| Time |
Nick |
Message |
| 00:00 |
argyle77 |
So I think I see the server generating mapblocks differently depending on where I'm standing when they generate. |
| 00:05 |
Calinou |
Edgy1: how did you install Minetest? |
| 00:06 |
Calinou |
also, I remember reading about content store issues in 5.0.0 |
| 00:07 |
argyle77 |
I'm compiling on 5.1.0-dev. I haven't tested with 4.17 yet |
| 00:09 |
Edgy1 |
calcul0n, pacman |
| 00:09 |
Edgy1 |
i have other snaps anyways |
| 00:09 |
Edgy1 |
and compiles |
| 00:09 |
Edgy1 |
lots of them. its just a funny error. not sure what causes that |
| 00:10 |
Edgy1 |
maybe my other snaps are interfering |
| 00:10 |
Edgy1 |
<other snaps> move ***** get out of the way! |
| 00:10 |
Edgy1 |
sorry meant to ping Calinou |
| 00:10 |
Edgy1 |
autocomplete™ |
| 00:13 |
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| 00:16 |
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| 00:17 |
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| 00:21 |
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| 00:21 |
rubenwardy |
Edgy1: Minetest wasn't able to write to the cache folder |
| 00:22 |
Edgy1 |
oh |
| 00:23 |
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| 00:24 |
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| 00:27 |
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| 00:28 |
Wikiwide |
Sounds good: https://forum.minetest.net/viewtopic.php?f=47&t=20935 |
| 00:29 |
galaxie |
Hi, I was wondering if mesh materials were used. https://wiki.minetest.net/Using_Blender appears to state that MT doesn't work with materials. If so, how would I work around that? |
| 00:36 |
ol_foody_can-Ned |
Edgy1: https://www.youtube.com/watch?v=jrJ5WvUec94 |
| 00:36 |
Edgy1 |
ol_foody_can-Ned, ? |
| 00:37 |
ol_foody_can-Ned |
in regards to the Minetest error message, “no future without main menu” |
| 00:37 |
Edgy1 |
ohh |
| 00:37 |
argyle77 |
galaxie, you can set up UV in blender for your meshes |
| 00:37 |
Edgy1 |
lol |
| 00:38 |
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| 00:46 |
galaxie |
argyle77: And that'll import into MT? |
| 00:48 |
galaxie |
Also, is there any external voxel editing tool that can be exported to something MT can import? |
| 00:52 |
p_gimeno |
galaxie: I think you do the UVs in blender, and specify the texture in the mod, and it will pick the UVs from blender |
| 00:53 |
galaxie |
What kinds of files CAN you import into MT? Not as meshes but as nodes. |
| 00:54 |
p_gimeno |
uh |
| 00:54 |
p_gimeno |
meshes are nodes I believe |
| 00:54 |
galaxie |
Like, as voxels. |
| 00:55 |
galaxie |
I make a voxel creation in some external editor, export it, then import it as a series of blocks in MT. |
| 00:55 |
p_gimeno |
ah, schematic files are the only ones I'm aware of |
| 00:55 |
galaxie |
What types of schematic files are supported so far? |
| 00:56 |
p_gimeno |
um, I'll leave the answer up to someone else, I haven't used them |
| 00:57 |
p_gimeno |
https://dev.minetest.net/schematic may help |
| 00:58 |
galaxie |
I do believe I saw some Python module or other that allowed you to make MT schematics.. oh where is that link.. |
| 00:59 |
p_gimeno |
how about using minetest as voxel creation editor? :P |
| 01:00 |
galaxie |
Eh, I'm trying to convert binvox and similar files to be imported.. |
| 01:00 |
sfan5 |
if you don't mind depending on a third party mod, the old worldedit schematic format is very simple |
| 01:00 |
sfan5 |
just a text file with position, node name and params |
| 01:01 |
galaxie |
Oh, it outputs to .schematic. Any quick way to import MC schematics? I mean, the nodes might be different but I think there was a few projects.. |
| 01:01 |
sfan5 |
even the new format (Lua dict) is easy enough to piece together manually from a foreign programming language |
| 01:02 |
galaxie |
So mcimport converts from a MC *world* to an MT world. I suppose that's different from a schematic, unfortunately. |
| 01:04 |
galaxie |
Is the new format's file extension .mts? |
| 01:05 |
p_gimeno |
mts is binary I believe - https://dev.minetest.net/Minetest_Schematic_File_Format |
| 01:06 |
galaxie |
Where's the docs for the Lua version? |
| 01:06 |
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Wikiwide left #minetest |
| 01:06 |
p_gimeno |
I linked you to them :) |
| 01:07 |
Emerald2 |
There's a texture and resource pack converter but I guess that's not gonna help either. |
| 01:07 |
galaxie |
p_gimeno: The schematic table? |
| 01:07 |
p_gimeno |
yes |
| 01:09 |
sfan5 |
here's the Lua text format WorldEdit uses: https://raw.githubusercontent.com/minetest-mods/mg/master/schems/well.we |
| 01:11 |
galaxie |
Now, once I generate a schematic table, how would I import/use it? |
| 01:12 |
p_gimeno |
keep reading :P |
| 01:12 |
p_gimeno |
same link, near bottom |
| 01:12 |
p_gimeno |
well, the WorldEdit one, with WorldEdit |
| 01:13 |
galaxie |
So: "A registered schematic identifier as a number, returned by minetest.register_schematic" Once I register, then I use place_schematic with that identifier? |
| 01:14 |
p_gimeno |
my understanding is that you can pass the Lua table to place_schematic |
| 01:14 |
galaxie |
Would registering be more efficient if I were to place a lot of the same schematics? |
| 01:15 |
sfan5 |
yes |
| 01:16 |
galaxie |
Alright. I've never really done Lua yet, but I was hoping to use Emacs with it. What's an efficient workflow for creating MT mods and testing Lua code? |
| 01:19 |
p_gimeno |
have a world prepared with the mod active; enter world, test. Make changes, exit world, enter world, test. |
| 01:19 |
p_gimeno |
for some uses you can also use WorldEdit's /lua |
| 01:20 |
galaxie |
Is that like the built-in Lua editor with no syntax highlighting and stuff? |
| 01:21 |
p_gimeno |
no, it lets you execute one line of lua, but that line may load a file (not a mod) |
| 01:21 |
p_gimeno |
like, //lua dofile("/path/file.lua") |
| 01:23 |
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| 01:41 |
galaxie |
Any public servers that have Spleef on it? |
| 01:42 |
rubenwardy |
galaxie: Xanadu |
| 01:42 |
rubenwardy |
I'm fairly sure |
| 01:45 |
p_gimeno |
isn't Xanadu closed to new players? |
| 01:56 |
ol_foody_can-Ned |
https://forum.minetest.net/viewtopic.php?f=10&t=8494&hilit=test&start=3525#p346201 |
| 01:57 |
ol_foody_can-Ned |
Says that on 2019 03 17, they will begin hosting a 5.0.0 server for Xanadu. I didn't see anything about restricting access. |
| 02:00 |
ol_foody_can-Ned |
I probably misunderstood |
| 02:02 |
p_gimeno |
"Access denied. Reason: Sorry, no new players being admitted at this time!" |
| 02:02 |
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| 02:05 |
ol_foody_can-Ned |
i guess because TenPlus1 is transferring the world to 5.0 :-) Reading through its topic, Xanadu sounds like fun |
| 02:06 |
p_gimeno |
I think I started trying last week |
| 02:16 |
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| 02:22 |
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| 02:33 |
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| 02:34 |
cimbakahn |
Does sandstone brick dungeons generate in carpathian? |
| 02:34 |
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| 03:20 |
cimbakahn |
Does sandstone brick dungeons generate in carpathian? |
| 03:22 |
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| 03:27 |
cimbakahn |
Also where is 5.0 saving the screenshots? |
| 03:29 |
DrFrankenstone |
Carpqathian uses the MG_DUNGEONS flag as well as having a ymin and ymax setting for dungeons, so will depend on your settings |
| 03:32 |
DrFrankenstone |
it might be saving the screenshots in \bin, I have set "screenshot_path=" in the minetest.conf so it puts them in a screenshots folder |
| 03:36 |
cimbakahn |
DrFrankenstone: Thanks! I will check both. |
| 03:39 |
cimbakahn |
Does carpathian do it by default? Make sandstone brick dungeons. |
| 03:41 |
DrFrankenstone |
I'm not sure, it doesn't look like it has dungeons on by default, or that there's an easy way to turn them on by default, but I could easily be missing something. |
| 03:42 |
DrFrankenstone |
Carpathian uses the same dungeon generator as other mapgens, so whether a dungeon is made of sandstone depends on the biome, not carpathian. So if you've seen non-sandstone dungeons in Carpathian then AFAIK there will also be sandstone ones |
| 03:45 |
cimbakahn |
DrFrankenstone: Do you know i'm running Linux, and i installed this Minetest using a flatpak? |
| 04:01 |
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| 04:02 |
paramat |
mgcarpathian generates dungeons exactly the same way as any other non-mgv6 mapgen |
| 04:03 |
paramat |
all mapgens have dungeongen on by default |
| 04:06 |
p_gimeno |
I've just found a sandstone dungeon in carpathian |
| 04:06 |
paramat |
cimbakahn ^ |
| 04:07 |
paramat |
you just have to find the sandstone desert biome in MTG to find one |
| 04:07 |
paramat |
in other games whether sandstone dungeons generate depends on the game |
| 04:08 |
cimbakahn |
Ok. So V6 doesn't generate them, but all the others do? |
| 04:08 |
p_gimeno |
btw, Krock's biome map is awesome, but it's inverted :D |
| 04:08 |
p_gimeno |
Z should descend, not ascend |
| 04:09 |
cimbakahn |
p_gimeno: Great! |
| 04:10 |
p_gimeno |
!tell Krock Your ascii biome is awesome! but the Z loop is inverted, the map is upside down. https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc#file-init_22_ascii_biome-lua-L25 |
| 04:10 |
MinetestBot |
p_gimeno: I'll pass that on when Krock is around |
| 04:10 |
cimbakahn |
p_gimeno: I wish you would give me the seed number you're using. |
| 04:11 |
p_gimeno |
cimbakahn: seed is 12343 |
| 04:12 |
cimbakahn |
p_gimeno: Thank you! |
| 04:12 |
paramat |
mgv6 doesn't have sandstone dungeons because there are no sandstone deserts, but it does have 'desert stone' dungeons |
| 04:13 |
p_gimeno |
cimbakahn: I'm at 9036,-10,3859 in a sandstone dungeon. I'm not sure if dungeons are always generated the same, though. I suspect not. |
| 04:13 |
cimbakahn |
I still don't know where 5.0 is storing its screenshots. Siva said it probably isn't saving them because i have to create a folder for them. |
| 04:13 |
p_gimeno |
Perhaps if I pass you my map_meta.txt... |
| 04:14 |
p_gimeno |
cimbakahn: if in linux, you can use updatedb and then locate to find them |
| 04:15 |
p_gimeno |
I know where they are saved in linux with run_in_place, which probably won't help |
| 04:18 |
Emerald2 |
You're using the flatpak, you said? sofar would know where it puts screenshots. |
| 04:19 |
paramat |
p_gimeno which mapgen spawned you in a cave? |
| 04:21 |
Emerald2 |
See if it has a hidden directory in your home folder tho? |
| 04:21 |
p_gimeno |
paramat: mgv7, not patched with the hole avoidance |
| 04:21 |
paramat |
hm yeah i guess that's possible, but rare |
| 04:22 |
paramat |
very rare, never happened to me |
| 04:22 |
paramat |
however, i know how to fix that if necessary |
| 04:24 |
p_gimeno |
I think I spawned at 0,0,0 and there was a cave there |
| 04:25 |
p_gimeno |
the seed was 12345, the first time I spawned in a hole in that seed. I don't think I keep the map_meta.txt though. |
| 04:26 |
Emerald2 |
Hey paramat, your lvm mapgen makes some pretty whacky terrain. |
| 04:26 |
paramat |
what version of MT? |
| 04:26 |
cimbakahn |
p_gimeno: I typed 'updatedb' into the terminal and received this ----> updatedb: can not open a temporary file for `/var/lib/mlocate/mlocate.db' |
| 04:26 |
p_gimeno |
cimbakahn: sudo updatedb |
| 04:26 |
cimbakahn |
Ok. |
| 04:26 |
paramat |
(my last message was for p_gimeno) |
| 04:27 |
paramat |
Emerald2 you mean the lvm_example mapgen? |
| 04:27 |
Emerald2 |
Yep. |
| 04:27 |
p_gimeno |
paramat: 5.1.0-dev, after e22a69d61a04624fe1eca818740b90dbb958e658 |
| 04:27 |
paramat |
thanks will try it |
| 04:27 |
p_gimeno |
march 12 |
| 04:28 |
cimbakahn |
p_gimeno: So now what do i type in terminal. |
| 04:28 |
p_gimeno |
cimbakahn: locate <file name that MT said it saved> |
| 04:28 |
cimbakahn |
p_gimeno: I just put sudo with it. |
| 04:29 |
cimbakahn |
I searched for it using catfish file search and it didn't find it. |
| 04:30 |
p_gimeno |
maybe it's somewhere in /tmp... no idea |
| 04:32 |
p_gimeno |
cimbakahn: mind if I PM you? |
| 04:33 |
cimbakahn |
p_gimeno: NO. |
| 04:34 |
cimbakahn |
p_gimeno: I don't mind. |
| 04:34 |
p_gimeno |
!tell Krock it would be nice if it showed the area around the player, instead of around 0,0,0, and is triggered with a chat command |
| 04:34 |
MinetestBot |
p_gimeno: I'll pass that on when Krock is around |
| 04:41 |
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| 05:06 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Document blockpos, coordinate conversion, map terminolog… eadcbe4 https://git.io/fjvJj (2019-03-16T05:04:11Z) |
| 05:11 |
sofar |
flatpak: ~/.var/app/net.minetest.Minetest/ |
| 05:11 |
sofar |
look under there |
| 05:11 |
sofar |
specifically .minetest |
| 05:25 |
Nezrok |
Hello! Is there a lua pattern or string match or something I can do for a command to make it only accept, in a chat command, a decimal value, and not result in a crash when accidentally or intentionally typing two decimals? |
| 05:27 |
cheapie |
Nezrok: if tonumber(value) then --[[value was a number, do whatever]] end |
| 05:28 |
sofar |
the input to chatcommands is always a string |
| 05:29 |
sofar |
so you could just check that it is either "0" ... "9" :) |
| 05:29 |
Nezrok |
Currently it looks like, "if value == nil or value == "" or tonumber(value) > 1.0 or tonumber(value) < 0.1 then" on that line |
| 05:30 |
Nezrok |
And it works, if the user types, like, .2, or .7, or whatever, but if they type ..2, or ..7, the server crashes |
| 05:42 |
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| 06:01 |
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| 06:12 |
Nezrok |
I found a solution, now it simply ignores the value given and goes with a default one, if the string given is longer than two (The decimal point and the following digit). Seems to work well :) |
| 06:13 |
Nezrok |
I decided string.len is much easier for me to learn quickly than a bunch of pattern matching :c |
| 06:18 |
Emerald2 |
Who maintains the minetest snap? |
| 06:18 |
Nezrok |
There's a minetest SnapChat account? |
| 06:18 |
Emerald2 |
Not SnapChat. Snap is a kind of software package for linux. |
| 06:18 |
Nezrok |
Oh, darn |
| 06:45 |
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| 06:55 |
Emerald2 |
Hey again paramat. :) |
| 07:03 |
Emerald2 |
Did you make the lvm_terrain example so weird on purpose? |
| 07:03 |
Emerald2 |
Whoops I mean lvm_example terrain. |
| 07:05 |
paramat |
erm |
| 07:05 |
paramat |
it's 3D noise only, which tends to be weird |
| 07:06 |
paramat |
1 2D noise only would have been rather boring |
| 07:08 |
Emerald2 |
lol, true |
| 07:09 |
Emerald2 |
I see Krock's lualandmg has different noises for base, mountains, trees and caves. |
| 07:12 |
paramat |
but yes, the noise parameters i chose do result in weirdness, similar to mgv7 mountains, it's a weirdness i like |
| 07:18 |
Emerald2 |
It's like some alien desert landscape. |
| 07:24 |
Emerald2 |
Not saying that's bad. Could take that in some interesting directions. |
| 07:32 |
paramat |
=) |
| 07:44 |
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MinetestBot |
Krock: Mar-16 04:10 UTC <p_gimeno> Your ascii biome is awesome! but the Z loop is inverted, the map is upside down. https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc#file-init_22_ascii_biome-lua-L25 |
| 10:50 |
Emerald2 |
Hey Krock! |
| 10:51 |
Krock |
hey Emerald2 |
| 10:52 |
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| 11:00 |
Emerald2 |
Been looking at your lualandmg :) |
| 11:06 |
Emerald2 |
^Krock |
| 11:16 |
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| 11:25 |
Krock |
Emerald2: old stuff.. obsolete since carpathian |
| 11:26 |
Emerald2 |
Obsolete in what way? |
| 11:27 |
Emerald2 |
I've also been studying paramat's lvm_example in my quest to understand how mapgen works. |
| 11:28 |
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| 12:03 |
Krock |
Emerald2: I mean, it's slow and boring terrain |
| 12:03 |
Krock |
nevertheless OK as an example for vmanip |
| 12:04 |
Emerald2 |
Slow to generate, you mean? |
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| 13:52 |
galaxie |
Can someone clarify whether the .schematic files I find online for Minecraft models are the same ones that I might be able to import, at least with modification, with WorldEdit? |
| 13:53 |
galaxie |
It seems WorldEdit imports .we files but I'm not sure if that's the same thing. |
| 13:53 |
sfan5 |
"with modification" can mean everything |
| 13:53 |
sfan5 |
if by "modification" you mean converting them to a different format, the answer will always be yes |
| 13:54 |
galaxie |
OK, my specific use case is I exported binvox files to .schematic files, and I want to import them. |
| 13:55 |
galaxie |
The only modification I think might be necessary would be renaming the node names or whatever, but considering it's made of only one node type... |
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| 13:59 |
galaxie |
Is there any tool that converts between schematic and .we files? |
| 14:01 |
sfan5 |
probably not |
| 14:01 |
sfan5 |
https://forum.minetest.net/viewtopic.php?f=12&t=6007 |
| 14:01 |
sfan5 |
^ if you import the schematic into minecraft first, you might be able to export it as .mts using this |
| 14:03 |
galaxie |
I seem to recall Windows 10 came with MC?? Would that do or is that a stripped down version? |
| 14:04 |
galaxie |
I assume the WorldEdit format for MT is basically the same thing as for MC? |
| 14:05 |
sfan5 |
to my knowledge the method described only works with the Java version of MC |
| 14:05 |
p_gimeno |
not remotely similar, https://minecraft.gamepedia.com/Schematic_file_format |
| 14:05 |
sfan5 |
galaxie: no, think of Minetest WorldEdit and Minecraft WorldEdit as two completely different things that just happen to share a name |
| 14:06 |
galaxie |
sfan5: Who's idea was it to name it the same way? Does MT's WorldEdit the one that uses .we files? |
| 14:07 |
sfan5 |
that naming idea was mine |
| 14:07 |
sfan5 |
yes, MT WorldEdit deals with .we files |
| 14:19 |
scr267 |
Is the global function nodeupdate no longer available? |
| 14:19 |
scr267 |
never mind, i see the doc and commit |
| 14:20 |
scr267 |
it was indeed remove |
| 14:20 |
scr267 |
d |
| 14:20 |
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| 14:25 |
scr267 |
replaced nodeupdate with minetest.check_for_falling and everything works... awesome. |
| 14:34 |
galaxie |
Well, I've tried opening the .schematic in MCEdit (legacy), but nothing happens? I pressed Open, then navigated to the file, and I'm back on the main menu? |
| 14:37 |
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| 16:58 |
galaxie |
OK, so I ditched all that and wrote my own converter, which seems to work well. Now, how do I place a .mts somewhere? I thought there was some sort of chat command or other. |
| 16:58 |
galaxie |
Would //mtschemplace do that? |
| 16:59 |
p_gimeno |
I believe so |
| 17:03 |
galaxie |
Huh, that's odd. I compiled Minetest 5.0 from source and it's working, but it no longer uses the ~/.minetest directory. I use xstow and I may have messed up on setting CMAKE_INSTALL_PREFIX.. |
| 17:07 |
p_gimeno |
or maybe you've set it up to run in place? |
| 17:07 |
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| 17:09 |
galaxie |
Oh, is that what that was for? Well, that solved it. |
| 17:11 |
p_gimeno |
in place means all source, binaries, data, docs etc. are in the same folder |
| 17:11 |
galaxie |
I'm not as familiar with cmake as I wish I was. If I re-configure, would that mean I have to compile all over again? |
| 17:11 |
p_gimeno |
in some cases yes; if you change run_in_place, most probably yes |
| 17:12 |
galaxie |
Well, here goes 30 minutes of compiling, haha. |
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| 18:59 |
Telesight |
Hello all ... |
| 18:59 |
Krock |
hi ç |
| 18:59 |
Telesight |
I do expect problems with the new cliennt update to 5.0.0 |
| 19:00 |
Telesight |
Tablet and phone players can not enter 0.4 servers anymore |
| 19:01 |
Krock |
oh wow |
| 19:01 |
Krock |
nobody expected THAT |
| 19:01 |
Telesight |
TNobody aware of that? |
| 19:02 |
rubenwardy |
5.0.0 is a major breaking release, which means that it's network incompatible with older clients |
| 19:02 |
rubenwardy |
the servers need to also update |
| 19:03 |
Telesight |
Wow how to kill a project ... |
| 19:04 |
Krock |
Telesight: if we had even more time for 5.0 then there would probably even more breakages |
| 19:04 |
Krock |
this was necessary to throw out garbage which has increased the past few years |
| 19:05 |
Krock |
cleaning up the network |
| 19:05 |
Telesight |
Yes, but some 0.4 server can not update because of all the mods |
| 19:05 |
Krock |
don't worry, your mods will most likely work as before. just ensure you update them |
| 19:05 |
Krock |
ninja |
| 19:06 |
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| 19:06 |
benrob0329 |
Mods are still largely compatible, and any that aren't have already been updated for the most part afaik |
| 19:07 |
Telesight |
But then I have to test which is compatible or not |
| 19:07 |
Calinou |
most mods still work, which surprised me personally :-) |
| 19:07 |
Krock |
Calinou: it was never meant to break mods |
| 19:07 |
Calinou |
I thought most mods would have needed changes, due to the amount of changes in 5.0.0 |
| 19:08 |
Krock |
yet it happened |
| 19:08 |
Calinou |
but More Blocks & co still load fine in 5.0.0 so far |
| 19:08 |
Telesight |
In the meantime I have no players anymore |
| 19:08 |
Krock |
does that make you lose revenue? |
| 19:08 |
Krock |
downgrading is possible as well btw |
| 19:09 |
Telesight |
Yes our moederators are very expensive |
| 19:09 |
rubenwardy |
CTF has 17/30 on the 5.0 server |
| 19:09 |
Krock |
rubenwardy: was there shortly. runs very well :) |
| 19:09 |
galaxie |
Which server is this? I'm curious. |
| 19:09 |
Krock |
new maps apparently |
| 19:09 |
rubenwardy |
Krock: loadsa new maps |
| 19:09 |
rubenwardy |
and slippery! |
| 19:09 |
Krock |
yeah |
| 19:09 |
rubenwardy |
I'm going to add oil grenades |
| 19:10 |
Krock |
non-glitchy slippery |
| 19:10 |
rubenwardy |
they'll cover surfaces with super slippery oil |
| 19:10 |
Krock |
yay |
| 19:11 |
benrob0329 |
rubenwardy: that sounds interesting |
| 19:11 |
rubenwardy |
also a griefers' dream |
| 19:11 |
benrob0329 |
Also, have you fixed the bit where you can just spam-click with a sword? |
| 19:12 |
Krock |
raycast for the shooters. i.e. speedups |
| 19:12 |
rubenwardy |
unfortunately that's MT problem |
| 19:12 |
Krock |
laser cannons are possible now |
| 19:12 |
rubenwardy |
anyone up for making a good gun mod? |
| 19:12 |
* rubenwardy |
looks at ANAND |
| 19:12 |
galaxie |
Telesight: What server is this? |
| 19:12 |
Krock |
don't make a good gun mod. improve existing ones |
| 19:13 |
Krock |
I've written a simple bows mod which uses raycast as demo, but that's all |
| 19:13 |
benrob0329 |
rubenwardy: MTG doesn't have that problem, as the sword has a swing time |
| 19:13 |
rubenwardy |
wait, what |
| 19:13 |
Telesight |
@galaxie What server you mean? |
| 19:13 |
rubenwardy |
well, I've updated to match 5.0.0 MTG |
| 19:13 |
benrob0329 |
rubenwardy: you haven't been able to spam damage with weapons in MTG for years |
| 19:14 |
galaxie |
@telesight What server are you administrating/trying to upgrade/downgrade? |
| 19:14 |
Telesight |
12 servers |
| 19:14 |
fwhcat |
hi, anyone could know why animal mobs won't spawn naturally on my server ? i can't figure out what i'm missing (mobs_redo with mobs_animal) |
| 19:14 |
rubenwardy |
benrob0329: well, it's using the same code |
| 19:14 |
rubenwardy |
could be a lag issue |
| 19:15 |
benrob0329 |
I'll test when I get a chance and get back to you |
| 19:17 |
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| 19:19 |
Telesight |
A solution could be maintain a Minetest Classic client ... |
| 19:19 |
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| 19:19 |
benrob0329 |
With all the spare time the devs aren't already putting into main one, right? |
| 19:20 |
galaxie |
Does anyone know if MTS schematics *have* to have air elements in them? Like to fill the gaps and stuff. |
| 19:20 |
p_gimeno |
Telesight: why not just upgrade? |
| 19:22 |
Telesight |
@p_gimeno The existing mods I have and the existing players would get into troubles |
| 19:23 |
heavygale |
hi, what's the best/easiest way to get external input into a minetest mod? i would like to input commands via some kind of api to control my server externally |
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| 19:27 |
p_gimeno |
Telesight: try it, and if something breaks, report it. I only know of two things that are broken in the upgrade, the smoke in advtrains and the glowlights in homedecor, and I think both are client-side. |
| 19:27 |
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| 19:27 |
p_gimeno |
Several big servers have already upgraded. |
| 19:28 |
red-045 |
galaxie: air is just another node so I'm pretty sure they do |
| 19:31 |
Telesight |
@p_gimeno Then I have to wait 5.0.0. is available for all the players |
| 19:32 |
p_gimeno |
Telesight: isn't it already? |
| 19:33 |
Telesight |
Not on pc |
| 19:33 |
kaeza |
heavygale: take a look at https://github.com/Menche/external_cmd |
| 19:33 |
kaeza |
Also greetings all. |
| 19:33 |
benrob0329 |
Telesight: that the platform it for sure is available on |
| 19:33 |
Ingar |
Telesight: https://www.minetest.net/downloads/ ? |
| 19:34 |
heavygale |
kaeza: thx, … so messages get piped through a file? |
| 19:34 |
kaeza |
heavygale: note that it may not work as-is on recent servers. |
| 19:34 |
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| 19:34 |
kaeza |
heavygale: yes |
| 19:34 |
p_gimeno |
I'm on pc and I'm using 5.0 |
| 19:35 |
Krock |
I'm on pc and I'm using 5.1-dev |
| 19:35 |
kaeza |
I'm on Android, what is 5? |
| 19:35 |
kaeza |
:P |
| 19:35 |
heavygale |
kaeza: is that a good idea in terms of performance? :D |
| 19:36 |
galaxie |
I tried this code and nothing gets placed, I'm not sure what's wrong: minetest.place_schematic({ x = 0, y = 120, z = 0 }, minetest.get_modpath("default").."/schematics/aspen_tree.mts", "random", nil, true) |
| 19:36 |
galaxie |
I teleported to the area, looked around, placed a print statement in the mod just to be sure, and still nothing. It's adapted from https://dev.minetest.net/minetest.place_schematic |
| 19:36 |
p_gimeno |
kaeza: look again? |
| 19:36 |
kaeza |
heavygale: try it. |
| 19:36 |
Krock |
linux works a lot with files to pipe data, so it shouldn't be much of a problem. the data is cached before writing anyway |
| 19:37 |
kaeza |
p_gimeno: :o |
| 19:38 |
heavygale |
hmm, i don't like the idea of pulling it from a file - isn't there a way to allow a mod to use require("socket") and lithen to asocket? |
| 19:39 |
kaeza |
heavygale: look at irc mod. |
| 19:39 |
heavygale |
I'll do :) |
| 19:39 |
kaeza |
The gist of it is that you need access to the insecure environment. |
| 19:39 |
p_gimeno |
galaxie: worked for me, I have a tree at 120m at 0,0 |
| 19:40 |
heavygale |
ok, secure.trusted_mods is what i coudln't find in the wiki |
| 19:40 |
galaxie |
p_gimeno: Really? Maybe I'm teleporting wrong? /teleport 0 120 0 |
| 19:40 |
p_gimeno |
use F5 to be sure |
| 19:41 |
p_gimeno |
I think it needs commas instead but I may be wrong |
| 19:41 |
galaxie |
p_gimeno: Well, it says I'm in the right place. So what's wrong? I'm using 5.0. |
| 19:42 |
p_gimeno |
galaxie: me too, not sure what's wrong in your case. Maybe look around? |
| 19:42 |
Krock |
heavygale: the wiki might be very outdated sometimes |
| 19:42 |
galaxie |
p_gimeno: Well, it says pos: (0.0, 118.5, 0.0).. |
| 19:43 |
heavygale |
Krock: that's why I endet up here :D |
| 19:43 |
p_gimeno |
galaxie: I used //lua in worldedit, copy pasting your line |
| 19:43 |
galaxie |
p_gimeno: And I have looked around, up and down and everywhere. |
| 19:43 |
galaxie |
p_gimeno: I was going to use that, but I don't know how to paste into MT. |
| 19:43 |
heavygale |
i already figured out how to use secure.http_mods so i can perform rest api calls, but the way back into minetest doesn't work with that (except by pulling) |
| 19:45 |
Telesight |
I hope the young players do understand the mismatch during the update ... |
| 19:45 |
p_gimeno |
galaxie: yeah, irrlicht doesn't do clipboard very well |
| 19:46 |
galaxie |
p_gimeno: Oh, silly me, I actually can use Ctrl-C and V. It worked. Now why did the mod not work? It prints things to console and stuff. |
| 19:46 |
p_gimeno |
*shrug* |
| 19:48 |
p_gimeno |
galaxie: can't see your mod, can't see your log, can't see what you're doing to reload the mod... since you're there, you'll have to do your own research :) |
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| 20:15 |
galaxie |
p_gimeno: It's literally the exact same line and nothing more. That might be the issue, though. Perhaps I need to wait until the world is loaded?? |
| 20:16 |
p_gimeno |
galaxie: yes I think so |
| 20:16 |
p_gimeno |
try this: minetest.after(1, function() <insert the code here> end) |
| 20:18 |
galaxie |
p_gimeno: Ha! It worked. Is that a timer or something? Might there be a better way? |
| 20:19 |
p_gimeno |
yes that's a timer, and idk of a better way to wait until the world is ready. Perhaps you could trigger it with a command (see minetest.register_on_chatcommand). |
| 20:36 |
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| 20:49 |
cheapie |
Usually you can get away with minetest.after(0,whatever) if you just need to wait until the server is running. |
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| 21:32 |
kaeza |
Isn't there an on_mods_loaded callback now? |
| 21:33 |
rubenwardy |
yes |
| 21:34 |
p_gimeno |
^ galaxie |
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