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Message |
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| 16:55 |
Guest98278 |
hi a question about |
| 16:56 |
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| 16:57 |
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| 16:58 |
juli |
hi! my server had now multiple times an segmentation fault. Can a mod be the reason for that or how can that happen? Since i used a binary |
| 17:02 |
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| 17:03 |
sfan5 |
which version are you running? |
| 17:05 |
juli |
minetest-server-5.1.0-r0 |
| 17:08 |
juli |
i use it in alpine linux as a small chroot environment, and i couldn't choose another version |
| 17:09 |
calcul0n |
if it's a mod the debug file should contain some infos, like a backtrace |
| 17:11 |
juli |
the debug.txt doesn't contain anything, also the binary has no debug-symbols for gdb ... :/ |
| 17:12 |
juli |
i mean debug.txt contains things but not about the segmentation fault |
| 17:12 |
sfan5 |
building from source isn't too complicated |
| 17:14 |
sfan5 |
first I'd suggest upgrading to 5.1.1 and perhaps also keeping the symbols around so you can get a backtrace (if it happens again) |
| 17:14 |
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| 17:14 |
juli |
well i did compile minetest maybe 100 times, i just wanted to avoid installing gcc in that environment. |
| 17:16 |
juli |
maybe i can install it and remove it after compiling |
| 17:24 |
BurningPrincess |
sfan5, have you made any mods? |
| 17:28 |
BurningPrincess |
!mods whitelisting |
| 17:29 |
BurningPrincess |
Damm, how do I use the bot |
| 17:31 |
Calinou |
!content whitelisting |
| 17:31 |
Calinou |
hmm, doesn't work either |
| 17:31 |
Calinou |
!help |
| 17:31 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
| 17:37 |
BurningPrincess |
!mod whitelisting |
| 17:37 |
MinetestBot |
BurningPrincess: There are no results for this query :( |
| 17:37 |
BurningPrincess |
Calinou, its !mod |
| 17:37 |
Calinou |
right |
| 17:37 |
BurningPrincess |
Hm, I found a simple whitelist I can use tho |
| 17:40 |
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| 17:40 |
BurningPrincess |
Calinou, do you make mods? |
| 17:40 |
Calinou |
yes :) |
| 17:40 |
Calinou |
https://content.minetest.net/packages/Calinou/moreblocks/ being my most notable one |
| 17:41 |
Calinou |
IIRC, it's in the top 10 of most used mods on servers |
| 17:41 |
BurningPrincess |
It looks nice |
| 17:41 |
BurningPrincess |
I have an idea what I could make - a hard to break glass, but never tried making something with hardness |
| 17:44 |
BurningPrincess |
Calinou, why the mese yellow outline around the walk tho blocks? |
| 17:45 |
Calinou |
it's to give them away subtly :) |
| 17:45 |
Calinou |
you won't notice it in dark areas |
| 17:46 |
Calinou |
it'd be overpowered if it was impossible to notice |
| 17:46 |
Calinou |
I suppose I could make the trapglass outlines less different from the normal glass though |
| 17:46 |
Calinou |
trapstone looks fine to me already |
| 17:48 |
BurningPrincess |
II would use it, but I tend to light eveyuthing very well, so I think I would need to make a verson with no give away |
| 17:50 |
BurningPrincess |
But taht seems as easy as using the unchanged textres (or very subtle changes), and changing a bit of the code, but I have never tried changing any mods besides my own |
| 17:50 |
BurningPrincess |
And anyway, I don't know if that is fine by you Calinou |
| 17:54 |
Calinou |
BurningPrincess: you could tweak the mod in your local copy, I don't intend to change the default textures significantly |
| 17:55 |
Calinou |
(some people have huge buildings that rely on blocks' existing appearances to look good) |
| 17:55 |
BurningPrincess |
Calinou, Thank you. I should try rewmber to do that. (I was only thinking for a minor server anyway_ |
| 17:56 |
Calinou |
modifying nodes.lua should do the job, search for "trap_stone" and "trap_glass" |
| 17:56 |
Calinou |
or just edit the textures if you feel really lazy :) |
| 17:56 |
Calinou |
(to make them look like stone and glass) |
| 17:56 |
Calinou |
texture packs will be able to override them in this case though |
| 17:57 |
BurningPrincess |
Good idea, thanks] |
| 17:58 |
BurningPrincess |
Any way of setting perma day as well? |
| 18:06 |
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| 18:07 |
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| 18:07 |
Calinou |
add `time_speed = 0` in minetest.conf |
| 18:07 |
Calinou |
(without backticks) |
| 18:08 |
Calinou |
or use `/set time_speed 0` in the console if you have the `server` privilege |
| 18:08 |
BurningPrincess |
Tht works thank you |
| 18:08 |
Calinou |
then use /time to set the time |
| 18:08 |
Calinou |
(6000 is beginning of full day) |
| 18:08 |
BurningPrincess |
Thank you |
| 18:08 |
BurningPrincess |
This channel is so helpful |
| 18:11 |
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| 18:35 |
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| 18:50 |
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| 19:27 |
astro |
is there a way for a mod to see if a player's feet are on the ground? |
| 19:29 |
Krock |
player position - 0.1 |
| 19:29 |
Krock |
check node |
| 19:30 |
Krock |
minetest itself actually isn't that sure sometimes whether the player touches ground. example: repetitive sounds while holding sneak on a ladder, standing kinda on ground |
| 19:31 |
Krock |
same for underwater |
| 19:31 |
IcyDiamond |
What about using y velocity |
| 19:32 |
astro |
and is there a way to register a function to run each tick for each player or will I have to make a globalstep loop? |
| 19:35 |
IcyDiamond |
Globalstep probably the best bet there |
| 19:35 |
IcyDiamond |
I don't see any alternative |
| 19:35 |
IcyDiamond |
Unless you can somehow use the on_step callback of a player entity which I'm not aware of |
| 19:47 |
Krock |
Y velocity only tells half the story |
| 19:47 |
Krock |
what if the player is attached or hanging on a ladder? |
| 19:49 |
Krock |
but if both are checked I think you're pretty safe by using Y velocity |
| 20:02 |
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| 20:06 |
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| 20:09 |
Calinou |
Krock: the "repetitive sounds on ladder" issue is fully-client side, it shouldn't happen server-side |
| 20:09 |
Calinou |
unless the player is lagging heavily |
| 20:09 |
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| 20:09 |
Krock |
no, just mentioning that the client sometimes doesn't know "ground" |
| 20:09 |
Krock |
server-side this does not matter due to lower sampling rate |
| 20:09 |
Calinou |
the most irritating client issue is when you stand on the edge of a node and can't jump :P |
| 20:10 |
Krock |
just hold shift |
| 20:10 |
Calinou |
you still collide with something, but the game doesn't consider you as touching ground |
| 20:10 |
Krock |
actually that does hand-in-hand. you cannot jump because there's an explicit check for it |
| 20:21 |
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| 20:22 |
twoelk |
it seems on stairs there are also two areas where you can't jump |
| 20:22 |
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| 20:23 |
Calinou |
it happens with any node, not just full nodes |
| 20:25 |
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| 20:30 |
twoelk |
hm, using a 16pixel texture it seems to happen on the edge between pixel 4 and 5 from the north or south but not east or west |
| 20:35 |
twoelk |
on stairs it seems to happen in the area of pixel4 to 6 on the bottom step parallel to the edge of the step |
| 20:42 |
twoelk |
argh, can't reproduce on normal sand blocks ... must be some witchcraft involved ... |
| 20:47 |
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| 22:44 |
astro |
is there any performance difference between maintaining my own playerlist and calling get_connected_players() every tick? |
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