| Time |
Nick |
Message |
| 00:01 |
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| 00:42 |
aSourceFish |
sfan5: nothing changed after I installed debug build |
| 00:42 |
aSourceFish |
sfan5: gdb shows the same |
| 00:42 |
sfan5 |
use "bt full" instead |
| 00:43 |
aSourceFish |
No locals. |
| 00:43 |
aSourceFish |
#1 0x000010780eea530e in _libc_abort () at /usr/src/lib/libc/stdlib/abort.c:51 |
| 00:43 |
aSourceFish |
mask = 4294967263 |
| 00:43 |
aSourceFish |
sa = Variable "sa" is not available. |
| 00:46 |
sfan5 |
pastebin the whole thing |
| 00:47 |
aSourceFish |
that is the whole thing |
| 00:47 |
aSourceFish |
"bt full" is shorter than "bt" |
| 00:49 |
aSourceFish |
https://pastebin.com/Ps7MgWMh |
| 00:50 |
sfan5 |
your gdb is weird |
| 00:51 |
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| 00:52 |
aSourceFish |
it looks like I'm stuck at Minetest 0.4.14 |
| 00:54 |
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| 00:55 |
pgimeno |
what distro is that? |
| 00:55 |
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| 00:55 |
aSourceFish |
pgimeno: OpenBSD is not a linux distro, it is 4.4BSD based operating system |
| 00:58 |
aSourceFish |
pgimeno: https://www.openbsd.org/index.html |
| 00:59 |
pgimeno |
how do you make a debug build? |
| 01:00 |
aSourceFish |
CONFIGURE_ARGS+= -DCMAKE_BUILD_TYPE=Debug |
| 01:01 |
aSourceFish |
I can send you the whole modified port if you want to |
| 01:02 |
pgimeno |
are you using g++ to compile? |
| 01:02 |
aSourceFish |
clang++ |
| 01:03 |
aSourceFish |
I have gcc 4.2.1 and can install gcc 4.9.4 from ports |
| 01:05 |
pgimeno |
not sure if 4.9.4 is modern enough |
| 01:06 |
aSourceFish |
but at least I have clang 5.0.0 in base system :) |
| 01:06 |
pgimeno |
not one that can generate output that gdb can interpret, it seems |
| 01:08 |
pgimeno |
anyway I need to leave for now, good luck |
| 01:09 |
aSourceFish |
so, no way to fix this game |
| 01:10 |
pgimeno |
not with the given data |
| 01:10 |
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SonosFuer |
minetest-dev |
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| 03:33 |
aSourceFish |
ok |
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| 08:06 |
* jas_ |
pats hands |
| 08:12 |
RafiX |
o/ |
| 08:29 |
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| 09:51 |
pgimeno |
rubenwardy: ping |
| 10:10 |
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| 10:38 |
rubenwardy |
pgimeno, ? |
| 11:06 |
pgimeno |
oops sorry |
| 11:06 |
pgimeno |
back now |
| 11:07 |
pgimeno |
it's about your reply to my suggestion in #5442 |
| 11:07 |
pgimeno |
I don't see anything that could break mod security in my proposal. |
| 11:09 |
pgimeno |
the mod needs to be added to secure.trusted_mods in order to be able to use FFI acceleration; if it isn't then a pure Lua path is taken. |
| 11:11 |
pgimeno |
The only server-side change I've proposed so far is the adition of three extern "C" functions, none of which is by itself a security problem |
| 11:11 |
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| 11:21 |
pgimeno |
^ @rubenwardy |
| 11:23 |
rubenwardy |
ah, it's fine if it's trusted mods only |
| 11:23 |
pgimeno |
yeah I wasn't sure if it was a misunderstanding or you were seeing something I didn't |
| 11:23 |
pgimeno |
thanks :) |
| 11:31 |
nop |
any news about the replacement of fromspec? |
| 11:32 |
rubenwardy |
not going to happen soon |
| 11:32 |
nop |
oh hi ruben, i ended your book but i still miss something i think |
| 12:07 |
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| 14:21 |
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| 14:32 |
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| 14:33 |
nop |
hi, i'm trying to change the position of the player with the position of the node he's looking at but for some strange reason i get "attempt to call field 'setpos' (a nil value)" |
| 14:40 |
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| 14:47 |
srifqi |
Can you post a portion of your code? (Use pastebin, please.) |
| 14:48 |
srifqi |
nop |
| 14:48 |
nop |
sure |
| 14:49 |
nop |
srifqi: https://pastebin.com/EWgnzJAH it doesn't crash now but simply doesn't work without any output |
| 14:58 |
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| 15:03 |
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| 15:04 |
srifqi |
nop: You mistyped a method name, it should be "set_pos()", not "setpos()". |
| 15:05 |
sfan5 |
setpos() was the old name for that method |
| 15:08 |
nop |
srifqi thanks for the advice but using set_pos() is still not working |
| 15:08 |
srifqi |
Without errors? |
| 15:08 |
nop |
yea |
| 15:09 |
sfan5 |
nop: on_use has a different function signature |
| 15:09 |
sfan5 |
on_use = func(itemstack, user, pointed_thing), |
| 15:10 |
srifqi |
:O |
| 15:13 |
nop |
ok that wa is working https://pastebin.com/5bM0i57B |
| 15:13 |
nop |
thansk sfan5 |
| 15:19 |
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| 15:36 |
nop |
there is a table for register_tool that specify what happen on right click? |
| 15:36 |
nop |
the doc on the wiki is incomplete |
| 15:48 |
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nop |
hi, there is a method to handle the right click on tool? |
| 17:40 |
Krock |
on_use, after_use |
| 17:40 |
Krock |
nvm, that's left-click. on_place, that is. |
| 17:50 |
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| 17:54 |
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| 18:10 |
nop |
Krock: but on_place is when you place the object no? |
| 18:10 |
nop |
or the name is just wrong |
| 18:12 |
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| 18:14 |
nop |
ok yea, is the name that is misleading |
| 18:18 |
Krock |
yeah, it was designed for nodes, but also works on tools |
| 18:20 |
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| 18:23 |
nop |
ookok thanks Krock is saw i can move a player relative to the current position but how to set it relative to the node, i mean, if i set dst = {x=dc.x, y=dc.y+1, z=dc.z} the y+1 is relative to where i look the node so if is at -1 it get 0 but if is on 1 i get 1, what i need is a way relative to the node to specify a position |
| 18:24 |
nop |
so for example, i want to end on top of the block (the absolute position looking the node should be y+1 and z+1 but this is not the case |
| 18:25 |
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| 18:25 |
Krock |
pointer_thing.under.y + 1 |
| 18:26 |
Krock |
or if it's buildable_to, then pointed_thing.under directly |
| 18:26 |
nop |
why under? i use above |
| 18:28 |
nop |
oh i saw why |
| 18:28 |
nop |
thanks again Krock |
| 18:32 |
Krock |
!next |
| 18:32 |
MinetestBot |
Another satisfied customer. Next! |
| 18:39 |
nop |
but wait i don't get this.. above is y+1 and under has the same coordinates of the node positio |
| 18:39 |
nop |
why? |
| 18:41 |
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| 18:52 |
electrodude512 |
I'm having trouble running a minetest server on my headless raspberry pi running Gentoo. |
| 18:53 |
electrodude512 |
It's displaying messages like: |
| 18:53 |
electrodude512 |
WARNING[Main]: Mod name conflict detected: " b" |
| 18:53 |
electrodude512 |
where there are random characters inside the quotes |
| 18:54 |
sfan5 |
bug |
| 18:56 |
electrodude512 |
I'm on branch backport-0.4 |
| 18:57 |
electrodude512 |
The only strange thing I did was that I copied /usr/include/irrlicht/*.h headers from my 64 bit laptop to my 32 bit RPi |
| 18:57 |
electrodude512 |
I didn't want to install Irrlicht on my RPi because it would pull in lots of X dependencies |
| 18:57 |
sfan5 |
sure that's fine |
| 19:01 |
electrodude512 |
I'll try making a new world with just the minimal game and see if that works |
| 19:10 |
electrodude512 |
nope |
| 19:10 |
electrodude512 |
even worse |
| 19:11 |
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| 19:12 |
electrodude512 |
I'll try 0.4.16 stable, and then git-bisect if that works |
| 19:16 |
sfan5 |
consider trying a with -fstack-protector-strong or ASAN |
| 19:23 |
nop |
question: i want to create a bridge given a point A and B that goes from A to B, after X seconds this will disappear, i don't think is convenient to store in memory the position of all the blocks i created and after x seconds destry them.. any solution? |
| 19:23 |
rubenwardy |
if you make them a unique node type, you can use a LVM |
| 19:23 |
rubenwardy |
see capture the flag |
| 19:24 |
electrodude512 |
sfan5: ok |
| 19:24 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_barrier/init.lua#L151-L182 |
| 19:24 |
nop |
CTF is a bit big as mod ahaha |
| 19:24 |
rubenwardy |
... |
| 19:24 |
nop |
oh ok thanks |
| 19:24 |
rubenwardy |
:D |
| 19:24 |
rubenwardy |
CTF is also like 40 mods |
| 19:33 |
nop |
rubenwardy: so you save the map and then restore it after x sec? |
| 19:33 |
nop |
or i'm wrong? |
| 19:33 |
rubenwardy |
no |
| 19:34 |
rubenwardy |
you find all the nodes then remove them |
| 19:34 |
rubenwardy |
as they have a unique node name |
| 19:35 |
Emerald2 |
Oh so that's how it works. |
| 19:35 |
nop |
oh ok i see data[vi] = c_air |
| 19:36 |
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| 20:06 |
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| 21:02 |
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| 21:03 |
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| 21:04 |
Sliss_ |
someone knows which mod does auto take items that are near the player? |
| 21:05 |
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| 21:06 |
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| 21:08 |
Sliss_ |
saw this on "Ledgends of Survival" server I think |
| 21:09 |
Hijiri |
pipeworks |
| 21:09 |
Emerald2 |
Yo ThomasMonroe |
| 21:09 |
Hijiri |
it has a vacuum pipe |
| 21:09 |
Hijiri |
Sliss_: ^ |
| 21:09 |
Hijiri |
There may be other mods that will take nearby items, but pipeworks is probably the most popular |
| 21:09 |
Emerald2 |
There's one that takes items when you walk over them. As that's Tre's server I'll try get his attention to answer you. |
| 21:11 |
Sliss_ |
well it was the playewr itself that took all items automatically |
| 21:11 |
Emerald2 |
I know what you mean. |
| 21:11 |
Sliss_ |
right ;-) |
| 21:12 |
Krock |
vacuum tube, if it's from pipeworks |
| 21:12 |
Emerald2 |
Nope. Sliss means the one where a player walks over items and it picks them up. |
| 21:12 |
Krock |
item_drop, then. |
| 21:12 |
* Sliss_ |
nods |
| 21:18 |
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| 21:43 |
ThomasMonroe |
Sliss_, I'll get you the name of the mod |
| 21:45 |
ThomasMonroe |
the name is drops, but search around on the forums for item_drop or item drop |
| 21:46 |
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| 21:46 |
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| 21:49 |
Krock |
!mod item_drop |
| 21:49 |
MinetestBot |
Krock: Item Drop [item_drop] by Calinou - https://forum.minetest.net/viewtopic.php?t=9638 |
| 21:49 |
Krock |
did that research for ya |
| 22:01 |
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| 22:01 |
ThomasMonroe |
heh forgot about that Krock |
| 22:09 |
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| 22:42 |
pgimeno |
is there a way to make a mod load last, other than making it depend on every other mod? |
| 22:43 |
pgimeno |
guess not |
| 22:44 |
sfan5 |
nope there isn't |
| 22:45 |
sofar |
depending on what you're doing, you may not need to load last |
| 22:51 |
ThomasMonroe |
technically there is |
| 22:51 |
ThomasMonroe |
name it zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz |
| 22:53 |
Krock |
pgimeno, a few things can be injected after all mods (including yours) was loaded, using minetest.after(0, function() .. end). Speaking of callbacks, but not node/item registrations |
| 22:54 |
pgimeno |
I want to override all items that support a stack of 99, so they support a stack of 999 |
| 22:55 |
Krock |
where's the issue? |
| 22:55 |
pgimeno |
my idea was, load last, then go item by item checking stack_max and overriding it |
| 22:55 |
sofar |
ThomasMonroe: (echo Zz; echo zz)|sort |
| 22:55 |
pgimeno |
maybe I'm going about it the wrong way? |
| 22:55 |
Krock |
you can alter all mods that loaded before yours using item override. all following registrations can be modified by overriding the "master table ": https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L732 |
| 22:56 |
Krock |
there's your solution without having to care about when it's loaded ;) |
| 22:56 |
Jordach |
numzero: got a few issues that need fixing |
| 22:57 |
pgimeno |
hm, food for thought, thanks! |
| 22:57 |
Krock |
pgimeno, you could even go that far and override minetest.register_node or minetest.register_craftitem, so it sets the definition table value of "stack_max" to your value if not specified to call the old function afterwards with the new params |
| 22:58 |
pgimeno |
Krock: actually I think I get your idea. The only potential problem is a mod explicitly stating a stack_max value, but I don't think that will be common if it happens at all. |
| 22:58 |
pgimeno |
ah |
| 22:58 |
pgimeno |
nah I don't think I need to go that far |
| 22:59 |
Krock |
well, if it specifies a stack_max value, then it will be most likely not be the same as 99 (or the one currently present in the master table) |
| 23:00 |
pgimeno |
yeah |
| 23:00 |
Krock |
it's indeed not fail proof but works in almost all cases |
| 23:00 |
pgimeno |
this is for a private server, my wife doesn't like so many limitations :) (and I refuse to play in creative mode) |
| 23:00 |
Krock |
well then, good luck with that mod. - off - |
| 23:14 |
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| 23:19 |
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| 23:20 |
sofar |
if it's for a private server, then you control the mods on it |
| 23:21 |
sfan5 |
<sofar> depending on what you're doing, you may not need to load last |
| 23:21 |
sfan5 |
the thing is you shouldn't need to |
| 23:24 |
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| 23:25 |
sofar |
well you could do this: |
| 23:25 |
sofar |
(1) override any already registered item |
| 23:25 |
sofar |
(2) catch-and-intercept all subsequent registrations by overriding minetest.regsister_* |
| 23:28 |
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| 23:31 |
numzero |
Jordach? |
| 23:31 |
Jordach |
numzero: wield items are too dark compared to entities and blocks in similar light levels |
| 23:32 |
numzero |
with or without shaders? |
| 23:32 |
Jordach |
with shaders |
| 23:32 |
Jordach |
https://github.com/minetest/minetest/issues/6697 |
| 23:32 |
Jordach |
that texture is #FFFFFF |
| 23:35 |
numzero |
checking the shader now |
| 23:35 |
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| 23:36 |
numzero |
tone mapping enabled? |
| 23:37 |
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| 23:38 |
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| 23:38 |
Jordach |
nope |
| 23:38 |
Jordach |
tone mapping breaks my texture looks :( |
| 23:44 |
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| 23:52 |
numzero |
Jordach: works for me (with other mod) |
| 23:53 |
numzero |
testing Solar_Plains now |
| 23:53 |
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| 23:53 |
Jordach |
numzero: /giveme wardrobe:node |
| 23:53 |
Jordach |
then right click it, then set the skin tone to #ffffff |
| 23:53 |
Jordach |
then restart your game (hand needs to be regenerated) |
| 23:53 |
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| 23:54 |
Jordach |
try a 16x16 #ffffff texture on random meshnodes |
| 23:54 |
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| 23:55 |
Jordach |
numzero: this only occurs in direct sunlight |
| 23:55 |
Jordach |
at night, this bug isn't visible |
| 23:56 |
numzero |
oh, I missed one point |
| 23:56 |
Jordach |
numzero: every texture under wardrobe is alpha |
| 23:57 |
Jordach |
the block (in world) side is cbcbe0 |
| 23:57 |
Jordach |
your wielditem as shown in comment is cbcbd5 |
| 23:58 |
Jordach |
now compare that to an entity |
| 23:58 |
Jordach |
or player model with a pure #ffffff texture |