| Time |
Nick |
Message |
| 00:01 |
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| 00:30 |
Miner_Joe |
Anyone know how to give users things when they first sign in? |
| 00:38 |
paramat |
give players items on first join? |
| 00:41 |
Miner_Joe |
initial stuff. |
| 00:41 |
rubenwardy |
see mtg's minetest.conf.example |
| 00:41 |
rubenwardy |
#give_initial_stuff = false |
| 00:41 |
rubenwardy |
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel, |
| 00:41 |
rubenwardy |
default:torch 99,default:cobble 99 |
| 00:41 |
paramat |
or mtg's game_api.txt |
| 00:41 |
rubenwardy |
remove the # |
| 00:41 |
rubenwardy |
no |
| 00:42 |
rubenwardy |
that has an API for it, but you want the setting |
| 00:42 |
paramat |
oh yeah |
| 00:43 |
Miner_Joe |
I figured it out. Thanks. How long does it take to get listed in the directory and is there a setting for that? Been reading the example file but must've skipped it or something. |
| 00:43 |
paramat |
but if you want to do it in a mod, use the API |
| 00:54 |
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| 03:03 |
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| 03:28 |
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| 03:37 |
Miner_Joe |
Can someone connect to my server and confirm it's working? It's Oazo. |
| 03:38 |
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| 03:52 |
Hillbilly |
Miner_Joe I see it online but can't connect |
| 03:52 |
Hillbilly |
what version of mt is it? |
| 03:53 |
Hillbilly |
nvm must be 0.5.0 |
| 03:54 |
Miner_Joe |
It's 0.5.0 |
| 03:56 |
Hillbilly |
probably won't get so many connections with that version |
| 03:56 |
Hillbilly |
since it dev build |
| 03:57 |
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| 04:05 |
Miner_Joe |
I know. Unfortunately but I wanted to try new features. |
| 04:28 |
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| 04:50 |
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| 05:02 |
Miner_Joe |
What percentage of users use 0.5.0? And when's it coming out fully? |
| 05:09 |
Hillbilly |
thats hard to say. i'm not sure if those metrics exist |
| 05:09 |
Hillbilly |
but considering 0.5.0 has to be compiled to be used its probably a relatively small percentage compared to all the android and windows users that play |
| 05:10 |
Miner_Joe |
Well, I just had to check. I see a few .5 servers. Who plays on them, other server owners? |
| 05:11 |
ANAND |
0.5.0 servers are almost always empty |
| 05:11 |
Hillbilly |
even a fair number of linux users are probably only on the stable build |
| 05:11 |
Miner_Joe |
That stinks. Can I backport my .5 server? |
| 05:11 |
ANAND |
Only a tiny fraction of the Minetest user-base have the guts to build 0.5.0-dev |
| 05:12 |
Miner_Joe |
Well, I love building :D. |
| 05:12 |
ANAND |
So don't expect your server to become a popular public server |
| 05:12 |
Miner_Joe |
That's why I've built every version I've ever played of this game. |
| 05:12 |
ANAND |
I've built 0.5.0-dev once |
| 05:13 |
ANAND |
The first build-from-source approach in my whole life, tbh :) |
| 05:13 |
ANAND |
I've never built applications before |
| 05:13 |
ANAND |
apart from my own |
| 05:13 |
ANAND |
:P |
| 05:13 |
Miner_Joe |
Really? |
| 05:13 |
Miner_Joe |
Ha ;) |
| 05:13 |
ANAND |
ya |
| 05:15 |
Miner_Joe |
So, when will the developers know they've finally reached a stable version of .5? Just asking because I |
| 05:15 |
ANAND |
Atm, 0.5.0-dev servers can only be used to try / test out new features |
| 05:15 |
Miner_Joe |
*just asking. |
| 05:15 |
ANAND |
Not sure |
| 05:16 |
Hillbilly |
yeah, i don't think there is any declared goal to release a 0.5.0 stable |
| 05:16 |
Hillbilly |
0.4.17 is just now about to be released i think |
| 05:16 |
ANAND |
I hope so |
| 05:17 |
Hillbilly |
so it will likely be several months until 0.5.0 stable drops |
| 05:17 |
ANAND |
3-4 months minimum |
| 05:17 |
Miner_Joe |
Well, one of the people who got me into this game runs their server on .5 and I couldn't play with .4.xx client on theirs, so I built a .5 on mine as well so I could use the same client on both servers. |
| 05:19 |
ANAND |
gtg for now, cya later! |
| 05:19 |
Miner_Joe |
Adios ANAND |
| 05:19 |
ANAND |
o/ |
| 05:20 |
Hillbilly |
see you |
| 05:21 |
Miner_Joe |
So, Hillbilly, have any suggested mods for a new server owner? |
| 05:22 |
Miner_Joe |
Well, gtg. |
| 05:25 |
Hillbilly |
Miner_Joe, see you later |
| 05:25 |
Hillbilly |
have fun testing things out and plan to launch a fresh server with the 0.5.0 release |
| 05:25 |
Hillbilly |
that would be my suggestion |
| 05:28 |
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| 05:35 |
Hillbilly |
timokoesters[m]: https://github.com/minetest/minetest/issues/2370 |
| 05:37 |
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| 08:15 |
AlienCat |
what happend with carbon-ng? D: |
| 08:18 |
AlienCat |
is it just me or are everyone giving up on 0.5? |
| 09:27 |
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| 13:13 |
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| 13:26 |
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| 13:28 |
Astrobe |
What exactly makes ores more common in deeper layers, aside from the 2/3 layers system in mapgen? |
| 13:30 |
ANAND |
Astrobe, the register_ore might be the right thing for you |
| 13:31 |
ANAND |
It's a method that registers a new ore, and takes the ore definition as an argument |
| 13:31 |
ANAND |
register_ore(): https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L825 |
| 13:32 |
ANAND |
ore definition: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5575 |
| 13:36 |
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| 13:38 |
Astrobe |
But what happens if I make e.g. gold spawn at level 0? Will it be as common as it was when it spawned at level -64 and increase from there? |
| 13:42 |
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| 13:44 |
ANAND |
Astrobe, you can redefine the ore to modify its spawn behaviour |
| 13:45 |
ANAND |
use minetest.registered_ores["gold"] = <your custom ore definition goes here> |
| 13:48 |
entuland |
added support for capturing and customizing colors of most of the default minetest_game nodes: https://github.com/entuland/wesh |
| 13:57 |
Astrobe |
thanks for your help, but I don't see the answer I'm looking for in the docs. I'll bet on a linear increase from y_max with a max cap at y_min+1000. |
| 14:01 |
Astrobe |
Deserts are sterile and unattractive, so my idea is to make copper spawn exclusively in desert stone, and gold spawn only in sandstone. |
| 14:01 |
Astrobe |
From what I've been told biomes are shallow, so I can't keep the default y_max. |
| 14:03 |
Astrobe |
Also, diamonds only in stone above cloud level (assuming v7 mapgen) |
| 14:16 |
ANAND |
Astrobe, that's a neat idea |
| 14:19 |
ANAND |
Astrobe, while I'm not familiar with biomes and ore definitions, people like Gael-de-Sailly, paramat, and other core-devs might be able to help you out in choosing the perfect ore-definition for your needs |
| 14:24 |
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| 15:17 |
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| 15:18 |
paramat |
Astrobe only the 2 registered layers makes ores more common at depth, nothing else |
| 15:21 |
ANAND |
Hello paramat! |
| 15:25 |
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| 15:35 |
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| 15:37 |
Astrobe |
Thanks. |
| 15:44 |
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| 15:58 |
ANAND |
..... |
| 15:59 |
ANAND |
My debug.txt grew from 1.06 MB to 226 MB in three hours |
| 16:01 |
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| 16:01 |
ANAND |
1.81 million lines of logs! |
| 16:02 |
ANAND |
Out of which ~1.801 lines are exactly the same |
| 16:02 |
ANAND |
ugh |
| 16:04 |
ANAND |
WARNING[Main]: GUIFormSpecMenu::drawList(): The inventory list "test_slot" @ "current_player" doesn't exist |
| 16:04 |
ANAND |
any devs here? |
| 16:06 |
rubenwardy |
set_size("test_slot", 1) |
| 16:06 |
ANAND |
I'll try it out |
| 16:06 |
rubenwardy |
for detached inv, see creative mod with the trash slot |
| 16:20 |
ANAND |
Oh! I just noticed that minetest.create_detached_inventory() returns an InvRef... |
| 16:21 |
Astrobe |
Is there a simple way to detect that a player is climbing a ladder? |
| 16:21 |
ANAND |
As of now, I don't think there is... |
| 16:27 |
paramat |
detect if node player is in is 'climable' |
| 16:27 |
paramat |
*climbable |
| 16:28 |
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| 16:28 |
Hillbilly |
Astrobe minetest.get_node(math.floor(player:get_pos())) |
| 16:28 |
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| 16:29 |
Hillbilly |
or checking for climbable would probably be better unless you are strictly checking for ladders |
| 16:30 |
rubenwardy |
there's no need to floor |
| 16:30 |
rubenwardy |
that's also a bug |
| 16:30 |
entuland |
uh? math.floor() accepts the table returned by get_pos? |
| 16:30 |
Hillbilly |
ah, ok |
| 16:30 |
rubenwardy |
as co-ordinates aren't floored, they're rounded |
| 16:30 |
Hillbilly |
your right entuland |
| 16:30 |
rubenwardy |
and it's also vector.floor not round |
| 16:30 |
rubenwardy |
*math |
| 16:31 |
Hillbilly |
you would have to do each value |
| 16:31 |
rubenwardy |
just do minetest.get_node(player:get_pos()) |
| 16:31 |
Hillbilly |
good to know |
| 16:31 |
rubenwardy |
don't round it yourself, the MT API does that |
| 16:31 |
Hillbilly |
thanks rubenwardy |
| 16:31 |
rubenwardy |
also, vector.floor(pos) to floor a vector anyway |
| 16:31 |
entuland |
I use to do get_node_or_nil() (copied from some internal code) I should check about the difference |
| 16:31 |
ANAND |
ah the vector helpers |
| 16:33 |
entuland |
uhm... yes in my case get_node_or_nil() is better |
| 16:33 |
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| 16:34 |
Astrobe |
thanks for the tips! |
| 16:34 |
ANAND |
Quick question, is it possible to insert newlines into lua strings? |
| 16:36 |
entuland |
sure, \n |
| 16:36 |
ANAND |
The formspec format supports \n |
| 16:36 |
entuland |
there are also other ways |
| 16:36 |
ANAND |
It works with lua too? |
| 16:36 |
entuland |
guess so |
| 16:36 |
ANAND |
I'll try it out |
| 16:37 |
entuland |
you can escape an actual EOL prepending a backslash, or use them straight away in a [[]] block |
| 16:37 |
ANAND |
Right |
| 16:37 |
ANAND |
thanks! |
| 16:37 |
entuland |
yw |
| 16:37 |
Astrobe |
Yes, the \n is basically a lua interpreter feature. |
| 16:40 |
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| 17:43 |
ANAND |
How do I over-ride minetest.send_join_message()? |
| 17:49 |
entuland |
minetest.send_join_message = func()? |
| 17:49 |
entuland |
I would try that :P |
| 17:49 |
ANAND |
oh right! |
| 17:50 |
ANAND |
I just used `function minetest.send_join_message(player)` |
| 17:50 |
ANAND |
lol |
| 17:51 |
entuland |
actually, I don't see why your version shouldn't work, but I'm no Lua expert |
| 17:52 |
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| 17:53 |
ANAND |
bah, still doesn't work... |
| 17:58 |
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| 18:01 |
Krock |
ANAND, both notations do the same |
| 18:02 |
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| 18:02 |
ANAND |
Krock, I get function arguments expected near ')' |
| 18:02 |
ANAND |
There is just one param, which I've passed |
| 18:02 |
Krock |
"func" is used shorthand for "function" |
| 18:03 |
ANAND |
ok |
| 18:03 |
Krock |
i.e. you'll have to expand it again to function |
| 18:04 |
ANAND |
Here's how I've tried to over-ride it: |
| 18:04 |
ANAND |
minetest.send_join_message = function(player_name) |
| 18:09 |
Krock |
that'll work |
| 18:09 |
ANAND |
Game crashes with "function arguments expected near ')'" |
| 18:10 |
Krock |
please pastebin(.com) your code |
| 18:11 |
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| 18:11 |
ANAND |
Krock, https://gist.github.com/ClobberXD/954deac441f1b45766e756b66772596d |
| 18:13 |
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| 18:15 |
rubenwardy |
that looks fine |
| 18:15 |
rubenwardy |
is that the entire code? |
| 18:15 |
ANAND |
yes |
| 18:15 |
progysm |
why not function minetest.send_join_message(player_name) |
| 18:15 |
ANAND |
tried that first |
| 18:16 |
rubenwardy |
that way makes it clear it's an override |
| 18:16 |
ANAND |
with the same results |
| 18:16 |
rubenwardy |
they're both equivelant though |
| 18:16 |
rubenwardy |
`lua` says it's valid |
| 18:17 |
progysm |
hope it's not an invisible char |
| 18:17 |
ANAND |
The error seems quite irrelevant too |
| 18:21 |
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| 18:38 |
IhrFussel |
ANAND, are you using 0.5.0-dev? |
| 18:38 |
ANAND |
0.4.17-dev |
| 18:38 |
IhrFussel |
Doesn't work there |
| 18:39 |
IhrFussel |
It's new in 0.5.0 |
| 18:39 |
ANAND |
oh |
| 18:39 |
ANAND |
It's not mentioned anywhere... :/ |
| 18:39 |
IhrFussel |
You can still edit the join message in minetest/builtin/game/misc.lua |
| 18:40 |
ANAND |
Ok thanks! :) |
| 18:40 |
IhrFussel |
Leave message too |
| 18:40 |
IhrFussel |
Or just comment the register_on_*player() function in misc.lua and use your own in your mods |
| 18:40 |
IhrFussel |
That's what I do |
| 18:40 |
ANAND |
I see... |
| 18:41 |
IhrFussel |
Sorry correction: Just comment the minetest.chat_send_all() lines |
| 18:42 |
IhrFussel |
Cause the callbacks in misc.lua also handle the connected players table |
| 18:42 |
ANAND |
Ah, right. That'd work too... ;) |
| 18:47 |
Astrobe |
Is it possible to create with biome definitions large underground bubbles of e.g. desert stone or are biomes a surface-only thing? |
| 18:51 |
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| 18:53 |
paramat |
yes possible |
| 18:54 |
paramat |
although not bubbles, large volumes would use 'stratum' type ore for undulating strata |
| 18:54 |
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| 23:44 |
ircSparky |
how would i colorize using the hex value 7C4F2D and .5 opacity/alpha? |
| 23:45 |
ircSparky |
in all the pickers ive seen the hex value does not change when you change the alpha, so i assume that there must be some other method |
| 23:54 |
paramat |
colorize doesn't affect translucency, only hue |
| 23:54 |
ircSparky |
why does it say t supports "#RRGGBBAA"? |
| 23:55 |
ircSparky |
it* |
| 23:55 |
ircSparky |
(on http://dev.minetest.net/texture under colorize) |
| 23:56 |
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| 23:56 |
lumberJ |
ircSparky iirc the syntax would be "nodetexture.png^[colorize:#7c4f2d:130" |
| 23:58 |
ircSparky |
perfect, thats what I've been trying to figure out for the last hour or so, thanks a lot |
| 23:58 |
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| 23:59 |
paramat |
oh i'm wrong then |