Time |
Nick |
Message |
00:00 |
leo_rockway |
thank you so much, sfan5 |
00:00 |
sfan5 |
the bigger issue here IMO is that lavacooling is so flakey (at least the way it works in MTG) |
00:00 |
oil_boi |
My man, I've been in your position the last couple of weeks, the only way you're going to be able to improve the code any further is by going to sleep and realizing new things you did not know before your mind processed the information you tried to correct the night before |
00:01 |
oil_boi |
It's a horrific flaw in the human mind |
00:02 |
oil_boi |
But leaving notes to correct the mind's forgetfulness boosts productivity |
00:05 |
oil_boi |
Man, I can't even tell you guys how many nights I've gone to sleep strained on a bit of code not working only to see it corrected in my dreams and then implement it into Crafter |
00:06 |
oil_boi |
The same shit happens when I work on cars |
00:13 |
leo_rockway |
I'm compiling now to test the PR. |
00:17 |
leo_rockway |
I just found out that any PR can be turned into a patch by just adding .patch to the Github URL. |
00:17 |
leo_rockway |
pretty convenient. |
00:21 |
leo_rockway |
(not that I advocate using Github anyway...) |
00:23 |
yrungr_phone |
oil_boi i think the part of my mind that actually figures code problems out is subconcious. I study the problem and it provides an answer. Often, with a complex problem, i will go do something else a leave that part to work in peace. |
00:23 |
leo_rockway |
https://i.imgur.com/aAtUjhW.png |
00:23 |
leo_rockway |
nice |
00:24 |
oil_boi |
yrungr_phone, yeah exactly. Do you ever notice how when you work on something else the problem before will suddenly provide the solution? |
00:24 |
leo_rockway |
yrungr_phone: rubber ducky debugging works very well for me. Not just with scripting / programming, but with life in general. |
00:24 |
leo_rockway |
but I have had several eureka moments when I leave a problem alone, usually when sleeping. |
00:26 |
oil_boi |
I've unfortunately in the past few months have had around 250+ of these while sleeping, it's no good. If I had these during awakeness I could have solved multiple problems at once |
00:27 |
yrungr_phone |
oil_boi yeah, it's happened enough times that i just accept it now. Going to do something else is part of my procress now. :) |
00:28 |
oil_boi |
yrungr_phone Yeah seriously dude. I've had a few people ask me why I just go any which way with the stuff I improve/fix. The only way you can do this is if you have a eureka moment or a sudden moment of clarity |
00:28 |
oil_boi |
It's horrendous, and if you stay up to the point where you're dog tired this seems to happen automatically or if you're piss drunk |
00:30 |
yrungr_phone |
leo_rockway i'm currently staying with my dad and we talk about code (he's coding arduinos for his model railway). Sometimes i'll be explaining a problem to him and the answer will click. So i guess he's my rubber duck. :) |
00:30 |
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00:30 |
leo_rockway |
yes, it doesn't need to be a physical rubber duck. That's why I really like paired programming. |
00:31 |
leo_rockway |
pair programming* |
00:31 |
oil_boi |
The metaphysical rubber duck is to stream your programming even if no one is watching leo_rockway |
00:31 |
leo_rockway |
:D |
00:32 |
oil_boi |
My game would have gotten no where if not for that |
00:32 |
oil_boi |
You must pretend as if your favorite fan is watching no matter what the view counter says |
00:32 |
oil_boi |
That is the true rubber duck |
00:33 |
leo_rockway |
I need to try crafter. I found out about it yesterday. |
00:33 |
yrungr_phone |
oil_boi that sounds a bit rough. My brain processes stuff while i'm sleeping, but it lets me wake up and start my day before it tells me. Sounds like yours slaps you awake. |
00:34 |
oil_boi |
yrungr_phone No it doesn't actually, for some reason I retain the info and then it goes into an absolutely insane dream as my mind processes the information to use it, it's fucking weird dude |
00:34 |
yrungr_phone |
O_0 |
00:34 |
oil_boi |
also leo_rockway if you become my new favorite fan please tell me, I will be looking forwards to seeing your comments on my updates even though that is very selfish |
00:35 |
leo_rockway |
oil_boi: well, I just commented on #mineclone2 that I git pull every morning and might be a bit obsessed. |
00:35 |
leo_rockway |
I like the idea of minetest, but minetest game is super boring. MineClone2 filled that void for me. I'm not a gamer, I just like seeing the progress. |
00:35 |
leo_rockway |
I'll download crafter right now. |
00:35 |
oil_boi |
yrungr_phone I know right? I had a dream about the plants api where I just do everything like it's nothing and celeron55 was like "noice" and then all of a sudden I was heading for a nuclear bunker and shit was getting out of control, it has stuck with me |
00:36 |
oil_boi |
And then I did everything like it was nothing and now I'm 100 commits later |
00:37 |
oil_boi |
Dreams can be horrific and a blessing |
00:38 |
yrungr_phone |
leo_rockway i think of minetest the engine. |
00:38 |
oil_boi |
Also thanks leo_rockway, the engine is nice but the MTG is actually |
00:38 |
yrungr_phone |
As the engine |
00:38 |
oil_boi |
Not good |
00:39 |
oil_boi |
And honestly it's not anyone's fault, that's what happens when you committee drive a game with no vision sadly :( |
00:39 |
leo_rockway |
yrungr_phone: yeah, the engine is fine, it's just minetest game that is super boring. |
00:39 |
leo_rockway |
I guess it's fine for creative. |
00:40 |
leo_rockway |
oil_boi: man, crafter looks great visually. And the sounds are nice! |
00:40 |
oil_boi |
If you have 200 view points on what a game should be, then the game will become the blandest aspects of what the game could be |
00:40 |
oil_boi |
Thanks man |
00:40 |
leo_rockway |
and you have double tap to sprint, with FOV! |
00:40 |
oil_boi |
Yeah haha, that was a dream since 2013 |
00:41 |
yrungr_phone |
leo_rockway i think the minetest game is just a demo and mintest is really a platform for modders to build on. Its good they kept it simple. |
00:41 |
oil_boi |
I said this to gerold55 before, you guys haven't seen anything yet |
00:42 |
yrungr_phone |
The devs can focus on the engine, let the modders worry about gameplay. |
00:42 |
leo_rockway |
oil_boi: I like the effect and sounds when the leaves decay. |
00:43 |
oil_boi |
yrungr_phone the devs will focus on the engine, the modders recommend what features are needed. It's sadly the natural way it has to go otherwise we have an engine no one wants to use |
00:43 |
oil_boi |
But when you say it like that the devs will ignore what you have to say because that is human nature |
00:44 |
oil_boi |
leo_rockway thanks bro |
00:44 |
oil_boi |
leo_rockway sorry the mobs don't spawn yet, I have to work on that quite a bit tomorrow, if you give yourself "server" privilege then you can spawn pig, phyg, creeper for now |
00:44 |
leo_rockway |
oil_boi: now I want MineClonafter to be a thing... |
00:45 |
oil_boi |
Well you're playing it bro |
00:45 |
oil_boi |
You're in alpha 0.04 |
00:45 |
leo_rockway |
I want some of the stuff from Crafter and some of the stuff from MineClone2. |
00:45 |
leo_rockway |
I see you have XP too, nice. The orbs look kind of flat, but at least there's experience. |
00:45 |
oil_boi |
There's still beta and beta2 to come |
00:45 |
yrungr_phone |
I'm kind of tempted to have a play with lua some day, looks fun. |
00:46 |
leo_rockway |
do you have enchanting / potions oil_boi? |
00:46 |
oil_boi |
I do, look in the "enchanting" section of TooManyItems |
00:46 |
oil_boi |
yrungr_phone dude go for it |
00:47 |
yrungr_phone |
Is there a good mod to add enchantment and xp to mineclone? |
00:47 |
oil_boi |
open up lua, if you're on linux with "lua" in the terminal and it'll just go without crashing unless you do something nuts |
00:48 |
yrungr_phone |
like the python terminal? |
00:48 |
oil_boi |
Exact;u |
00:48 |
oil_boi |
Exactly* |
00:48 |
oil_boi |
Whoops, my keys binded |
00:49 |
leo_rockway |
oil_boi: no armor yet, right? |
00:50 |
yrungr_phone |
wheres a good place to learn about modding minetest lua for a noob? |
00:50 |
oil_boi |
Oh no, absolutely not, that's reserved for alpha 0.06. It's going to be very, very difficult to implement that into the game, but worthwhile |
00:50 |
oil_boi |
yrungr_phone https://rubenwardy.com/minetest_modding_book/en/index.html |
00:50 |
yrungr_phone |
Thanks oil_boi. |
00:51 |
oil_boi |
This skips over a few things, but if you haven't done lua before you will learn a LOT |
00:51 |
oil_boi |
yrungr_phone No problem bro, just remember, when I first started, sfan5 and jeija had to teach me how to print("hi") |
00:51 |
oil_boi |
You will be a great modder |
00:52 |
yrungr_phone |
:) |
00:53 |
leo_rockway |
oil_boi: how long ago was that? |
00:53 |
oil_boi |
Let me look |
00:54 |
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00:54 |
leo_rockway |
oil_boi: also, how much do you want me to report on my impression of playing Crafter? |
00:55 |
leo_rockway |
bbiab. |
00:55 |
oil_boi |
let's see, 8 years ago https://forum.minetest.net/viewtopic.php?p=6119#p6119 |
00:56 |
oil_boi |
leo_rockway as much as you want |
00:58 |
oil_boi |
Also, I cannot be thankful enough to sfan5 and jeija, if there were more people like them our modding community would be filled with people encouraging and training other people to make the best of themselves, including rubenwardy |
01:21 |
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01:37 |
leo_rockway |
sorry, baby was crying. |
01:38 |
leo_rockway |
oil_boi: I'll make comments in the forum thread. There are things I like a lot and things that could be improved a bit. Is your objective pretty much the same as MineClone2's? If yes, why not combine the efforts? |
01:38 |
oil_boi |
Oh why not just create issues here? https://github.com/oilboi/Crafter/issues |
01:38 |
oil_boi |
I read those much more often |
01:39 |
oil_boi |
Also, not it is not. We want different versions of a game that already exists. I want beta 1.5 Feed The Beast, Wuzzy wants MC current cloned |
01:40 |
oil_boi |
You can't have FTB beta without the base game |
01:42 |
leo_rockway |
oil_boi: I'm not familiar with FTB. |
01:42 |
leo_rockway |
I never really played Minecraft before. I tried the demo to report bugs to MineClone2. |
01:43 |
oil_boi |
Holy crap |
01:43 |
leo_rockway |
I know that Wuzzy is aiming for 1.12. What's the difference between 1.12 and 1.5? |
01:44 |
leo_rockway |
oil_boi: what textures are you using? |
01:44 |
Wuzzy |
1.11* |
01:44 |
oil_boi |
1.5 beta is about 6.7 years behind that |
01:44 |
leo_rockway |
Wuzzy: thanks. |
01:44 |
oil_boi |
Gerold55's textures |
01:44 |
oil_boi |
From mc2, and some of my own |
01:45 |
oil_boi |
You gotta start off from the basics |
01:45 |
leo_rockway |
are they free as in freedom? |
01:45 |
oil_boi |
gplv2 |
01:47 |
oil_boi |
Wait no that's not right |
01:47 |
leo_rockway |
nice |
01:47 |
leo_rockway |
oh... |
01:47 |
leo_rockway |
I was going to say, it's weird to have a software license for textures. |
01:47 |
oil_boi |
MIT |
01:47 |
leo_rockway |
also, I just died. I didn't get food and apparently it's hardcode mode. |
01:48 |
oil_boi |
Blame the forum for not having a fallback license if not provided |
01:48 |
oil_boi |
Yes, you will die if you don't farm for now, fuck it, I'll enable mobspawning now |
01:50 |
leo_rockway |
huzzah! |
01:50 |
leo_rockway |
oil_boi: villages / villagers? |
01:52 |
oil_boi |
Noooo, but humans in villages yes |
01:53 |
oil_boi |
There are certain things from MC that everyone has forgotten but I haven't, like different textures for hostile/peaceful humans |
01:55 |
leo_rockway |
I feel like you'll need to tweak the water physics. Default minetest water feels like jello. |
01:55 |
leo_rockway |
oil_boi: I never heard of humans in villages. |
01:55 |
oil_boi |
Oh there's no way to that I can find |
01:55 |
leo_rockway |
oil_boi: Wuzzy tweaked that and it feels much better. |
01:55 |
oil_boi |
leo_rockway exactly, it lasted 3 days |
01:56 |
leo_rockway |
and like I said, I never really played Minecraft. |
01:59 |
oil_boi |
leo_rockway I'm not sure what you mean, water_viscosity is the same |
01:59 |
leo_rockway |
I don't know how he tweaked it. |
01:59 |
leo_rockway |
oil_boi: this feels really immersive. Dying animation and then the poof for the mobs (creeper). |
02:00 |
leo_rockway |
although when the creeper exploded, the explosion didn't drop the blocks that got damaged, I don't think. |
02:01 |
oil_boi |
Oh it's a physics multiplier |
02:01 |
oil_boi |
Yes, there are quite a few things that need to be fixed, the nodes don't drop because they caused lag |
02:02 |
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02:03 |
oil_boi |
But I will probably collect all the bugs anyone reports and then fix them all in one shot |
02:03 |
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02:04 |
leo_rockway |
I would like to see stuff from here ported to MineClone2 and vice-versa :D |
02:20 |
leo_rockway |
oil_boi: hey, I saw that you mentioned in a video that you couldn't find sounds for some stuff. I managed to get this whole resource pack freed by the author: https://opengameart.org/content/snowsong-sound-and-music-pack |
02:25 |
oil_boi |
Over a gig? |
02:25 |
oil_boi |
You're spoiling me leo_rockway |
02:25 |
leo_rockway |
oil_boi: I think it also has textures. I thought the textures were okay, but the sounds and the songs are great. |
02:27 |
rubenwardy |
leo_rockway: where is the evidence of the license? |
02:28 |
leo_rockway |
rubenwardy: in the readme. |
02:28 |
leo_rockway |
the Google Drive is hers. |
02:29 |
leo_rockway |
I repacked it as tar.gz and uploaded it to opengameart. |
02:29 |
leo_rockway |
Sn0wZone and Sn0wSong resource pack by Alecia Shepherd is licensed under a |
02:29 |
leo_rockway |
Creative Commons Attribution-ShareAlike 4.0 |
02:32 |
rubenwardy |
the download found on the official page doesn't have that in its license |
02:34 |
rubenwardy |
I'm not challenging you, just think you should link directly to the proof in the OGA post |
02:34 |
leo_rockway |
no, she reuploaded it relicensed to her Google drive after talking to me. |
02:34 |
leo_rockway |
the only proof I have that she uploaded that is the email she sent me, I guess. |
02:34 |
leo_rockway |
I don't use Google Drive myself. |
02:35 |
rubenwardy |
ok, I see |
02:35 |
leo_rockway |
should I take a screenshot of the email? |
02:35 |
leo_rockway |
IANAL, I don't know what would work. |
02:35 |
leo_rockway |
I wanted her to upload to OGA herself, but as much as she knows about music, she didn't know much about other stuff. |
02:36 |
leo_rockway |
so she just edited the readme and uploaded it to her drive. |
02:40 |
rubenwardy |
idk |
02:41 |
rubenwardy |
anyway, good night o/ |
02:43 |
leo_rockway |
goodnight |
02:43 |
oil_boi |
Ah, I'm lucky I'm mad toasted before I implemented any of that |
02:43 |
oil_boi |
sorry leo_rockway |
02:43 |
oil_boi |
I can't find the license anywhere either |
02:43 |
leo_rockway |
oil_boi: it's in the readme file within the tar.gz |
02:44 |
oil_boi |
I'm sorry leo_rockway, licenses are pieces of shit, that's why I usually stick to attribution or cc0 |
02:45 |
oil_boi |
Look at sampling+, that shit was so horrible they gave up |
02:45 |
leo_rockway |
oil_boi: I can send you a screenshot of the email she sent me. |
02:46 |
oil_boi |
Hahaha, I'm just messing with you, if there's a file which redirects the license I honestly don't care |
02:47 |
oil_boi |
It's about respect, not legality, without respect, legality is the last resort to prove a point in open source |
02:47 |
oil_boi |
If she sends me a message threatening me, bloop, those files are getting fucking nuked |
02:50 |
leo_rockway |
at any rate, here it is: https://i.imgur.com/aJEEI3f.png |
02:50 |
oil_boi |
I do enjoy the CC messages I'm still getting from 6 years ago |
02:50 |
leo_rockway |
this was when I was still using gmail. |
02:51 |
leo_rockway |
so I had to go fetch that email from my personal wayback machine, hehe. |
02:51 |
oil_boi |
That "become an employee of mojang" message I still could not debunk though |
02:51 |
oil_boi |
I don't know why jeb would email me |
02:51 |
leo_rockway |
what happened? |
02:53 |
oil_boi |
Sadly I cannot find the licensing in the files |
02:54 |
oil_boi |
So I cannot use this without sources |
02:54 |
oil_boi |
leo_rockway mojang tried to make me one of their employees |
02:54 |
leo_rockway |
you'd be rolling in moolah! hehe. |
02:54 |
oil_boi |
Hahaha I'm sorry |
02:55 |
oil_boi |
Microsoft tried to accommodate me |
02:56 |
oil_boi |
I'd rather be rolling in mud knowing I helped a gpl project |
02:56 |
leo_rockway |
:) |
02:56 |
leo_rockway |
I noticed that items stack really high, not 64. Is that a feature or a bug? |
02:57 |
oil_boi |
Minetest has 32000+ in every direction, do you think 64 stack limit would make this easy to sculpt the terrain with that limitation per slot in the inventory? |
02:58 |
leo_rockway |
haha |
02:58 |
oil_boi |
Oh no, sorry, I have become too cynical talking to nephele |
02:58 |
oil_boi |
Yes, that is intentional |
02:58 |
oil_boi |
I thought it would make it easier to work with the terrain |
02:59 |
oil_boi |
you also have a stack replacement when you run out of nodes to place if you have them in your inventory |
03:00 |
oil_boi |
The idea: you have semi infinite directions, now you have semi infinite nodes |
03:01 |
oil_boi |
I tried building a house with 64 and 99 stack limit and it was incredibly frustrating |
03:03 |
leo_rockway |
I don't dislike the limitation. It makes survival more challenging. |
03:04 |
oil_boi |
I thought that too, but then I realized you could carry 10000 tons of material without slowing down |
03:05 |
leo_rockway |
I just found a dungeon. Is there anything there yet or is it just the structure? |
03:07 |
oil_boi |
Nope, you're viewing a beta dungeon |
03:07 |
oil_boi |
Err, alpha dungeon |
03:08 |
leo_rockway |
oh, man, I found diamonds right after my pickaxe broke! |
03:08 |
leo_rockway |
I'll have to come back. |
03:09 |
leo_rockway |
I heard a mysterious noise in the cave... |
03:09 |
leo_rockway |
does that mean there's another cave or something? |
03:14 |
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03:21 |
oil_boi |
leo_rockway you must find out |
03:21 |
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03:21 |
leo_rockway |
dun dun dun! |
03:26 |
leo_rockway |
oil_boi: what happened with MC after 1.8 that made it go downhill? |
03:27 |
oil_boi |
The loading times, the file size, the loss of feeling for the base game |
03:27 |
oil_boi |
It's not Minecraft anymore |
03:28 |
leo_rockway |
oh, I thought it was new features that you didn't like. |
03:31 |
oil_boi |
No, those features are pretty cool. But if you play the old versions of the game you see what it actually is |
03:36 |
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misspapaya |
what's the command to test a server here? |
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04:15 |
jas_ |
!server |
04:15 |
MinetestBot |
jas_: Yggdrasil [linuxiuvat.de] | linuxiuvat.de | Clients: 0/16, 0/0 | Version: 5.2.0 / minetest | Ping: 24ms |
04:15 |
jas_ |
<3 |
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04:55 |
oil_boi |
leo_rockway nah, I just don't like committee driven games |
04:55 |
oil_boi |
Anyways I'mma go be drunk somewhere else bro, hope I didn't bother you too much, have a good one |
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misspapaya |
!server |
05:57 |
MinetestBot |
misspapaya: German-Creative-server | ronnix.ddns.net:30003 | Clients: 0/64, 0/0 | Version: 5.2.0 / minetest | Ping: 30ms |
05:57 |
misspapaya |
!help |
05:57 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
05:58 |
misspapaya |
!up 72.220.59.147 30000 |
05:58 |
MinetestBot |
72.220.59.147:30000 is up (157ms) |
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MinetestBot |
[git] sfan5 -> minetest/minetest: Log protocol ver on mismatched client connect too a08251a https://git.io/Jf0ms (2020-05-16T10:03:36Z) |
10:16 |
nephele |
hmm, I guess i am expected to keep around references to hud objects to clean up later for mt? so basically update the gui when it changes i suppose |
10:17 |
ANAND |
nephele: hud_add returns the ID of the added HUD element |
10:18 |
ANAND |
The ID is used when you want to modify/remove the element |
10:18 |
ANAND |
using hud_change and hud_remove, respectively |
10:18 |
nephele |
Ok, so i do need to keep around references :), is there an api to place elements based on pixels too? |
10:19 |
ANAND |
There's the "offset" field to allow for accurate positioning |
10:19 |
ANAND |
But the offset is relative to "position" field |
10:20 |
ANAND |
But nothing is stopping mods from setting position to a corner and using only the offset to position the HUD element wherever required. :) |
10:21 |
nephele |
Hmm, as long as all my elements use the same position i could use the offset then |
10:21 |
nephele |
I have a tiny-ish layouting lib i wrote for gmod i am trying to port, it assumes it can layout stuff side to side :P (which i assume too hehe) |
10:22 |
ANAND |
Ah, cool |
10:23 |
nephele |
>**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor! |
10:24 |
nephele |
Ugh |
10:24 |
nephele |
I wish it would instead give me the scaling factor so i can properly scale myself... trying to assume my intention by moving hud elements closer or farther apart is uhm... not optimal |
10:26 |
nephele |
mts hud api seems to be constructed completely around the idea of making it scale friendly... without giving me the tools to make it scale friendly myself .-. (image size is a percentage of the image... not like "N pixels" with a scaling algho defined, possibly :( ) |
10:37 |
ANAND |
Ouch |
10:39 |
ANAND |
It'd be nice to set a boolean to true to prevent offset from adapting to DPI and scaling |
10:39 |
ANAND |
Or "raw_offset" maybe |
10:44 |
nephele |
The entire api is a bit too high level for my taste heh... in gmod the render order was precisely defined, and i could just hook into one stage and draw what i wanted with a simpleish api (especially nice that i did not need to keep context around.. eh) |
10:51 |
nephele |
Is there any way i can get the apparent width of hud elements? |
10:51 |
ANAND |
AFAIK, nope :P |
10:54 |
nephele |
:/ |
10:57 |
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11:01 |
nephele |
Okay, hackish port finished... still no idea how to properly get elem sizes of drawn stuff or how i can do drawing precendence... but let's see if it basically works :g |
11:11 |
nephele |
bah, i hope - gets allowed in modnames at some point |
11:11 |
nephele |
really pisses me off that it isnt |
11:33 |
nephele |
why does hud_add want userdata and not a table? |
11:36 |
NetherEran |
did you do player.hud_add instead of player:hud_add? |
11:37 |
nephele |
huh, looks like i did indeed |
11:40 |
nephele |
thanks |
11:42 |
NetherEran |
np |
11:45 |
nephele |
Is there some constants i can check for to pull in debug or trace statements or so? (under the assumption that luajit will optimize them out if its not debug time) |
11:48 |
nephele |
oh... should probably just define a constant in the file, lol |
11:52 |
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12:06 |
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12:07 |
luvo |
morning everyone |
12:08 |
luvo |
is https://github.com/minetest-mods something "official"? or is related to the minetest content database? |
12:08 |
luvo |
no, right? |
12:11 |
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12:13 |
sfan5 |
not official no |
12:17 |
nephele |
Yeah, figures, the api docs for text colors are wrong... only works like specified for luajit or used to, now it just doesn't work anymore |
12:18 |
nephele |
or... hmm |
12:19 |
nephele |
ah nvm, tonumber isn't required after all |
12:38 |
nephele |
Is it not possible to include textures in clientside mods? |
12:38 |
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12:39 |
sfan5 |
not possible as the documentation says |
12:41 |
nephele |
That's annoying :/ |
12:41 |
nephele |
i just need some textures for my hud, heh |
12:48 |
nephele |
Have the texture serverside now, still no image on the hud ... guess i'm doing smth wrong |
12:51 |
nephele |
ah, needed to define a scale of x=1 and y=1, becuase =0 is the default for some reason.. :) |
12:59 |
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13:09 |
nephele |
bah, the text only "somewhat" renders where i tell it to .-. |
13:14 |
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13:18 |
nephele |
argh, the text placement is pretty unpredictable |
13:19 |
nephele |
Uses a different coordinate thingy to the textures... doesn't render the same, and has no way to give me the actuall rendered size :/ |
13:31 |
nephele |
(looks like i need to use alignment thingy) |
13:38 |
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13:47 |
yrungr |
i'm making my first mod and i want to get it working on mineclone2. i've got the got the depends = default line in mod.conf and it's not liking that. do i need to get it to depend on mineclone2 stuff instead? |
13:48 |
nephele |
why are you depending on default? |
13:48 |
yrungr |
i'm following a tutorial. |
13:48 |
yrungr |
do i not need to do that? |
13:48 |
nephele |
No, if you see any thing accessed with "default:something" it is not applicable to mineclone2, the depends line means you want a mod called default to load before your mod |
13:49 |
nephele |
but mineclone2 does not have a mod named default |
13:49 |
yrungr |
ah, ok. |
13:49 |
yrungr |
thanks. |
13:50 |
ANAND |
Most mods depend on default, because default is the mod-in-command of MTG. If you're making a mod for MCL2, you should dig through the code to check what mods you need to depend on. |
13:51 |
ANAND |
Maybe check if Wuzzy has provided documentation that'll explain the mod structure in MCL2, and what mods you need to depend on for your mod. |
13:51 |
yrungr |
good idea. thanks again. |
14:14 |
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14:21 |
nephele |
Question, the engine already knows which node is highlighted, seeing as it draws the border... is there a simple way to access this in luaspace? |
14:21 |
nephele |
I would like to avoid doing a trace to determine the node if possible, but i can do that if all else fails :D |
14:25 |
ANAND |
I think there's an open feature request for adding that capability |
14:26 |
ANAND |
#9587 |
14:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/9587 -- Expose pointed node to CSM |
14:26 |
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14:29 |
nephele |
ANAND, thanks guess i'll do it manually for now |
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14:56 |
nephele |
Do i need something special for the raycast to work clientside? I am scanning a pretty far range but always get _ = nil for the :next() object |
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15:34 |
sfan5 |
nephele: yes, the csm_restriction_flags on the server need to allow it |
15:39 |
nephele |
Oh, okay |
15:41 |
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15:46 |
nephele |
I can't seem to remove any hud elements in csm code 0_o... time to update my install i guess |
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16:04 |
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16:17 |
nephele |
Does csm have restrictions that prevent using globals like you can use in server mods? |
16:18 |
nephele |
I am trying to store references to UI elements, but the array is nil on each next iteration |
16:19 |
nephele |
ugh, i must be doing something wrong that i don't see... |
16:48 |
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16:53 |
jas_ |
i have very little experience with csm, but if you're not running the client and server in the same instance, make sure they both have csm enabled LOL that's obvious tho |
16:54 |
nephele |
So... globals don't seem to work, at all? (trying in a globalstep function in a csm) there is no player meta either so.... i guess my only option is to try to abuse mod channels or filesystem api? I somehow doubt that is intended |
16:54 |
jas_ |
i have some csm scripts here: https://forum.minetest.net/viewtopic.php?f=10&t=24624 |
16:54 |
jas_ |
can you share your source code so i can take a look? |
16:55 |
nephele |
I will put it on git in a second |
16:55 |
jas_ |
okie |
17:01 |
nephele |
Here, https://git.gryphno.de/neplevitan/minetest_mod_inventory/src/branch/master/lua/hud.lua This is the file giving me trouble, the var invref does not seem to persist at all |
17:02 |
jas_ |
you mean when you restart the server? |
17:03 |
Krock |
nephele: table references only work when you have a table to modify. invref's reference is replaced entirely by ref, if that's your problem |
17:03 |
Krock |
other than that it looks good |
17:04 |
nephele |
Krock, it should be replaced indeed, the returned ref is the new table of refernces to use next tick |
17:04 |
Krock |
hint: "raycast:next()" may also return objects (default true) |
17:05 |
nephele |
Yes i know, your code did that wrong too Krock :D, i was confused by the csm restrictions |
17:05 |
Krock |
minetest.raycast(pos1, pos2, false, false) to force object detection off |
17:05 |
Krock |
what my code? |
17:05 |
nephele |
second false is superflous, liquid is default off |
17:05 |
nephele |
Krock, https://github.com/minetest/minetest/issues/7317#issuecomment-389200128 |
17:06 |
Krock |
if pointed_thing and pointed_thing.type == "node" then |
17:06 |
Krock |
you're not checking whether it's a node |
17:06 |
nephele |
I know, i had false as a parameter before |
17:06 |
nephele |
i will re-add it |
17:07 |
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17:07 |
nephele |
my problem is the player:hud_remove calls, anyhow, my ui lib should do that itself, but the ref it gets passed is always nil... which makes no sense to me |
17:08 |
jas_ |
limited experience again, but, i only remove huds if i know i'll never need them again, which is like never |
17:08 |
jas_ |
otherwise i just hud_change |
17:09 |
nephele |
yeah, that doesn't quite work nicely for my lib, trying to iterate over objects to have some re-use and then reposition them is a bit eh |
17:10 |
nephele |
Wierd, now it does seem to save fine... guess my problem must be elsewhere, too |
17:10 |
Krock |
print(dump(invref)) -- hud.lua line 34/35 |
17:11 |
Krock |
if that's not nil, consider checking your API |
17:11 |
Krock |
and if it's nil the second time, then also check your API |
17:11 |
Krock |
or that is - "ui"'s API |
17:11 |
Krock |
> -- remove those, and it breaks |
17:11 |
nephele |
i always use dump2 :D |
17:12 |
nephele |
I only added them to see if a naive aproach would work as a workaround anyhow |
17:12 |
Krock |
5.3.0-dev fixed out-of-order HUD packets, so that should no longer be a problem |
17:13 |
nephele |
this is a csm, so i don't see what that has to do with it :) |
17:13 |
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17:13 |
Krock |
ah |
17:14 |
jas_ |
and if something was fixed/added in ssm it's not always so in CSM... what was the deal with ephemeral sounds? |
17:14 |
jas_ |
i never tried to see if that flag was present in csm, but i doubt it |
17:14 |
Krock |
sound handling and input argument parsing should be the same for SSM and CSM |
17:15 |
nephele |
Krock, https://git.gryphno.de/neplevitan/minetest_mod_ui/raw/branch/master/lua/ui.lua this is the ui "lib" |
17:15 |
nephele |
ah... seems i was calling ui.clear wrong :( |
17:16 |
nephele |
Nice that i find that now after failing to see it severall times |
17:16 |
jas_ |
sometimes you just need a fresh pair of eyes :) |
17:16 |
Krock |
nephele: ipairs does not work on mixed arrays |
17:16 |
nephele |
What's a mixed array? |
17:17 |
Krock |
numeric/string mixed indices of a table |
17:17 |
nephele |
Not sure what you are trying to tell me |
17:17 |
jas_ |
THANK YOU KROCK |
17:17 |
nephele |
the lib works fine other than my failed call :g |
17:17 |
Krock |
jas_: what |
17:18 |
jas_ |
i always wondered |
17:18 |
jas_ |
ye i never used ipairs ahaha |
17:18 |
Krock |
you can do ipairs on a mixed indices table, but that's not a good practice |
17:19 |
jas_ |
oh, yeah i have no clue what i'm doing |
17:19 |
Krock |
it works in LuaJIT, but dunno about plain Lua |
17:19 |
jas_ |
BUT i did make a button that when you push it it flings you up with 100 velocity |
17:20 |
NetherEran |
it works that way on non jit lua too |
17:20 |
Krock |
NetherEran: nice to know, thanks. |
17:21 |
nephele |
Is there something like drawing precedence i can use in mt? |
17:21 |
nephele |
like... make sure a texture draws before text on the hud |
17:21 |
jas_ |
don't you just add the hud ids in the order you want them drawn? |
17:21 |
Krock |
z_index |
17:22 |
jas_ |
or was there an option, ah that was it |
17:22 |
Krock |
and no, yet you cannot modify the z-index of existing HUD elements (which are partially hardcoded) |
17:22 |
Krock |
that's an issue about this |
17:23 |
nephele |
Eh... it's not a nice mechanism to use |
17:24 |
nephele |
Does registering the background element first work? i had basically that in gmod (but there the stuff was only for one frame anyway) |
17:26 |
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17:37 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Re-add erroneously removed driver reset 3452938 https://git.io/Jf04Q (2020-05-16T17:26:28Z) |
17:50 |
yrungr |
i want to learn to mod minetest. if i found some some code i wanted to experiment with, how would i go about making a mod that overrides that code with my own? |
18:02 |
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18:06 |
minetest_operato |
Hi all |
18:07 |
minetest_operato |
quick question, when running a server, and changing the game (as in minetest_game --> something else) where is that specified for the world? |
18:07 |
sfan5 |
world.mt |
18:08 |
minetest_operato |
it should be the game_id line? |
18:08 |
sfan5 |
gameid, yes |
18:08 |
minetest_operato |
gameid* |
18:08 |
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18:08 |
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18:08 |
minetest_operato |
that needs to match the game name of the game in the /games/ folder, correct? |
18:08 |
minetest_operato |
(thanks, btw) |
18:09 |
minetest_operato |
I am seeing: |
18:09 |
minetest_operato |
------------- Separator-------------2020-05-16 13:08:30: [Main]: Automatically selecting world at [/var/games/minetest-server/.minetest/worlds/world]2020-05-16 13:08:30: ERROR[Main]: Subgame [] could not be found.2020-05-16 13:08:30: ERROR[Main]: ServerError: Supplied invalid gamespec |
18:09 |
minetest_operato |
when attempting to change the gameid in the world.mt file |
18:18 |
minetest_operato |
Why does the line |
18:18 |
minetest_operato |
gameid = minetest instead of gameid = minetest_game or minetest_minimal? |
18:19 |
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18:20 |
minetest_operato |
I am attempting to use a custom game I made. I have entered the game folder name as in my_game_name. but when entering gameid = my_game_name it gives the above error. |
18:23 |
leo_rockway |
minetest_operato: I think it needs to be defined within the game folder. In game.conf: name=my_game_name |
18:23 |
leo_rockway |
but I haven't modded anything in forever, so I could be wrong. |
18:26 |
minetest_operato |
leo_rockway thanks, that is what I am tweaking and testing now |
18:28 |
minetest_operato |
I tried with gameid = Minimal development test that did not launch the minimal dev test game. |
18:28 |
minetest_operato |
gives the same error. |
18:29 |
nephele |
i think it is the game folder or something |
18:30 |
minetest_operato |
i've tried that but that failed as well. gameid = my_test_game game folder name would be my_test_game and it did not launch |
18:31 |
minetest_operato |
im reading forum posts about similar errors trying to determine what this could be |
18:32 |
minetest_operato |
I'm going to configure my local PC with the same game from the minetest engine UI and see what the world.mt file says in it |
18:32 |
minetest_operato |
give me a few mins to do this |
18:36 |
minetest_operato |
so the game name is actually called saras_simple_survival_game |
18:36 |
minetest_operato |
and in the game folder, in game.conf, its name is "Sara's Simple Survival Game" |
18:36 |
minetest_operato |
but in the world.mt file, it gets a gameid = saras_simple_survival |
18:36 |
minetest_operato |
not sure why _game is being truncated |
18:36 |
minetest_operato |
but i think I've solved this. Let me test on the server |
18:38 |
minetest_operato |
actually... in the local (GUI) version singleplayer test world its being generated as "saras_simple_survial" |
18:38 |
minetest_operato |
with a typo. |
18:38 |
minetest_operato |
what the hell. |
18:39 |
minetest_operato |
wow |
18:39 |
minetest_operato |
i'm retarded |
18:40 |
minetest_operato |
ok ive got this |
18:40 |
minetest_operato |
it does indeed seem to truncate _game from the gameid |
18:40 |
minetest_operato |
but also, i misspelled my game in my repository. holy hell. |
18:43 |
minetest_operato |
i can confirm that fixing these two things has resolved this issue. |
18:43 |
minetest_operato |
lessons learned. thanks all. |
18:44 |
Krock |
!next |
18:44 |
MinetestBot |
Another satisfied customer. Next! |
18:44 |
leo_rockway |
minetest_operato: now I want to try saras_simple_survial! |
18:44 |
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18:45 |
minetest_operato |
there is a server hosted with it called "Sara's Simple Survival Server". recently i've bundled it into a game as well: https://www.notabug.org/FreeGamers/saras_simple_survival_game |
18:46 |
minetest_operato |
it was intially just a huge modpack tailored for MTG |
18:47 |
minetest_operato |
but i've recently reconfigured it to be a standalone game that incorporated MTG within and can be distributed as a game-pack |
18:47 |
minetest_operato |
seemed to simplify the process of running it locally for players on their systems |
18:50 |
minetest_operato |
;) |
18:50 |
minetest_operato |
take care, thank you once again |
18:59 |
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19:00 |
nephele |
The "zoom disabled" message is kind of annoying... zoom doesn't get disabled... it gets enabled |
19:06 |
Krock |
until it's enabled it's disabled |
19:07 |
Krock |
other way around |
19:12 |
nephele |
It sais that a mod or game disabled the zoom |
19:12 |
nephele |
which isn't the case, it just wasn't enabled |
19:12 |
nephele |
and the message serves no purpose either... seem pretty clear that no zoom is occuring |
19:13 |
Krock |
I think this message was/or will be changed |
19:15 |
nephele |
i am on head of 5.3-dev so will be i assume |
19:20 |
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19:22 |
jas_ |
hope so |
19:23 |
jas_ |
"zoom is disabled".... "oh how do i enable it?" "write a mod" .... ohhh, there's already one! it requires you have an item to be able to zoom... good enough? |
19:23 |
jas_ |
hehe, i digress it's fine. i love the map and binoculars mods |
19:23 |
jas_ |
particularly the subterranean eye, which i believe was removed |
19:27 |
sfan5 |
it was not https://forum.minetest.net/viewtopic.php?p=373455#p373455 |
19:29 |
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19:43 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: Make automatic_rotate relative, allow setting rotation (#8468) c1ce4be https://git.io/Jf0Ew (2020-05-16T19:42:31Z) |
19:43 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Error msg if trying to teleport attached player (#9824) ab74568 https://git.io/Jf0Er (2020-05-16T19:41:41Z) |
19:55 |
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20:52 |
jas_ |
hm, sfan5 what's that link? |
21:00 |
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21:09 |
leo_rockway |
I'm running latest dev, because that's what Crafter supports. I was playing MineClone2 and went to the neather. It generated as cobble. :( |
21:09 |
leo_rockway |
that's what I get for mixing versions. |
21:15 |
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21:33 |
Zughy |
hey guuuys: can you please take part to this survey in the forum? Even core devs if they want. I have 13 entries already, I'd like to reach at least 15-20 entries before publishing the summary |
21:33 |
Zughy |
https://forum.minetest.net/viewtopic.php?f=3&t=24631 |
21:35 |
Zughy |
I think it could help a lot understanding what's the perception of MT in the community in an orderly fashion |
21:58 |
Calinou |
surveys like those are kind of /dev/nulls, to be fair |
21:58 |
Calinou |
in open source projects, people work on what they want to work on |
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