Time |
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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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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? |
13:16 |
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13:18 |
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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 |
13:35 |
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14:02 |
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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 |
14:16 |
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14:17 |
Krock |
no, actually it does |
14:17 |
Krock |
server.cpp L375 |
14:18 |
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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 |
14:32 |
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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 |
14:33 |
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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 |
14:42 |
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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 |
16:10 |
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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 |
16:38 |
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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()' |
16:38 |
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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 |
16:50 |
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16:50 |
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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! |
16:54 |
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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 |
17:11 |
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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 |
17:39 |
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est31 joined #minetest |
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? |
17:58 |
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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 |
18:17 |
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18:18 |
DS-minetest |
which is not a problem in most cases heh |
18:18 |
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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 |
18:26 |
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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 |
18:51 |
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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 |
19:03 |
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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. |
19:23 |
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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 |
19:28 |
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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? |
19:30 |
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19:56 |
sfan5 |
they don't and the only way to keep chunks loaded without players nearby is via forceloads |
20:02 |
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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) |
20:21 |
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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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