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IRC log for #minetest, 2022-01-09

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Time Nick Message
00:07 MTDiscord <MisterE> is it possible for a mod to get a stack traceback? Say I have an error that I know occurs, and it is caused by misuse of an api function, and I want to prevent a hard crash, but still give whoever is misusing the api function a log to help them fix the issue. Is there some function that will return the current stack traceback as a text string?
00:10 MTDiscord <luatic> debug.traceback?
00:10 rubenwardy pcall
00:10 MTDiscord <luatic> https://www.lua.org/manual/5.1/manual.html#pdf-debug.traceback
00:10 rubenwardy oh right, misread
00:10 rubenwardy yeah, debug.traceback
00:10 MTDiscord <MisterE> great!
00:10 MTDiscord <MisterE> thx
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02:47 MTDiscord <MisterE> does find_node_near work with fractional distances? Say i want to find air within 0.7 nodes from a position to check if a player should fall for blockbomber
03:01 Yad Is a node timer considered part of the metadata system?
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03:47 Yad What I can say is that the metadata system sure works beautifully in Minetest. :D
03:48 Yad I can display information via the chat system, but I'm still learning how to put it to visual use though.
03:48 Yad I was thinking of using animations but those are part of the node definition not the metadata.
03:53 MTDiscord <MisterE> nodes dont have animations, except animated textures. You can build a 3d animation out of a special model and partially transparent animated textures, like the default torch does
03:54 MTDiscord <GreenXenith> the default torch doesnt use that trick at all
03:54 MTDiscord <MisterE> but yes its in the node definiton. If you want to use metadata for visual effects, you will have to pair the node with an entity
03:54 MTDiscord <MisterE> Its flame wavers
03:54 MTDiscord <MisterE> in 3d
03:54 MTDiscord <GreenXenith> thats just a regular animated texture
03:54 MTDiscord <GreenXenith> put on 4 planes
03:54 MTDiscord <MisterE> ok, well its a builtin special model
03:55 MTDiscord <GreenXenith> its not that special?
03:55 MTDiscord <MisterE> ok ?
03:55 MTDiscord <GreenXenith> it doesnt even combine the models into one, theres 3 torch models
03:55 MTDiscord <MisterE> but not for the animation, thats for the wallmounted and ceiling and floor variations
03:56 MTDiscord <GreenXenith> I know, im just reiterating that its not fancy
03:56 MTDiscord <GreenXenith> its a regular model with regular texture animations
03:56 MTDiscord <GreenXenith> the 3d node animation trick consists of having every animation state in the model and swapping to each frame using animated textures
03:56 MTDiscord <MisterE> I hereby officially concede your point @GreenXenith
03:56 MTDiscord <MisterE> ?
03:57 MTDiscord <GreenXenith> ironically the 3d animation trick is pretty much what obj does for animations (which is awful)
03:57 MTDiscord <MisterE> .obj? it supports animations?
03:58 MTDiscord <GreenXenith> not technically
03:58 MTDiscord <GreenXenith> its not part of the specification
03:58 MTDiscord <GreenXenith> but last I checked, Blender supported exporting animations with obj
03:59 MTDiscord <MisterE> interesting
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04:36 MTDiscord <exe_virus> Technically it wouldn't be awful if we had proper compression on the plaintext that is obj. That would reduce those file sizes significantly
04:36 MTDiscord <exe_virus> Especially animations with multiple repeat vertexes
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05:22 Yad Thank you for going into detail on that. So besides replacing (and/or overlaying) a node with an entity, to visually represent metadata would I have to replace the node with another node?
05:22 Yad For example, if I want a wall block to take damage and track that damage, before being removed at 100 damage points...
05:23 Yad ...perhaps I should register ten nodes, one for each 10-point increment, with a different texture for each...
05:24 Yad ...then track damage using an integer in metadata, and when for example it goes from 9 to 10, I replace the first node type with the second node type, and so on, passing the metadata along each time?
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07:25 MTDiscord <GreenXenith> That may be best, yes.  Though I'd only track 10hp per block type.
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09:03 Yad Is making a node "digable" currently the only way to interact with it on a continuous mouse-press basis?
09:05 Yad I've thought about using a particle emitter attached to the player.
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09:14 Yad Looks like it's going to be something akin to get_player_control()
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09:20 Yad And then calling it in the on_step event
10:00 MTDiscord <GreenXenith> I dont think a node needs to be diggable for on_punch to trigger repeatedly
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10:08 Yad Well that's technically true I agree, because I can call punch_node as often as I like. :D
10:09 Yad The trick was to use register_on_joinplayer and then spawn an entity which listens to get_player_control().LMB in its on_step event
10:17 Yad Now I just need to combine that with get_pointed_thing_position
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15:01 gargamel !up 69.247.56.186:30003
15:01 MinetestBot 69.247.56.186:30003 is up (127ms)
15:01 gargamel Creative Sunday flat map.
15:07 gargamel Should I just use the 'give' priledge instead of creative?
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15:29 gargamel w00t
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17:48 MinetestBot [git] sfan5 -> minetest/minetest: Restore pass-through of direction keys (#11924) 5eb45e1 https://git.io/J9G5Z (2022-01-09T17:46:36Z)
17:48 MinetestBot [git] SmallJoker -> minetest/minetest: Formspec: Fix bgcolor and set_focus checks 8fab406 https://git.io/J9G5n (2022-01-09T17:47:12Z)
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17:58 Yad gargamel: That depends on what you want to do. In many games' setups, as well as giving you a menu to give yourself unlimited items, `creative` results in being able to dig everything by hand.
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18:05 Yad This article tries to help me understand with pictures https://dev.minetest.net/pointed_thing
18:06 Yad But how can I get `pointed_thing.above` and `pointed_thing.under` when `pointed_thing` is still nil? xD
18:08 MTDiscord <Benrob0329> You can't, how are you getting pointed_thing?
18:09 Yad Benrob0329: That's the question I'm asking lol :)
18:09 MTDiscord <Benrob0329> Alright, what do you need PT for?
18:09 Yad I need to know what the player is pointing at.
18:10 MTDiscord <Benrob0329> Some callbacks return it, but otherwise you'll have to Raycast()
18:10 Yad And then get its NodeRef so I can have an entity's on_step event interact with that node.
18:10 Yad Oooo
18:10 Yad That's a good clue! Thanks.
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18:11 Yad So basically fire a probe out of the player's hand, as it were, to see what it hits?
18:11 MTDiscord <Benrob0329> Probably the camera, but yeah thats the idea
18:11 Yad That's a more technically accurate way of putting it, thank you.
18:12 Yad Because the player is essentially just a point in space; the location of the camera.
18:12 gargamel Yad: 'give' is what I want not creative, thanks.
18:12 Yad Then things like arms are attached to the player.
18:12 MTDiscord <Benrob0329> Yad: If you Raycast, remember that it's an iterator, so you can use a for loop to find the first valid collision
18:12 Yad gargamel: Ah nice, as long as it's not to clunky for you to use the chat command-line in Minetest for that.
18:13 gargamel Yad: Players get the priv by defualt and it shows in unified inventory.
18:13 jordan4ibanez Which admin to talk to about resetting password on forum?
18:14 gargamel On Creative Flat map Sunday
18:14 Yad Benrob0329: Thank you, but my main question reading up on it now in `lua_api.txt` is...how do I get pos2 for launching the ray? I suppose I could pick an arbitrary number of meters for length, and apply trigonometry to the camera angle?
18:14 Yad `minetest.raycast(pos1, pos2, objects, liquids)`
18:14 MTDiscord <Benrob0329> Yad: Here's an example: https://gitlab.com/benrob0329/ikea/-/blob/master/mods/ikea_tools/init.lua#L35
18:15 Yad Oooh, you're the maker of The Infinite IKEA heheheh
18:15 Yad Benrob0329: At last that game actually helped me! <3
18:16 MTDiscord <GreenXenith> Yes, take the camera vector and set it to the length of the wielded item range
18:16 MTDiscord <Benrob0329> Hah, at least it's good for something :P
18:16 Yad heheheh yep
18:17 Yad If you play Dokimi's Exile (now managed by Mantar), you'll notice how aspects of the endgame, as it were, remind me of your Infinite IKEA scenario. ^_~
18:17 Yad Benrob0329: I see what you're saying, I don't have to do the trigonometry manually, when I can simply multiply look_dir by the desired ray distance, and that to the player position. So simple it's brilliant!
18:18 Yad I'm not used to a computer just automatically parsing 3-D vectors for me with arithmetic operands. :D
18:18 Yad *with = as
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18:20 MTDiscord <Benrob0329> I've just realized that there might be a way to break the flashlight in IKEA, if you shut down the server with it on it should leave the light node in place, which won't get removed automatically
18:21 MTDiscord <Benrob0329> But you should just be able to wave the flashlight through it and get rid of it
18:22 MTDiscord <Benrob0329> I could always add an LBM to clean those up I suppose
18:22 MTDiscord <Jonathon> or just make the light nodes have a node timer
18:23 MTDiscord <Benrob0329> Well yes, but then you're starting 10 timers a second
18:24 MTDiscord <Benrob0329> And those do continue to count if the node is swapped afaik
18:24 MTDiscord <Jonathon> hmm, yeah
18:25 MTDiscord <Jonathon> at the end of the day using nodes for light sources is just a hack given that entities cant propagate light (which is hard to implemenet)
18:26 MTDiscord <Benrob0329> This isn't a serious issue, just a small graphical one. The light nodes are buildable_to and everyone has a flashlight
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18:27 MTDiscord <Benrob0329> So cleaning it up on the rare occurrence that the server gets shut down with players on it is easy
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18:33 Yad Benrob0329: Hmm, I'm getting exactly the sort of error I would have expect, but to which your code would have to be immune to work.
18:33 Yad Namely, "attempt to perform arethmetic on local `look_dir` (a table value)"
18:33 Yad As though I have to break it down into scalars and multiply those.
18:35 MTDiscord <GreenXenith> You need to convert it to a vector type
18:36 Yad Ohhh, okay yeah.
18:36 MTDiscord <GreenXenith> vector.new should work
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18:41 Yad GreenXenith: Hmm, I local I'm getting the same error with this:
18:41 Yad local look_table = this_player:get_look_dir()
18:41 Yad local look_dir = vector.new(look_table.x, look_table.y, look_table.z)
18:45 Yad sfan5: If you're available, I seem to be missing something very simple with vector arithmetic. ?
18:46 jordan4ibanez Why not create it in Lua and then create a PR with your new arithmetic included in the vector library?
18:47 MTDiscord <Benrob0329> Yad: if you use vector.copy() you don't have to break out the individual components
18:47 MTDiscord <luatic> Yad: what's the error?
18:47 Yad Benrob0329: According to the error it's not a vector to begin with though.
18:48 Yad luatic: "attempt to perform arethmetic on local `look_dir` (a table value)"
18:48 MTDiscord <Benrob0329> But also, I'm pretty sure thats supposed to return a vector
18:48 MTDiscord <luatic> Your MT version probably isn't new enough
18:48 MTDiscord <Benrob0329> Yad: what version if MT?
18:48 MTDiscord <Benrob0329> *of
18:48 Yad luatic: 5.4.1 ?
18:48 MTDiscord <luatic> https://github.com/minetest/minetest/blob/5.4.1/doc/lua_api.txt#L6808-L6811
18:49 MTDiscord <Benrob0329> I forget how long 5.5 has been in development
18:49 sfan5 too long
18:49 MTDiscord <Jonathon> almost a year
18:49 MTDiscord <luatic> https://github.com/minetest/minetest/blob/5.4.1/doc/lua_api.txt#L3129*
18:49 sfan5 Yad: this is hard to debug without seeing the entire code
18:50 MTDiscord <Benrob0329> Yad: you'll have to use the vector.* functions unless you have 5.5
18:50 MTDiscord <Jonathon> 5.4 Feb 23, 2021
18:50 MTDiscord <Jonathon> so 9m
18:50 Yad sfan5: Indeed I agree...time to join GitHub! :D
18:50 definitelya lol
18:51 Yad :D
18:57 MTDiscord <luatic> sfan5: #11948
18:57 ShadowBot https://github.com/minetest/minetest/issues/11948 -- Copy smoothing note to gui_scaling_filter description by appgurueu
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19:05 MTDiscord <Warr1024> @Luatic what that filter does is essentially a nearest-up-linear-down filter, which prevents weird stairstep effects on non-integer scaling, but yes, it does create interpolated pixels at that point.
19:05 MTDiscord <Warr1024> It may also be noteworthy that there's a bug in 9-patch buttons in formspecs when that's turned on.  Seems 9-patch must never have been tested with GUI scaling enabled...
19:06 sfan5 I estimate just about everything is not tested with gui scaling on
19:06 MTDiscord <Warr1024> That's probably one of the biggest reasons it's not enabled by default.
19:06 MTDiscord <Warr1024> Er, I meant gui scaling filter, but yeah, it's probably also not tested with gui_scaling :-D
19:06 sfan5 gui scaling filter* yes
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20:14 MinetestBot [git] appgurueu -> minetest/minetest: Copy smoothing note to gui_scaling_filter description b164e16 https://git.io/J9GNR (2022-01-09T20:13:54Z)
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20:16 MinetestBot [git] sfan5 -> minetest/minetest: Mainmenu game-related changes (#11887) 4c8c649 https://git.io/J9GNM (2022-01-09T20:15:35Z)
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20:40 erlehmann https://nitter.snopyta.org/andrestaltz/status/1480257023283499010
20:40 erlehmann >  Holy shit I just learned about this and it's very bad. TL;DR the maintainer of faker.js made a new version of the library that breaks the code just to send out an ideological message about Aaron Swartz (RIP), and the result is that GitHub shut him down entirely.
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20:49 MTDiscord <Benrob0329> I (like many others on that thread) am very much in the dark about the whole situation and have no real context around it.
20:49 MTDiscord <Warr1024> I can tell that I'm supposed to be outraged but I can't figure out at whom.
20:50 MTDiscord <Jonathon> >ssl error
20:51 MTDiscord <Benrob0329> GitHub, supposedly. But if I'm being honest posting political messages on your repos is a surefire way to get kicked off.
20:52 definitelya I read "conspiracy theory" in a couple posts in that tweet.
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20:55 sfan5 kicked off what? github?
20:55 sfan5 if their ToS does not prohibit this then they can't claim it was that
20:57 MTDiscord <Jonathon> seems this individual has a interesting past
21:00 MTDiscord <Jonathon> https://twitter.com/andrestaltz/status/1480257023283499010 proper link for anyone who cares
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21:12 jordan4ibanez When did Libera replace freenode?
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21:13 MTDiscord <luatic> A while ago already
21:13 MTDiscord <luatic> > Welcome to Libera Chat - 19th May 2021 by staff
21:14 jordan4ibanez I am old now, turning to dust
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21:23 gry jordan4ibanez: congratulations coming to the other side. Note some channels will have moved to other smaller networks. Of those that I know, around 90% moved to libera alright.
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22:00 MinetestBot [git] sfan5 -> minetest/minetest_game: Fix torch models so they render correctly in `model[]` 78de12d https://git.io/J9Gp5 (2022-01-09T21:57:57Z)
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