andrey01 But how to pass that variable into the callback?
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18:12 DS-minetest Andrey01: store the object reference in a table that you declare in your file. let that table hold the obj ref per player name
18:13 DS-minetest then access this table in both, when showing the fs and in the callback
18:13 DS-minetest (and don't forget to set entries to nil on player leave and co.)
18:14 Krock > store the object reference in a table
18:14 DS-minetest yep, bad
18:14 Krock as long it's only valid for a callback cycle
18:14 DS-minetest there's no way to check if a obj ref is still valid, is there?
18:15 Krock you gotta call a function of it
18:15 Krock like obj:get_velocity() ~= nil
18:15 DS-minetest hacky
18:15 Krock basically all getters are such checks
18:15 Krock indeed it is
18:16 DS-minetest storing the id from minetest.object_refs and see if it's still there would work https://github.com/minetest/minetest/blob/625b1005939e76d6a5b2d241635be3b8a89eb128/doc/lua_api.txt#L5434-L5435
18:17 Krock except that IDs are recycled
18:17 DS-minetest are they?
18:17 Krock yes, every 2^16
18:17 Krock AFAIK
18:17 DS-minetest ah
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18:18 DS-minetest which is not a problem in most cases heh
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18:19 DS-minetest hm, would it work using a weak table and calling collectgarbage in lua?
18:20 Krock calling the garbage collector in general indicates a problem somewhere
18:20 Krock never rely on the garbage collector
18:20 DS-minetest ok
18:21 DS-minetest but anyway, is userdata collected by the garbage collector?
18:21 Krock it's only a handy tool to clean up stuff you don't need sometime, but it tends to be slow and calling it manually is definitely not a solution
18:21 Krock no, it's removed from C
18:22 Krock well, there could be garbage collecting involved, but that's already when it does not matter any more
18:22 DS-minetest but shouldn't then calling functions on unloaded objs call segfaults?
18:22 DS-minetest cause*
18:23 Krock void ObjectRef::set_null(lua_State *L)
18:24 Krock see also s_base.cpp L341
18:24 Krock the engine cuts the connection to the C++ side entity in removeObjectReference
18:25 Krock that happens whenever it is deleted
18:25 Krock hence no segfaults
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18:30 cien sfan5    "did you set ipv6_server = true?"   I don't think so. That looks like a server config text file but we just started the server from the launcher
18:31 sfan5 there's your problem then, minetest does not listen on ipv6 by default
18:31 cien oh ok, good to know, how to set it to true?
18:32 sfan5 close the game, open minetest.conf in a text editor and add a line that says "ipv6_server = true" (no quotes)
18:32 sfan5 alternatively, you can also find that setting in the advanced settings menu
18:37 cien ok done. When looking up my ip with the ipconfig cmdline, which of the displayed IP do others have to address?
18:37 cien IPv6 Address, Temporary IPv6 Address or Link-local IPv6 Address  ?
18:40 sfan5 the first
18:41 sfan5 link-local will only work in the same network (or perhaps not at all)
18:41 cien ah ok, the first is my external internet address then, right?
18:41 sfan5 and the temporary address will change after a given amount of time
18:41 sfan5 the first two are, yes
18:43 cien is a port necessary with ipv6?
18:43 Krock yes sure
18:43 DS-minetest Krock: ah, I see now, thanks!
18:43 Krock !next
18:43 MinetestBot Another satisfied customer. Next!
18:43 Krock MinetestBot: ?
18:43 Krock Another satisfied customer. Next!
18:43 DS-minetest she said that
18:44 Krock backstabbed, bamboozled and most likely ninja'd
18:45 DS-minetest however, it would be nice to have an extra function on objrefs for just checking if it's still valid
18:47 DS-minetest calls to get_pos and co. with unloaded objs could then result in warnings or errors instead of silently returning nothing
18:49 cien sfan5 it worked! °o°  thank you very much
18:49 sfan5 you're welcome
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18:54 cien I need to add a new IPv6 inbound filtering rule to my firewall which protocol should I select for Minetest, UDP?
18:55 sfan5 yep
18:55 cien thx
18:58 galex-713 Hi, what are B3D and OBJ file and where can I learn things about them?
18:58 Krock blender
18:58 DS-minetest use this for blitz3d: https://github.com/minetest/B3DExport
18:58 Krock straight forward exported models from Blender, with UV maps that somehow work special in Minetest
18:58 galex-713 and .x files
18:59 Krock never do .x files. they're evil
18:59 Krock mainly because the attachments don't work properly there
18:59 galex-713 Krock: what are they?
18:59 galex-713 does the B in B3D stand for Blender or Blitz?
18:59 Krock models too
18:59 DS-minetest blitz
18:59 Lone_Wolf For Blender 2.8 use https://github.com/GreenXenith/io_scene_b3d
18:59 galex-713 Krock: but what are they and where are they from?
19:00 Lone_Wolf I'd suggest googling that galex
19:00 Krock can be exported in Blender too
19:00 galex-713 are OBJ files related to B3D ones?
19:00 DS-minetest see also https://en.wikipedia.org/wiki/List_of_filename_extensions
19:00 galex-713 Krock: I guessed that but isn’t there a full name or reference implementation? because “x” is pretty common as a name…
19:00 galex-713 ok thank you
19:00 DS-minetest DirectX 3D object probably
19:01 Krock > Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), Blitz3D (.b3d), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)… [more]
19:01 Krock http://irrlicht.sourceforge.net/?page_id=45
19:01 DS-minetest directx is some thing of the hole in the wall thing, right?
19:02 galex-713 Krock: thank you very much!
19:02 Krock !next
19:02 MinetestBot Another satisfied customer. Next!
19:02 DS-minetest afaik, minetest can't use obj materials
19:02 DS-minetest and afaik you can't do animations with obj
19:02 Krock DS-minetest: that's an Irrlicht limitation, not Minetest
19:03 DS-minetest ah, I see
19:03 Krock just saying
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19:03 Calinou I'm not sure if Minetest exposes all formats by the way
19:03 Calinou I remember only seeing .b3d, .x, .obj and .md2 on the list
19:04 DS-minetest btw. obj files can be written per hand
19:05 DS-minetest if you don't want to use blender
19:05 Krock DS-minetest: I think you meant .x files?
19:06 DS-minetest no, wavefront
19:06 Krock Calinou: yes, the media fetcher does only let pass a few types
19:06 DS-minetest https://en.wikipedia.org/wiki/Wavefront_.obj_file
19:07 Krock til
19:10 Krock > Further proposed extensions come from the DirectXMesh toolkit for Microsoft's DirectX engine, allowing the ability to define a model's pre-compiled RMA material.
19:10 Krock this probably explains the ".x" origins
19:13 Krock inefficient memory swap.
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19:25 Krock !mod replacer
19:25 MinetestBot Krock: exchange/replace nodes with one click [replacer] by Sokomine - https://forum.minetest.net/viewtopic.php?t=4676
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19:29 Zerock do non-player entities keep chunks loaded, or is there a way to configure a type of entity to do so?
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19:56 sfan5 they don't and the only way to keep chunks loaded without players nearby is via forceloads
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20:12 Andrey01 Krock: to check whether the object ref is currently valid, you can call obj:get_luaentity() instead, can`t?
20:12 Andrey01 If it is, it should return self table, otherwise nil
20:12 Krock that too
20:13 Krock although that'll only work for LuaEntities
20:14 DS-minetest all the functions on objrefs return 0 in C as count of return values if the object is unloaded => in lua they return nil
20:15 DS-minetest the question is: which function causes the least overhead
20:15 Krock pos, vel and acc are very cheap.
20:18 DS-minetest (the cheapest would be to call the function that would be called anyway. I.e. if you want to get the luaentity and know that it can only be an entity, get_luaentity() is good)
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20:31 Andrey01 Anyway, thanks, DS-minetest and Krock
20:33 Krock !next
20:33 MinetestBot Another satisfied customer. Next!
20:33 Extex Ooh me me
20:33 Extex :P
20:34 Extex How do I separate command parameters into parts?
20:34 Krock string.split
20:34 Krock !mod cmd
20:34 MinetestBot Krock: External Commands [external_cmd] by Menche - https://forum.minetest.net/viewtopic.php?t=3924
20:34 Krock not this
20:34 Extex Like /command <one> <two> <three>
20:34 Krock https://forum.minetest.net/viewtopic.php?t=14899
20:35 Extex This is for a csm
20:35 Krock https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt#L604-L607
20:35 Extex Would ChatCmdBuilder work?
20:35 Krock would need some adjustments
20:36 Extex I tried using string.split(param, "%S+"(
20:36 Extex )*
20:36 Extex I might be doing it wrong though
20:37 Extex I'm doing this
20:37 Krock string.split(param, "%S+", false, -1, true)
20:37 Extex local one, two, three = string.split(param, "%S+")
20:37 Extex Is that wrong?
20:38 Krock local args = string.split(param, "%S+", false, -1, true)
20:38 Krock local one = args[1]
20:38 Extex Ok
20:38 Krock or unpack
20:38 Extex ?
20:39 Krock local one, two, three = unpack(string.split(param, "%S+", false, -1, true)]
20:57 Extex Oh ok ty :)
20:57 Extex !next
20:57 MinetestBot Another satisfied customer. Next!
20:57 Extex :P
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