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00:47 |
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03:40 |
Extex |
In which file in default are the ABMs registered? |
03:47 |
rubenwardy |
Try searching for register_abm |
03:47 |
rubenwardy |
Good code editors allow searching for text in a project |
03:54 |
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08:34 |
Krock |
is there any formspec library that allows container-based tiling? |
08:34 |
Krock |
like CSS float and flexbox container fitting |
08:46 |
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12:49 |
jonadab |
Does anybody use minetestmapper and *not* get the warning about the image size exceeding 4096 pixels? Does anybody see that message and think "Oh, no, if it's going to be THAT big, I don't want to do it after all"? |
12:51 |
rubenwardy |
You should do it in section, preferably for leaflet.js |
12:52 |
rubenwardy |
One of the tools supports generating for leaflet, I forget how to do it though |
12:52 |
rubenwardy |
You can also do annotations with leaflet, which is cool |
12:58 |
sfan5 |
idk what sizes you get |
12:59 |
sfan5 |
but if you see the warning message say 30623x500 you know it's not what you want |
13:56 |
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13:58 |
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14:04 |
DUMdum |
Hey I play on mobile I have a problem playing single player world it seems slow and laggy once it loads if someone knows why i play on mobile could it be my device ov minetest version |
14:10 |
specing |
> I play on mobile |
14:10 |
specing |
There's your problem |
14:11 |
DUMdum |
It didn't always do it maybe minetest version? |
14:13 |
sfan5 |
do you have the latest one? |
14:14 |
DUMdum |
I think so for mobile I downloaded from play store there's been no updates there |
14:15 |
Krock |
yes, there's a few issues - one regarding slow storage reads, and another for obscure networking issues |
14:15 |
rubenwardy |
well, pipeworks has foiled my plans |
14:15 |
rubenwardy |
!title https://gitlab.com/VanessaE/pipeworks/-/issues/54 |
14:15 |
MinetestBot |
rubenwardy: Not possible to drop item downwards (#54) · Issues · Vanessa Dannenberg / pipeworks · GitLab |
14:15 |
Krock |
rubenwardy: drop it sideways? |
14:15 |
Krock |
but yeah.. that's ironic |
14:18 |
rubenwardy |
yeah, sideways works |
14:19 |
rubenwardy |
ok so now it's coming out backwards |
14:19 |
Krock |
õ.õ |
14:19 |
MTDiscord |
<Warr1024> File an issue to allow rails to be placed on walls and carts to be allowed to run sideways, as long as the curve is sharp enough :-D |
14:20 |
Krock |
is 90° sharp enough? |
14:20 |
MTDiscord |
<Warr1024> I guess it'll have to be since I suppose that's the only kind of "curve" we have, huh... |
14:20 |
rubenwardy |
adding a pipe on the other end stops it from going that way |
14:23 |
rubenwardy |
what full block nodes conduct mesecons? |
14:23 |
rubenwardy |
just the lights? |
14:28 |
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14:28 |
rubenwardy |
argh, the carts aren't capturing it |
14:28 |
rubenwardy |
I guess because it's not centered |
14:28 |
Krock |
there's a pick-up radius |
14:29 |
Krock |
however, the cart must be punched |
14:29 |
Krock |
on_punch() would suffice |
14:29 |
rubenwardy |
grrr |
14:29 |
Krock |
pickup radius of 1 node |
14:29 |
rubenwardy |
carts have an open top, they should just collect items that fall in them |
14:30 |
sfan5 |
there's lots of things MTG carts should do but don't |
14:30 |
rubenwardy |
I'm using boost cart |
14:30 |
Krock |
literally the same garbage |
14:30 |
Krock |
:D |
14:30 |
Krock |
stupid modders |
14:31 |
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14:32 |
rubenwardy |
punching doesn't work either |
14:32 |
rubenwardy |
item is still on the floor |
14:32 |
DS_ |
rubenwardy: have you tried using a one-way tube? |
14:33 |
Krock |
hmm that's kinda weird https://github.com/SmallJoker/boost_cart/blob/master/cart_entity.lua#L347-L364 |
14:33 |
DS_ |
(one-way then regular => item can't go back and will be dropped) |
14:34 |
rubenwardy |
doesn't work, it goes back on itself |
14:34 |
Krock |
what happens if you put two one-way tubes in series, but opposite direction? |
14:34 |
Krock |
infinite item movement energy? |
14:35 |
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14:35 |
rubenwardy |
it bounces back from the first |
14:35 |
erlehmann |
hopper cart when |
14:35 |
rubenwardy |
=>|<= gets to | then reverses |
14:35 |
VanessaE |
someone needs to fork pipeworks and take it over btw :P |
14:36 |
VanessaE |
nore's the only one who knows most of its code and he's not working on it these days |
14:36 |
Krock |
oh! |
14:36 |
Krock |
the physics must be enabled to pick up |
14:37 |
Krock |
bug |
14:37 |
Krock |
I wonder why I added this explicit check |
14:38 |
DS_ |
oh no, my pipeworks tubes are suddenly chinese, I think |
14:38 |
nore |
hello |
14:38 |
nore |
what's happening? :) |
14:38 |
Krock |
hell's burning |
14:40 |
nore |
rubenwardy: IIRC if you add a tube with only one connection, it drops the item? |
14:40 |
rubenwardy |
no, it bounces back? |
14:40 |
nore |
hmmmm |
14:40 |
nore |
it was changed at some point then |
14:41 |
DS_ |
there needs to be a tube after the one-way |
14:42 |
nore |
hmmmm |
14:42 |
rubenwardy |
ok that works, DS_ |
14:42 |
nore |
the deployer just calls minetest.item_place |
14:42 |
rubenwardy |
I'm not using deployers |
14:42 |
Krock |
_._ when a dropped item is attached without disabling the physics: Collision info missing, this is caused by an out-of-date/buggy mod or game |
14:43 |
Krock |
thanks for that, builtin. |
14:43 |
DS_ |
and rotate the one-way with a screwdriver, btw |
14:43 |
nore |
oops, the its minetest.item_drop |
14:43 |
nore |
*then |
14:43 |
nore |
*it is |
14:44 |
nore |
also, long time no see everyone |
14:45 |
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14:47 |
Krock |
hi nore :) |
14:47 |
nore |
hello ^^ |
14:47 |
Krock |
rubenwardy: does this fix the pick up issue? https://krock-works.uk.to/u/patches/boost_cart_fix.diff |
14:50 |
rubenwardy |
yes! |
14:50 |
rubenwardy |
it works now] |
14:50 |
rubenwardy |
thanks |
14:50 |
Krock |
great. will push that soon-ish |
14:52 |
rubenwardy |
https://rwdy.uk/327DP.png |
14:52 |
nore |
nice! |
14:53 |
DS_ |
Ah, I think I know now what I've messed up to get asian tubes. |
14:56 |
rubenwardy |
I could use a start/stop track which also has a detector rail |
14:57 |
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14:57 |
rubenwardy |
I guess I'll have to use a Lua controller or some form of memory to keep track of queued carts |
14:58 |
nore |
what are you trying to build? |
14:58 |
VanessaE |
they're building a doomsday device :P |
14:59 |
rubenwardy |
I'm making a cart resource transport system |
15:00 |
rubenwardy |
so I want multiple carts on the same track taking items between two places |
15:00 |
nore |
I see, seems fun |
15:00 |
rubenwardy |
the idea is you'd put this on a shared rail track with players, like how freight and passengers are mixed |
15:00 |
rubenwardy |
and it would be cheaper than tubes for long distance |
15:00 |
rubenwardy |
although maybe not |
15:00 |
DS_ |
aren't tubes super cheap? |
15:00 |
specing |
teleport tubes |
15:00 |
rubenwardy |
but it's cooler than tubes for long distance |
15:00 |
specing |
yeah, tubes are free |
15:00 |
rubenwardy |
teleport tubes are hacky |
15:00 |
nore |
hmmmm, tubes are cheap, not that sure about rails |
15:01 |
specing |
but you don't want tubes because entities and losing them |
15:01 |
nore |
but it's cooler and probably faster indeed |
15:01 |
rubenwardy |
well, in my mind rail should be cheaper |
15:01 |
DS_ |
tubes are just burnt leaves while rails need steel |
15:01 |
nore |
items are not entities (tm) |
15:01 |
rubenwardy |
players can use rail though, and not tubes |
15:01 |
rubenwardy |
so you're reusing existing rail |
15:01 |
nore |
items in tubes are fake entities, which load the world around them |
15:02 |
rubenwardy |
what I need to be able to do is detect whether a cart is a freight cart or not, and then control switches |
15:02 |
DS_ |
hm, using existing infrastructure makes sense, and sounds fun |
15:02 |
nore |
hmmm, are there different types of carts or something like that? |
15:02 |
rubenwardy |
also, conveyor builts would be good for factories rather than tubes |
15:03 |
rubenwardy |
stylistically |
15:03 |
nore |
yeah |
15:03 |
DS_ |
I know of at least 2 mods that add conveyors |
15:04 |
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15:04 |
DS_ |
(factory and this one: https://forum.minetest.net/viewtopic.php?t=7350) |
15:04 |
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15:09 |
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15:09 |
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15:10 |
rubenwardy |
https://rwdy.uk/h33eJ.mp4 |
15:11 |
DS_ |
nice |
15:11 |
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15:13 |
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15:15 |
Hawk777 |
Regarding carts, rather than detecting what kind of cart is on the track, why not just remember it? Keep a record in the control system of the destination of the cart in each region of track (“block” in the railway sense, the space between two signals with only one vehicle in it, not in the mapblock sense). Inject that information into the system at the starting point (e.g. if the cart comes from the freight loading station at |
15:15 |
Hawk777 |
mine, it must be a freight cart going to the freight loading station at the ore processing plant). As the carts move down the track, they cross detectors that indicate when they move from one block to the next, and you shift the recorded destination along with them. As a cart approaches a switch, set the switch based on the recorded destination for that cart. |
15:15 |
Hawk777 |
For passenger carts, you could have a computer terminal at each passenger station with a list of other passenger stations; the passenger can choose their destination and then that populates the database. |
15:18 |
rubenwardy |
I guess digilines would allow wireless communication / shared state? |
15:19 |
nore |
yep |
15:19 |
Hawk777 |
Yeah, you could either have a single control centre that knows the state of the whole network, and all the information feeds into them, or you could have computers (luacontrollers?) in each block that just handle that block and communicate with neighbouring blocks to pass along information. |
15:20 |
nore |
but this would be fragile, a single added cart by an user on the tracks could break it down I think |
15:20 |
Hawk777 |
Yes, you’d want to fence off the tracks so that people only join and leave at proper stations. |
15:20 |
rubenwardy |
well, you could track user carts as unknown and lock the sections |
15:21 |
Hawk777 |
That too—once a cart crosses a detector from a block that wasn’t supposed to contain one, you at least know there’s some kind of unknown traffic there; once it crosses two detectors you know which direction it’s going. |
15:21 |
rubenwardy |
so, is there a way to determine which way carts go? |
15:21 |
rubenwardy |
worst case, it's a job for pistons |
15:21 |
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15:21 |
Hawk777 |
You mean forward versus backward, or how to make switches? |
15:21 |
rubenwardy |
as in left vs right |
15:21 |
rubenwardy |
on the track |
15:21 |
nore |
yeah, but if a user cart is added in the middle of a track where a cargo cart is going, I think it would break it |
15:21 |
Hawk777 |
Yes, of course it would. People shouldn’t do that though :) |
15:21 |
Hawk777 |
Hence fencing. |
15:21 |
rubenwardy |
player carts use arrows to navigate junctions |
15:22 |
Hawk777 |
I think when I tested, pistons didn’t work; a piston broke the track on top. However movestones worked. |
15:22 |
Hawk777 |
A two-high movestone pit lets you disconnect the track. |
15:22 |
rubenwardy |
could use for signals too |
15:24 |
rubenwardy |
ok so digilines has no documentation |
15:25 |
Hawk777 |
My experience is that each Digiline device is documented (not always completely, but usually somewhat) but the system as a whole isn’t—which is fine because there isn’t really anything to document about it, it’s just a pile of wires that connect together. |
15:27 |
DS_ |
There's https://mesecons.net/digilines.html and https://mesecons.net/luacontroller/ Chapter VIII for players. |
15:27 |
rubenwardy |
ah thanks, I was looking at the repo |
15:32 |
rubenwardy |
how do I do wireless / shared state with digilines? |
15:32 |
rubenwardy |
the key thing is being able to communicate through unloaded blocks, I don't mind _that_ much if I have to have digiline wires |
15:33 |
Pexin |
over what kind of distance? o_O |
15:33 |
DS_ |
I think digiline and mesecons work through unloaded blocks |
15:33 |
rubenwardy |
infinite |
15:33 |
DS_ |
try making a really long cable with worldedits |
15:33 |
DS_ |
-s* |
15:33 |
rubenwardy |
I'm pretty sure mesecons won't? Doesn't it require changing wires from off to on? |
15:33 |
DS_ |
I think it loads the blocks |
15:34 |
DS_ |
I'm not totally sure though |
15:34 |
rubenwardy |
https://github.com/minetest-mods/digilines/issues/35 |
15:34 |
rubenwardy |
> For one, if an intermediate mapblock is unloaded, messages will be lost, even if the effector on the far end is loaded. |
15:35 |
Pexin |
how many players are you imagining will use this type of system on the same server? |
15:36 |
rubenwardy |
https://github.com/minetest-mods/digilines/pull/36 |
15:36 |
rubenwardy |
ah |
15:36 |
rubenwardy |
Pexin: 1, me |
15:36 |
Pexin |
see.. scrolling up, mention of "cheapness" of A vs B, I took to mean cpu-usage |
15:38 |
DS_ |
how can I //set a node with param2 in worldedit? |
15:39 |
DS_ |
ahh, //set, then //ort |
15:40 |
DS_ |
mesecons thorugh unloaded blocks seems to work for me |
15:43 |
sfan5 |
there's also //param2 |
15:45 |
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15:46 |
DS_ |
ah, yes. haven't seen //param2 thx! |
15:48 |
DS_ |
the moremesecons_wireless wireless doesn't seem to work if the destination is unloaded |
15:49 |
DS_ |
(or at least if it was never loaded since the game was started) |
15:51 |
Hawk777 |
rubenwardy: Yes, I did some basic work so it will work over long distances; the issue was left open in case someone wanted to do some more complicated stuff to make it higher-performance, but it should work right now. |
15:51 |
rubenwardy |
grrr, paste into a lua controller isn't working |
15:51 |
Hawk777 |
I’ve found I often have to copy and couple of times before paste works :( |
15:51 |
rubenwardy |
tried that |
15:51 |
rubenwardy |
I'm using the latest MT and irrmt |
15:52 |
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15:52 |
DS_ |
yesterday I've heard from someone on debian who wasn't able to copy _out_ of minetest (in #minetest-de) |
15:53 |
rubenwardy |
well, this completely breaks things |
15:53 |
MTDiscord |
<MisterE> <MisterE> 2021-08-14 17:48:47: ERROR[Emerge-0]: An unhandled exception occurred: One or more noise parameters were invalid or require too much memory <MisterE> 2021-08-14 17:48:47: ERROR[Emerge-0]: In thread 0x62e0969be40: <MisterE> 2021-08-14 17:48:47: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: One or more noise parameters were invalid or require too much memory |
15:53 |
MTDiscord |
<MisterE> Abort trap (core dumped) Does anyone know what the problem that could cause this is? |
15:53 |
rubenwardy |
it would be call if the mesecons editor could optionally save/load Lua code from the world dir |
15:53 |
rubenwardy |
*cool |
15:54 |
rubenwardy |
or alternatively, that bug could finally be fixed |
15:55 |
sfan5 |
well it says "One or more noise parameters were invalid or require too much memory", that's pretty clear to me |
15:55 |
MTDiscord |
<MisterE> but which? and How would I find the mod that causes it? |
15:55 |
rubenwardy |
huh, I could paste now |
15:55 |
MTDiscord |
<MisterE> was it invalid noise params? or memory? and which mod has the problem? |
15:56 |
MTDiscord |
<MisterE> if its invalid noise |
15:56 |
rubenwardy |
grrr, Lua controllers don't have string.lower |
15:56 |
sfan5 |
did you update any mods? change any parameters? look at that first |
15:56 |
rubenwardy |
oh nevermind |
15:57 |
DS_ |
yeah, you have to copy and paste at least twice |
15:57 |
sfan5 |
this *could* also mean that you simply ran out of RAM, the message isn't clear on that |
15:59 |
MTDiscord |
<MisterE> I did update mods... but I did not update any which involve mapgen at the surface level, which is the only place that people were |
16:00 |
MTDiscord |
<MisterE> I am running this on a server with 8 gb ram, but running 2 minetestserver instances at once |
16:01 |
sfan5 |
mods can use noise for any reason unrelated to "mapgen at the surface level" |
16:01 |
sfan5 |
does this error ocurr right at startup? |
16:02 |
sfan5 |
if so the verbose log will tell you which mod is running at the time |
16:05 |
MTDiscord |
<MisterE> no the error occurs at a random time several minutes after startup |
16:06 |
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16:09 |
rubenwardy |
I just to express my displeasure that the same key is used for descending and for bypassing right-click |
16:10 |
MTDiscord |
<MisterE> yes! rubenwardy, yes! |
16:10 |
MTDiscord |
<MisterE> that is exceedingly annoying |
16:10 |
MTDiscord |
<MisterE> 2021-08-14 18:09:48: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc 2021-08-14 18:09:48: ERROR[Emerge-0]: In thread 0xf89f1151840: 2021-08-14 18:09:48: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: std::bad_alloc Abort trap (core dumped) |
16:10 |
MTDiscord |
<MisterE> it happened again |
16:11 |
MTDiscord |
<MisterE> I am running 5.5.0-dev, an old version |
16:11 |
MTDiscord |
<MisterE> could it be an error in Minetest itself? |
16:14 |
rubenwardy |
Are there full block conductors cheaper than meseblocks? |
16:14 |
rubenwardy |
say, copper blocks? |
16:15 |
MTDiscord |
<MisterE> not without modding... but thats easy to add |
16:15 |
DS_ |
well, conducting tubes |
16:15 |
DS_ |
what is important for you, that it has the 6-side connection rules or that it's a solid block? |
16:16 |
DS_ |
if former, try https://forum.minetest.net/viewtopic.php?t=20769 |
16:17 |
ghoti |
Is there possibly a bug in basic_machines detectors? In the past they connected directly to mesecon for triggering, so now I've set one on top of a mesecon_adapter .. but the detector does not seem to do anything. I have confirmed the signal from the adapter using a lamp, but are there known issues with detectors? |
16:19 |
rubenwardy |
full block meaning a cube |
16:20 |
rubenwardy |
also, turns out that triggering the movestone switch too close to a cart causes the cart to fly |
16:20 |
rubenwardy |
https://rwdy.uk/n0oOJ.png |
16:20 |
DS_ |
yeah, carts like to fly like that |
16:20 |
rubenwardy |
the start/stop rail is to start and stop carts at the signal, the movestone switch is to stop players ignoring signals |
16:21 |
ghoti |
Hrm, did I just post 2 lines here? I got an error from my IRC client suggesting that I did not. |
16:21 |
DS_ |
there is probably some mod that adds another conducting tube, but I currently don't know any concrete one |
16:22 |
DS_ |
ghoti: I received 1 messages before the last one |
16:22 |
DS_ |
-s* |
16:23 |
ghoti |
DS_: thanks. |
16:23 |
ghoti |
I think what was missed was: My detector is supposed to [1] check for the existence of particular chest inventory, then [2] trigger a sticky piston. |
16:29 |
rubenwardy |
oh god, I've just realised I could make a really cool map for this |
16:29 |
rubenwardy |
with lights for where carts are |
16:32 |
MTDiscord |
<Warr1024> Anyone notice that minetest.rotate_node doesn't call after_place_node? |
16:32 |
Krock |
you need to specify that manually |
16:33 |
Krock |
there was a case in one of VE's mods where after_place_node() called to rotate_node(), resulting in a stack overflow |
16:34 |
MTDiscord |
<Warr1024> what does "specify that manually" mean? There's nowhere to specify anything... |
16:34 |
MTDiscord |
<MisterE> it happened again: 2021-08-14 18:34:04: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc 2021-08-14 18:34:04: ERROR[Emerge-0]: In thread 0xd62ec31440: 2021-08-14 18:34:04: ERROR[Emerge-0]: /home/minetest/minetest4/src/emerge.cpp:2d7: virtual void *EmergeThread::run(): A fatal error occurred: std::bad_alloc |
16:35 |
MTDiscord |
<Warr1024> are you saying I need to create a minetest.rotate_node_not_broken() or something? |
16:35 |
Krock |
ah sorry, that's for rotate_and_place() |
16:35 |
Krock |
rotate_node should really call the callback, yes. |
16:35 |
MTDiscord |
<Warr1024> Why don't we just make not_broken the default and VE can use rotate_node_broken in her mods? |
16:35 |
Krock |
> hecks for "sneak" to set the `invert_wall` |
16:35 |
Krock |
parameter and `prevent_after_place` set to `true`. |
16:36 |
Krock |
prevent = true ...uuh. not run. |
16:36 |
sfan5 |
@MisterE sounds like you're really just running out of RAM |
16:36 |
Krock |
idk. there was some discussion a few years ago |
16:36 |
MTDiscord |
<MisterE> sfan5: My server has 8 gb! |
16:36 |
MTDiscord |
<Warr1024> Yes, prevent is set to true in rotate_node. It looks like just removing that should make it work... |
16:37 |
MTDiscord |
<MisterE> sfan5: would it run out of ram with 8 gb? |
16:37 |
Krock |
perhaps |
16:37 |
MTDiscord |
<Warr1024> Yeah, testing it, just removing the true fixes it. |
16:37 |
sfan5 |
that question cannot be answered |
16:37 |
sfan5 |
there is no fixed value that is "enough", it always depends on the conditions |
16:44 |
MTDiscord |
<Warr1024> maybe it should be parameterizable |
16:44 |
MTDiscord |
<Warr1024> like on_place = minetest.make_rotate_node(true) |
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17:20 |
MTDiscord |
<MisterE> sfan5: I just ran the server alone (so there was only one instance of minetestserver running, and I watched $top the whole time... free memory never went below 1.5 gb even when it crashed again |
17:22 |
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17:22 |
LX_Noble |
Anyone know how to fix this https://ibb.co/XzctbRw? |
17:23 |
LX_Noble |
I'm on an intel macbook |
17:23 |
LX_Noble |
If i put it in fullscreen it fixes it but then my mouse wont attach when loading a world so I can't look around |
17:24 |
Calinou |
you could force the lowDPI fallback by right-clicking the .app, choose Get Info |
17:24 |
Calinou |
this will also improve performance by rendering at a lower resolution |
17:26 |
LX_Noble |
Awesome, thanks |
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17:51 |
rubenwardy |
Krock: how easy would it be to have rail switches that can be controlled by mesecons? |
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18:06 |
luizrpgluiz |
hi :) |
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18:21 |
rubenwardy |
https://rwdy.uk/lMyKL.png |
18:21 |
rubenwardy |
Signal section with switch and 2 exits |
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18:35 |
Krock |
rubenwardy: not too difficult. problem is rather that metadata is yet not evaluated for each rail |
18:35 |
Krock |
but could be done |
18:35 |
rubenwardy |
so, it looks like paste only works if I select the entry in clipman first, then paste twice |
18:36 |
rubenwardy |
hmm |
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19:03 |
Pexin |
rubenwardy: isn't this the same paste problem that irrlicht has always had? |
19:03 |
rubenwardy |
it's never been this bad before |
19:03 |
rubenwardy |
before I could just paste twice, now I have to fiddle with clipman |
19:04 |
Pexin |
are you sure you didnt just forget to ctrl-c ? I frequently forget because I get accustomed to select autocopying from term |
19:06 |
rubenwardy |
I very much did ctrl+c |
19:06 |
rubenwardy |
lol |
19:08 |
Pexin |
heh. well my problem is copying in term copies, but can only paste by middle click, so to paste by ctrl-v I have to SHIFT-ctrl-c in term. oh well |
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19:15 |
rubenwardy |
video: https://rwdy.uk/u4rNM.mp4 |
19:19 |
Pexin |
well it's working ok for me copying from codelite, but I'm using a MT dev from probably 3 weeks ago |
19:20 |
Pexin |
also I'm in xubuntu |
19:20 |
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19:21 |
Pexin |
maybe 6 weeks ago.. |
19:23 |
Pexin |
nope, 3 weeks. surprisingly accurate. |
19:27 |
luizrpgluiz |
rubenwardy: hi :) |
19:28 |
luizrpgluiz |
rubenwardy: could you make sample code of biomes in singlenode mapgen generation? |
19:29 |
luizrpgluiz |
i am not succeeding in generating biomes in singlenode mapgen |
19:29 |
rubenwardy |
singlenode doesn't have biomes |
19:29 |
rubenwardy |
it's only a single node |
19:30 |
Pexin |
air is a boring node though |
19:30 |
Pexin |
not like lava_source |
19:31 |
rubenwardy |
diamond is a better boring node |
19:32 |
Pexin |
"I CAN DIG THIS" "you don't have a pickaxe" "I CAN DIG THIS" "you'll break your hand" "I CAN DIG THIS" |
19:32 |
luizrpgluiz |
is that I wanted to do biome generation tests other than v5, v6 and v7 |
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21:43 |
DS_ |
argh |
21:43 |
DS_ |
github removed support for passwords yesterday |
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22:19 |
MTDiscord |
<IhrFussel> Is anything wrong with this code? I wanna try the new dynamic add media feature with callbacks but the message never appears and the sound also doesn't play https://pastebin.ubuntu.com/p/nJg5Nb6bBp/ |
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22:23 |
alguien |
Is there a way to run minetest headless? It eats my battery, so I was thinking I would join a with two accounts, one in normal mode, one headless, and then I would leave the headless account to tend to my business in-game after I set everything up for it. |
22:26 |
DS_ |
IhrFussel: are you sure the server and the client are running a new enough minetest version? also check the return value of the function |
22:27 |
MTDiscord |
<IhrFussel> It worked now partly...I just tried with a new file name |
22:27 |
MTDiscord |
<IhrFussel> The message appears in the chat but no sound is played |
22:28 |
Sybille |
"mymod").."/sounds/sound_" <--- subfolder? ---> sound_play("sound_"..param |
22:29 |
DS_ |
before you start deeply debugging it, don't forget to check if the sound is loud enough. ie. compare with the sound loaded normally |
22:29 |
MTDiscord |
<IhrFussel> That's usually how all my other sounds are defined...if they are inside the mod's sounds dir it's usually enough to just type the file name (without .ogg) |
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22:32 |
DS_ |
Client::loadMedia is where you want to set your breakpoint btw. |
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22:36 |
Sybille |
usually <--- if you have touble on first time run, maybe better without Variables ".." / name / param ... more HardCoded simplyfy the search of troubles and Subfolder cam maybe work on one Ver/Case on next/other not |
22:43 |
MTDiscord |
<IhrFussel> I just tested the code in SP it plays there |
22:49 |
MTDiscord |
<IhrFussel> Okay nevermind seems to work |
22:49 |
DS_ |
now move your cache and try again |
22:49 |
DS_ |
just to be sure |
22:50 |
DS_ |
(the media file cache I mean) |
22:51 |
MTDiscord |
<IhrFussel> I added the sound multiples times during runtime |
22:51 |
MTDiscord |
<IhrFussel> It plays fine now |
22:51 |
MTDiscord |
<IhrFussel> I mean I renamed it each time |
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22:51 |
DS_ |
ah, ok |
22:52 |
DS_ |
what did you do wrong before? |
22:52 |
ghoti |
Can anybody help me figure out why basic_machines:detector appears not to be working? I'm using the latest release from git, with the mesecon_adapter, but either I can't trigger the detector, or it can't detect what I've configured. |
22:53 |
DS_ |
ghoti: I don't know enough about basic_machines, sry. but you could take a look at the source code |
22:53 |
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22:54 |
ghoti |
I have the detector sitting on top of a mesecons_adapter. I have also tried using a keypad. It is looking for default:cobble in the inventory of a chest, and sending a signal to a sticky piston. |
22:54 |
ghoti |
DS_: I have, but alas, I'm not familiar enough with minetest internals to debug, hence the call for help. |
22:55 |
ghoti |
A previous version of basic_machines worked, pre mesecon_adapter, but I'm leery of using a known buggy version. I'm hoping someone can just say "Oh ya, you forgot to do this." |
22:59 |
MTDiscord |
<IhrFussel> The files just weren't loud enough on the server I guess |
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