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ghoti |
Hi all. I have some unknown nodes in the ground from rendering before I removed some mods. Without reinstalling all the mods, is there any way I can find out what the unknown nodes are supposed to be, without reinstalling mods I almost certainly don't want? Their previous names no longer show up in debug mode. |
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06:11 |
SoylentCow |
you should be able to, theoretically, find their names, because if you would reinstal the mod, they would come back. but i suppose if you don't want to reinstall the mod, |
06:12 |
SoylentCow |
you may have to install an inspector mod of some kind |
06:13 |
SoylentCow |
perhaps worldedit inspector can do this, i simply don't know, but it seems like something very doable |
06:22 |
Follpvosten[m] |
...when you click on them, the chat will tell you like "unknown node mod:node" in red text |
06:22 |
Follpvosten[m] |
Left click that is |
06:42 |
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06:42 |
bobbertson |
hey there |
06:44 |
bobbertson |
So I'm writing a mod to let users queue youtube songs that utilizes a youtube-dl python component to get songs and then sends it via minetest.dynamic_add_media, but I'm really struggling with setting up a socket from the minetest mod to the python component to communicate due to unfamiliarity with lua and the sandbox sort of secure environment where it doesn't want me to be able to acquire luasocket, can anyone help? |
06:48 |
bobbertson |
If anyone even uses this channel that is |
06:52 |
Hawk777 |
I’m not super-familiar with Minetest modding, but wouldn’t it make sense to just make your mod non-secure so it must not run in the sandbox? After all, if your users already trust you enough to run your separate Python code, which can do anything it wants, then the Lua sandbox isn’t really accomplishing anything. |
06:52 |
bobbertson |
i did do that |
06:53 |
bobbertson |
but i'm quite lost still lol |
06:53 |
bobbertson |
basically how to run functions AFTER init so for example users can do /queue_song search_term_here and it would have to use the socket to send that out to the python component |
06:54 |
bobbertson |
past init |
06:54 |
bobbertson |
it's mostly just me being unfamiliar with lua i guess |
06:54 |
Hawk777 |
I think you need minetest.register_chatcommand. |
06:54 |
bobbertson |
ya i got that part down |
06:55 |
bobbertson |
but idk how i can possibly use the socket i setup in init |
06:55 |
bobbertson |
later on |
06:55 |
bobbertson |
like a global or something |
06:55 |
Hawk777 |
Oh. Ugly, but put it in a global variable? |
06:55 |
bobbertson |
can functions be global? |
06:56 |
Hawk777 |
Well, they are by default, but I don’t think that’s quite what you want. |
06:56 |
Hawk777 |
It’s the socket that you need to hang onto, not some function. |
06:57 |
Hawk777 |
If your init function and your chatcommand function are in the same .lua file, then pretty sure you should just be able to assign to a variable in the init function and use the value later in the chatcommand function. |
06:58 |
Hawk777 |
As long as you don’t use “local” inside the init function, you get a global variable. |
07:00 |
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07:02 |
bobbertson |
how am i even supposed to require say luasocket within a minetest mod |
07:02 |
bobbertson |
i don't think i'm doing it right |
07:03 |
Hawk777 |
Oh, I thought you had already managed to create a socket but were having trouble passing it from an init function to a chatcommand function. |
07:04 |
bobbertson |
idk i keep messing around with stuff |
07:04 |
bobbertson |
i have no idea what i'm doing tbh |
07:04 |
Hawk777 |
I don’t think you’re going to be able to use Luasocket from a Minetest mod. |
07:04 |
bobbertson |
i'm getting a complaint about the socket module not being found but 'lua -l socket' works from cmd |
07:05 |
bobbertson |
adv_chat and the irc mod do it |
07:05 |
bobbertson |
with luasocket |
07:05 |
Hawk777 |
Oh. Then… copy how they do it? |
07:05 |
bobbertson |
im trying to understand how adv_chat does it |
07:05 |
bobbertson |
pcall(function() socket = env.require"socket" end) |
07:05 |
bobbertson |
build_bridge = (socket and build_socket_bridge) or build_file_bridge |
07:06 |
bobbertson |
how else could i do something with a socket? |
07:06 |
bobbertson |
would be nice if there was a socket API like there is an HTTP one |
07:06 |
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07:06 |
Hawk777 |
Huh, funny you should mention that. Have you considered having your Python code listen on a port for HTTP requests? It’s a bit icky, but it might be easier. |
07:07 |
bobbertson |
ya thought about it |
07:07 |
bobbertson |
want to do that as a last resort |
07:08 |
bobbertson |
because would have to poll it and stuff |
07:08 |
Hawk777 |
So what is failing with your code right now? |
07:08 |
bobbertson |
"..\minetest-5.3.0-win64\bin\..\mods\youtube_queue\init.lua:9: module 'socket' not found:" |
07:08 |
Hawk777 |
Can you pastebin your code? |
07:08 |
bobbertson |
mhm |
07:09 |
bobbertson |
beware its a huge mess because im really messing around |
07:09 |
Hawk777 |
Oh, also, adv_chat has a backup, from looking at its source, it doesn’t appear to *require* luasocket, it can also use files. |
07:09 |
Hawk777 |
So are you certain that your adv_chat install is really using sockets? |
07:10 |
bobbertson |
https://pastebin.com/3vE21aXn |
07:10 |
bobbertson |
possibly not lol i haven't really gotten it to work at all for the bridge part |
07:10 |
bobbertson |
but didn't need it |
07:11 |
bobbertson |
im starting to think the IRC mod doesn't use it at all because it says you need luasocket but the code doesn't seem to reference it at all rip |
07:13 |
bobbertson |
if nobody has any ideas ill just switch over to using the HTTP stuff |
07:13 |
Hawk777 |
On the IRC mod, everything that uses sockets is in the submodule. |
07:14 |
Hawk777 |
That may be why you can’t find it, if you didn’t get the submodule. |
07:14 |
bobbertson |
ah you are correct |
07:14 |
Hawk777 |
You could also just use files. |
07:14 |
bobbertson |
didn't notice it had a submodule |
07:14 |
bobbertson |
ya i was thinking of just reading from the chat log locally |
07:14 |
bobbertson |
and doing things that way |
07:14 |
bobbertson |
since the youtube-dl python part is made to run on the same server |
07:15 |
Hawk777 |
Oh yeah, if the chat is logged, Python code could just watch that log file. |
07:15 |
Hawk777 |
I was really meaning you could have your mod write commands into a file and then Python watch for that file to be created and execute the commands—use files as a communication mechanism. |
07:16 |
Hawk777 |
The “good” way would be to use inotify (or whatever the equivalent is in Windows if you care about that, there might be some cross-platform Python library for it); the quick-and-dirty way would just be to sit in a loop doing sleep(1) and then check if the file exists. |
07:20 |
bobbertson |
do you know how to enable chat logs? |
07:20 |
bobbertson |
i thought it already did it to a file but i guess not |
07:20 |
bobbertson |
actually, shoot |
07:21 |
bobbertson |
id still have to poll the python bit to get the new songs queued and stuff |
07:21 |
bobbertson |
ill just do HTTP api |
07:58 |
bobbertson |
seems like i cant use request_http_api() outside init too? |
08:00 |
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08:17 |
bobbertson |
i think i'm getting it figured out |
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09:50 |
bobbertson |
yesssssss i got a basic thing working finally |
09:50 |
bobbertson |
thanks for the help Hawk777 :D |
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11:34 |
Andrey01 |
I just want to clarify, is 'X' axis pitch or roll? The lua_api.txt says pitch, however, when I try to rotate an object around X, it starts rotating around its longitudial axis and this is actually roll vice versa, not pitch |
11:35 |
Andrey01 |
is this really mistake in the doc? |
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15:24 |
hisforever |
Hi is there a way to get rid of dark places on land? I've tried world edit and it dosen't work? |
15:25 |
tango_ |
what are dark places? |
15:26 |
hisforever |
dark patches on buildings and land |
15:27 |
hisforever |
I think there is an app to help correct lighting |
15:31 |
Krock_ |
!mod fixlight |
15:31 |
MinetestBot |
Krock_: There are no results for this query :( |
15:32 |
Krock_ |
worldedit //fixlight perhaps |
15:38 |
hisforever |
thanks Krock This seemed to work //pos1 set //pos2 then //set air that took all the dark patches |
15:39 |
Krock_ |
!next |
15:39 |
MinetestBot |
Another satisfied customer. Next! |
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17:02 |
Andrey01 |
I want to clarify, does anybody know from which global half-axis does object yaw get counted off? |
17:02 |
Andrey01 |
perhaps from +Z? |
17:15 |
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17:23 |
Krock_ |
Andrey01: see graphics here https://dev.minetest.net/Player |
17:23 |
Krock_ |
Z towards -X |
17:23 |
Andrey01 |
Also other question: in which sequence does set_rotation() implement rotations around three axises? ZXY or anyhow else? |
17:24 |
Krock_ |
X Y Z |
17:24 |
Krock_ |
"* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading) and Z is roll (bank)." |
17:37 |
Andrey01 |
Krock, I have still question: if the coords of two vectors are known and they starts from some point, I can know angle between them without problems by means of vector.angle, but how do I get rotation vector? |
17:38 |
Krock_ |
same as vector.angle no? |
17:39 |
Andrey01 |
no, this no, rotation vector in radians |
17:39 |
Krock_ |
x = / math.pi * 180. same for y and z |
17:39 |
Krock_ |
* x = x / math.pi * 180 |
17:39 |
Andrey01 |
hmm |
17:40 |
Krock_ |
converts it to degrees |
17:40 |
Krock_ |
and if you want to rotate a vector, check those: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3156-L3168 |
17:40 |
Andrey01 |
Lua has already embedded math.deg() :p |
17:40 |
Krock_ |
well then, it's the same |
17:40 |
Andrey01 |
so it is unncessary to convert it by hand |
17:43 |
Andrey01 |
'x =/' is equivalent to 'x = x /' as in c++? |
17:44 |
Krock_ |
C/C++ and C# are 'x /= n' |
17:44 |
Andrey01 |
what does '* x' mean also? |
17:44 |
Krock |
example? |
17:45 |
Andrey01 |
I don`t understand what you wrote in the beginning: "x = / math.pi * 180 ..." |
17:45 |
Krock |
the asterisk (*) is a correction mark |
17:45 |
Krock |
instead of "x = / math.pi * 180" I actually meant "x = x / math.pi * 180" |
17:46 |
Andrey01 |
'math.pi * 180' is this converting to degrees, yes? |
17:48 |
Krock |
no, 1 / math.pi * 180 is |
17:52 |
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17:52 |
Andrey01 |
thanks, in any case |
17:53 |
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18:44 |
Sires |
Hello any good tips on creating textures? I suck at that |
18:57 |
Sires |
wai |
18:57 |
Sires |
is this a proper grass texture: https://imgur.com/WzeDZ6E |
18:57 |
Sires |
one sec wrong pic |
18:57 |
Sires |
Here: https://imgur.com/undefined |
18:57 |
Sires |
wait what |
18:58 |
Sires |
https://imgur.com/a/PCT0oRt |
18:58 |
Sires |
this one, this last one, does this grass look ok |
19:00 |
sfan5 |
it's a bit very green |
19:00 |
sfan5 |
but that depends on what kind of grass it's supposed to look like |
19:00 |
Sires |
hmm |
19:00 |
Sires |
I should be able to just apply some filter to make it less green I guess |
19:05 |
Sires |
https://imgur.com/undefined |
19:05 |
Sires |
damn |
19:05 |
Sires |
one sec |
19:05 |
Sires |
https://imgur.com/a/p3Qbrwc |
19:05 |
Sires |
tried making a bit less green, idk if it worked |
19:06 |
Sires |
https://imgur.com/a/hjWzmB9 |
19:06 |
Sires |
yet another attempt |
19:10 |
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19:12 |
adfeno |
Hi, what is the procedure to “unexplore” parts of the world, so that they can regenerate ? Which level database type allows for this cleanup (including disk space cleanup) ? |
19:14 |
Krock |
there's a script that deletes entries from the sqlite3 database. dunno whether it also supports other backends |
19:14 |
Sires |
I'm not sure if it frees space but take a look at: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5029 |
19:18 |
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19:30 |
adfeno |
Truth is that for smail servers, to avoid the file getting bigger, it would be good to have a command that the admin could use (even if that would require manual insertion of coordinates) |
19:31 |
adfeno |
I know that there is /deleteblocks but last time I checked it didn't make the file smaller. |
19:40 |
sfan5 |
sqlite files do not automatically get smaller unless you run "VACUUM" on them while the server is off |
19:41 |
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19:44 |
adfeno |
Hm, I see… Thank you for this infomration :) |
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20:08 |
specing |
Any tips on how to implement movement in CSMs? I guess setPlayerControl would be overriden fast through input processing, perhaps I should fake key presses? (and trap relevant ones while CSM is doing its thing?) |
20:13 |
cheapie |
adfeno: sqlite does have an auto-vacuum option, but I can't imagine the performance would be all that great: https://www.sqlite.org/pragma.html#pragma_auto_vacuum |
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20:45 |
adfeno |
cheapie: Ah I see. |
20:45 |
adfeno |
Thank you all for the information. :) |
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