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07:42 |
Yad |
for `set_attach(parent[, bone, position, rotation, forced_visible])` the syntax looks wrong |
07:43 |
Yad |
Why are square brackets? Especially odd is that the open-bracket is followed by a comma. |
07:43 |
Yad |
Minetest confirms there is an error here, saying "unexpected symbol near ','` |
08:27 |
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08:34 |
MTDiscord |
<Sublayer plank> pretty sure it's meant to signify that parent is a required argument while the rest are optional |
08:34 |
debiankaios |
hi |
08:34 |
MTDiscord |
<Sublayer plank> hello |
09:07 |
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09:48 |
MTDiscord |
<luatic> independent56: Obtaining the last 4 characters: ("hello"):sub(-4), obtaining everything until the last 4 characters is what wsor already sent. |
09:51 |
MTDiscord |
<luatic> You could even use patterns to achieve these: str:match"^(.*)....$" for everything but the first 4 characters, str:match"....$" for the last 4 characters. This might be more readable, and it won't behave oddly when the string is shorter than 4 characters (it will simply return nil). |
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12:05 |
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12:06 |
independent56 |
A lot of the younger players on my server end up falling off my massive bridge. I have signs warning them not to tresspass, but i keep finding bones around my railway. |
12:06 |
independent56 |
Why are my players so stupid to not realise trains dangerous in real life --> trains possibly dangerous in server? |
12:07 |
independent56 |
And then they cry in chat "NOO I DIEDG" |
12:10 |
independent56 |
And then they leave, never to come bacl |
12:10 |
independent56 |
So i guess i found a way to filter out stupid players |
12:11 |
independent56 |
No need to recklessly kick and ban |
12:12 |
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12:15 |
calcul0n_ |
so you expect people to read signs? what a strange idea :) |
12:16 |
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12:17 |
independent56 |
https://i.imgur.com/j9Q7jHY.png |
12:17 |
independent56 |
Since there were only two signs, now i have decorated it in red to really bring the point home |
12:18 |
independent56 |
Hopefully, they can see the skull and crossbones and realise "oh god i'll just walk... next to the viaduct" |
12:23 |
MTDiscord |
<Sublayer plank> "That sign can't stop me because I can't read!" |
12:24 |
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12:25 |
independent56 |
Well, i guess it's fair that they die under the wheels of a train |
12:25 |
independent56 |
If they're so stubborn. |
12:31 |
definitelya |
D: |
12:32 |
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12:39 |
definitelya |
Based and railpilled |
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12:59 |
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13:14 |
independent56 |
Does minetest singleplayer make a server on localhost and then connects to it? |
13:15 |
kabou |
did you try? |
13:16 |
kabou |
start in singleplayer, start second instance of minetest and connect to network game on 127.0.0.1 |
13:16 |
kabou |
if it does not work, then no |
13:17 |
kabou |
there is a checkbox "start server" on the menu. so likely that if that is unchecked, it starts no server |
13:23 |
MTDiscord |
<Sublayer plank> minetest singleplayer does start a server that the client then connects to, but external players can't connect to it |
13:25 |
kabou |
sublayer plank is it an ip connection or unix sockets? |
13:25 |
MTDiscord |
<Sublayer plank> if you start minetest from a terminal and start a singleplayer game in the game you will see the server startup ASCII art and that it is now listening on 0.0.0.0:(random port). however if you attempt to connect to it from another client it will kick you with the message "The server is running in simple singleplayer mode. You cannot connect." |
13:26 |
kabou |
so how does the singleplayer client connect in such a way that another client cant? |
13:26 |
kabou |
how does the server see the difference? |
13:27 |
MTDiscord |
<Sublayer plank> because the server is directly attached to the client... so why it even has to listen like this is beyond me, it doesn't need to listen in on everything and is also the reason minetest throws up scary windows defender warnings on windows systems |
13:28 |
MTDiscord |
<Sublayer plank> I swear there was an issue about this |
13:29 |
kabou |
what is directly attached? are they the same process? or two processes doing some interprocess communication (sockets on unix, smt else on windows)? |
13:32 |
MTDiscord |
<Sublayer plank> I don't know the specifics actually but I'd assume they would be different processes but that they communicate directly with eachother. either that or it's just hardcoded to let "singleplayer" on which probably sounds like the most minetesty way of doing things >.> |
13:39 |
rubenwardy |
kabou: same process |
13:39 |
rubenwardy |
minetest passes something like isSingleplayer when starting the server thread |
13:40 |
kabou |
thanks |
13:40 |
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13:43 |
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13:51 |
sfan5 |
"and is also the reason minetest throws up scary windows defender warnings on windows systems" < that seems easy to fix |
14:12 |
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14:21 |
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14:25 |
Yad |
Sublayer plank: Ahhh, okay thank you, so it's an indicator, and not to be used as Lua syntax. :) |
14:44 |
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14:56 |
Yad |
What is `set_attach(parent[, bone, position, rotation, forced_visible])` relative to? I'm not sure the name for this concept in Lua... |
14:57 |
Yad |
...in other words do I use a dot or colon operator, and what goes before that operator? |
14:57 |
Yad |
e.g. probably wrong is minetest:set_attach or minetest.set_attach |
14:58 |
sfan5 |
an objectref |
14:59 |
sfan5 |
you call it like obj:set_attach(...) |
14:59 |
sfan5 |
which is just syntactic sugar for obj.set_attach(obj, ...) |
15:00 |
Yad |
sfan5: Thanks, so I use something like `minetest.register_on_joinplayer(function(...` to get the objectref and assign it to a variable such as `this_player`, then I use `this_player:set_attach(...`? |
15:01 |
sfan5 |
yes |
15:01 |
sfan5 |
but also it doesn't matter where you get your ObjectRef from |
15:01 |
Yad |
Yeah, I'm just using an easy example :) |
15:01 |
Yad |
sfan5: Nice. But how do I identify which thing is being attached to `this_player`? |
15:01 |
Yad |
sfan5: Is that what `bone` is? |
15:01 |
sfan5 |
that's the first argument |
15:02 |
Yad |
sfan5: Oooh, right right, thank you I keep getting it stuck in my head that `parent` is what `this_player` is in my example. :) |
15:03 |
Yad |
So more like `this_player:set_attach(the_attachement)` |
15:03 |
sfan5 |
yes |
15:03 |
Yad |
:) |
15:03 |
sfan5 |
the implicit first argument I mentioned as syntactic sugar is not written out, if that was confusing you |
15:03 |
Yad |
sfan5: No I think it was my incorrectly written line in my own code I had on the screen above HexChat, which was confusing me. :D |
15:10 |
Yad |
sfan5: Oh and `parent` needs to be an "entity"? |
15:10 |
sfan5 |
yes |
15:10 |
Yad |
:D |
15:12 |
MTDiscord |
<Jonathon> "and is also the reason minetest throws up scary windows defender warnings on windows systems" < that seems easy to fix < is probably the least important issue with minetest on windows |
15:13 |
sfan5 |
what would be the mort important ones? |
15:13 |
sfan5 |
more* |
15:17 |
MTDiscord |
<Jonathon> given that https://github.com/minetest/minetest/issues/11832 happens basically 1/2 of the time |
15:18 |
MTDiscord |
<Jonathon> maybe https://github.com/minetest/minetest/issues/11544 more depending on the game from contentdb makes it unplayable |
15:30 |
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15:40 |
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16:35 |
sfan5 |
hmm right |
16:37 |
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16:40 |
MTDiscord |
<Jonathon> oh, i havent really been able to track it down yet, but roughly (i think) if your on 5.5, windows, and bad internet (very edge case) minetest with throw a lua error |
16:41 |
MTDiscord |
<Jonathon> . s/with/will |
16:44 |
MTDiscord |
<Jonathon> https://cdn.discordapp.com/attachments/369137254641303560/946246526869598248/unknown.png if you care for the error |
16:45 |
sfan5 |
wasn't that reported before? |
16:45 |
MTDiscord |
<Jonathon> not that im aware of? |
16:45 |
MTDiscord |
<Jonathon> its new to 5.5 |
16:46 |
MTDiscord |
<Jonathon> or i think at least |
16:50 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/issues/10942 is the most similar thing that i could find, not sure if thats what your thinking of? |
16:51 |
erlehmann |
Jonathon how bad is the internet |
16:51 |
mister-e[m] |
Hey, everyone, the first post of the Minetest blog is released! |
16:51 |
mister-e[m] |
Check it out: https://minetestblog.github.io/posts/post01 |
16:52 |
erlehmann |
> Possibly the most interesting change to the API was an upgrade to the dynamic media API. |
16:52 |
erlehmann |
yes very interesting ^^ |
16:52 |
erlehmann |
we live in interesting times, if you get what i mean :P |
16:52 |
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16:52 |
erlehmann |
> The applications are huge, especially regarding background music (BGM), which used to extend login times enormously. BGM can now be sent one track at a time after the player has joined. |
16:53 |
MTDiscord |
<Jonathon> mistre-e: neat |
16:53 |
erlehmann |
i still think minetest should be able to stream ogg vorbis from http |
16:53 |
erlehmann |
ogg is a streaming container |
16:53 |
erlehmann |
you can basically use “cat” to glue two ogg files together and if the player was not written by someone whose approach is “fuck around and find out”, it will work |
16:54 |
erlehmann |
mister-e[m] super sam is amazing |
16:55 |
erlehmann |
mister-e[m] cool blog post |
16:56 |
erlehmann |
mister-e[m] instead of making the title contain a counter, maybe put the date in the title and url next time |
16:56 |
erlehmann |
so you can see if it is recent |
16:57 |
erlehmann |
i think “This week in Minetest 2022-02-27” is a more helpful title, as would https://minetestblog.github.io/posts/twim-2022-02-27 be a more helpful url |
16:57 |
erlehmann |
ok |
16:57 |
erlehmann |
it is THIS MONTH haha |
16:58 |
erlehmann |
well let's hope putler does not nuke the world, so we can have a second post some time |
17:19 |
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17:47 |
erlehmann |
hey devs, how do you animated textures on entities? |
17:47 |
erlehmann |
without spamming packets ideally |
17:47 |
erlehmann |
that tell client to change texture |
17:47 |
erlehmann |
are there material tricks or so? |
17:47 |
MTDiscord |
<Jonathon> you dont |
17:48 |
erlehmann |
i was thinking, maybe have some b3d animation |
17:49 |
erlehmann |
that switches material visibility or position with 0 delay? |
17:50 |
MTDiscord |
<Jonathon> you would still have to send a packet for animation |
17:56 |
erlehmann |
but only to start? |
17:57 |
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17:59 |
MTDiscord |
<GreenXenith> I don't think you can animate materials using b3d |
18:00 |
MTDiscord |
<GreenXenith> So you'd have to duplicate faces, which obviously is a tradeoff |
18:00 |
erlehmann |
yes |
18:00 |
erlehmann |
that is the idea |
18:01 |
erlehmann |
but can you actually switch them off without z fighting issues or so? |
18:01 |
erlehmann |
because right now, in mineclonia, we switch off faces by assigning transparent texture |
18:01 |
erlehmann |
like the llama model |
18:01 |
erlehmann |
i have drawn like 7 carpets |
18:01 |
erlehmann |
but carpets are not in game |
18:01 |
erlehmann |
because we need 9 more |
18:01 |
erlehmann |
carpet texture is *always* transparent |
18:02 |
erlehmann |
i figure that minetest_game does it similarly with armor |
18:02 |
erlehmann |
my idea was to make fire maybe use less packets |
18:02 |
erlehmann |
by having fire animation entity |
18:15 |
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18:37 |
MTDiscord |
<Benrob0329> If you don't mind having extra geometry, you could animate face scale |
18:37 |
MTDiscord |
<Benrob0329> And just swap the visible faces |
18:38 |
MTDiscord |
<Benrob0329> I don't know that its better than the extra network traffic though, really depends on your bottleneck |
18:43 |
erlehmann |
mobs cause network traffic |
18:43 |
erlehmann |
and fire … step in a fire in mineclone2 0.71 |
18:44 |
erlehmann |
then measure the network traffic |
18:44 |
erlehmann |
we limited the framerate in mineclonia because sending a single packet for every frame is saturating connections very fast |
18:44 |
erlehmann |
i mean that was for the hud |
18:45 |
erlehmann |
but if i am not mistaken, burning is animation |
18:45 |
erlehmann |
and animation means network traffic |
18:45 |
erlehmann |
and that's bad mkay |
18:46 |
erlehmann |
Benrob0239 have any example for the face scale thing? |
18:49 |
ghoti |
Is it possible for basic_robots robot to execute worldedit commands? I mean, assuming privs are correct and all that... How does a robot run such commands? |
18:53 |
MTDiscord |
<Benrob0329> erlehmann: not on-hand, no. You'd make an animated mesh with each face UV mapped to the appropriate spot on the texture. afaik you'll need to give it a bone structure to have animations in B3D, but you can set multiple faces to one bone and make the animation easier this way anyways. |
19:12 |
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19:17 |
independent56 |
Which mod has the biggest trees? |
19:17 |
independent56 |
I really want to have massive trees taking over my server |
19:21 |
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19:28 |
lemonzest |
moretrees has some pretty big redwoods |
19:28 |
lemonzest |
spruce too I think |
19:37 |
MTDiscord |
<Jonathon> Whatever pryllo huge tree mod was, also treer had a big tree mod, dunno if they ever released it |
19:40 |
independent56 |
Please send links |
19:40 |
independent56 |
gtg |
19:53 |
erlehmann |
independent56 in mesecraft there is some terrain generator that makes giant trees with heart of the tree in it, let me look up what mod it is |
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