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IRC log for #minetest, 2017-12-01

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7 more elements. Show/hide.
01:06 bigfoot547 haha *!*root@* is banned on #minetest-hub :P
01:06 bigfoot547 That's cool
01:07 rubenwardy bigfoot547, had some bot attacks
01:07 bigfoot547 I see
01:08 rubenwardy the simple solution is to not run your bouncer as root
01:08 lumberJ hey rubenwardy and bigfoot547
01:08 lumberJ bigfoot547 did you ever figure out your compiling issues from a few days ago?
01:08 bigfoot547 rubenwardy: I'm not :P
01:08 bigfoot547 lumberJ: Nope :<
01:09 rubenwardy oh lol
01:09 bigfoot547 rubenwardy: I just set my identd's response to 'root' :P
01:09 rubenwardy heh
01:09 lumberJ hmm, thats unfortunate.
01:10 lumberJ sorry i pooped out on you
01:10 bigfoot547 It's fine
01:10 bigfoot547 I think I'll upgrade to debian 9
01:10 bigfoot547 I keep saying "tomorrow" :P
01:10 lumberJ might be worth a try
01:10 bigfoot547 Tomorrow becomes tomorrow
01:10 bigfoot547 every day :L
01:10 bigfoot547 Lemme fix my ident
01:11 lumberJ tomorrow is always tomorrow, isn't it? :)
01:11 bigfoot547 yeah ;)
15 more elements. Show/hide.
05:57 handsome_pirate Ahoy!
05:57 handsome_pirate So, I'm on 0.4.16
05:57 handsome_pirate Carts and advtrains don't work
05:57 handsome_pirate They no longer move
05:57 handsome_pirate well, they no longer move unless I hit them (carts)
05:58 handsome_pirate mesecon track no longer has any effect
37 more elements. Show/hide.
13:17 ashtrayoz Calinou: could you please have a look at moreblocks #87 and tell me if there is anything else needing to be done to it?
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13:48 Krock ashtrayoz, are you sure you can't put that into a nice looking loop?
13:48 deltasquared joined #minetest
13:48 Krock there seems to be a logic for these alias but that's very hard to see this way
13:50 * deltasquared decides to look at the mentioned PR
13:52 deltasquared Krock: hmm, yeah, I guess you could put that into a loop
13:53 * deltasquared checks he understands which way round register_alias works
13:54 Krock deltasquared, just remember this line: minetest.register_alias("mapgen_stone", "default:stone")  and you'll do it right every time
13:54 deltasquared Krock: oh cool, the mapgen uses aliases internally? neat
13:54 deltasquared that kinda figures but still
13:54 deltasquared I'll have to remember that one ;)
13:54 Krock yes, because each subgame can define their own node names
13:55 Krock and of course, mapgen_stone doesn't exist, that's why you replace/alias it
13:56 deltasquared ashtrayoz: I concur with Krock, a for-loop over a list of prefixes would help avoid breaking the DRY rule and make it easier to spot mistakes. a comment along with it to explain the need for it wouldn't hurt either I guess... https://github.com/minetest-mods/moreblocks/pull/87/commits/4fc89c7d0d6674e6ac7a5d79d937009a7ae6c40d
13:56 CBugDCoder joined #minetest
13:56 Krock could reduced to about 8 lines, perhaps
13:57 deltasquared I'm assuming the prefixes have a generated pattern, I haven't looked closely at the moreblocks code
14:01 deltasquared meanwhile...
14:01 deltasquared !mod advtrains
14:01 MinetestBot deltasquared: Advanced Trains [advtrains] by orwell - https://forum.minetest.net/viewtopic.php?t=14726
14:04 deltasquared huh, it would appear my idea of using free-form entity rails has already been thought of.
14:04 rubenwardy really wish advtrains had some more people working on it
14:05 rubenwardy was quite buggy last time I tried, saw they've made some fixes though
14:05 deltasquared I can't say I'm a fan of those train models. but I'll have a gander
14:05 rubenwardy yeah, they're quite uggly
14:05 rubenwardy mainly due to lighting and colors
14:06 deltasquared to me it's more just the clash with the base MT art style.
14:06 deltasquared though, glaring bright colours don't help much :P
14:06 deltasquared also, a generic "assets" mod in the modpack, that could *never* clash with anything >_>
14:08 rubenwardy lol
14:08 rubenwardy that won't be present when you download the release zip
14:09 rubenwardy you can also just delete it
14:12 deltasquared ok, fine. just trying it out... that... actually works fairly well for a placement system
14:16 * deltasquared tries unsuccesfully to get two bend turns to line up
14:16 deltasquared work damnit
14:18 deltasquared this is certainly a mildly frustrating exercise
14:18 deltasquared I knew there'd be a caveat to trying to work with non-orthoganal connections on a cubic grid.
14:23 deltasquared hrm, I think I might still give the entity-based approach a whirl at some point
14:24 deltasquared on a sorta related note, is there any correspondence to the visual range for entities and the range at which their step callbacks are run?
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14:24 deltasquared (obv. they'd be independent because of the client/server split to a degree)
5 more elements. Show/hide.
16:27 deltasquared hrm, if you move a mod to a modpack the dependency ordering seems to break
16:28 * deltasquared checks to see if depending on the modpack would set the ordering properly
16:29 deltasquared ... oh wai
16:29 deltasquared I'm an idiot
16:29 deltasquared it seems I was being a derp and had forgotten to set depends.txt for this particular mod
2 more elements. Show/hide.
16:43 deltasquared might I suggest that to catch incidental ordering errors sooner, MT shuffles the starting order for mods being loaded? (still respecting dependency graphs of course)
15 more elements. Show/hide.
19:18 Dargod How can I delay the execution of a function in mod before the completion of loading other mods?
19:19 Krock sorry? "delay" and "before" for the same thing? please explain what you would like to do
19:22 sofar you can delay it until *after* all mods are loaded.
19:22 sofar minetest.after(0, function() print("after all mods") end)
19:23 Dargod As I wrote earlier, I'm working on the function of filtering minetest.registered_nodes. however, the mods are loaded sequentially and the table does not have time to fill all the parameters
19:23 sofar don't do that
19:24 sofar unstead, depend on the mod that you want to remove nodes from, and then minetest.override() them
19:25 Dargod no, I just need filtered copy of minetest.registered_nodes, I am not need remove or override
19:28 sofar you just need a modified copy?
19:28 Dargod thanks, I'll try minetest.after
19:28 Dargod yes
19:28 sofar yeah, just use the .after(0 method
19:28 Dargod Only special nodes with all their parameters
19:29 sofar a small optimized cache, essentially?
19:30 Dargod hmm, its for additional sfinv creative tabs
19:32 Dargod By default, only 3 tabs are offered, and this is not enough
19:33 rubenwardy minetest.after is the right approach then
14 more elements. Show/hide.
22:42 blackGen How can implement tinting of the screen?
22:42 blackGen For example like when player is submerged in water
22:42 blackGen Just displaying 100% stretched texture?
22:43 blackGen There is post_effect_color, but it only applies when player is inside the node
2 more elements. Show/hide.
23:17 blackGen Is it possible to execute something like on_step, but on player?
23:18 blackGen or I need to register globalstep
23:19 sfan5 you can just use on_globalstep and iterater over all players
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23:20 blackGen well it seems to be quite heavy
23:21 blackGen I was hoping to spawn particles around player after he uses a certain item
23:21 blackGen particles keep spawning for some time
23:21 blackGen but it needs to follow player pos too
23:25 sfan5 can't you attach a particlespawner to an object?
23:27 blackGen ah well, haha, I guess I didn't look at the api reference close enough
23:27 blackGen Never knew it's possible to attach particle spawners
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