Time Nick Message 00:04 MTDiscord yeah but thats what its says on the discord lol ok Ill edit it out 00:05 MTDiscord done 00:23 MTDiscord so, question about dynamic_media 00:26 MTDiscord does the dynamic_media need to be in a "sounds" folder? if it is, wont it get sent to the client on_join? I dont want my songs to be sent to the client on_join, I want to send them later. So My idea is to put them in a "music" folder... But then the sound_play() api asks for a music name. I assume that the name is the filename, minus the .ogg, even if the recently sent media wasnt in a /sounds folder. Are my assumptions correct? 00:29 sfan5 to *not* be sent to clients your files must be *not* in one of the defined media folders 00:29 sfan5 dynamic media can be added from any path, you can hide your files in a labyrinth of folders if you want 00:30 MTDiscord Once you load dynamic media, as I understand, it will be sent to all future clients at join time until the server is reset. 00:30 MTDiscord not with v2 00:30 sfan5 that depends on what you pass to the API 00:31 MTDiscord no im using to_player 00:31 sfan5 anyway I'll be off 00:31 MTDiscord so its not sent to all players 00:31 MTDiscord Oh neat, didn't know the feature had evolved since last I looked... 00:32 MTDiscord great thx 00:37 MTDiscord what is a music handle? Is it a string or some complicated data structure like userdata? 00:37 MTDiscord I want to compare a handle with a later version of itself 00:37 MTDiscord to be sure it hasnt changed 00:38 MTDiscord lua minetest.after(2,function(p_name,handle) if handle and dbgm.handles[p_name] == handle then dbgm.handles[p_name] = nil end end,p_name,handle) 00:40 MTDiscord would that work? 00:45 MTDiscord <Νοοdӏеmіrе> AFAIK, the handle is just an ID number. You can use it to check if the sound's ID somehow changed I guess? But I wouldn't really expect that to be possible, if it even is. 00:54 MTDiscord you wouldnt expect what to be possible? 00:55 MTDiscord checking the id number? 00:55 MTDiscord against a stored version? 00:56 MTDiscord <Νοοdӏеmіrе> No, for the ID number of a sound to randomly change. Then again, maybe it'd make more sense if I knew more about your code. 00:58 MTDiscord so what im doing is, i get the handle. i store it in a global table. Later, that handle in the global table may or may not have been deleted or changed. If it has been deleted or changed, I dont want to mess with it. But if it has not, in my minetest.after, i want to delete it in the global table (when the song has finished playing). So I check to se iff the old handle, passed thru the minetest.after == the handle stored in the global 00:58 MTDiscord table. I want to know if the handle supports direct boolean comparison. as a number, it should 00:59 MTDiscord <Νοοdӏеmіrе> Yep, that sounds about right. 00:59 MTDiscord userdata, on the other hand, or some other weird data structure might not support direct comparison 00:59 MTDiscord ok thx 01:00 MTDiscord does this sound play definition look right? the api is a bit confusing... lua minetest.sound_play({ name = dbgm.queued_music[p_name], gain = 1.0, pitch = 1.0},{ to_player = p_name, gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in 01:00 MTDiscord pitch = 1.0, -- default } ) 01:01 MTDiscord it looks like sound play requires 2 table inputs 01:01 MTDiscord one, a simplesoundspec, and the other a sound parameter table 01:02 MTDiscord which seem to have redundant gain and pitch entires :thonkeyes: 01:04 MTDiscord <Νοοdӏеmіrе> I believe it's correct. Though, I'm pretty sure you can leave out values if they aren't different compared to the default. 01:05 MTDiscord ok, that will help reduce confusion ? 01:21 MTDiscord does the dynamic media filepath include the items to send? is the path: minetest.get_modpath("music_mod").."/music" or: minetest.get_modpath("music_mod").."/music/mymusic.ogg" 01:21 MTDiscord My guess is the latter 13:35 ghoti Heya. I am trying to add the halloween mod but without items showing up in the crafting guide. I think I can alter the mod and add "groups = {not_in_creative_inventory = 1}" for each of the minetest.register_craftitem() calls, but is there a more elegant way? Perhaps something I can put elsewhere in my config that applies 'not_in_creative_inventory' to all of "halloween:*" ? 13:36 sfan5 config no but another mod could easily override the groups 13:38 ghoti sfan5: would you happen to recall any examples I could look at? I'm not sure where I would start, making another mod. But I'd certainly like to get my feet wet. 13:42 sfan5 http://sprunge.us/Cttnst this should work 13:43 sfan5 make the mod depend on "halloween" so it runs after those have been registered 16:49 independent56 How does the advtrains shunting signal work? Is it decorative? How do i set a influence point? 17:02 independent56 Eh, nobody is going to answer me in IRC as my question is oo niche 17:08 Hawk777 I played with AdvTrains one time, but I can’t remember now, it was a while ago. I thought I tried out the shunting signal, but maybe not. 17:08 Hawk777 Pretty sure *some* of the signals were just decorative and didn’t actually work as signals. 17:09 Hawk777 I might have just used subsidiary aspects on the regular signals rather than actual shunting signals; as I said, I can’t remember. 17:12 independent56 Hmm. I will ask the mailing list. 17:19 MTDiscord can you read code? 17:19 MTDiscord you might find some comments that could get you there as well 21:18 independent56 Yay, a player has come and asked for a place to build! 21:19 independent56 Maybe this might be our first proper player. 21:23 MTDiscord Haha nice! 21:26 independent56 A californian player, based on their time zone. 21:26 independent56 Why do all the americans visit when i am winding down for bed? I hate time zones. I want a flat earth. 22:42 MTDiscord yes, California has it's own dedicated timezone 22:43 MTDiscord silly me thinking it had like 10 states, and then some of canada 23:42 Teckla Wait, what? California doesn't have its own dedicated timezone. 23:42 Teckla https://en.wikipedia.org/wiki/Pacific_Time_Zone 23:46 beanzilla Is there a way to check what game is running? (Like telling the difference between MCL2 and MCL5? 23:47 MTDiscord if i recall correctly, no 23:47 MTDiscord only if they have different mods, or one has a global the other doesnt 23:47 MTDiscord farming redo uses the latter 23:48 beanzilla Yup, currently going by if they have a particular item. 23:48 beanzilla Well I guess I'm doing my best then, thank you for helping. 23:53 Menchers lately my client has been crashing when looking at a jungle 23:53 Menchers with: 23:53 Menchers 2021-10-08 01:43:08: ERROR[MeshUpdate]: TextureSource::getTextureName(): id=1953264993 >= m_textureinfo_cache.size()=7575 23:53 Menchers it doesn't like one of the textures used in the jungle plants? 23:54 Menchers did the numeric ID of the texture get corrupted? 23:55 Gustavo6046 Oooooh 23:55 Gustavo6046 what if we abstract Machines all the way! 23:55 Gustavo6046 A Machine would be made of Devices 23:55 Gustavo6046 and each Device would have its own role 23:55 Gustavo6046 so you would have Liquid Moving devices, like an Archimedes pump, or possibly other kinds of pumps 23:57 Menchers I should note that this is on the server "Your Land", haven't tried with a default jungle 23:57 Menchers might be one of their mods like ethereal 23:57 Menchers I like seeing new takes on machines for minetest 23:57 Menchers see how different we can get from redstone 23:58 Menchers get new things 23:58 Gustavo6046 and different sizes would take different amounts of materials 23:58 Gustavo6046 and you'd be able to use them to build machines but different component types would have different stats, but then they'd work for any slot with a matching "role" 23:58 Gustavo6046 so an Archimedes pump (AKA a screw pump, might ring a bell for those of you who have played Dwarf Fortress) would be easy to make but take more energy, or be not as efficient, as an electric pump 23:58 Menchers not sure a continuously operating pump would be super useful 23:58 Menchers because we have infinite water sources