| Time |
Nick |
Message |
| 00:00 |
paramat |
yes |
| 00:00 |
entuland |
oh meaning I should recompile minetest? no thanks, don't have time for that, I'll simply live with errors and relaunch the server then :) |
| 00:01 |
paramat |
on windows? |
| 00:01 |
entuland |
yep |
| 00:02 |
paramat |
ah don't blame you then |
| 00:02 |
entuland |
eheheh |
| 00:02 |
entuland |
I may eventually think about that later on, when I'll have time to set up a decent environment |
| 00:03 |
entuland |
I guess I should be able to compile it without using VS crap, using MinGW instead, that would work for me |
| 00:06 |
paramat |
the darkage mod could probably use less memory if it was tweaked with the memory optimisations i detailed in the forum, but they haven't, see https://github.com/davisonio/darkage/issues/8 |
| 00:09 |
entuland |
I see |
| 00:21 |
paramat |
added a new issue, the ore API should be used |
| 00:23 |
sfan5 |
paramat, there's a prebuilt build for gc64 luajit for windows |
| 00:26 |
paramat |
^ entuland |
| 00:30 |
sfan5 |
to be more specific, here https://kitsunemimi.pw/tmp/minetest-0.4.16-gc64-win64.7z |
| 00:35 |
Teckla |
Are Minetest Games ( https://wiki.minetest.net/List_of_Games ) "safe" to run? Or could malicious games do virus/Trojan-like things? |
| 00:35 |
Teckla |
(With apologies if this question is really, really stupid) |
| 00:38 |
serp |
my understanding is that the subgames are lua and therefore sandboxed. |
| 00:41 |
Teckla |
serp: Thank you good sir/madam. |
| 00:45 |
entuland |
ohhh nice! thanks sfan5! |
| 00:51 |
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| 01:18 |
t51b |
How do you win minetest? |
| 01:19 |
progysm |
you kill the final boss |
| 01:19 |
t51b |
ooh, do tell! |
| 01:19 |
progysm |
in the last level |
| 01:20 |
t51b |
is that all the way a the bottom? |
| 01:21 |
progysm |
not really, it's inside a secret place |
| 01:21 |
progysm |
but you have to have the mese key to open the gate |
| 01:22 |
t51b |
is it really a secret if you are telling me? |
| 01:22 |
progysm |
i'm just telling you |
| 01:23 |
t51b |
how do I get this super secret key? |
| 01:24 |
progysm |
the old wise man will give it to you if you succeed the final quest |
| 01:26 |
serp |
it's dangerous to go alone |
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| 07:38 |
ANAND |
Is it possible to reset the timer *after* calling minetest.after()? |
| 07:39 |
ANAND |
i.e. If I call minetest.after(5, my_func), is it possible to reset the delay timer back to 5 seconds after the method call? |
| 07:39 |
lumberJ |
ANAND, any reason not to just use a register_globalstep timer instead? |
| 07:40 |
lumberJ |
you want the function to get called every 5 seconds basically? |
| 07:41 |
ANAND |
lumberJ, I use my_func() to remove certain hud elements after the delay passed to minetest.after |
| 07:42 |
ANAND |
What I want to do now, is to reset the delay timer when the data is updated before the HUD element is removed |
| 07:42 |
ANAND |
If the data is updated after they are removed, a new HUD element is created |
| 07:43 |
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| 07:44 |
ANAND |
Sorry for being too vague in my initial question |
| 07:45 |
ANAND |
Also, do let me know if there's a more elegant solution to achieve the same :) |
| 07:46 |
lumberJ |
i'm not sure i follow still, but do you maybe need to counch the minetest.after in another function that is called when ever you update HUD info? |
| 07:46 |
lumberJ |
you cant really reset the timer within the minetest.after method |
| 07:47 |
ANAND |
Oh sad... |
| 07:47 |
lumberJ |
so the but if you use a globalstep then you can keep your timer value outside the method and reset it as needed if that makes sense |
| 07:48 |
lumberJ |
so instead of using minetest after use minetest.register_globalstep containing your function which is called if timer >= 5 |
| 07:49 |
ANAND |
Good idea, I'll see what I can do - thanks! |
| 07:50 |
lumberJ |
yw |
| 07:58 |
rubenwardy |
Or use a variable to disable it |
| 08:03 |
ANAND |
rubenwardy, within my_func()? |
| 08:04 |
rubenwardy |
Outside of |
| 08:04 |
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| 08:04 |
ANAND |
oh right |
| 08:05 |
rubenwardy |
hud_counter[name] = counter |
| 08:05 |
rubenwardy |
counter = counter + 1 |
| 08:05 |
ANAND |
a counter? |
| 08:05 |
rubenwardy |
local my_counter = counter -- put this before the increment |
| 08:06 |
rubenwardy |
Then check hud_counter[name] == my_counter in the after |
| 08:06 |
Krock |
Teckla, Minetest games are Lua code. Without an explicit adjustment of your minetest.conf file, nothing bad will happen unless you turned off the mod security |
| 08:06 |
rubenwardy |
Make sure to declare HUD counter as a file local |
| 08:06 |
ANAND |
ok |
| 08:07 |
Krock |
Teckla, and so far I haven't seen any malicious mod published on the forums yet |
| 08:13 |
ANAND |
rubenwardy, what's the purpose of hud_counter[name]? |
| 08:13 |
ANAND |
I still can't understand |
| 08:14 |
rubenwardy |
To store a counter |
| 08:14 |
rubenwardy |
Think what happens if you start the timer twice |
| 08:14 |
rubenwardy |
What will the value stored be? |
| 08:15 |
ANAND |
I'm sorry, but I'm unable to follow you - are you talking about the counter's value? |
| 08:19 |
Krock |
ANAND, so you basically want to reset an after() delay? This is not possible, so you'll have to implement this mechanism yourself |
| 08:20 |
Krock |
since minetest.after() relies on globalstep, you can do the same and register one to check whether the time expired |
| 08:20 |
Krock |
the table "hud_counter" is here a table in your mod which you could use to save those timings and the HUD IDs to update or delete |
| 08:21 |
ANAND |
Hmm... you mean I should implement my own timer using globalstep? |
| 08:21 |
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| 08:21 |
ANAND |
Ah, I see |
| 08:21 |
Krock |
exactly |
| 08:24 |
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| 08:24 |
ANAND |
A quick clarification: modifying a HUD element's table obtained from hud_get(id) will automatically update the element, right? |
| 08:25 |
Krock |
no |
| 08:25 |
ANAND |
It's not possible to modify HUD elements after creation? |
| 08:25 |
Krock |
modifying anything in Lua won't notify C++ about the change, unless there's some metatable magic |
| 08:26 |
Krock |
surely it is. hud_change |
| 08:26 |
Krock |
if you need to change more than like two values at once, then consider removing the hud and re-adding it with the new specs |
| 08:26 |
ANAND |
oh! |
| 08:26 |
ANAND |
I've never come across hud_change before! |
| 08:26 |
Krock |
oh-oh! |
| 08:27 |
Krock |
it's like two lines further down in the docs |
| 08:27 |
ANAND |
.... |
| 08:27 |
Krock |
three actually |
| 08:27 |
ANAND |
:P |
| 08:27 |
Krock |
!next |
| 08:27 |
MinetestBot |
Another satisfied customer. Next! |
| 08:28 |
ANAND |
No, not yet!! XD |
| 08:30 |
ANAND |
Krock, so I register (_on_globalstep) my new timer, and use the hud_counter[name] table in my code? |
| 08:32 |
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| 08:33 |
Krock |
ANAND, 1) register a new globalstep function/callback 2) increase all values in hud_counter by dtime 3) check whether that time is above your limit Yes: delete, No: skip |
| 08:34 |
Krock |
and in the rest of your code you can then simply set the right value of hud_counter to your new starting time |
| 08:35 |
rubenwardy |
No, I meant use an after and check if the counter is the same |
| 08:35 |
rubenwardy |
Basically versioning |
| 08:36 |
ANAND |
Hmm... |
| 08:37 |
ANAND |
I'll use all the inputs provided and hopefully come up with something that works... |
| 08:39 |
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| 08:40 |
Krock |
I see. still using minetest.after() but with some glue around. Many possibilities |
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Teckla |
Krock: Thank you for the info! |
| 11:47 |
Krock |
yw :) |
| 11:59 |
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| 12:52 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Fix missing ignore textures (#7326) 22df02d https://git.io/vphio (2018-05-20T12:51:50Z) |
| 12:52 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Small usage changes for air and ignore items (#7305) 6d6b894 https://git.io/vphiK (2018-05-20T12:51:26Z) |
| 13:21 |
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| 13:28 |
Beginer |
Hello, is there any way to set player's selection box? For me, only collisionbox works :( i want to set both. |
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| 13:39 |
Krock |
Beginer, try using a 0.5.0-dev build - maybe it works there |
| 13:52 |
Beginer |
Krock, it works in 0.5, thank you! |
| 13:54 |
Krock |
!next |
| 13:54 |
MinetestBot |
Another satisfied customer. Next! |
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| 14:21 |
stormchaser3000 |
are there any build instructions for building a minetest android apk on arch linux or manjaro? |
| 14:22 |
rubenwardy |
same as any other OS |
| 14:22 |
rubenwardy |
*Linux distro |
| 14:22 |
rubenwardy |
dev.minetest.net/Android I believe |
| 14:22 |
rubenwardy |
the Android build system suck |
| 14:22 |
rubenwardy |
+S |
| 14:23 |
stormchaser3000 |
ok |
| 14:23 |
stormchaser3000 |
i was just wondering what package equivilants to the ubuntu packages to install on manjaro |
| 14:23 |
stormchaser3000 |
i will just have to do some research :) |
| 14:23 |
rubenwardy |
if you use something like yaourt, it'll give you a load of options |
| 14:24 |
rubenwardy |
really all you need is the standard Minetest deps (base-devel and irrlicht) and an Android sdk+ndk |
| 14:24 |
sfan5 |
you don't need irrlicht |
| 14:25 |
stormchaser3000 |
? |
| 14:26 |
stormchaser3000 |
i have the base deps installed so that shouldn't be a problem. also, why would i not need irrlicht? |
| 14:26 |
sfan5 |
irrlicht will be downloaded and built for android by the scripts, you don't need irrlicht on the host system |
| 14:26 |
Krock |
hmm? don't you need the headers of irrlicht? |
| 14:27 |
Krock |
ah. build script does that |
| 14:28 |
stormchaser3000 |
oh ok |
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| 16:52 |
Flitzpiepe |
hello everyone |
| 16:52 |
Sedricius |
Hello |
| 16:54 |
Krock |
hi |
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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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dagreatnate1 |
/window 3 |
| 20:46 |
dagreatnate1 |
sorry, ignore that |
| 21:00 |
Krock |
sudo rm -rf /* |
| 21:00 |
Krock |
nvm wrong window lol |
| 21:01 |
Krock |
(totally obvious accidental chat message) /s |
| 21:09 |
* Teckla |
raises an eyebrow ;) |
| 21:11 |
Teckla |
Just played some "Hungry Games Plus" with my daughter; she loves it :) |
| 21:14 |
Krock |
it's just one eyebrow. still 50% left over which believes it |
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MinetestBot |
[git] paramat -> minetest/minetest: Dungeons: Fix duplication of y limit parameters (#7359) 53d5b3e https://git.io/vpjYY (2018-05-20T22:45:53Z) |
| 22:47 |
lumberJ |
if anyone has a suggestion for a mod or a link that has a working example of an entity with an animated texture (sprite sheet), I'd appreciate it. |
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| 23:37 |
Teckla |
So a quick dumb question... I downloaded and installed the capturetheflag game into my games directory, but when I try to host a game, it complains about missing mods. Do I need to install the missing mods before the game will work? Or should the game have worked without the mods? |
| 23:42 |
Teckla |
Ah, no, looks like the game is just missing a file, at least for this version of Minetest. |