| Time |
Nick |
Message |
| 00:16 |
paradust |
Kilroy: This seems to be a common problem. It is possible the MacOS build is broken, but almost nobody here has a Mac and the time/ability to debug it. |
| 00:18 |
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| 00:20 |
paradust |
Any chance you could build it yourself, open it in gdb, and then Ctrl-C while it is frozen? That would get a backtrace would which would be super helpful in knowing what is wrong |
| 00:22 |
paradust |
If you just want to mess around, you could try https://minetest.dustlabs.io/ in chrome or firefox (But not for serious gaming, because it doesn't save worlds, yet) |
| 00:44 |
Pexin |
can't.. resist.. |
| 00:44 |
Pexin |
>serious |
| 00:44 |
Pexin |
>gaming |
| 00:47 |
Pexin |
https://www.reddit.com/r/TheSimpsons/comments/1rzpm7/i_know_those_words_but_that_sign_makes_no_sense/ |
| 00:55 |
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| 04:00 |
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| 04:08 |
mrminer |
ughhhhhhhhhhh is ANYONE here a forum admin |
| 04:09 |
mrminer |
the idiot forum flaghged me as a bot/spammer for the 3RD TIME IN A ROW! |
| 04:09 |
mrminer |
flagged* |
| 05:31 |
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| 06:22 |
sfan5 |
yes me |
| 06:42 |
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| 11:09 |
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| 13:28 |
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| 14:07 |
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| 14:07 |
alguien |
Why is there no `textures` key in the Node definition provided by the client_lua_api.txt? https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt#L1196 |
| 14:09 |
MTDiscord |
<luatic> alguien: it's called tiles for nodes, textures for entities; may be considered an inconsistency of the API |
| 14:10 |
alguien |
lunatic: I don't see tiles either |
| 14:10 |
erle |
luatic omg don't try to unify it lol |
| 14:11 |
MTDiscord |
<luatic> alguien: well, then the client lua api doc is prob. outdated |
| 14:12 |
MTDiscord |
<luatic> outdated is the wrong word, incomplete |
| 14:12 |
alguien |
ok, I'll see if there's a tiles key |
| 14:12 |
sfan5 |
sounds more likely to me that whoever implemented it did not bother with that part |
| 14:13 |
sfan5 |
unlike on the server where the definitions are "free", synthesizing them on the client is extra work |
| 14:17 |
alguien |
What's the difference between a nodename and an itemstring? |
| 14:18 |
alguien |
is the former a subset of the latter, the latter not including groups and such? |
| 14:18 |
MTDiscord |
<luatic> see the server Lua API |
| 14:18 |
MTDiscord |
<luatic> all nodenames are also valid itemstrings |
| 14:18 |
MTDiscord |
<luatic> but they are only a part of the itemstring basically, the itemname |
| 14:18 |
MTDiscord |
<luatic> because each node obviously also is an item |
| 14:19 |
MTDiscord |
<luatic> itemstrings can also store amount, wear and meta |
| 14:19 |
MTDiscord |
<luatic> not groups, those are stored in the item def |
| 14:19 |
MTDiscord |
<luatic> (the item name determines the groups etc. through the item def associated with the item name) |
| 14:19 |
alguien |
thanks |
| 14:20 |
celeron55 |
and there are also items that aren't nodes |
| 14:21 |
alguien |
Sure |
| 14:21 |
celeron55 |
how i'd put it shortly is that nodename is basically a key to the database of registered nodes, and an itemstring is a serialized item |
| 14:21 |
alguien |
Anyway, minetest.get_node_def("default:stone") gives me nil |
| 14:21 |
celeron55 |
but that might not mean anything to you :P |
| 14:21 |
alguien |
celeron55, it kinda does |
| 14:22 |
alguien |
would you know why I'm getting nil though? |
| 14:23 |
celeron55 |
not unless the answer is the obvious one, that is, that node isn't registered in your game |
| 14:23 |
alguien |
weird |
| 14:23 |
celeron55 |
at the time of calling, of course |
| 14:24 |
MTDiscord |
<luatic> at which time do you call it? |
| 14:24 |
MTDiscord |
<luatic> CSMs are probably loaded before node defs have been fully initialized |
| 14:24 |
alguien |
The game is running for a while now, its being called as a result of my actions |
| 14:25 |
alguien |
same thing for minetest.get_node_def("default:cobble") ... are you sure there isn't a default setting that turns this feature off? |
| 14:26 |
sfan5 |
there is |
| 14:26 |
alguien |
ayoo |
| 14:27 |
MTDiscord |
<luatic> servers can send CSM restrictions |
| 14:28 |
alguien |
I still think those are silly |
| 14:30 |
alguien |
I was thinking about writing a texture compositor CSM, but now it makes no sense |
| 14:31 |
MTDiscord |
<luatic> I doubt that CSM API suffices to write such a CSM |
| 14:31 |
MTDiscord |
<luatic> the CSM API* |
| 14:31 |
erle |
alguien wdym compositor CSM? |
| 14:31 |
alguien |
MTDiscord, sure, why not? You have formspecs |
| 14:32 |
alguien |
erle, a GUI for composing texture modifiers |
| 14:32 |
MTDiscord |
<luatic> ahhh |
| 14:32 |
MTDiscord |
<luatic> well, why as a CSM? |
| 14:33 |
erle |
alguien do it in dragonfire or waspsaliva then, they ignore CSM restrictions |
| 14:33 |
alguien |
luatic: so I can work with real-world (server-provided) textures |
| 14:33 |
* alguien |
shakes head |
| 14:39 |
alguien |
celeron55, can I send you a PM? |
| 14:43 |
alguien |
This is the second time someone suggested an alternative client to me because of the official client's default CSM restrictions |
| 14:44 |
alguien |
Two for two. |
| 14:48 |
erle |
IIRC the CSM restrictions were a kneejerk reaction to server admins worrying about OMG CHEATS |
| 14:49 |
erle |
which is funny because the modified clients clearly advertise themsselves so you don't end up on a server where CSMs are frowned upon |
| 14:49 |
erle |
i think whoever was worried back then about CSMs did not take into account that the authors of cheat clients don't actually want to ruin the game |
| 14:51 |
definitelya |
BuckarooBanzai: Hi there, I experienced an odd bug with schematics generated in your mod citygen. |
| 14:52 |
definitelya |
Sometimes a building stops generating normally, and isntead ends up being composed of two types of buildings, separated at the edge of some of its mapblocks. |
| 14:52 |
definitelya |
Basically it "forgets" what building it should keep generating at that position. |
| 14:52 |
erle |
might this be a result of what kay27 calls the chunk-in-shell-grinder? |
| 14:53 |
definitelya |
erle: hm? |
| 14:54 |
erle |
too complex to complain now, let's wait for the answer of BuckarooBanzai |
| 15:02 |
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| 16:16 |
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| 16:24 |
definitelya |
It only happened once in one of the giant wide skyscrapers, next one I found was fine, luckily. |
| 16:37 |
erle |
gib screenshot |
| 16:42 |
definitelya |
Don't have, sorry. If it happens again I'll post it. |
| 17:03 |
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| 18:53 |
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| 19:10 |
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| 19:36 |
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| 19:46 |
MinetestBot |
[git] Zughy -> minetest/minetest: Docs: remove unimplemented `preserve` field in crafting recipes b72932b https://github.com/minetest/minetest/commit/b72932b445a0d0fa547eb75e363d2e3cc1c9250a (2022-06-03T19:46:26Z) |
| 19:46 |
MinetestBot |
[git] rollerozxa -> minetest/minetest: Rework main menu confirmation dialogs (#12356) 6d163b7 https://github.com/minetest/minetest/commit/6d163b72dc777c6dfc62175c7af231cd62e5c2c7 (2022-06-03T19:46:37Z) |
| 19:48 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Add helper functions to make tool usable n times (#12047) 6a6b579 https://github.com/minetest/minetest/commit/6a6b579c5472065dd4ba8edcebe120b4b1c9198e (2022-06-03T19:47:04Z) |
| 19:48 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Remove obsolete eye_height related workaround 5f3af7d https://github.com/minetest/minetest/commit/5f3af7d18b528e502e2cf09e0f46cc892df98dd4 (2022-06-03T19:48:52Z) |
| 19:49 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Properly keep noclip state in Game and ClientMap 575caa8 https://github.com/minetest/minetest/commit/575caa8015fe420ce5e709d6c137036dfc0262ef (2022-06-03T19:48:52Z) |
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