Time |
Nick |
Message |
00:00 |
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00:00 |
freelikegnu |
I have an item that I need the description text for so that I can append some text and drop it |
00:11 |
rubenwardy |
where are you showing that description text? |
00:11 |
rubenwardy |
you don't want to break translation |
00:16 |
freelikegnu |
it will be an item dropped by a mob that a player will be able to use like default:pick_steel only the description will be like "Nugnug's favorite pick" |
00:17 |
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00:17 |
freelikegnu |
er "Nugnug's favorite <whatever the original description of that item was>" |
00:18 |
rubenwardy |
ok, so you should do this |
00:18 |
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00:18 |
rubenwardy |
local S = minetest.get_translator("yourmodname") |
00:18 |
rubenwardy |
S("@1's favorite @2", username, def.description) |
00:18 |
rubenwardy |
and it'll magically work |
00:19 |
rubenwardy |
tbh, concating should also just work |
00:21 |
freelikegnu |
so I can use the funky output I'm getting as def.description ? |
00:21 |
rubenwardy |
yeah, the funky output allows client-side translations |
00:22 |
rubenwardy |
so one person will see it as wood, another will see bois |
00:22 |
freelikegnu |
ok I'll try that then. Thanks for the help! |
00:34 |
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00:45 |
freelikegnu |
yay! https://i.imgur.com/SsV0biz.png TY so much! |
00:48 |
freelikegnu |
I really have to start incorporating translations into my mod now... |
01:04 |
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04:17 |
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04:18 |
oil_boi |
texmex: I've been testing the new treecapitator and it makes the game feel more like RLcraft than FTB Horizons, so I'm gonna revert it and release the code on the forums instead |
04:28 |
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04:44 |
texmex |
oil_boi: I’m not too familiar with these concepts tbh, but is FTB Horizons kind of what you’re aiming for gameplay-wise? I’m mostly concerned with not having players cause floating treetrunks anyway. |
04:54 |
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05:48 |
oil_boi |
Oh yes, texmex, that's not a problem then! |
05:48 |
oil_boi |
The old style fixes that |
05:50 |
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06:13 |
texmex |
It’s funny because initially I didn’t imagine an animated entity for the tree at all, only that the tree nodes were to be rotated and laid out horizontally from the initial cutting. What do you think of that, oil_boi? |
06:36 |
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06:57 |
oil_boi |
texmex: I'll be honest, that doesn't sound good, it kinda breaks the whole getting wood aesthetic to the game |
07:00 |
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07:16 |
texmex |
oil_boi: Yeah, I think you’re right. |
07:17 |
texmex |
Then I’d favor the initial implementation + tool wear according to the amount of tree nodes being broken in the process. |
08:00 |
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08:04 |
oil_boi |
texmex: yes, I will work on this later then, that's a great idea |
08:05 |
oil_boi |
I made it a mod prototype for default game regardless https://forum.minetest.net/viewtopic.php?f=9&t=24692 |
08:05 |
oil_boi |
I bet people will be able to create super cool stuff with this |
08:08 |
texmex |
Excellent outlet for discarded features, oil_boi. :) |
08:09 |
texmex |
Perhaps the Crafter treecap feature could have an optional ”break only one tree node” on Shift+dig? |
08:15 |
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11:37 |
MinetestBot |
[git] Calinou -> minetest/minetest: Request the dedicated GPU when starting Minetest from the `.desktop` … 88bb8e5 https://git.io/JfWRq (2020-05-10T11:37:30Z) |
11:38 |
MinetestBot |
[git] yamanq -> minetest/minetest_game: Add oddly_breakable_by_hand to glass stairs and slabs 3f42c6c https://git.io/JfWRm (2020-05-10T11:37:37Z) |
11:41 |
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12:11 |
MinetestBot |
[git] sfan5 -> minetest/minetest_game: Switch TNT explosions to use add_player_velocity (#2674) e5b54c6 https://git.io/JfWEf (2020-05-10T12:10:29Z) |
12:16 |
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12:36 |
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12:55 |
jas_ |
ooh |
12:56 |
jas_ |
my voice on #minetest-hub went away for some reason :( |
12:59 |
Krock |
you're logged in so that shouldn't be the problem |
13:02 |
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13:09 |
jas_ |
rubenwardy gave me voice the other night but i guess it was only temporary |
13:10 |
jas_ |
ha, that channel is so elitist, with the many operators and auditorium mode |
13:10 |
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13:10 |
jas_ |
i want my voice |
13:12 |
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13:13 |
jas_ |
!mod |
13:13 |
MinetestBot |
jas_: Pokémon Rods [pkmn_rods] by general3214 - https://forum.minetest.net/viewtopic.php?t=7712 |
13:14 |
Krock |
dead link uh |
13:14 |
jas_ |
i dunno what a rod is but yea |
13:14 |
jas_ |
deader than dead |
13:15 |
Krock |
Rod is like Rod Stewart but without the music |
13:15 |
jas_ |
hmm |
13:15 |
* jas_ |
puts rod stewart on |
13:16 |
jas_ |
i was only joking |
13:16 |
jas_ |
!title https://www.youtube.com/watch?v=MXu4h9vXy7s |
13:16 |
MinetestBot |
jas_: Rod Stewart - I Was Only Joking (Official Video) - YouTube |
13:19 |
jas_ |
i was only joking my dear; looking for a way to hide my fear |
13:19 |
rubenwardy |
I don't have the permissions to autovoicr someone |
13:19 |
jas_ |
that's ok! |
13:20 |
jas_ |
i'll bug someone about it later :) |
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16:29 |
cheapie |
Out of curiosity, when you choose to migrate a world, what is MT actually *doing* during that two or three minutes when nothing seems to be happening, before the progress appears? Counting mapblocks in the DB so the progress indicator has something to go by? |
16:44 |
sfan5 |
yes |
16:47 |
freelikegnu |
is there a way to get text printed to the console to show as translated? print(S("some text about @1",thing) shows translation codes.... |
16:47 |
freelikegnu |
print(S("some text about @1",thing)) |
16:47 |
sfan5 |
minetest.get_translated_string |
16:48 |
freelikegnu |
I tried to use that but I cant seem to get the player information to it... |
16:49 |
sfan5 |
how are you calling it? |
16:49 |
freelikegnu |
I mean the lang_code from the player |
16:51 |
freelikegnu |
print(minetest.get_translated_string(lang_code,S("Assembling the @1",g_template.description))) |
16:52 |
rubenwardy |
that only works with 5.3.0 |
16:52 |
rubenwardy |
and the lang code is found in minetest.get_player_information(name) |
16:53 |
sfan5 |
and what does lang_code equal in that case? |
16:53 |
freelikegnu |
I running 5.3.0 dev |
16:53 |
freelikegnu |
I tried lang_code = "en" to test |
16:54 |
freelikegnu |
ok so how do I get minetest.get_player_information(name) |
16:54 |
freelikegnu |
if I dont have a name to put in? |
16:55 |
freelikegnu |
this is just to print out some text to the console as the mod loads |
16:55 |
sfan5 |
you cannot translate to "en" because that's the source language |
16:56 |
sfan5 |
so what you actually want is not "translate this string for me" but "strip the translation codes from this string" |
16:56 |
sfan5 |
unfortunately the engine doesn't have a function for that |
16:56 |
freelikegnu |
yes thats fine too |
16:56 |
freelikegnu |
oof |
16:56 |
sfan5 |
(doesn't mean it's not doable) |
16:56 |
rubenwardy |
err |
16:56 |
rubenwardy |
you should be able to translate to en |
16:56 |
rubenwardy |
that makes sense |
16:57 |
rubenwardy |
I consider this a bug - you don't want to have an if-statement on lang_code == "en" |
16:57 |
freelikegnu |
really I would pref that text to be translated to the users lang |
16:57 |
rubenwardy |
also, you don't just want to strip translation code - you want to resolve the format string |
16:57 |
freelikegnu |
but only the person with access to the console will see it |
16:57 |
sfan5 |
the format string is resolved at the time S() is called |
16:57 |
rubenwardy |
ie: stripping the translations from S("Hello @1", name) won't resolve it |
16:58 |
sfan5 |
rubenwardy: regarding translating to "en", do you suggest mods include an english translation file with loads of "Assembling the @1=Assembling the @1" entries? |
16:58 |
rubenwardy |
oh right, the english version is in the string to begin with |
16:58 |
sfan5 |
freelikegnu: https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit_commands/init.lua#L125 |
16:58 |
rubenwardy |
no, I suggest that the engine is clever and just strips the translation when asked to translate to en |
16:59 |
sfan5 |
by the way "en" is not a valid value for lang_code |
16:59 |
rubenwardy |
what value does it take when the language is en |
16:59 |
rubenwardy |
nil? |
16:59 |
sfan5 |
freelikegnu: I don't think there's a way to determine the system language the server is running on, so you'll have to give them english |
16:59 |
sfan5 |
one of "" or nil |
17:00 |
cheapie |
Yay for what seem to be minetest_game bugs :/ |
17:00 |
cheapie |
2020-05-10 16:58:13: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'env_sounds' in callback environment_Step(): ...t/.minetest/games/minetest_game/mods/env_sounds/init.lua:22: find_nodes_in_area(): area volume exceeds allowed value of 4096000 |
17:00 |
rubenwardy |
well, I still think that lang_code and get_translated_string should both allow "en" |
17:01 |
rubenwardy |
it's more consistent, and means you can just pass lang_code directly into get_translated_String |
17:01 |
sfan5 |
"" is perfectly consistent for lang_code, since the strings are English there is no translation loaded |
17:02 |
rubenwardy |
it's not though? Their lang_code isn't "", it's en |
17:02 |
sfan5 |
cheapie: filed a bug report? |
17:02 |
rubenwardy |
well, it doesn't matter too much |
17:02 |
cheapie |
sfan5: Not yet, I'm trying to fix some other stuff first and then figure out what's going on here. |
17:02 |
rubenwardy |
being able to directly plug lang_code into get_translated_string is the key thing |
17:03 |
freelikegnu |
when lang_code = "" I get no text at all "P |
17:03 |
sfan5 |
that would indeed be convenient but I'm not sure I like implicit different behavior for lang_code == "" |
17:03 |
sfan5 |
instead I'd add a minetest.strip_translation_escape() |
17:04 |
rubenwardy |
It's not different behaviour though. The meaning of get_translated_string() is to get the translation of an encoded string in a specific locale |
17:05 |
rubenwardy |
in fact, if a translation doesn't exist it probably falls back to en right? |
17:05 |
sfan5 |
I think so |
17:05 |
freelikegnu |
wouldn't that strip have to still format the "my @1 has @2,animal,parasite" ? |
17:05 |
sfan5 |
get_translated_string might not however... |
17:05 |
rubenwardy |
well, maybe not as shown by freelikegnu's tests |
17:06 |
rubenwardy |
freelikegnu: that is done by S |
17:06 |
freelikegnu |
ok |
17:06 |
sfan5 |
formatting happens in such a way that stripping escaped will give you the correctly formatted string |
17:06 |
sfan5 |
escapes* |
17:06 |
rubenwardy |
it's sent like (Tsomething)my animal has parasite |
17:06 |
rubenwardy |
strip_translation_escapes would also be good |
17:06 |
rubenwardy |
as well as strip_all_escapes for both color and translations |
17:07 |
sfan5 |
hm not sure about that, who knows what escapes will added in the future |
17:07 |
sfan5 |
better to have modders make an explicit choice |
17:08 |
rubenwardy |
well, I meant escapes that specifically use the escape ASCII code then (Xthing) |
17:09 |
rubenwardy |
well, actually |
17:09 |
rubenwardy |
nevermind - that's not that useful |
17:09 |
freelikegnu |
sfan: the strip escapes link code works for now "Assembling the Goblin Fungiler" |
17:09 |
freelikegnu |
gads it a wonder that my code even runs I typo so bad :P |
17:10 |
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17:10 |
rubenwardy |
I commonly make a typo when spelling typo |
17:10 |
rubenwardy |
I spell it type instead |
17:10 |
Krock |
s/typo/type/ |
17:10 |
freelikegnu |
hehe thats your coder auto correction :D |
17:10 |
cheapie |
What's the format of the "pos" field in the sqlite3 map DB? I tried putting it into minetest.get_position_from_hash() and it teleported me way off the edge of the map. |
17:10 |
cheapie |
(as in, tried to set my position to it) |
17:11 |
Krock |
cheapie: * 4096 for each axis or so |
17:11 |
rubenwardy |
that should work - it's be a chunk position as a hash? |
17:11 |
Krock |
https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/database/database.cpp#L59 |
17:11 |
cheapie |
The number I'm looking at is -1577050060, which MT says is -24524,8704,32767 |
17:11 |
rubenwardy |
it's an unsigned int |
17:12 |
Krock |
and it's a mapblock position |
17:12 |
cheapie |
Ah, so it is a different format then. |
17:12 |
rubenwardy |
you need to be careful with handling those hashes in Lua- you shouldn't modify it |
17:12 |
rubenwardy |
Lua only has doubles |
17:12 |
sfan5 |
doubles do provide 48-bit precision IIRC |
17:13 |
freelikegnu |
ooo do chunks have a pos? I've been using minp_maxp |
17:14 |
sfan5 |
chunks? |
17:14 |
freelikegnu |
Get the Minimum of a Chunk https://forum.minetest.net/viewtopic.php?p=351592#p351592 |
17:16 |
sfan5 |
well what do you need that for? |
17:16 |
freelikegnu |
in goblins each trib has thier territory defined by a chunk |
17:17 |
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17:17 |
freelikegnu |
each chuck is given a random name on creation and any goblin will get that territory name added to their def on first creation |
17:18 |
sfan5 |
well you can use any arbitrary definition for that |
17:18 |
sfan5 |
you do not necessarily need to use the same chunks the mapgen also uses |
17:18 |
freelikegnu |
well I figured the mapgen defined chunks were good enough to define goblin territories |
17:19 |
freelikegnu |
how else could I keep the territories from overlapping? |
17:19 |
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17:21 |
cheapie |
Krock: OK, I ported that to Lua and it seems to work, thanks. |
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17:35 |
Krock |
!next |
17:35 |
MinetestBot |
Another satisfied customer. Next! |
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19:03 |
franzpow |
Hello! |
19:04 |
frostsnow |
.1 |
19:04 |
frostsnow |
ack |
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19:49 |
cheapie |
So I've noticed this line in craftitem definitions in a few not-so-great mods now... did it *ever* do anything? |
19:49 |
cheapie |
on_place_on_ground = minetest.craftitem_place_item, |
19:50 |
Krock |
looks like deprecated API |
19:51 |
cheapie |
If it is some old stuff that was removed ages ago then I'm curious what (if anything) it did back then. |
19:51 |
cheapie |
Otherwise it almost looks like the mod author is just kinda making stuff up :P |
19:52 |
Krock |
https://github.com/minetest/minetest/commit/918c507 |
19:52 |
cheapie |
Ah, so it used to just drop the item? |
19:53 |
Krock |
no, it placed a noce |
19:53 |
Krock |
*node |
19:53 |
sfan5 |
it was remvoed somewhere between 0.4.dev-20111209-1 and 0.4.dev-20120606 |
19:53 |
Krock |
or what no. an item, you're right |
19:55 |
cheapie |
That still doesn't really make the rest of this mod any better, though... it's registering 10 different things with minetest.register_on_dignode(), none of which need to be, and using some pretty frequent ABMs to do things that should just be done on place... |
19:57 |
Krock |
It Works On My Machine |
19:57 |
Krock |
to ba fair, there weren't as many good practice examples around |
19:57 |
cheapie |
The part with minetest.register_on_dignode() is kinda funny, it's expecting 4 parameters, one of which doesn't match what it's actually called with and one that will always be nil since it's always(?) called with 3, and then immediately throwing out all but one. |
19:58 |
cheapie |
That and it just shoves that function in a random global somewhere and triggers a warning about that. |
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22:13 |
franzpow |
I just streamed minetest tonight. Thank you for this awesome game! |
22:13 |
franzpow |
If you want to see the stream here it is the link (I have an Open source gaming channel on Twitch): |
22:13 |
franzpow |
https://twitch.tv/opensource_gaming |
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22:53 |
jas_ |
that's nice |
22:53 |
jas_ |
thanks |
23:32 |
jas_ |
!mod |
23:32 |
MinetestBot |
jas_: Dice [dice] by ch98 - https://forum.minetest.net/viewtopic.php?t=4926 |
23:32 |
jas_ |
yes! |
23:33 |
jas_ |
another dead one anyway |
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