| Time |
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Message |
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| 05:55 |
Taose |
I'm curious what AI/NPC packs are recommended? |
| 05:56 |
Taose |
I don't quite want aggressive monsters just yet |
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| 07:21 |
jas_ |
Hijiri: i have a punch deflected that returned damage to mob/player and indeed use punch() for mobs and set_hp() for players. i've already forgotten why, but "punch() didn't work for players" sounds right. https://github.com/jastevenson303/warps/blob/dcbl/init.lua#L332 |
| 07:21 |
jas_ |
or maybe i didn't ever try to do punch on a player object; and only set_hp didn't work on entities (der?) ... i'll try now |
| 07:22 |
jas_ |
(i just noticed a minetest.punch_node() in lua_api.txt, always finding new stuff in there :) |
| 07:24 |
jas_ |
https://youtu.be/okaqXB6Ns5s |
| 07:24 |
jas_ |
!title |
| 07:24 |
MinetestBot |
jas_: Leonard Cohen - Traveling Light - YouTube |
| 07:27 |
jas_ |
Hijiri: hm, it seems to work as expected. |
| 07:27 |
jas_ |
one observation is that set_hp() allows a number, whereas ObjectRef:punch() doesn't |
| 07:34 |
jas_ |
but the direction here is different, punching other entities/players. whereas with TNT i imagine it's the player/entities receiving the punch from the tnt(?) |
| 07:36 |
Taose |
...turns out...really hard to update minetest using git after installing the minetest game etc... |
| 07:36 |
Taose |
(Unrelated histories) |
| 07:38 |
jas_ |
actually of course obj:punch() takes toolcaps, and damage_groups, so can set damage amount there. it's a good question Hijiri i think you're onto something |
| 07:38 |
jas_ |
can just do a git pull inside games/minetest_game right Taose ? |
| 07:39 |
Taose |
Got a "Unrelated Histories" error |
| 07:39 |
jas_ |
oh i never seen that error before |
| 07:39 |
Taose |
Neither have I |
| 07:39 |
Taose |
I don't do modding or fiddling for minetest |
| 07:40 |
jas_ |
i do git pull for both minetest and minetest_game and do system-wide installs, but i dunno what unrelated history is. maybe try fresh? |
| 07:40 |
Taose |
That's what I've had to do |
| 07:40 |
jas_ |
interesting. every time? and minetest_game is inside minetest/games ? |
| 07:40 |
Taose |
yep |
| 07:40 |
jas_ |
(one repo inside another? that's right) |
| 07:40 |
jas_ |
how interesting. well that sounds like a real chore |
| 07:40 |
Taose |
Currently having to reinstall all my mods |
| 07:40 |
Taose |
XD |
| 07:40 |
jas_ |
so you do a system-wide install? |
| 07:41 |
Taose |
What do you mean by System-wide? |
| 07:42 |
jas_ |
like, `make install' versus running inside minetest/ with -DRUN_IN_PLACE=1 ? |
| 07:42 |
Taose |
ah no I just follow the instructions |
| 07:43 |
Taose |
so I use the .cmake -DRUN_IN_PLACE command |
| 07:43 |
jas_ |
so do you make && make install, or just make? |
| 07:43 |
Taose |
then use make -j15 |
| 07:43 |
jas_ |
is -DRUN_IN_PLACE the same as -DRUN_IN_PLACE=1 i wonder, or were you abbreviating? |
| 07:43 |
* Taose |
was abbr |
| 07:43 |
jas_ |
doesn't -j15 mean you have 14 cpus? (i dunno this command) |
| 07:43 |
Taose |
It should |
| 07:44 |
Taose |
but it doesn't work that way |
| 07:44 |
jas_ |
you have 14 cpus?! |
| 07:44 |
jas_ |
haha that would be sweet |
| 07:44 |
Taose |
It's only around -j50 that it seems to have issues |
| 07:45 |
jas_ |
hmmm... unrelated histories. i wonder if minetest.git is getting pulled, and you're not pulling minetest_game.git fresh accordingly? |
| 07:45 |
jas_ |
because both need to be pulled when updating |
| 07:45 |
jas_ |
but i don't think that'd be that error. maybe i'll look it up now |
| 07:46 |
jas_ |
what version of git? i'm just reading https://stackoverflow.com/questions/37937984/git-refusing-to-merge-unrelated-histories |
| 07:46 |
Taose |
2.11 |
| 07:47 |
jas_ |
ye, me too. "You can use --allow-unrelated-histories to force the merge to happen." |
| 07:47 |
Taose |
yeah didn't wanna do that |
| 07:48 |
Taose |
There were a few other errors popping up relating to an unfound font |
| 07:48 |
Taose |
I try to avoid forcing until I know what the problem is and I'm okay with forcing |
| 07:48 |
jas_ |
it's very piculiar ... i never spelled this word b4. |
| 07:48 |
jas_ |
peculiar |
| 07:49 |
jas_ |
i never even heard of the error before. |
| 07:49 |
Taose |
and now I've lost my world |
| 07:50 |
Taose |
Well it's not lost, it's still there, it's just not showing up in the screen |
| 07:50 |
Taose |
actually I think it's gone |
| 07:50 |
Taose |
goddamit it |
| 07:50 |
jas_ |
are you doing --depth 1? (longshot, maybe that's why.) |
| 07:51 |
Taose |
nop |
| 07:51 |
jas_ |
ye you should probably use symlinks if you're going to run_in_place and nuke your minetest dir haha |
| 07:51 |
Taose |
I am certainly starting to think that the devs haven't thought about these issues |
| 07:52 |
Taose |
okay |
| 07:52 |
Taose |
I've briefly lost my passion for minetest -_- |
| 07:52 |
Taose |
(you know what it's like after you've put in a weeks worth of work into something...) |
| 07:53 |
jas_ |
yes sir, sounds like you could use some R&R |
| 07:53 |
jas_ |
u can make an issue on github tracker where more eyes, better eyes can see |
| 07:53 |
jas_ |
it may be something that's come up b4, and i'm the only one awake reading irc |
| 07:53 |
jas_ |
and then take your vacation :) and when you come back it'll be all fixed |
| 08:03 |
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| 09:57 |
jas_ |
*gasp* ! there's an on_walk_over() ? wooow |
| 09:58 |
deltasquared |
jas_: is that in -dev |
| 09:58 |
deltasquared |
then again, I guess mesecons would use it for pressure plates. |
| 09:58 |
jas_ |
oh phew thought i chatted in the wrong channel lol... yes, i use current minetest dev version |
| 09:59 |
jas_ |
and am currently reading: https://github.com/minetest/minetest_game/pull/1902/files |
| 09:59 |
jas_ |
tenplus1 mentions a new "on_walk_over" nodedef, but i am not seeing it. |
| 09:59 |
jas_ |
somehow i sat here and played minetest for a few hours without noticing and now my coffee is very cold... bbfn o/ |
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MinetestBot |
[git] nerzhul -> minetest/minetest: Server: affect bind_addr on constructor instead of start() (#6474) 2afe629 https://git.io/vdOfQ (2017-09-28T11:47:30Z) |
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MinetestBot |
[git] orwell96 -> minetest/minetest: Add static_save property to luaentites to not save them statically. (… 08846cd https://git.io/vdOBp (2017-09-28T15:11:51Z) |
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| 15:45 |
ClockGen |
How can I get texture name of specific node? |
| 15:46 |
ClockGen |
I mean in code, tnt mod have similar thing to spawn debris particles |
| 15:46 |
Krock |
minetest.registered_nodes[node_name_here].tiles |
| 15:46 |
ClockGen |
But it uses dropped items instead of nodes |
| 15:46 |
ClockGen |
Thanks |
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| 16:34 |
ThomasMonroe |
hey jcjordyn120 |
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MinetestBot |
[git] raymoo -> minetest/minetest: Document orientation parameter of set_attach (#6473) 5258f3b https://git.io/vdOK2 (2017-09-28T16:40:47Z) |
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dogetest |
Hello! Should I use _ or . for settings? |
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| 19:06 |
Krock |
dogetest, doesn't matter as long there are no conflicts. Some mods use [ modname.setting_name ], others simply [ setting_name ] |
| 19:07 |
Krock |
modname_setting_name is an option too |
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dogetest |
I going to keep using . |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Localplayer: Fix disable_jump effect and getStandingNodePos() f729b5d https://git.io/vdOjh (2017-09-28T19:36:53Z) |
| 19:42 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Lua_api.txt: Clarify arguments of functions, plus some cleanup 7e488b9 https://git.io/vdOjj (2017-09-28T19:32:16Z) |
| 19:51 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Beds: Strip colour bits from param2 in 'get look yaw' 809e593 https://git.io/vd3v8 (2017-09-28T19:49:34Z) |
| 19:55 |
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| 20:03 |
dogetest |
I written a mod and while it works when on mods/ it doesnt when games/subgame/mods/. Specifically, it seens that mod cant wrap nodes definitions and/or wrap register_node. https://github.com/dogetest/dogestate |
| 20:05 |
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| 20:05 |
deltasquared |
hmm, I suspect the elevation bounds for rubber trees needs tweaking to cope with v7 worldgen's tendency to slope up quite quickly |
| 20:06 |
sfan5 |
dogetest: you are relying on mod load order while that isn't guaranteed to be a particular order for non-depending mods |
| 20:07 |
dogetest |
sfan5: wouldnt wrapping register_node solve this? |
| 20:07 |
deltasquared |
I don't think you should be tampering with the API in such a way |
| 20:08 |
sfan5 |
that's not it |
| 20:08 |
deltasquared |
this sounds like what #archlinux calls an !xyproblem |
| 20:08 |
sfan5 |
dogetest: you need to wrap register_node before any mod uses it, but without depending on all other mods it's not guaranteed that yours is loaded first |
| 20:09 |
deltasquared |
mind if I ask *why* one would want to wrap register_node anyway |
| 20:10 |
deltasquared |
meanwhile, off to start my own instance |
| 20:10 |
sfan5 |
because he wants to be able to deny an individual dig which register_on_dignode can't do |
| 20:11 |
deltasquared |
"deny an individual dig"... sorry, it's late, I can't parse that |
| 20:11 |
dogetest |
the code wraps each and every node and register_node too |
| 20:14 |
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| 20:14 |
dogetest |
is it even possible to wrap register_node? it doenst raises any error when assigning a new value to it |
| 20:15 |
deltasquared |
perhaps not, though I would not at all be suprised if it were considered undefined or not allowed |
| 20:16 |
deltasquared |
dogetest: I mean *in theory* yes you could, assuming you could sort out the ordering issue somehow (which I don't see how) |
| 20:16 |
sfan5 |
dogetest: it's hacky but definitely possible, i explained why it doesn't work already |
| 20:17 |
deltasquared |
though I personally would have done some setmetatable trickery to minetest (or it's C equiv) to make attempting to set values on it throw an error of the sorts "this mod is trying to mess with stuff it shouldn't" |
| 20:17 |
dogetest |
Sorry, but I didnt undestand |
| 20:18 |
deltasquared |
dogetest: you mean what I said? don't worry about it, it was just me rambling |
| 20:18 |
sfan5 |
for overriding register_node to work your mod needs to be loaded as the very first mod |
| 20:18 |
rubenwardy |
https://gist.github.com/rubenwardy/9d59118bccc153a724925a7a7566f88d |
| 20:18 |
dogetest |
First I wrap each and every node's definition, then wrap register_node. |
| 20:18 |
rubenwardy |
dogetest ^^ |
| 20:18 |
sfan5 |
but your mod is not loaded first because every other mod would need to depend on it |
| 20:18 |
dogetest |
so ordershouldnt be a problem I think |
| 20:19 |
deltasquared |
dogetest: the function behaviour is fine. but you cannot retro-actively edit node defs |
| 20:19 |
dogetest |
are mods loaded in parallel? |
| 20:19 |
sfan5 |
well either of those methods you're using is not working |
| 20:19 |
deltasquared |
not quite. you just can't edit node defs after they're registered... sfan5 am I right in thinking that the core engine only looks at the node def when it's registered and not after? |
| 20:20 |
deltasquared |
as in, you cannae just go into minetest.registered_nodes and muck around |
| 20:20 |
dogetest |
yes we can |
| 20:20 |
sfan5 |
for usual stuff definitely |
| 20:20 |
sfan5 |
but editing callbacks should work |
| 20:20 |
dogetest |
its seens the problem is within register_node wrapping |
| 20:21 |
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| 20:21 |
deltasquared |
sfan5: I'm not quite sure he's got it yet... I'ma gonna go elsewhere before I get a bit testy |
| 20:21 |
dogetest |
xD |
| 20:24 |
dogetest |
https://github.com/dogetest/dogestate/blob/master/init.lua#L74 |
| 20:24 |
deltasquared |
one moment. |
| 20:25 |
deltasquared |
sfan5: so you say altering the callback functions should be respected by the engine? |
| 20:25 |
* deltasquared |
wonders what happened if you did that at runtime |
| 20:25 |
deltasquared |
explosions probably |
| 20:25 |
sfan5 |
i don't know for sure but my guess is yes |
| 20:26 |
sfan5 |
because: lua functions can't just be "stored" in C |
| 20:26 |
deltasquared |
I'm not really familiar with the lua-C interface myself |
| 20:28 |
dogetest |
rubenwardy: My code seens close to yours |
| 20:29 |
Krock |
you could store lua functions by generating their bytecode and memcpy it into an array or save to the disk :3 |
| 20:29 |
Krock |
but the mod security doesn't like that |
| 20:30 |
dogetest |
So... cant override minetest.register_node ? |
| 20:31 |
rubenwardy |
you definitely can |
| 20:31 |
rubenwardy |
I've done it |
| 20:31 |
Krock |
all mods would have to depend on yours to ensure that yours is executed first |
| 20:31 |
rubenwardy |
try using override_items |
| 20:31 |
Krock |
or .. builtin |
| 20:31 |
rubenwardy |
also, some mods may override again |
| 20:31 |
Krock |
so override mods that override items :P |
| 20:32 |
deltasquared |
surely all those mods could do (unless they were seriously misguided) though is further wrap it in their own logic? which may or may not interfere |
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dogetest |
Its really strange because I cant catch registered nodes at registered_items while on a subgame, but I can while on minetest/mods/. Using registered_nodes instead solves the problem |
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dogetest |
woow, it got more strange now, because I cant get registered nodes at registered_items on minetest/mods too. But it was working anyway |
| 21:14 |
dogetest |
and still works |
| 21:14 |
dogetest |
oO |
| 21:16 |
dogetest |
oh, it works when running on minetest/mods, because register_node wrap works |
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redblade7 |
hi |
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redblade7 |
does anyone know what the successor bug of this is? https://github.com/minetest/minetest_game/issues/1784#event-1270523031 |
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| 22:07 |
jas_ |
dogetest: i too noticed stark differences in mod loading behavior between external mods and mods internal to the subgame. |
| 22:07 |
jas_ |
now that i think of it, this was the original impetus of my moving from worldmods/ to a subgame. it fixed a dependency error iirc. |
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