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IRC log for #minetest, 2021-09-20

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Time Nick Message
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01:26 mazes_83 hi I have some entities to clean when minested quit server, from those entities get_staticdata I can determine that server is quitting
01:28 IceDragon mazes_83: You want to clean up entities on shutdown, or the server already shutdown but left some zombie entities?
01:29 mazes_83 however if I self.object:remove() the entity are still saved to db because: The object is removed after returning from Lua
01:29 mazes_83 clean up on shutdown
01:30 mazes_83 I can clean them when restarting, but I don't like
01:30 IceDragon Have you tried setting `static_save = false` on the entities?
01:30 IceDragon in the initial properties
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01:30 mazes_83 no, I didn't now it
01:31 mazes_83 I'm total noob to modding
01:32 IceDragon https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7212-L7216
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02:03 mazes_83 IceDragon: exactly what I needed, all those ghost will disappear, thanks
02:03 IceDragon glad to be of service
02:06 mazes_83 hopefully I didn't ask this before, because I would have followed this way only, and not realized lot of other causes for those "leaks"
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08:07 cpm hi everybody \o/ I am using Mineclone2 on Debian stable, it is a so good work, very impressive \ooo/
08:07 cpm I am searching for information about the end-gate building
08:08 cpm in page https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game
08:08 cpm we can read "End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top."
08:08 cpm "12 eyes-of-ender on top" how to do that?!!
08:08 cpm As I found no help on search engines, can you give me an idea or a way to make progress? :D
08:15 sfan5 been a while since I last played Minecraft but I vaguely remember you having to put the ender eyes into the frame by rightclicking
08:22 cpm_screen sfan5: ho, I didn't try this, thanks :D
08:47 cpm_screen no success
08:54 cpm_screen sfan5: rightclicking the ender-eyes in the frame do nothing. Any other idea? :D
08:55 MTDiscord <Sublayer plank> are you trying with ender pearls or eyes of ender?
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10:21 cpm_screen Sublayer plank: I confirm I am trying with eyes of ender :D
10:22 cpm_screen eyes of ender = blaze powder + ender pearl   :)
10:23 cpm_screen in Minecraft, on creative mode off, player has to find a end-gate in fortress somewhere
10:24 cpm_screen in Mineclone, reading the page  https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game, I understand there is a difference
10:24 cpm_screen and the end-gate can be build
10:24 MTDiscord <Sublayer plank> oh, are you trying to build an end portal in creative?
10:25 MTDiscord <Sublayer plank> or are you in a stronghold with an incomplete end portal
10:25 cpm_screen so no, normal mode, not creative one
10:26 cpm_screen no creative mode on, no stronghold, only a normal play where I am trying to build a end-gate
10:26 cpm_screen ane end-portal
10:26 MTDiscord <Sublayer plank> oh
10:27 cpm_screen perhaps it is not possible, so I am searching any way to learn what it is possible and how :D
10:27 MTDiscord <Sublayer plank> well, you can't build end portals in survival mode, you need to find a stronghold and complete the incomplete end portal that is in there by filling in the empty frames with an eye of ender
10:27 MTDiscord <Sublayer plank> this is how it works in minecraft, idk if mineclone has any differences in implementation to minecraft
10:28 cpm_screen there is difference in Mineclone, some are list in page https://wiki.minetest.net/Games/MineClone_2/Differences_from_Minetest_Game
10:28 cpm_screen we can read "End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top."
10:29 cpm_screen Portals have to be built from obsidian, and activated with a firestarter. End-portal: horizontal frame 3x3, with 12 eyes-of-ender on top.
10:29 cpm_screen so I have to search stronghold or build a end-portal?
10:30 cpm_screen In minecraft, where search stronghold? In overwolrd ? In Nether?
10:30 MTDiscord <Sublayer plank> that first part is about nether portals, which can be built with obsidian. end portals can't be built, you need to explore the overworld and find an incomplete end portal in a stronghold. eyes of ender (not ender pearls, they just teleport you) can point you to the direction of the nearest stronghold
10:32 cpm_screen hooooo, it seems consistent, thank's a lot for your help. I will try this. New Quest Started \o/
10:33 cpm_screen :-DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
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11:28 cpm_screen I succeed to put end-eye in air and follow it, so it is the good way. Thank's you again \o/
11:29 cpm_screen now blaze hunting :)
11:29 erle_reform88 i compiled minetest for opengl ES support with: cmake '-DRUN_IN_PLACE=1' '-DENABLE_GLES=ON' . && make -j4
11:29 erle_reform88 but neither ogles1 or ogles2 drivers seem to work
11:33 erle_reform88 how to opengl es?
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11:59 sfan5 !tell erle_reform compiled irrlicht with gles too? you need to edit the IrrCompileConfig.h for that
11:59 MinetestBot sfan5: I'll pass that on when erle_reform is around
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12:05 MinetestBot erle_reform: Sep-20 11:59 UTC <sfan5> compiled irrlicht with gles too? you need to edit the IrrCompileConfig.h for that
12:06 erle_reform ah thx
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14:16 Wuzzy I'm getting two annoying errors/warnings in my console on startup recently...
14:16 Wuzzy ERROR[Main]: Irrlicht: Invalid size of image for texture.
14:16 Wuzzy WARNING[Main]: Irrlicht: Could not create ITexture, texture needs to have a non-empty name.
14:17 Wuzzy Any idea how to fix those? I don't know where these come from or which texture I have to fix...
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14:36 MTDiscord <TheMalaysianDude> did you install any mod or texturepack?
14:37 MTDiscord <TheMalaysianDude> if no then im not an expert on this one go ask others
14:39 sfan5 Wuzzy: the latter has been there since the irrmt migration, I don't have the former
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14:54 IceDragon I've noticed the same warning in my own mods, I want to assume it could be the air node, but I have no proof to back that up
14:57 Wuzzy why do u think its the air node?
14:57 IceDragon Well it's the only node I know that doesn't have a texture off the top of my head
14:57 IceDragon So I'm not sure if it defaults to an empty name
14:58 IceDragon Actually I could test that real quick, give me a minute
15:00 IceDragon Yeah scrap that, I have no idea
15:01 Wuzzy air does have a default texture for the inventory item, it's air.png
15:03 IceDragon I think the engine needs to report what exactly it was trying to load (item, hud, node etc..) before we end up chasing ghosts
15:05 IceDragon Wuzzy: As for the first one, are all the textures powers of 2 (16x16, 32x32 etc)?
15:05 IceDragon Or at least it's spritesheet resolves to a power of 2
15:05 Wuzzy minetest should support any siz
15:05 Elon_Satoshi Is minetest available in toki pona?
15:05 Wuzzy no
15:05 sfan5 is that a langauge?
15:05 Elon_Satoshi How hard would it be to translate minetest to toki pona?
15:06 Elon_Satoshi yes, it's a language
15:06 Elon_Satoshi one that i've been learning quite a bit recently
15:06 IceDragon You could try translating for practice
15:07 rubenwardy if it's supported by weblate, then it can be added
15:07 rubenwardy new constructed languages probably aren't that useful as they won't have native speakers
15:07 Wuzzy Toki Pona doesn't have an official ISO 639 code yet
15:08 Elon_Satoshi oh
15:08 Wuzzy but ISO 639 has space for "custom codes" like qaa, qab, qac, ..., qtz. those can be defined however we like
15:09 Wuzzy Toki Pona is not on Weblate as far I know
15:09 Elon_Satoshi Can you define a custom code with weblate?
15:10 Wuzzy idk
15:10 Wuzzy note those custom codes can be defined on the fly. those were added in the standard precisely for obscure langauges without an official code
15:11 Wuzzy so, weblate is not useful for you now
15:11 Wuzzy But Weblate is only a tool
15:11 Wuzzy Minetest uses PO files to handle translations
15:12 Elon_Satoshi Hmm. How do translations for mods work?
15:12 Wuzzy https://dev.minetest.net/Translating
15:13 Wuzzy if you want to translate Minetest itself, you can use Poedit and open po/minetest.pot in the Minetest source code
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15:19 IceDragon Okay I've opened an issue for that texture warning, maybe someone can figure it out https://github.com/minetest/minetest/issues/11648
15:22 MTDiscord <Jonathon> your creating a irrlicht issue in the minetest repo?
15:22 MTDiscord <Jonathon> rather odd
15:26 IceDragon Well think of it this way: minetest uses irrlicht as a library right, and I don't think irrlicht would randomly spit out an error, unless minetest invoked something to trigger it
15:27 IceDragon If your car's cpu started doing something stupid, you wouldn't find the cpu manufacturer to file the issue, you'd file it to the dealer, or the car manufacturer
15:28 MTDiscord <Sublayer plank> irrlicht throws away the entire texture name if it does not like it (incorrect file extension, invalid file header...) and gives a fairly non-descriptive "empty texture name!" error. happened for me when I was trying to readd the TGA format support in irrlichtmt
15:29 MTDiscord <Sublayer plank> or it might be the minetest engine itself... I don't remember actually
15:37 IceDragon That sounds like it should throw a warning before it hits irrlicht, if its stripping texture names
15:38 IceDragon Something like: "Invalid Texture Name 'xyz.something.something' for item 'abc:xyz'"
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17:19 Elon_Satoshi Do I need to generate a new world to use the pbj pup mod, or can I just enable it in a world I already have?
17:20 sfan5 you can always enable mods after the fact but new generated stuff won't appear in old mapblocks
17:24 Elon_Satoshi In other words, if I want the pbj pup mod to work as intended, I should probably generate a new world?
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17:32 MTDiscord <luatic> That depends on how much of the world you have explored already.
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18:07 Calinou the wiki main page's language header looks broken, anyone knows why? https://wiki.minetest.net/Main_Page
18:07 Calinou it was reported here: https://forum.minetest.net/viewtopic.php?p=400543
18:07 sfan5 mediawiki update brokei t
18:07 sfan5 s/i t/ it/
18:07 Calinou I see, thanks
18:09 sfan5 if you know how to fix it that would be nice
18:09 Calinou I don't know, unfortuantely. In fact, I didn't even know we were using a Lua module for the language bar now
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21:28 sfan5 inspired by other mods that do this I've finally done what I planned for a longer time https://github.com/Uberi/Minetest-WorldEdit/commit/770601dd5d6ed899c191aff4be2a94a8722b3b1b
21:28 sfan5 !title
21:28 MinetestBot No title found.
21:29 sfan5 thanks for nothing, MinetestBot
21:29 sfan5 " Add automated tests for WorldEdit API functions that run under CI · Uberi/Minetest-WorldEdit@770601d "
21:30 Desour ~title
21:30 ShadowBot Add automated tests for WorldEdit API functions that run under CI · Uberi/Minetest-WorldEdit@770601d · GitHub
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21:41 MTDiscord <Jonathon> took a peak at worldedit additions, seems just basic luacheck
21:47 sfan5 yeah I wanted more than syntax checking
21:48 sfan5 mineunit looks pretty cool too but doesn't cut it for me
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22:24 MTDiscord <MisterE> is anyone interested in helping to organize a game jam for minetest in the near future? I could donate $100 for the prize. If so we should come up with rules, guidelines, a time period, judges and judging criteria. Do you think people would participate in a game jam?   Im not talking about making games on the level of MTGame, Mineclone, or Nodecore... those take way too long. These would be simple games, single or multiplayer, that use
22:24 MTDiscord Minetest as the engine and are fairly limited, with specialized game concepts instead of open world simulation
22:44 cpm_screen sfan5: hi, about my end-portal quest, finally, I succeed \o/ With a friend and some try, it works very fine \o/ Thank's you for your help :D
22:44 MTDiscord <SX> Mineunit is still more like POC than full featured regression test platform, it is supposed to grow into one but I guess that depends if I find enough time to play with it. Still good enough for specific cases that it can start full technic mod smelting / grinding / compressing, test chat commands, execute globalsteps, nodetimers, simple ABMs and so on. But that's all for things I've built specifically built support.
22:44 cpm_screen next quest: explore the end world :DDDD
22:47 MTDiscord <SX> Next thing I'd like to add would be checks for core API usage that should yell at you about deprecated stuff or stuff not yet available. Tried to ask a bit about that earlier on #modding but did not receive any answers, maybe I can repeat it here...
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22:48 MTDiscord <SX> What would be most reliable way to find deprecated lua api stuff for given engine version? Is information on lua_api.txt considered good for this or should I parse actual engine sources for deprecation warnings (which gets way more complicated). For now concerned only about 5.x series, not older than that. ^^ https://discord.com/channels/369122544273588224/369123175583186964/887661492202254346
22:52 sfan5 patching the engine to spit out the information at load time doesn't sound too hard
22:53 MTDiscord <SX> Starting all engine versions sounds bit heavy, that's actually why I started building mineunit
22:54 sfan5 well you'd do it only once and keep the results
22:54 MTDiscord <SX> (and need for csm to test things players would do)
22:56 MTDiscord <SX> Hmm.. that would still require patching and running each new version and still not sure how to find added functions? And you'd need to actually run all mod code right?
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22:57 MTDiscord <SX> I mean go through all possible execution branches to get messages about old functions or to see where it crashes if there was function that was not yet available
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22:58 MTDiscord <SX> Not sure if I understood correctly... do you think it would be simple to make it just print all Lua fields exported to mod environment without actually testing those?
22:59 MTDiscord <SX> ... oh yeah, I think I start to understand while asking stupid questions... just dump whole env after startup?
22:59 MTDiscord <SX> That's learning out loud
23:01 MTDiscord <SX> I guess that could work and could be done with mod instead of patching engine, thanks. I'll try it.
23:02 sfan5 no not mod code, I'm suggesting exporting a static list of all functions that are deprecated
23:02 sfan5 then you can do whatever with it
23:03 MTDiscord <SX> What about core Lua API that is implemented using Lua?
23:04 sfan5 wouldn't cover that
23:04 sfan5 also not exportable the same way because there's no defined mechanism but just random core.log("deprecated", ...) calls
23:05 MTDiscord <Jonathon> ah yes, this worldedit talk reminds me i forgot about PR'ing a non erroring worldedit_gui
23:06 MTDiscord <SX> was just about to ask about that... also I've not checked engine sources that well myself, is there some "standard" way to mark deprecated stuff and removal process? or is it just logging and devs know what devs need to know?
23:09 MTDiscord <SX> With "standard" I mean documented things that should be done during deprecation process.
23:10 sfan5 https://github.com/minetest/minetest/blob/2628316842e9c3fc1c54c6d57505c7851fa83490/src/script/lua_api/l_object.cpp#L2336-L2338 here's an example for methodical deprecation
23:10 sfan5 (the latter names are the deprecated ones)
23:11 sfan5 but if you search for log_deprecated you will notice the engine also has a few deprecations in random places
23:11 sfan5 the stuff that is defined as deprecated via luamethod_aliased could feasibly be exported in an automated way
23:12 sfan5 also luamethod_dep apparently, no idea what the difference is
23:14 MTDiscord <SX> I guess just grepping luamethod stuff from sources would give fairly good results, maybe not exact but probably good enough...
23:17 MTDiscord <SX> makes it fairly simple to wire deprecation warnings for class methods too, luckily I've already added some class names for mineunit like MetaDataRef and InvRef. Have to change few that are not named exactly like in engine itself.
23:18 MTDiscord <Jonathon> sfan5: did you actually test that PR in game?
23:18 sfan5 which PR?
23:18 MTDiscord <Jonathon> your unit tests
23:19 MTDiscord <Jonathon> i can tell you didnt because it will crash on start up as minetest thinks /util is a mod and has no init.lua
23:20 MTDiscord <Jonathon> needs to start with a . or have a empty init.lua in it
23:21 sfan5 works for me, but that's because I don't have worldedit in worldmods
23:21 MTDiscord <Jonathon> every server that does will not be happy
23:21 sfan5 let's see if I can prefix it with _ instead
23:21 sfan5 !api
23:21 MinetestBot Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
23:22 MTDiscord <Jonathon> there is a issue for adding another character to non loaded folders
23:22 MTDiscord <Jonathon> ironically started from worldedit additions
23:23 MTDiscord <Jonathon> https://github.com/minetest/minetest/issues/11240
23:23 MTDiscord <Jonathon> and PR https://github.com/minetest/minetest/pull/11242
23:25 sfan5 this "ignore = true" thing doesn't seem to be documented, does it even work?
23:26 MTDiscord <Jonathon> give me a sec
23:26 sfan5 nope doesn't do anything
23:26 MTDiscord <Jonathon> nope
23:26 MTDiscord <Jonathon> easiest thing to do is stick a empty init.lua like everyone else does
23:27 sfan5 I don't want to block the mod name "util"
23:28 MTDiscord <Jonathon> then your choice is make it .util or .holderfolder/util
23:29 MTDiscord <Jonathon> quick look up seems you would have the right to that name
23:29 MTDiscord <SX> Engine could just ignore invalid mod directories and you'd simply have to do what docs say if your mod does not work?
23:29 MTDiscord <Jonathon> could name it worldedit_util as mods need to follow namespaces to be put on contendb anyways
23:30 sfan5 all of this options suck. I should be able to name it 'util', have it work and not block that mod name
23:30 sfan5 these*
23:30 MTDiscord <Jonathon> you are the core dev
23:32 MTDiscord <SX> Also instead of magic character in directory name is IMO pretty bad solution, better would be to have empty .minetest-ignore file inside directory to ignore it
23:32 MTDiscord <Jonathon> your screwed anyways supporting old versions of the engine anyways
23:32 sfan5 I am indeed
23:32 MTDiscord <Jonathon> i would namespace it worldedit_util as you already own that namespace
23:32 MTDiscord <Jonathon> and stick a empty init.lua in it
23:34 sfan5 I don't want to type ./w<tab>_u<tab><tab> to run my tests (current: ./u<tab><tab>)
23:36 MTDiscord <Jonathon> choose the .util i see
23:37 sfan5 there is not much choice
23:38 MTDiscord <Jonathon> personally i think a ignore_folders = folder1, folder2, in modpack.txt would be nice, but ?
23:38 MTDiscord <Jonathon> *mopack.conf
23:38 MTDiscord <Jonathon> *modpack.conf
23:45 MTDiscord <Jonathon> sfan5: https://github.com/Uberi/Minetest-WorldEdit/pull/205
23:46 sfan5 you need to return from there if you turn the error into a warning
23:47 sfan5 also if change the loglevel to error and put it into minetest.after(0, ...) it will show up in chat in singleplayer, thereby alerting the player of the issue
23:47 sfan5 +you
23:48 MTDiscord <Jonathon> it shows up in chat without minetest.after
23:48 MTDiscord <Jonathon> and i dont think servers or users running worldmods want there chat spammed
23:49 MTDiscord <Jonathon> is changing it to a error a requirement you want?
23:50 sfan5 I don't know yet
23:50 sfan5 I think it's reasonable to log an error if you enable a mod but it can't work
23:52 MTDiscord <Jonathon> true, but also the point of this is to make it work in worldmods for users/servers, and a player who joins a server with a nice error message may be a bit off put by that
23:52 sfan5 oh but server error messages are not sent to players
23:52 sfan5 and in SP it's less severe
23:52 MTDiscord <Jonathon> let me test that
23:53 MTDiscord <Jonathon> thats true
23:53 sfan5 anyway I'm going to bed
23:54 MTDiscord <Jonathon> pushed
23:54 MTDiscord <Jonathon> night

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