Time Nick Message 07:58 tango_ we really need a way to do vector graphics 07:58 tango_ even if irrlicht doesn't support it natively 07:58 tango_ can't we pass it some pre-rendered image? 07:59 tango_ like lunasvg 13:37 SwissalpS using mobs_redo, whenever a mob is caught, "default_place_node_hard" is played. problem is, every player on server can hear it 13:38 SwissalpS any suggestions how to fix this that will not break at every update? 13:39 sfan5 get the mobs_redo author to fix it 13:40 sfan5 if you get your mods with git you can also make a local commit and "git pull" will preserve your changes 13:45 SwissalpS the sound file is from default mod in minetest_game 13:46 SwissalpS thanks sfan5 13:47 sfan5 the sound file isn't the issue, when playing it the author forgot to specify either a position or a player 13:48 SwissalpS he uses the same function to play all other sounds, and they are not heard globally 13:49 SwissalpS mobs/api.lua line 167 13:49 SwissalpS the object is the mob 13:58 SwissalpS We have also tested different mobs, it is not specific to a single type 13:58 sfan5 !mod mobs_redo 13:58 MinetestBot sfan5: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 - https://notabug.org/TenPlus1/mobs_redo 13:59 I_am_6r1d was distance mentioned? I suspect it a bit. Hello. 13:59 sfan5 hm right 13:59 sfan5 the sound is played attached to the mob object 14:00 I_am_6r1d I can try and print the distance now 14:00 sfan5 SwissalpS: I suspect the bug here is that the sound is played after the mob is already removed hence it plays globally 14:00 sfan5 (the code link https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L167) 14:02 I_am_6r1d Hm... self:mob_sound("default_place_node_hard") and then remove_mob(self, true) 14:02 I_am_6r1d if it's async, that's very possible 14:06 SwissalpS thanks sfan5, I'll PR a change to that, seems logical line 4508 plays sound and line 4506 removed mob a/ready 14:12 SwissalpS https://notabug.org/TenPlus1/mobs_redo/pulls/80 14:12 SwissalpS !done 14:15 MinetestBot 02[git] 04hecktest -> 03minetest/minetest: Add on_deactivate callback for luaentities (#10723) 13dd5a732 https://git.io/JL5wr (152021-01-02T14:14:29Z) 14:15 MinetestBot 02[git] 04OgelGames -> 03minetest/minetest: Clarify documentation of minetest.get_modpath and minetest.get_modnam… 13ad58fb2 https://git.io/JL5wo (152021-01-02T14:13:53Z) 14:15 MinetestBot 02[git] 04Zughy -> 03minetest/minetest: "Browse online content" formspec improvement (#10756) 1392aac69 https://git.io/JL5wK (152021-01-02T14:13:02Z) 14:43 tango_ anybody wants to give my prospector mod a spin before I submit it to the forum? https://github.com/Oblomov/minetest-mod-prospector 17:10 zughy[m] is there a way to deny a player to open a formspec assigned to a node (via metadata)? 17:10 sfan5 no 17:11 sfan5 your only option is to move the formspec to a lua handler 17:11 zughy[m] or, in general, to execute different things on `on_rightclick` instead of displaying the formspec? 17:11 sfan5 well actually maybe on_rightclick can deny it? 17:11 sfan5 I think that was changed at some point 17:13 zughy[m] ...I'm stil waiting for the day where I find a mod that I don't need to modify (ChatCmdBuilder aside) 17:19 rubenwardy I answered on matrix: You'll need to use on_rightclick and show_formspec / formspec in meta data only exists to reduce server-client latency 17:26 MTDiscord <08a​ppguru> Formspec in metadata should be used sparingly 17:29 zughy[m] Apparently my client is skipping messages on Matrix too, great