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IRC log for #minetest, 2021-08-14

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Time Nick Message
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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
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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
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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
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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?
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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
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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?
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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
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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
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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
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15:04 DS_ (factory and this one: https://forum.minetest.net/viewtopic.php?t=7350)
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15:10 rubenwardy https://rwdy.uk/h33eJ.mp4
15:11 DS_ nice
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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
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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
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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
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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
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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
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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
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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
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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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