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Topic for #minetest is now Welcome to the official Minetest channel | Latest version: 0.4.16 (2017-06-03) | General, player, and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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ircSparky |
!seen jordan4ibanez |
| 14:04 |
MinetestBot |
ircSparky: jordan4ibanez was last seen at 2018-01-25 00:08:23 UTC on #minetest |
| 14:09 |
rubenwardy |
he's active on twitter, ircSparky |
| 14:13 |
ircSparky |
ah ok |
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ircSparky |
does anyone know offhand how to add a tag to an entity? |
| 15:25 |
deltasquared |
ircSparky: like a name tag? |
| 15:25 |
ircSparky |
yea, like default players |
| 15:25 |
deltasquared |
ircSparky: one second, I did that in a mod of mine let me find it... |
| 15:25 |
ircSparky |
also ive seen some mods have health that is a similar system |
| 15:27 |
deltasquared |
ircSparky: it's literally "nametag" in the object properties |
| 15:27 |
ircSparky |
ah ok, thanks |
| 15:27 |
deltasquared |
should be settable at runtime too |
| 15:28 |
deltasquared |
ircSparky: I use it here https://github.com/thetaepsilon-gamedev/minetest-mod-lightentity/blob/96fb002966a57ce3fa84f02d25172dec30405f07/init.lua#L195 in "debug" mode so I can see where these entities are, which are otherwise invisible |
| 15:28 |
deltasquared |
note that if not in debug mode it's nil, which means "not set" for tables. |
| 15:29 |
deltasquared |
but yeah, entityref:set_property({nametag="I'm an entity!"}) should work |
| 15:29 |
ircSparky |
yep I just got it to work, thanks again |
| 15:30 |
deltasquared |
I suddenly have an impulse to name a boat something daft, brb |
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Topic for #minetest is now Welcome to the official Minetest channel | Latest version: 0.4.16 (2017-06-03) | General, player, and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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| 17:28 |
ircSparky |
do detached inventories |
| 17:28 |
ircSparky |
wups |
| 17:29 |
ircSparky |
have "main" as a default listname? |
| 17:29 |
Krock |
no |
| 17:30 |
Krock |
there is no "default listname" anywhere. The player inventory has some hardcoded names built-in |
| 17:31 |
ircSparky |
ok |
| 17:31 |
ircSparky |
how do you make a list? |
| 17:32 |
ircSparky |
you need one, right? |
| 17:33 |
Krock |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2099-L2100 |
| 17:34 |
Krock |
same for detached inventories, but using the return value of ".create_detached_inventory" |
| 17:42 |
ircSparky |
should this work? |
| 17:42 |
ircSparky |
ghost_inv:set_size("main", (ghost_inv:get_size("main")+1)) |
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| 17:45 |
Krock |
yes that works. get_size will be 0 if the list doesn't exist yet |
| 17:45 |
ircSparky |
ok |
| 17:49 |
ANAND |
Greetings! I'd like to know if it's possible to show a simple formspec to a player using a command. The formspec would just consist of a label and an 'OK' button. The contents of the label will be passed as a param to the command. Any help would be much appreciated, thanks! |
| 17:53 |
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| 17:53 |
ircSparky |
yea it's possible |
| 17:53 |
ircSparky |
do you know how to make formspecs? |
| 17:54 |
ANAND |
No, but I'm learning :) |
| 17:55 |
ircSparky |
k, are you much good at reading code? you could look at the news mod |
| 17:55 |
ANAND |
the one that shows the news panel to players on join? |
| 17:55 |
ircSparky |
https://github.com/Bremaweb/news/blob/master/init.lua |
| 17:55 |
ircSparky |
yea |
| 17:56 |
ANAND |
That would do, thank you! |
| 17:56 |
ircSparky |
though |
| 17:56 |
ircSparky |
nvm there is a close button |
| 17:59 |
ircSparky |
alright, now how do i make it so all of my add_item with the detached inventory are saved |
| 18:00 |
ircSparky |
ghost_inv:set_stack("main", ghost_inv)) dosnt work, probably because of circular reasoning |
| 18:00 |
Astrobe |
I'd be curious to know the history behind the oddity that is formspecs programming. Stringramming all thee way. Maybe a TCL/TK inspiration? |
| 18:00 |
ircSparky |
I've no idea |
| 18:00 |
ircSparky |
:P |
| 18:01 |
ANAND |
Why does the news.formspec method take an extra param 'player' if it's not used anyway? https://github.com/Bremaweb/news/blob/master/init.lua#L6 |
| 18:03 |
ircSparky |
probably a mistake, should function without it |
| 18:04 |
ANAND |
Looks like it |
| 18:04 |
ANAND |
Might've been added for implementing more functionality later on |
| 18:05 |
Shara |
ANAND: alternative to that: https://github.com/Ezhh/server_news |
| 18:05 |
ANAND |
Shara, I'll look into it, thanks! |
| 18:06 |
Shara |
The one you linked lacked something I needed (and I disliked the lack of a license) |
| 18:06 |
Shara |
But it's a simple example as well, so maybe helps you |
| 18:06 |
ANAND |
That's precisely what I want |
| 18:07 |
Astrobe |
Hey, Shara. Now testing your mod. |
| 18:07 |
Shara |
Astrobe: I think I'll adjust the timers to regrow them to be aligned with however long it takes farming crops to grow, but undecided yet |
| 18:08 |
Astrobe |
Or the tree grow time? |
| 18:09 |
Shara |
No idea what that is either. |
| 18:09 |
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| 18:10 |
Astrobe |
It's shorter than cotton and weat for sure. |
| 18:10 |
Astrobe |
*wheat. |
| 18:10 |
Shara |
I also want to change it so they won't appear at night |
| 18:11 |
Shara |
So that will happen at some point. Feel free to make other suggestions though :) |
| 18:11 |
Shara |
Or make PRs and save me work :P |
| 18:12 |
ircSparky |
invref:add_item needs something else for it to work right? |
| 18:12 |
ircSparky |
usually its like return itemstack or something right? |
| 18:12 |
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| 18:14 |
Astrobe |
:-) It's less the github registring that maks me procrastinate than the fact that I'm on Windows and developping there is less pleasant. |
| 18:14 |
Shara |
Astrobe: o excuses, I do almosta ll my modding from Windows |
| 18:14 |
Shara |
No* |
| 18:14 |
Shara |
Get yourself on github :P |
| 18:16 |
deltasquared |
ircSparky: invref:add_item() you say? what are you passing it currently? |
| 18:16 |
* deltasquared |
goes to get docs |
| 18:16 |
deltasquared |
oh yeah and github is a nice thing too :P |
| 18:17 |
ircSparky |
I dont think im doing anything |
| 18:17 |
ircSparky |
https://paste.ubuntu.com/p/tDb7WpySph/ |
| 18:17 |
ircSparky |
should be the only related code |
| 18:17 |
ircSparky |
well |
| 18:17 |
ircSparky |
I guess i should include all the inventory references |
| 18:17 |
deltasquared |
that looks like it should work |
| 18:18 |
ircSparky |
hm |
| 18:18 |
ircSparky |
then i guess the problem must be somewhere else |
| 18:19 |
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| 18:19 |
ircSparky |
because when i try to drop all of the content of ghost_inv, nothing happens |
| 18:19 |
deltasquared |
ircSparky: if in doubt, write a "dump" routine which iterates through all item slots of the ghost inventory immediately after you set them there, and print them out to the debug log |
| 18:20 |
deltasquared |
never underestimate the humble print statement. ;) |
| 18:20 |
ircSparky |
yea |
| 18:20 |
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| 18:20 |
deltasquared |
also why isn't string.split part of standard lua... it seems such a no-brainer |
| 18:21 |
deltasquared |
string.split("foo.bar.wat", ".") -> { "foo", "bar", "wat" } |
| 18:23 |
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| 18:48 |
Krock |
deltasquared, I like your ironic quit message |
| 18:48 |
Krock |
was about to reply on your string.split function now |
| 18:49 |
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| 18:50 |
rubenwardy |
Astrobe: Minetest modding on windows is easy |
| 18:50 |
rubenwardy |
As everything is installed already |
| 18:50 |
rubenwardy |
It's only if you need luarocks that it could be harser |
| 18:50 |
rubenwardy |
But most mods don't |
| 18:51 |
ircSparky |
as long as you have a decent editor for windowx |
| 18:52 |
Krock |
nodepad |
| 18:53 |
rubenwardy |
Well, atom.io |
| 18:53 |
rubenwardy |
Or notepad++ |
| 18:53 |
rubenwardy |
Depending on how much of an editor you want |
| 18:53 |
Krock |
real programmers use notepad with a proportional font |
| 18:53 |
rubenwardy |
Or sublime or vscode |
| 18:53 |
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| 18:53 |
Astrobe |
Actually it's more about git-github. But I have MSYS2 installed with fugitive for vim and perhaps Magit for Emacs. I'm just lazy I guess. |
| 18:54 |
rubenwardy |
Git for Windows works quite well |
| 18:54 |
Krock |
TortoiseGit was what I used back in on-Windows-developing times |
| 18:55 |
rubenwardy |
Installing github desktop comes with that |
| 18:55 |
Krock |
but GitHub desktop didn't support Windows XP by then :P |
| 18:55 |
Krock |
plus, can you work with other services than github with the github client? |
| 18:56 |
Krock |
the protocol if ofc the same but they may restrict it to keep the users on their services |
| 18:57 |
rubenwardy |
Yes |
| 18:57 |
rubenwardy |
You need to clone yourself though |
| 18:58 |
Krock |
oh nice :) |
| 19:00 |
rubenwardy |
I use gitkracken when I want to see a tree |
| 19:02 |
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| 19:30 |
ircSparky |
can someone tell me what's wring with this minetest.after? |
| 19:30 |
ircSparky |
minetest.after(1, killcombatlogger(player), player) |
| 19:30 |
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| 19:31 |
Astrobe |
Second paramater |
| 19:31 |
Astrobe |
You must pass a function symbol |
| 19:31 |
ircSparky |
so |
| 19:31 |
Astrobe |
There you call the function instead. |
| 19:31 |
Astrobe |
So it's just "killcombatlogger". |
| 19:32 |
Astrobe |
after will call that function with the third parameter you supply.. later. |
| 19:32 |
ircSparky |
minetest.after(1, killcombatlogger, player)? |
| 19:33 |
Astrobe |
yep. |
| 19:34 |
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| 19:35 |
Astrobe |
alternatively, I think you could do minetest.after(1, function() killcombatlogger(player) end) but that would be worse in every way. |
| 19:37 |
rubenwardy |
lol |
| 19:41 |
Astrobe |
Shara: thinking about it, trees grow stupidly fast and I'll probably slow them down in my subgame. I think you'll get as many opinions about the apple timers as there are modeers interested in it. |
| 19:42 |
Astrobe |
So I think just provide a function hook. Travelnet does that and it's very flxible. |
| 19:43 |
Astrobe |
However, judging from how many mods I have already butchered (travelnet included), often people want to mod your mod in ways you didn't expect, |
| 19:43 |
Astrobe |
so they have to read and edit the source anyway. |
| 19:44 |
Astrobe |
Sometimes a crystal clear source code is better than zillions of configuration options. |
| 19:46 |
rdococ |
Both is the best |
| 19:50 |
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| 20:00 |
ircSparky |
hm |
| 20:00 |
ircSparky |
so objects can have their inventory |
| 20:00 |
ircSparky |
it dosnt have to be detached |
| 20:00 |
ircSparky |
? |
| 20:18 |
sofar |
I don't think so |
| 20:18 |
sofar |
you don't want that anyway |
| 20:23 |
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| 20:36 |
Astrobe |
Shara: As I mentioned yesterday, I made one of the monsters poop apples on the floor (don't ask). Changing for the new apple isn't a big deal for me, but if might for other mods that "produce" apples. |
| 20:40 |
Shara |
Astrobe: won't matter, since even if other mods provide default:apple, when a player places them, they'll be replaced by the other type |
| 20:40 |
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| 20:45 |
Astrobe |
But it's not a player in that case. It's the mob that place the apple as a node. I picked it, and it grew again. |
| 20:45 |
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| 20:46 |
Astrobe |
I also have other mobs that drop default:apples and one oddity is that they go in a separate stack. |
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| 20:57 |
Astrobe |
I'll investigate the single-apple solution. |
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| 23:13 |
opal |
im guessing joypad support is still primitive and non-configurable? |
| 23:14 |
rubenwardy |
yes |
| 23:14 |
rubenwardy |
I worked on that last |
| 23:14 |
opal |
alright |
| 23:14 |
opal |
nice that it's supported at all |
| 23:14 |
rubenwardy |
unfortunately the IDs change on different operating systems and devices |
| 23:14 |
opal |
just got a controller to play shit under dolphin-emu |
| 23:15 |
opal |
gotcha, was reading the issue and kinda gathered that |
| 23:15 |
rubenwardy |
which makes it hard to auto-detect things to bind to |
| 23:15 |
rubenwardy |
SDL has a solution to this - there's a ZLIB licensed text file which is a database of IDs |
| 23:15 |
rubenwardy |
so it's worth using that at some point |
| 23:16 |
opal |
yeah for dolphin i had to configure my buttons manually since im using a ps3 controller |
| 23:16 |
rubenwardy |
however, that won't fix joysticks not working in formspecs |
| 23:16 |
opal |
something similar for the key menu in minetest would be nice |
| 23:16 |
rubenwardy |
worth using a hotbinding application is probably better than Minetest's built-in support |
| 23:16 |
rubenwardy |
not familiar with that |
| 23:16 |
* rubenwardy |
googles |
| 23:16 |
opal |
yeah im gonna look into qjoypad for something else too |
| 23:16 |
rubenwardy |
aah, that dolphin |
| 23:16 |
opal |
yeah |
| 23:17 |
opal |
heh, i think sourceforge actually got worse |
| 23:18 |
rubenwardy |
how can it get worse? |
| 23:18 |
opal |
it doesnt use meta redirect now for the download page |
| 23:18 |
opal |
so i have to enable javascript for it to download now |
| 23:18 |
opal |
or find a way around it |
| 23:18 |
opal |
https://github.com/panzi/qjoypad found a fork on github thats supposedly better |
| 23:18 |
opal |
win-win |
| 23:19 |
opal |
done what? |
| 23:20 |
opal |
oh never mind |
| 23:20 |
opal |
wrong chan |
| 23:20 |
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| 23:22 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix description wrapping in browse online content f23dd62 https://git.io/vpCla (2018-04-25T23:19:05Z) |
| 23:40 |
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