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IRC log for #minetest, 2016-03-04

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All times shown according to UTC.

Time Nick Message
00:00 Fixer https://i.imgur.com/WUJEPCt.png how it looks at night
00:01 Fixer rubenwardy, also, radiation
00:02 Fixer rubenwardy, so it is like fallout+stalker+dwarf-fortress+mad-max+whatever
00:02 Fixer you can set it up as you like
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00:05 Fixer https://i.imgur.com/vMpwjg8.png: entry into my base at night (light by my car)
00:07 Fixer https://i.imgur.com/SPzgMXF.png my house at night, electricity by batteries with solar panels
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00:12 kaadmy Fixer: what game is that?
00:12 Fixer cataclysm dda
00:13 Fixer if you love zombies and asci and stalker, mad-max, dwart fortress, fallout, that is for you
00:14 Fixer at first it blew my mind
00:14 Fixer you can make it thrilling even for hardcore
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02:08 DatJohnDoe I am having problems with the minimap on wayward_ones builfs
02:08 DatJohnDoe *builds
02:08 DatJohnDoe For android
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02:42 MinetestBot [git] duane-r -> minetest/minetest: Mgvalleys: Correct spawn problems af714c7 https://git.io/v270F (2016-03-04T02:39:04Z)
02:42 MinetestBot [git] paramat -> minetest/minetest: Decoration API: Allow force_placement of simple decorations 48a718e https://git.io/v270b (2016-03-04T02:38:55Z)
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08:51 srifqi I just compiled about few minutes ago (in Intel Atom 2 Cores, 1.67 GHz) it took about 45 minutes.
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08:54 srifqi ... and I keep getting this message:
08:54 srifqi 2016-03-04 15:53:58: WARNING[Server]: active block modifiers took 215ms (longer
08:54 srifqi than 200ms)
08:55 srifqi okay, slow PC
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09:23 _st4t1k Hello whats the biggest depth you can get?
09:23 srifqi almost -1000
09:23 _st4t1k And is there lava or something?
09:23 srifqi it was when i was enjoying mining
09:24 srifqi of course there is lava underground
09:24 srifqi there are many lava
09:24 srifqi usually, near caves
09:24 VanessaE _st4t1k: minetest maps go down to -30927 meters.
09:25 VanessaE and yes there is plenty of lava
09:26 VanessaE depending on the mods you have installed, you will find an open void down there (default) or perhaps bedrock or something like nether
09:27 * everamzah recently started at -26111 and dug up to surface
09:28 _st4t1k ok thanks can i found somewhere this info gathered up cause i want to help with development
09:28 everamzah try wiki.minetest.net and dev.minetest.net
09:28 _st4t1k k thanks
09:28 VanessaE talk to the folks in #minetest-dev also.
09:28 rom1504 45min to compile oO
09:29 everamzah of course forum.minetest.net might have more links and info of interest
09:29 rom1504 for real
09:29 VanessaE though right now it's quiet.  try in a few hours.
09:29 srifqi compile what, rom1504?
09:29 rom1504 09:51 < srifqi> I just compiled about few minutes ago (in Intel Atom 2 Cores, 1.67 GHz) it took about 45 minutes.
09:29 srifqi :O
09:29 VanessaE well sure, it's an Atom.  they're not known for being speed demons.
09:30 srifqi yup, that really happens
09:38 srifqi So, I've read about 0.4.14 in Minetest Forum, what is that mean?
09:38 rom1504 13+1=14
09:38 rom1504 mistery solved
09:49 srifqi nice, rom1504
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10:10 srifqi I just realized that #1351 has already exist in recent updates.
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13:11 germanuel24 Hello question: I set up a DynDNS address for my public IP and it's working (can connect via other networks) but Minetest server in the server list doesn't change the address... is this normal behavior? How to change the IP to my DynDNS address?
13:13 germanuel24 To clarify: Connecting to Minetest via DynDNS works too so the issue is only the non-updating address in the public list
13:18 troller doesn't change after ~5min too ?
13:20 germanuel24 Does the list only update if i close and reopen the client?
13:20 germanuel24 Or when i enable/disable the public servers?
13:20 troller or
13:20 troller also on move via tabs
13:21 sfan5 uhh
13:21 sfan5 germanuel24: if you have a dyndns address set up add it to minetest.conf
13:21 sfan5 server_address = whatever.dyndns.org
13:21 germanuel24 I thought only "address=ADDRESS" okay will try
13:22 sfan5 no
13:22 sfan5 'address' is where the client connects to
13:23 germanuel24 Ah i see...i didn't find server_address on google as setting sorry... do i need the http://?
13:24 sfan5 since when does minetest use http
13:24 sfan5 no you dont
13:25 germanuel24 It shows my DynDNS address now, thanks a lot
13:30 germanuel24 One more question: Can someone tell me what size a mapblock has? like Bytes/KBytes? I'm trying to calculate the average traffic that's needed
13:31 sfan5 you're not going to get with that approach
13:31 sfan5 ask someone who runs a server about the traffic
13:31 sfan5 or just measure it yourself
13:31 sfan5 but really, isn't it fine anyway?
13:32 sfan5 as long as you don't have a traffic limit
13:32 Calinou you need about 0.2 Mb/s download + upload per client
13:32 Calinou not counting local clients
13:33 germanuel24 No actually it's just a private internet access with 16 mbits down and 1 mbits up i don't think there are traffic limits
13:34 germanuel24 How can i measure the MT traffic?
13:36 Calinou nethogs, iftop
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14:04 germanuel24 Sorry i had to restart my computer... are there any significant differences between desktop/Android in terms of files? Like should the traffic be the same for both?
14:04 sfan5 yes should be the same
14:08 germanuel24 Ok so i can test the traffic with my Android device... well if i idle it needs less than 10 KBps and when i walk it needs 30-50 KBps...not too bad
14:11 germanuel24 And do i see it correct that the server doesn't consume any traffic if no one is connected? Cause it tells me 0.0 b
14:11 sfan5 yes thats correct
14:12 germanuel24 But how does the server then know when someone tries to connect? Shouldn't there be like a ping?
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14:15 sfan5 when someone connects the server gets a packet
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14:17 germanuel24 I get it now, also when someone already loaded all my mods and doesn't delete the cache folder the mods load from there?
14:17 sfan5 yes that's the point of the cache folder
14:18 germanuel24 And when a sound plays does it need to be downloaded or is in the cache folder too?
14:18 sfan5 sounds are cached too
14:19 germanuel24 So the only things that are not cached are nodes and objects?
14:19 sfan5 well uh
14:19 sfan5 the media (textures, sounds, models) are cached
14:19 sfan5 the map and everything related to it is not
14:20 germanuel24 Ok and a single node seems to have less than 1 KB
14:22 germanuel24 BTW can i view the map.sqlite file with any SQL editor?
14:22 sfan5 nodes are not sent as 1 node at a time
14:22 sfan5 yes you can view it
14:22 sfan5 but it won't be much useful
14:22 germanuel24 Cause i tried one recently and all it did was show me tables with unknown characters
14:23 sfan5 yeah that's the data
14:23 germanuel24 So the nodes are not stored as strings?
14:23 sfan5 obviously not
14:23 germanuel24 Then how does the game know which node is which string? Byte order?
14:24 sfan5 the data is more than just nodes
14:24 sfan5 also it's compressed
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14:24 germanuel24 If i copy the map.sqlite file and replace it later, will the game still work?
14:24 sfan5 yes
14:24 sfan5 why would it not
14:25 sfan5 you need to restart the game though
14:25 germanuel24 And it will forget ANY changes made since then?
14:25 sfan5 yes
14:25 sfan5 it will reset the world to the time when you made a backup copy of map.sqlite
14:25 germanuel24 Is it safe to copy it while running? (Bash script)
14:26 sfan5 yes should be
14:26 germanuel24 Should i copy auth file too? and world.mt/map.mt?
14:28 germanuel24 I imagine the game will crash if a user is at a pos that doesn't exit later anymore/hasn't been genererated or no?
14:28 Calinou to make world backups, preferably you should backup the whole folder
14:28 Calinou the game will regenerate ungenerated portions automatically
14:28 germanuel24 Can it also generate the beds etc?
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14:29 sfan5 no
14:29 germanuel24 Like if a bed is at a pos and i rollback...what happens with the spawn?
14:30 sfan5 it goes away
14:30 sfan5 it will reset the whole game state to the time when you made that backup
14:30 germanuel24 So the game just deletes the line in the bed spawns file?
14:31 sfan5 no
14:31 sfan5 just backup the whole folder
14:31 germanuel24 Ohh..yeah now i get why i should backup everything
14:31 germanuel24 If i dont't backup the bed file and rollback..then it could crash right?
14:31 sfan5 who knows
14:33 germanuel24 My server runs 0.4.13 and my Android runs 0.4.12.. i read somewhere that passwords made in 0.4.13 wont work on 0.4.12 ... is that the same between Android/desktop?
14:34 sfan5 it will only break if you downgrade the client
14:34 sfan5 e.g. if you set a password with 0.4.13 and then try to use 0.4.12
14:35 germanuel24 But what if i create a password on my pc version and later try to login with Android?
14:35 sfan5 might not work
14:36 germanuel24 Cause there was a girl on my server and later she tried to come in again and it said "incorrect password (RSP)"
14:36 sfan5 maybe you can disable srp passwords
14:36 sfan5 not sure
14:37 germanuel24 Any word on when Android will jump to 0.4.13?
14:37 sfan5 no idea
14:37 Calinou 0.4.14 might be released soon anyway :P
14:38 germanuel24 As long as it won't use yet another new password system I#m fine with that
14:43 germanuel24 Sorry i misspelled it its "SRP" and i only find a link to an IRC mod where people say setting a password via /setpassword disables SRP...not sure if that's the same in the game
14:52 germanuel24 I'm trying to write a mod that plays a sound when a player gets hit... is there a way to check this via lua?
14:55 sfan5 no
14:56 germanuel24 I found minetest.register_on_player_hpchange() but this also gets called when a player gets healed
14:56 germanuel24 Is there a way to store the old HP globally and compare to a new value?
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14:57 sfan5 i'm pretty sure minetest supports death sounds
14:58 sfan5 hurt sounds i mean
14:58 germanuel24 But in vanilla minetest it only shows a red screen
14:59 germanuel24 I want the players to be warned via sound
15:00 Calinou germanuel24, player_damage.ogg
15:00 Calinou put it in any mod's sounds/ folder
15:00 Calinou and it'll be played on damage
15:00 Calinou if you want several, player_damage.1.ogg, player_damage.2.ogg…
15:00 Calinou it's implemented in C++
15:00 Calinou there is also falling damage sound support
15:00 germanuel24 So i only need to name a file like that and move to a mod folder?
15:01 Calinou player_falling_damage.ogg it is
15:01 Calinou yes
15:01 germanuel24 Okay will try
15:02 germanuel24 Oh and is there a way to delay chat messages when a player leaves? Right now i coded it so that it says "Reminaing players: LIST" but the "xyz left the game" appears later
15:02 Calinou the join/leave chat messages are hardcoded in C++… :(
15:03 germanuel24 Well i can modify it so it says "xyz is about the leave, remaining players: LIST" "xyz left the game"
15:04 germanuel24 about to*
15:05 germanuel24 There is also no way to put the list of players into a single chat send right?
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15:26 diemartin o/
15:33 germanuel24 Is func vs function in lua deprecated?
15:34 germanuel24 I just replaced func with function and error disappeared
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15:49 germanuel24 Can someone tell me when exactly the prejoin player gets called? The moment someone connects? Or the moment media is loading?
16:14 diemartin germanuel24: right after connection, at the moment player is performing the login
16:16 diemartin note: don't even assume the nick
16:16 diemartin ...is valid
16:18 diemartin it's executed before auth even takes place IIRC
16:18 germanuel24 So if someone connects and closes the game after 1 second its already called?
16:19 diemartin yes
16:20 germanuel24 But the docs say there may be a string returning with the reason for failed login
16:20 germanuel24 How do i get that string?
16:22 diemartin what are you trying to do, exactly?
16:22 germanuel24 Letting players online know when someone new connects and if possible the reason why it didn't work
16:23 Megaf <sfan5> since when does minetest use http
16:24 Megaf Now, imagine a game that uses HTTP for multiplayer
16:24 sfan5 horrible
16:24 germanuel24 This is my function minetest.register_on_prejoinplayer(function() minetest.chat_send_all("[Server]: Someone tries to connect ...")end)
16:25 germanuel24 So eher can i catch the string it gives in some situations?
16:25 germanuel24 where*
16:25 Megaf sfan5, I'm not sure if that would even make sense
16:26 kahrl <germanuel24> How do i get that string?
16:26 kahrl you don't, you return it
16:27 kahrl if you return a string it will be sent to the user as the access denied message
16:27 germanuel24 So i can't put it into chat_send_all?
16:28 kahrl yes, I think prejoinplayer doesn't get called at all if some other check in the engine rejects a player earlier
16:29 germanuel24 The example places a _ var minetest.register_on_prejoinplayer(function(_, ip) i thought thats for the returned string
16:31 germanuel24 And the example says i can catch the IP
16:32 kahrl the _ would be the player name
16:33 germanuel24 So if a name was defined i can send it in chat?
16:33 kahrl sure
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16:37 germanuel24 Do i have to call the name like get_player_name()?
16:39 germanuel24 No i get an error "attempt to call method 'get_player_name' (a nil value)"
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16:46 germanuel24 Seems to work now minetest.register_on_prejoinplayer(function(name) if name == nil then name = "Someone" end
16:47 germanuel24 Is nil the equivalent of "" in bash?
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16:56 germanuel24 The function doesn't get called if the name is empty
17:01 germanuel24 Is a bad words filter in LUA a bad idea? I heard the language is slow
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17:05 kaeza <3 hardware keyboards
17:09 kaeza germanuel24, as I said, on_prejoinplayer gets called for most attempts at connection, and you can't even assume the passed username is valid (it may have wrong password or some other reason)
17:09 kaeza at that point, for all intents and purposes, there's not even a "player"
17:11 germanuel24 I know that, but i'd like to see which people TRY to connect to my server even if the password is wrong or there is some other reason
17:12 kaeza broadcasting a message from there defeats the whole purpose of not spamming other users' chat with connection attempts that will be (possibly) refused
17:13 germanuel24 So does anyone know whether a bad words filter in LUA is fast enough? Nah nothing spams my chat since barely anyone connects to it... i also let the players publicly know when a player tries to place lava/water
17:15 kaeza germanuel24, it isn't "slow", unless you can somehow send megabytes of chat per second :P
17:16 kaeza word filters are probably not worth the effort, but that's MHO
17:17 kaeza germanuel24, you may also be interested in this: https://github.com/minetest/minetest/pull/3537
17:21 germanuel24 Well i only want to prevent the worst words that most people use and yes i think any change that gives modders more control over chat behavior is a positive
17:22 Calinou fuk those sitty filters!
17:23 kaeza also füçk ŷòú
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17:26 germanuel24 You're right, too many similar characters/meanings... and speaking of non-standard characters: Why don't those work in Android?
17:27 germanuel24 ä ö ü ß are very common in German and none of them display
17:27 est31 either because they use unofficial clients
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17:27 est31 or because its a bug :)
17:28 germanuel24 Well i downloaded my build from the Minetest site where it lists all versions and also mentions Android is still in dev
17:29 germanuel24 Android MT can display the characters in chat when sent by others so it must be the Android OS/keyboard
17:32 est31 germanuel24, make a bug report
17:34 germanuel24 Will do... is there a way to send one message in chat and then halt the script for a moment then send something else?
17:34 est31 ?
17:34 germanuel24 Like a sleep command
17:34 est31 there is minetest.after
17:35 twoelk germanuel24: you may want to study no-guests https://forum.minetest.net/viewtopic.php?f=11&amp;t=8004 and it's fork https://github.com/crazyginger72/blocked_usernames that does have a little profanity filter list for player names
17:36 germanuel24 Thank you, but minetest.after doesn't stop the current script right?
17:36 est31 no
17:36 est31 it doesnt lag the server
17:37 germanuel24 If i send a chat message to all and after that do a large loop that takes some time, would the game then wait with everything else until the loop is over?
17:38 germanuel24 I mean inside the register function
17:38 kaeza hey twoelk
17:39 kaeza twoelk, http://i.imgur.com/3dx5oVe.jpg
17:39 twoelk hi
17:39 twoelk seen that, added new version, looks nice ingame :-)
17:47 germanuel24 "if minetest.register_on_prejoinplayer then
17:47 germanuel24 minetest.register_on_prejoinplayer(function(name, ip)" is the if part necessary?
17:48 kaeza depends if you want to support older versions where that function is not available
17:48 germanuel24 What version is required without if?
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17:48 kaeza 0.4.13+
17:49 est31 probably older minetest will work as well
17:49 germanuel24 But only the server needs the version right?
17:49 est31 yeah
17:58 germanuel24 I added player_damage.ogg now and it works for damage sound... but at which height does it trigger the falling sound?
17:58 germanuel24 As soon as you fall and take damage?
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17:59 hamelkarl I have a weird issue and wondered if someone could help me?
18:00 hamelkarl I am new to this game and tried to search how to solve it online, but couldn't find much info.
18:00 hamelkarl https://goo.gl/photos/Uh5PWjDagGYvrt9q7
18:02 sfan5 looks like a bug
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18:09 hamelkarl I get this on 3 different OS and hardware. Even when running no mods or texture...
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18:11 twoelk what do you consider your issue? the shadows?
18:11 hamelkarl the sky get black and sometimes other things too.
18:12 numzero Why do animals don’t take damage? (neither from falling nor lava/fire/etc, only swords work)
18:12 hamelkarl It happen when you looks a bit down, but seem to go away when looking up by just a bit.
18:13 twoelk yeah, I rember seeing that some time ago
18:13 kaeza numzero, ask the author of the mod :)
18:13 kaeza I know Animals Modpack has at least drowning implemented
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18:13 hamelkarl I experience it on Arch Linux, Windows 64 bits (Windows 8.1), Windows 32 bit (Windows 10)
18:14 kaeza maybe lava damage too, but not sure
18:19 twoelk hamelkarl: you could add your info to this issue https://github.com/minetest/minetest/issues/3577
18:19 twoelk and it has been around for a while : https://forum.minetest.net/viewtopic.php?id=7984
18:23 hamelkarl thanks, I'll be sure to check this out. It is the only thing from the game that irritate me.
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20:01 redsPL^GxG that was a long time since i joined last time.
20:01 redsPL^GxG but..
20:01 redsPL^GxG Heya! :)
20:01 redsPL^GxG Anyone actually remembers me?
20:04 sofar redsPL^GxG: nope, but welcome back nonetheless
20:05 redsPL^GxG Here i am! http://irc.minetest.ru/minetest/2014-12-31
20:05 redsPL^GxG :D
20:05 redsPL^GxG that was a looong time ago
20:05 redsPL^GxG and my english was sooo bad
20:05 sofar did it get better?
20:05 redsPL^GxG I think so
20:06 redsPL^GxG (on that log i was named redstonecraftpl)
20:06 sofar good for you!
20:06 redsPL^GxG haha :P
20:11 redsPL^GxG VanessaE, how's your servers? :)
20:11 sfan5 !server players:most
20:11 MinetestBot sfan5: [FR] Minetest France Survie / PvP | minetest-france.fr:30001 | Clients: 21/60, 17/22 | Version: 0.4.13 / minetest | Ping: 86ms
20:11 redsPL^GxG i remember i had so much fun playing them
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21:14 heavygale hey there, whats the maximum length for usernames in minetest? :)
21:24 Krock heavygale, #define PLAYERNAME_SIZE 20
21:24 Krock player.h
21:25 heavygale Thanks! :)
21:26 Krock np
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22:36 Ronsor` !server players:least
22:36 MinetestBot Ronsor`: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/9, 0/2 | Version: 0.4.13-Megaf / MegafXploreNext | Ping: 8ms
22:36 Ronsor` !server players:none
22:36 MinetestBot Ronsor`: No results
22:36 Ronsor` lol
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23:43 basil60 Hi my minetest server crashed - with this report now as I try to login - ERROR: An unhandled exception occurred: ServerEnvironment::loadMeta(): EnvArgsEnd not found!  Can anyone suggest a fix pls?
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23:50 sofar basil60: corrupted env_meta.txt or map_meta.txt
23:51 basil60 thanks sofar
23:51 sofar basil60: put the word 'EnvArgsEnd' as the last line
23:51 basil60 thanks, got it - saved this for future. Does it happen often?
23:51 sofar should never happen
23:51 basil60 mmm...ok
23:54 Lunatrius joined #minetest
23:55 basil60 There must be a second error - it also says "the server is probably running a different version of Minetest"
23:56 sofar that's a client connection error
23:56 sofar is minetestserver running?
23:56 basil60 Yes - but I can open it.
23:57 basil60 Can't open it sorry - it returns the two errors
23:58 basil60 game_time = 298
23:58 basil60 time_of_day = 12314
23:58 basil60 EnvArgsEnd
23:58 basil60 into env_meta.txt
23:59 boombatower joined #minetest

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