| Time |
Nick |
Message |
| 00:07 |
MTDiscord |
<MisterE> is it possible for a mod to get a stack traceback? Say I have an error that I know occurs, and it is caused by misuse of an api function, and I want to prevent a hard crash, but still give whoever is misusing the api function a log to help them fix the issue. Is there some function that will return the current stack traceback as a text string? |
| 00:10 |
MTDiscord |
<luatic> debug.traceback? |
| 00:10 |
rubenwardy |
pcall |
| 00:10 |
MTDiscord |
<luatic> https://www.lua.org/manual/5.1/manual.html#pdf-debug.traceback |
| 00:10 |
rubenwardy |
oh right, misread |
| 00:10 |
rubenwardy |
yeah, debug.traceback |
| 00:10 |
MTDiscord |
<MisterE> great! |
| 00:10 |
MTDiscord |
<MisterE> thx |
| 00:17 |
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| 02:47 |
MTDiscord |
<MisterE> does find_node_near work with fractional distances? Say i want to find air within 0.7 nodes from a position to check if a player should fall for blockbomber |
| 03:01 |
Yad |
Is a node timer considered part of the metadata system? |
| 03:04 |
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| 03:47 |
Yad |
What I can say is that the metadata system sure works beautifully in Minetest. :D |
| 03:48 |
Yad |
I can display information via the chat system, but I'm still learning how to put it to visual use though. |
| 03:48 |
Yad |
I was thinking of using animations but those are part of the node definition not the metadata. |
| 03:53 |
MTDiscord |
<MisterE> nodes dont have animations, except animated textures. You can build a 3d animation out of a special model and partially transparent animated textures, like the default torch does |
| 03:54 |
MTDiscord |
<GreenXenith> the default torch doesnt use that trick at all |
| 03:54 |
MTDiscord |
<MisterE> but yes its in the node definiton. If you want to use metadata for visual effects, you will have to pair the node with an entity |
| 03:54 |
MTDiscord |
<MisterE> Its flame wavers |
| 03:54 |
MTDiscord |
<MisterE> in 3d |
| 03:54 |
MTDiscord |
<GreenXenith> thats just a regular animated texture |
| 03:54 |
MTDiscord |
<GreenXenith> put on 4 planes |
| 03:54 |
MTDiscord |
<MisterE> ok, well its a builtin special model |
| 03:55 |
MTDiscord |
<GreenXenith> its not that special? |
| 03:55 |
MTDiscord |
<MisterE> ok ? |
| 03:55 |
MTDiscord |
<GreenXenith> it doesnt even combine the models into one, theres 3 torch models |
| 03:55 |
MTDiscord |
<MisterE> but not for the animation, thats for the wallmounted and ceiling and floor variations |
| 03:56 |
MTDiscord |
<GreenXenith> I know, im just reiterating that its not fancy |
| 03:56 |
MTDiscord |
<GreenXenith> its a regular model with regular texture animations |
| 03:56 |
MTDiscord |
<GreenXenith> the 3d node animation trick consists of having every animation state in the model and swapping to each frame using animated textures |
| 03:56 |
MTDiscord |
<MisterE> I hereby officially concede your point @GreenXenith |
| 03:56 |
MTDiscord |
<MisterE> ? |
| 03:57 |
MTDiscord |
<GreenXenith> ironically the 3d animation trick is pretty much what obj does for animations (which is awful) |
| 03:57 |
MTDiscord |
<MisterE> .obj? it supports animations? |
| 03:58 |
MTDiscord |
<GreenXenith> not technically |
| 03:58 |
MTDiscord |
<GreenXenith> its not part of the specification |
| 03:58 |
MTDiscord |
<GreenXenith> but last I checked, Blender supported exporting animations with obj |
| 03:59 |
MTDiscord |
<MisterE> interesting |
| 04:08 |
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| 04:36 |
MTDiscord |
<exe_virus> Technically it wouldn't be awful if we had proper compression on the plaintext that is obj. That would reduce those file sizes significantly |
| 04:36 |
MTDiscord |
<exe_virus> Especially animations with multiple repeat vertexes |
| 05:00 |
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| 05:22 |
Yad |
Thank you for going into detail on that. So besides replacing (and/or overlaying) a node with an entity, to visually represent metadata would I have to replace the node with another node? |
| 05:22 |
Yad |
For example, if I want a wall block to take damage and track that damage, before being removed at 100 damage points... |
| 05:23 |
Yad |
...perhaps I should register ten nodes, one for each 10-point increment, with a different texture for each... |
| 05:24 |
Yad |
...then track damage using an integer in metadata, and when for example it goes from 9 to 10, I replace the first node type with the second node type, and so on, passing the metadata along each time? |
| 05:54 |
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| 07:25 |
MTDiscord |
<GreenXenith> That may be best, yes. Though I'd only track 10hp per block type. |
| 07:39 |
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| 09:03 |
Yad |
Is making a node "digable" currently the only way to interact with it on a continuous mouse-press basis? |
| 09:05 |
Yad |
I've thought about using a particle emitter attached to the player. |
| 09:07 |
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| 09:14 |
Yad |
Looks like it's going to be something akin to get_player_control() |
| 09:17 |
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| 09:20 |
Yad |
And then calling it in the on_step event |
| 10:00 |
MTDiscord |
<GreenXenith> I dont think a node needs to be diggable for on_punch to trigger repeatedly |
| 10:02 |
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| 10:08 |
Yad |
Well that's technically true I agree, because I can call punch_node as often as I like. :D |
| 10:09 |
Yad |
The trick was to use register_on_joinplayer and then spawn an entity which listens to get_player_control().LMB in its on_step event |
| 10:17 |
Yad |
Now I just need to combine that with get_pointed_thing_position |
| 10:39 |
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| 15:01 |
gargamel |
!up 69.247.56.186:30003 |
| 15:01 |
MinetestBot |
69.247.56.186:30003 is up (127ms) |
| 15:01 |
gargamel |
Creative Sunday flat map. |
| 15:07 |
gargamel |
Should I just use the 'give' priledge instead of creative? |
| 15:08 |
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gargamel |
w00t |
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| 17:48 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Restore pass-through of direction keys (#11924) 5eb45e1 https://git.io/J9G5Z (2022-01-09T17:46:36Z) |
| 17:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Formspec: Fix bgcolor and set_focus checks 8fab406 https://git.io/J9G5n (2022-01-09T17:47:12Z) |
| 17:50 |
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| 17:58 |
Yad |
gargamel: That depends on what you want to do. In many games' setups, as well as giving you a menu to give yourself unlimited items, `creative` results in being able to dig everything by hand. |
| 18:00 |
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| 18:05 |
Yad |
This article tries to help me understand with pictures https://dev.minetest.net/pointed_thing |
| 18:06 |
Yad |
But how can I get `pointed_thing.above` and `pointed_thing.under` when `pointed_thing` is still nil? xD |
| 18:08 |
MTDiscord |
<Benrob0329> You can't, how are you getting pointed_thing? |
| 18:09 |
Yad |
Benrob0329: That's the question I'm asking lol :) |
| 18:09 |
MTDiscord |
<Benrob0329> Alright, what do you need PT for? |
| 18:09 |
Yad |
I need to know what the player is pointing at. |
| 18:10 |
MTDiscord |
<Benrob0329> Some callbacks return it, but otherwise you'll have to Raycast() |
| 18:10 |
Yad |
And then get its NodeRef so I can have an entity's on_step event interact with that node. |
| 18:10 |
Yad |
Oooo |
| 18:10 |
Yad |
That's a good clue! Thanks. |
| 18:10 |
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| 18:11 |
Yad |
So basically fire a probe out of the player's hand, as it were, to see what it hits? |
| 18:11 |
MTDiscord |
<Benrob0329> Probably the camera, but yeah thats the idea |
| 18:11 |
Yad |
That's a more technically accurate way of putting it, thank you. |
| 18:12 |
Yad |
Because the player is essentially just a point in space; the location of the camera. |
| 18:12 |
gargamel |
Yad: 'give' is what I want not creative, thanks. |
| 18:12 |
Yad |
Then things like arms are attached to the player. |
| 18:12 |
MTDiscord |
<Benrob0329> Yad: If you Raycast, remember that it's an iterator, so you can use a for loop to find the first valid collision |
| 18:12 |
Yad |
gargamel: Ah nice, as long as it's not to clunky for you to use the chat command-line in Minetest for that. |
| 18:13 |
gargamel |
Yad: Players get the priv by defualt and it shows in unified inventory. |
| 18:13 |
jordan4ibanez |
Which admin to talk to about resetting password on forum? |
| 18:14 |
gargamel |
On Creative Flat map Sunday |
| 18:14 |
Yad |
Benrob0329: Thank you, but my main question reading up on it now in `lua_api.txt` is...how do I get pos2 for launching the ray? I suppose I could pick an arbitrary number of meters for length, and apply trigonometry to the camera angle? |
| 18:14 |
Yad |
`minetest.raycast(pos1, pos2, objects, liquids)` |
| 18:14 |
MTDiscord |
<Benrob0329> Yad: Here's an example: https://gitlab.com/benrob0329/ikea/-/blob/master/mods/ikea_tools/init.lua#L35 |
| 18:15 |
Yad |
Oooh, you're the maker of The Infinite IKEA heheheh |
| 18:15 |
Yad |
Benrob0329: At last that game actually helped me! <3 |
| 18:16 |
MTDiscord |
<GreenXenith> Yes, take the camera vector and set it to the length of the wielded item range |
| 18:16 |
MTDiscord |
<Benrob0329> Hah, at least it's good for something :P |
| 18:16 |
Yad |
heheheh yep |
| 18:17 |
Yad |
If you play Dokimi's Exile (now managed by Mantar), you'll notice how aspects of the endgame, as it were, remind me of your Infinite IKEA scenario. ^_~ |
| 18:17 |
Yad |
Benrob0329: I see what you're saying, I don't have to do the trigonometry manually, when I can simply multiply look_dir by the desired ray distance, and that to the player position. So simple it's brilliant! |
| 18:18 |
Yad |
I'm not used to a computer just automatically parsing 3-D vectors for me with arithmetic operands. :D |
| 18:18 |
Yad |
*with = as |
| 18:20 |
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| 18:20 |
MTDiscord |
<Benrob0329> I've just realized that there might be a way to break the flashlight in IKEA, if you shut down the server with it on it should leave the light node in place, which won't get removed automatically |
| 18:21 |
MTDiscord |
<Benrob0329> But you should just be able to wave the flashlight through it and get rid of it |
| 18:22 |
MTDiscord |
<Benrob0329> I could always add an LBM to clean those up I suppose |
| 18:22 |
MTDiscord |
<Jonathon> or just make the light nodes have a node timer |
| 18:23 |
MTDiscord |
<Benrob0329> Well yes, but then you're starting 10 timers a second |
| 18:24 |
MTDiscord |
<Benrob0329> And those do continue to count if the node is swapped afaik |
| 18:24 |
MTDiscord |
<Jonathon> hmm, yeah |
| 18:25 |
MTDiscord |
<Jonathon> at the end of the day using nodes for light sources is just a hack given that entities cant propagate light (which is hard to implemenet) |
| 18:26 |
MTDiscord |
<Benrob0329> This isn't a serious issue, just a small graphical one. The light nodes are buildable_to and everyone has a flashlight |
| 18:26 |
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| 18:27 |
MTDiscord |
<Benrob0329> So cleaning it up on the rare occurrence that the server gets shut down with players on it is easy |
| 18:32 |
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| 18:33 |
Yad |
Benrob0329: Hmm, I'm getting exactly the sort of error I would have expect, but to which your code would have to be immune to work. |
| 18:33 |
Yad |
Namely, "attempt to perform arethmetic on local `look_dir` (a table value)" |
| 18:33 |
Yad |
As though I have to break it down into scalars and multiply those. |
| 18:35 |
MTDiscord |
<GreenXenith> You need to convert it to a vector type |
| 18:36 |
Yad |
Ohhh, okay yeah. |
| 18:36 |
MTDiscord |
<GreenXenith> vector.new should work |
| 18:39 |
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| 18:41 |
Yad |
GreenXenith: Hmm, I local I'm getting the same error with this: |
| 18:41 |
Yad |
local look_table = this_player:get_look_dir() |
| 18:41 |
Yad |
local look_dir = vector.new(look_table.x, look_table.y, look_table.z) |
| 18:45 |
Yad |
sfan5: If you're available, I seem to be missing something very simple with vector arithmetic. ? |
| 18:46 |
jordan4ibanez |
Why not create it in Lua and then create a PR with your new arithmetic included in the vector library? |
| 18:47 |
MTDiscord |
<Benrob0329> Yad: if you use vector.copy() you don't have to break out the individual components |
| 18:47 |
MTDiscord |
<luatic> Yad: what's the error? |
| 18:47 |
Yad |
Benrob0329: According to the error it's not a vector to begin with though. |
| 18:48 |
Yad |
luatic: "attempt to perform arethmetic on local `look_dir` (a table value)" |
| 18:48 |
MTDiscord |
<Benrob0329> But also, I'm pretty sure thats supposed to return a vector |
| 18:48 |
MTDiscord |
<luatic> Your MT version probably isn't new enough |
| 18:48 |
MTDiscord |
<Benrob0329> Yad: what version if MT? |
| 18:48 |
MTDiscord |
<Benrob0329> *of |
| 18:48 |
Yad |
luatic: 5.4.1 ? |
| 18:48 |
MTDiscord |
<luatic> https://github.com/minetest/minetest/blob/5.4.1/doc/lua_api.txt#L6808-L6811 |
| 18:49 |
MTDiscord |
<Benrob0329> I forget how long 5.5 has been in development |
| 18:49 |
sfan5 |
too long |
| 18:49 |
MTDiscord |
<Jonathon> almost a year |
| 18:49 |
MTDiscord |
<luatic> https://github.com/minetest/minetest/blob/5.4.1/doc/lua_api.txt#L3129* |
| 18:49 |
sfan5 |
Yad: this is hard to debug without seeing the entire code |
| 18:50 |
MTDiscord |
<Benrob0329> Yad: you'll have to use the vector.* functions unless you have 5.5 |
| 18:50 |
MTDiscord |
<Jonathon> 5.4 Feb 23, 2021 |
| 18:50 |
MTDiscord |
<Jonathon> so 9m |
| 18:50 |
Yad |
sfan5: Indeed I agree...time to join GitHub! :D |
| 18:50 |
definitelya |
lol |
| 18:51 |
Yad |
:D |
| 18:57 |
MTDiscord |
<luatic> sfan5: #11948 |
| 18:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/11948 -- Copy smoothing note to gui_scaling_filter description by appgurueu |
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| 19:05 |
MTDiscord |
<Warr1024> @Luatic what that filter does is essentially a nearest-up-linear-down filter, which prevents weird stairstep effects on non-integer scaling, but yes, it does create interpolated pixels at that point. |
| 19:05 |
MTDiscord |
<Warr1024> It may also be noteworthy that there's a bug in 9-patch buttons in formspecs when that's turned on. Seems 9-patch must never have been tested with GUI scaling enabled... |
| 19:06 |
sfan5 |
I estimate just about everything is not tested with gui scaling on |
| 19:06 |
MTDiscord |
<Warr1024> That's probably one of the biggest reasons it's not enabled by default. |
| 19:06 |
MTDiscord |
<Warr1024> Er, I meant gui scaling filter, but yeah, it's probably also not tested with gui_scaling :-D |
| 19:06 |
sfan5 |
gui scaling filter* yes |
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MinetestBot |
[git] appgurueu -> minetest/minetest: Copy smoothing note to gui_scaling_filter description b164e16 https://git.io/J9GNR (2022-01-09T20:13:54Z) |
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MinetestBot |
[git] sfan5 -> minetest/minetest: Mainmenu game-related changes (#11887) 4c8c649 https://git.io/J9GNM (2022-01-09T20:15:35Z) |
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erlehmann |
https://nitter.snopyta.org/andrestaltz/status/1480257023283499010 |
| 20:40 |
erlehmann |
> Holy shit I just learned about this and it's very bad. TL;DR the maintainer of faker.js made a new version of the library that breaks the code just to send out an ideological message about Aaron Swartz (RIP), and the result is that GitHub shut him down entirely. |
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MTDiscord |
<Benrob0329> I (like many others on that thread) am very much in the dark about the whole situation and have no real context around it. |
| 20:49 |
MTDiscord |
<Warr1024> I can tell that I'm supposed to be outraged but I can't figure out at whom. |
| 20:50 |
MTDiscord |
<Jonathon> >ssl error |
| 20:51 |
MTDiscord |
<Benrob0329> GitHub, supposedly. But if I'm being honest posting political messages on your repos is a surefire way to get kicked off. |
| 20:52 |
definitelya |
I read "conspiracy theory" in a couple posts in that tweet. |
| 20:53 |
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| 20:55 |
sfan5 |
kicked off what? github? |
| 20:55 |
sfan5 |
if their ToS does not prohibit this then they can't claim it was that |
| 20:57 |
MTDiscord |
<Jonathon> seems this individual has a interesting past |
| 21:00 |
MTDiscord |
<Jonathon> https://twitter.com/andrestaltz/status/1480257023283499010 proper link for anyone who cares |
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| 21:12 |
jordan4ibanez |
When did Libera replace freenode? |
| 21:12 |
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| 21:13 |
MTDiscord |
<luatic> A while ago already |
| 21:13 |
MTDiscord |
<luatic> > Welcome to Libera Chat - 19th May 2021 by staff |
| 21:14 |
jordan4ibanez |
I am old now, turning to dust |
| 21:18 |
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| 21:23 |
gry |
jordan4ibanez: congratulations coming to the other side. Note some channels will have moved to other smaller networks. Of those that I know, around 90% moved to libera alright. |
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| 22:00 |
MinetestBot |
[git] sfan5 -> minetest/minetest_game: Fix torch models so they render correctly in `model[]` 78de12d https://git.io/J9Gp5 (2022-01-09T21:57:57Z) |
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