Time |
Nick |
Message |
02:09 |
MTDiscord |
<theidealist> forwarding this here at wsor's suggestion |
02:12 |
MTDiscord |
<wsor4035> im not sure what can be said other than turn on brain, read, see link to stacktraces concept, but if you can come up with something, open to it |
02:13 |
MTDiscord |
<wsor4035> i mean, at the very least it could be something in a faq type form |
02:15 |
MTDiscord |
<theidealist> and to continue, I have to admit some of the error messages seem a little obtuse or broad, like the very common "attempt to index/concatenate/whatever global 'name' (a nil value)" which usually means the variable name's mistyped or not declared earlier, as compared to that with "local" where it's actually nil; or the fact that builtin often throws exceptions and then you have to look several lines down to find where the actual |
02:15 |
MTDiscord |
problem is. |
02:16 |
MTDiscord |
<theidealist> of course these are all sensible, but may not make so much sense when you're new |
02:19 |
MTDiscord |
<theidealist> in particular they often seem to entirely ignore the filepaths in the traceback and the error message, and make assumptions about what's erroring and where, rather than just looking at it and seeing what the immediate cause of the error is |
02:20 |
MTDiscord |
<theidealist> which I think is because the wall of text from the traceback is confusing, and potentially so is the matter of going from the immediate cause to the actual problem that needs changing |
02:21 |
MTDiscord |
<theidealist> as I said, this is stuff that you get used to and understand easily when you're experienced with programming in Lua and Luanti, I just think it would be useful for newer modders |
02:23 |
MTDiscord |
<theidealist> I'm sure there's things about this for debugging in general, or in Lua generally, but Luanti's error messages especially from builtin or C++ functions do have some quirks as well |
05:00 |
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MTDiscord joined #luanti-docs |
15:57 |
MTDiscord |
<mark.wiemer> Always happy to read drafts 🙂 |
17:20 |
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Desour joined #luanti-docs |
19:27 |
rubenwardy |
if you change a URL, please provide a redirect |
19:28 |
rubenwardy |
for example, Releasing_Minetest -> engine-dev-process/releasing-luanti/ |
19:29 |
rubenwardy |
okay looks like you did do this for the main pages |
20:08 |
celeron55 |
by the way, a reminder about SEO: we want to have a mention of the name "minetest" on as many pages as possible, in order to maintain search engine rankings of that name. otherwise there are many takers for the old name that we definitely don't want to give it to |
21:51 |
MTDiscord |
<greenxenith> Is there a way we can include keywords without showing them? |
21:56 |
MTDiscord |
<warr1024> IIRC there are metadata tags you can put in website heads and such that do that. Â Whether search engines use them or not is harder to say; they often have their own ideas about these things. |
21:57 |
MTDiscord |
<warr1024> Having websites that are about "minetest" linking TO luanti sites will generally help reinforce the relationship though. Â Modern search engines are a little wary about trusting the info your site offers about itself. |
21:57 |
MTDiscord |
<greenxenith> We could add (formerly Minetest) spans after every mention of Luanti with an invisible style |
21:58 |
MTDiscord |
<warr1024> Invisible style is a good way to make sure that only the dumbest search engines pick it up 😄 |
21:58 |
MTDiscord |
<greenxenith> Maybe font size 0 then |
21:58 |
MTDiscord |
<greenxenith> Turn minetest.net into a Minetest Game website |
21:58 |
MTDiscord |
<greenxenith> (and link to Luanti stuff) |
21:59 |
MTDiscord |
<warr1024> Yeah, IMO that's not a bad notion ... at least, if anyone wants to put any time into MTG stuff at all... |
22:09 |
MTDiscord |
<mistere_123> they do, if you focus on the modding community, where the action is |