| Time |
Nick |
Message |
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| 03:53 |
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| 04:01 |
Zeno` |
I asked krock if msvc still builds since the fix freetype detection patch and it seems fine |
| 04:18 |
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| 04:24 |
hmmmm |
the platform i was worried about is actually linux |
| 04:24 |
hmmmm |
that bug supposedly affects systems with platform prefixes on their library directories |
| 05:59 |
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| 07:11 |
sofar |
anyone show me what various return values for on_dig functions accomplish? I |
| 07:11 |
sofar |
can't see in the documentation what the expected return values are |
| 07:12 |
sofar |
I'm looking to "drop" items and "change" a node, not remove it |
| 07:22 |
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| 07:24 |
Krock |
sofar, https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L423 |
| 07:25 |
Krock |
It doesn't have a return value |
| 07:25 |
Krock |
core.node_dig(pos, node, digger) is the default of your on_dig function |
| 07:27 |
sofar |
I overrode on_dig in my mod |
| 07:27 |
sofar |
but it's not dropping items into the inventory |
| 07:31 |
sofar |
but if I cause the node to break, items drop properly on the gruond |
| 07:36 |
sofar |
even if I call minetest.get_node_drops() myself, nothing ends in the inventory |
| 07:37 |
Krock |
player:get_inventory():add_item(stack) |
| 07:37 |
sofar |
thanks, that's pretty much what I wanted |
| 07:38 |
Krock |
You also can use this: minetest.handle_node_drops(pos, drops, digger) |
| 07:38 |
sofar |
that's what I did |
| 07:38 |
sofar |
no worky |
| 07:38 |
sofar |
minetest.handle_node_drops(pos, minetest.get_node_drops(node.name, digger:get_wielded_item():get_name()), digger) |
| 07:39 |
sofar |
getting drops in core is clumsy |
| 07:39 |
sofar |
local wielded = digger:get_wielded_item() |
| 07:39 |
sofar |
local drops = core.get_node_drops(node.name, wielded:get_name()) |
| 07:39 |
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| 07:40 |
Krock |
However, this theme would fit better into #minetest or #minetest-mods |
| 07:41 |
sofar |
obviously, I digressed, I was looking for the implementation of these functions in core git, that's all |
| 08:00 |
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| 09:37 |
Krock |
<TenPlus1>Hi folks... what would bring up an "get_biome_list: failed to load biome (index 1)" error ? |
| 09:40 |
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| 16:29 |
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| 16:40 |
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| 16:42 |
crazyR |
is there any way to control how or where the player files are stored in the /players folder?? |
| 16:47 |
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| 16:48 |
Zeno` |
crazyR, currently no |
| 16:48 |
est31 |
what do you want to accomplish crazyR? |
| 16:58 |
crazyR |
i want to be able to use a diffrent storage mechanism for storing that infomation. |
| 16:59 |
crazyR |
so i think something similar to the way we can overide the authorise handler should work |
| 17:01 |
est31 |
isn't it possible to read the files? |
| 17:03 |
crazyR |
thats not the issue. i want to use an entirely diffrent storage mechanism. a proper data base. but the only way to do that is to be able to overide the way the files are stored by default |
| 17:04 |
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| 17:09 |
est31 |
perhaps, yes. |
| 17:09 |
est31 |
perhaps it should be also used by default |
| 17:09 |
est31 |
and files only as legacy option |
| 17:09 |
est31 |
with a converter inside util/ |
| 17:10 |
ShadowNinja |
Files work pretty well, but the format should be changed: currently inventory serialization adde a lot of "Empty" lines. |
| 17:16 |
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| 17:26 |
crazyR |
personally i think it should still be easily overide-able so that server owners can implement there own systems if they wish |
| 17:27 |
celeron55 |
i think a similar mechanism as for the authentication/authorization could work quite well |
| 17:28 |
celeron55 |
at least it's not immediately obvious to me why it wouldn't |
| 17:29 |
crazyR |
^ +1 |
| 17:29 |
celeron55 |
there's some requirement for care to be taken for enabling future extendability though |
| 17:29 |
celeron55 |
of what is stored |
| 17:45 |
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| 18:03 |
est31 |
What would be an use case? |
| 18:03 |
est31 |
crazyR ^ |
| 18:10 |
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| 18:16 |
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| 18:18 |
ShadowNinja |
... http://pastebin.ubuntu.com/10793421/ |
| 18:21 |
est31 |
thats nice change |
| 18:23 |
ShadowNinja |
I'm making the max player name length configurable now, now that the hardcoded length was fixed in protov25. |
| 18:25 |
crazyR |
est31 i think i explained what the use case was above |
| 18:26 |
Calinou |
can we have min player name length too? |
| 18:26 |
Calinou |
as a minetest.conf setting |
| 18:26 |
Calinou |
default 2 probably |
| 18:28 |
crazyR |
also player names really need to be non case sensative. haveing 2 players with the same name but with diffrent case's is a bit silly and a night mare for moderators/admins |
| 18:42 |
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| 18:46 |
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| 18:48 |
est31 |
the new auth protocol will fix this |
| 18:48 |
est31 |
or at least pave the way for ShadowNinja's patch |
| 18:49 |
est31 |
(the case insensitivity) |
| 18:49 |
est31 |
and about the names, idk there are enough name mods out there |
| 18:54 |
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| 18:58 |
est31 |
ShadowNinja, what do you think should the player's name be sent in the first packet, or should it be moved into an extra packet? |
| 18:59 |
est31 |
because I have to remove the password from toserver_auth |
| 18:59 |
est31 |
only the name stays then |
| 18:59 |
est31 |
moving (back) the name into the init packet would spare two extra packets, one by server one by client |
| 19:00 |
est31 |
the packet's content the server would send is only the list of supported authentication protocols. the server needs to know the username to compose this list |
| 19:00 |
est31 |
(and the casing of the playername to support case insensitivity) |
| 19:01 |
est31 |
that can be moved into toclient_hello |
| 19:08 |
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| 19:09 |
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| 19:13 |
ShadowNinja |
est31: It can stay in the init packet as long as it doesn't have a fixed length and a length of 0 is possible. |
| 19:50 |
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| 20:09 |
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| 20:29 |
est31 |
<ShadowNinja> I'm making the max player name length configurable now, now that the hardcoded length was fixed in protov25. |
| 20:29 |
est31 |
some news for that change ^? |
| 20:29 |
est31 |
I think I can rebase later |
| 20:37 |
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