Time |
Nick |
Message |
01:18 |
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05:03 |
Helenah |
So far so good with LuantiRPG! https://files.catbox.moe/uct5w1.png https://files.catbox.moe/8lwwrl.png https://files.catbox.moe/cttwjb.png https://files.catbox.moe/u0ks2o.png |
05:40 |
Helenah |
I was told that since Luanti v5.10, there's an option to prevent formspec's from being closed by the player, however, I have added "allow_close[false]" to my formspec and yet when I hit the Esc key, the formspec closes. |
05:41 |
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05:41 |
Helenah |
According to https://api.luanti.org/formspec/, it should not close. |
05:41 |
[MatrxMT] |
<Blockhead256> that was 5.12 |
05:42 |
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05:42 |
Helenah |
Ah, then that explains things (5.11), okay, so erm... in that case, I'm going to just kick the player off if they do that, or... perhaps I could attempt re-opening the formspec on them, what would you say best approach is? Maybe there is something I am naive about. |
05:43 |
Helenah |
I mean... I am thinking of this solution in combination with the new one because 5.12 is very recent. |
05:45 |
Helenah |
I do have some measures in place for things, for example, I freeze the player in place when they first log in by setting their walk speed and jump physics to 0. |
05:59 |
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05:59 |
Helenah |
Okay, I actually want to avoid using the kick option, that seems brutal, but yeah, re-opening the formspec sounds like a good idea. |
06:00 |
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06:17 |
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06:19 |
MTDiscord |
<celeron55> If it isn't just a single game but a more universal thing and open to contributions, then that name seems fine. If it's a solo game project, then it needs a different name |
06:23 |
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06:28 |
Helenah |
celeron55: If ever becomes a solo project, I'll change the name, though I never plan on doing that, I intend for it to be and always be a mod for Luanti. |
06:29 |
Helenah |
It is open to contributions, yes, the licensing is GPL 3. |
07:14 |
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07:31 |
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07:49 |
Helenah |
celeron55: Can a github repository be set up for open collaboration and is that a good idea? |
07:56 |
MTDiscord |
<celeron55> Github works mainly via pull requests. If you want people to be able to commit directly into your repo, you need to add access for each individually |
07:57 |
MTDiscord |
<celeron55> Probably doesn't matter at that stage in a project anyway. Best to just keep on coding and worry about it later |
08:10 |
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08:47 |
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08:47 |
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08:47 |
Helenah |
celeron55, it prevents trolls messing up the code too, right? I've seen what happens on Wikipedia... |
08:48 |
Helenah |
I'm liking this function: rpg.register_welcome_message("Your character has been created!\nWelcome to the world, {player_name}, your race is {race} and your class is {class}!\nCharacter Statistics:") |
08:50 |
Helenah |
That message would dispaly in the in-game cat right after character creation form has been filled in by the player. |
08:50 |
Helenah |
*display |
08:50 |
Helenah |
*chat |
08:51 |
[MatrxMT] |
<y5nw> Helenah: If you are worried about vandalism you can (and arguably it is a good idea to) start by having everyone submit PRs and slowly giving others (if you trust them sufficiently) write access to the repo |
08:52 |
Helenah |
hmm |
08:52 |
Helenah |
I think this is the furthest I've ever got with a Luanti mod... |
08:53 |
Helenah |
And I suck at Lua... someone even ran the comment "You are coding in Lua like someone who does not know Lua", I said "That is because I don't know Lua, but I know coding theory." |
08:56 |
Helenah |
Would the Luanti API ever have a function exposed that allows for mod writers to code in some things to be done before the world is loaded and the player spawned into it? I think this would be a good idea personally. |
08:58 |
Helenah |
Because right now I'm having to freeze the player until they've completed the character creation form. |
09:13 |
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09:35 |
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09:40 |
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10:11 |
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10:31 |
MTDiscord |
<the4spaceconstants2181> plural² (technically "people" is singular but use as plural means iterating over contents) -# what am I talking about |
10:34 |
[MatrxMT] |
<Blockhead256> `for person in pairs(people) do ... end` |
10:54 |
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14:34 |
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14:36 |
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15:54 |
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16:31 |
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16:43 |
Kimapr |
i've been puzzled by a very strange networking heisenbug with Luanti and my own proxy ( https://git.kimapr.net/kimapr/confiltermon ) for several days and i'm not even sure which is to blame here because i really can't see what i'm doing wrong with the proxy |
16:45 |
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16:45 |
Kimapr |
the outward appearance of this bug is that luanti gets into a state where server-sent updates arrive and get processed by the client, but nothing the client does except disconnects is processed by the server |
16:47 |
Kimapr |
i looked into one client trace-log of this, and it seems that the reliables channel 0 got stuck on packet seqnum 1499 specifically, and it keeps trying to resend it but never receives an ACK for it, but other channels work fine and next packets on the channel also get ACK'd |
16:49 |
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16:51 |
Helenah |
Looking through the API, I'm not finding a way to check player walk speed. |
16:52 |
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16:52 |
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16:53 |
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16:53 |
Kimapr |
https://home.kimapr.net/lappy/uploads/767d972689c809726a4bf898f73d0440/log.html last 33 seconds of the log and also the entire log: https://home.kimapr.net/lappy/uploads/aa52abebea4c7f6bf597b3ce35ce60fc/strangemt.txt |
16:56 |
cheapie |
Helenah: player:get_physics_override().speed |
16:56 |
cheapie |
(untested) |
17:04 |
Kimapr |
the bug only seems to happen when multiple luanti servers are running at the same time and only to the first player who joins, even if they rejoin |
17:04 |
Helenah |
Kimapr: Multiple entirely separate luanti servers or multiple instances of the same luanti servers, the former is fine to do, the latter is foolish. |
17:05 |
Helenah |
cheapie: Thanks |
17:05 |
Kimapr |
Helenah: multiple entirely separate luanti servers! they run on different worlds and different modsets |
17:05 |
Kimapr |
but they're on the same machine |
17:06 |
Kimapr |
also all in docker, and their startup and shutdown is controlled by the proxy software i wrote and linked |
17:20 |
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17:28 |
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17:30 |
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17:34 |
Kimapr |
what's really frustrating is that whenever i'm trying to specifically reproduce the bug it simply doesn't happen at all, it only happens when i'm trying to play nodecore w/ wife |
17:40 |
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18:36 |
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18:37 |
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18:40 |
Helenah |
Kimapr: I tried playing nodecore, it felt a bit weird, interesting, but weird. |
18:40 |
Helenah |
Like a totally different way of playing something like minetest_game or something. |
18:44 |
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18:56 |
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19:22 |
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19:38 |
cheapie |
Came across an interesting machine room layout in Neustadt, gives a bit of an unusual perspective: https://cheapiesystems.com/media/2025-06-28%2014-36-08.webm |
19:41 |
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20:00 |
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20:24 |
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20:28 |
Helenah |
I'm getting pretty confused, what declares the "player" variable? |
20:29 |
Helenah |
I have stuff like "local player_name = player:get_player_name()" throughout my code, it seems I can't use it in other parts though. |
20:29 |
Helenah |
Some points, I can get player name, other parts, I can't. |
20:30 |
MTDiscord |
<greenxenith> You have to obtain the player from an engine method. Callbacks often provide a player object. You can get_player_by_name, you could select from get_connected_players(),, you could grab it from register_on_joinplayer(), etc |
20:35 |
Helenah |
What about register_on_player_receive_fields()? |
20:36 |
Helenah |
I'm sure that's to do with receiving fields of my formspecs though... |
20:36 |
Helenah |
All I can say is player:get_player_name(), I can also do things like player:get_player_physics(), etc |
20:38 |
MTDiscord |
<greenxenith> If the function passes you a player object, then you have a player object |
20:39 |
MTDiscord |
<greenxenith> Registered callbacks requires you to define the function, then that function will be called with the paramaters defined in the API. receive fields passes player, formname, fields. |
20:40 |
Helenah |
In lua, how do I check what objects a function passes? Also, what is the best way to say pass player name to another mod? My mod is to be an API for other mods, in other mods, I want to pass player along with attributes to do with that player that's also to do with the API. |
20:40 |
Helenah |
Like I'm trying to write a function called rpg.get_player_attributes() |
20:42 |
Helenah |
I'll be honest, I come from python, c and C++ |
20:42 |
MTDiscord |
<greenxenith> Have you read the API documentation? https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md |
20:43 |
MTDiscord |
<greenxenith> That will outline the parameters a callback will expect to pass |
20:43 |
Helenah |
Yes |
20:44 |
MTDiscord |
<redundantcc> type (ref) can be used to directly determine what data type you have a reference to. |
20:44 |
MTDiscord |
<greenxenith> It will not be useful for engine objects though |
20:44 |
MTDiscord |
<greenxenith> And is not relevant to your usecase |
20:44 |
MTDiscord |
<redundantcc> Whether or not that will always be the case when passed from the function is a matter of implementation and documentation though, and you shouldn't rely on it always being true. |
20:44 |
MTDiscord |
<greenxenith> As for passing things around, API mods usually define a global table with methods that other mods can access |
20:46 |
MTDiscord |
<redundantcc> Don't engine objects get passed to Lua as userdata or something? When trying to identify a function signature I could still be useful to probe it using helper functions like dump or type? |
20:47 |
MTDiscord |
<greenxenith> Sure, you could do that. Once again, not helpful or relevant to the question |
20:48 |
MTDiscord |
<greenxenith> there is also core.is_player() in particular |
20:48 |
MTDiscord |
<greenxenith> Rather than trying to heuristic the results from dump2 or whatever |
20:49 |
MTDiscord |
<greenxenith> Anyway, when you pass a player object around, keep in mind that they dont stay valid forever (players disconnect). Usually not a problem unless you have any delayed methods. Some people also try to guard against API users passing invalid player objects. Or pass names and get a new ref every time (yuck) |
20:54 |
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