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IRC log for #minetest, 2016-08-18

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Time Nick Message
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00:37 redblade hi
00:37 redblade i've been having some crashes on my server lately, relating to doors
00:37 redblade this is the crash
00:38 redblade ERROR[Main]: ServerError: Lua: Runtime error from mod '' in
00:38 redblade callback item_OnPlace(): {REMOVED}/minetest_game/mods/doors/ini
00:38 redblade t.lua:159: attempt to perform arithmetic on local 'state' (a string value)
00:38 redblade {REMOVED} i removed from the message
00:39 redblade dont know where that's coming from but it happens every day or two now
00:39 redblade it appears to be unrelated to where players are
00:40 redblade is it homedecor related? i recently updated that mod on my server, but that crash is from doors
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00:43 kaen dwarf fortress adventure mode + nethack + azure dreams + minetest
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00:55 kaen does anyone know why block faces are aligned to 0.5? it has weird ripples throughout the code like this float reader trying to ensure proper float truncation: https://github.com/minetest/minetest/blob/master/src/util/numeric.h#L290-L297
00:55 kaen seems a lot more convenient for block boundaries to align with integer boundaries
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01:38 paramat nolsen moretrees is slow, also it's not needed if you use etherial
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01:39 paramat that way you can avoid the shadow bugs too
01:41 paramat etherial is a lua mod but defines biomes for the C++ biome API, just like MTGame does, so core mapgen remains fast
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02:17 kaen man this half unit block offset is actually causing a lot of trouble for me in lua
02:17 kaen I think I have to simulate the float truncation there :v
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02:53 paramat kaen node centres are more important than edges, 'node' means a point, the centre point of the cubes. it's actually a nice system
02:55 kaen well, that seems like a matter of perspective. While implementing a custom collision detector the faces are definitely more importing :P
02:55 kaen important, even
02:55 paramat nolsen also disable plantlife and biome_lib if you have those
02:56 kaen but like everything else in engineering it's just a matter which side of the tradeoff you take
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02:58 paramat yeah some things are made harder, but overall i get the feeling this is a better system
03:00 kaen well, I'm still disappointed you didn't preemptively optimize for my specific and highly unusual use case several years in advance :P
03:00 kaen but I'll try to get over it and push forward
03:02 paramat :]
03:04 swift110-phone cool
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05:34 sea` kaen: custom collision detector?
05:38 kaen yeah, I'm setting physical = false on everything and hijacking the CD/physics
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05:45 kaen it's working out pretty well, I'm able to run my mod in isolation without a minetest process by mocking out the pathfinder and map data
05:46 sea` What alternative geometry are you going to give the world?
05:47 kaen it's the same geometry actually, but I need to be able to run unit tests without minetest and part of that is hijacking the physics
05:53 sea` aww, I was looking forward to something exotic. Okay then.
05:59 Hijiri kaen: is this going to be something modular that can be used in other mods?
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06:13 kaen yeah, that's pretty straightforward actually. The physics/CD is basically just a single function you could hook onto any object you like, and the map data mocks are drop-in replacements for the minetest methods
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07:08 Chinchou Having a spot of trouble here with migrating to 0.4.14 from 0.4.13...  Using an old world that was made entirely in 0.4.13 and running minetestserver from 0.4.14(git, no older than a few hours), I can log in once to the old 0.4.13 world.  After that one successful login, any additional login attempts result in a message from the client of "Protocol version mismatch.  Server supports protocol versions between 13 and 24.  We support
07:08 Chinchou protocol versions between 25 and 27."
07:09 Chinchou What gets me is that the server is 0.4.14 and the world was made well after the change in the way passwords were stored.
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07:15 Chinchou An update:  Trying to connect with the wrong password results in a normal connection attempt.  Using the correct password again then results in a successful login.  After logging out, the same "Protocol mismatch" problem occurs.
07:16 Chinchou And more:  It actually looks like every second login fails with that.
07:17 Makyuu The server and client are the same build right now.
07:18 Makyuu I can git clone a new copy into a chroot if needed.
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08:11 alkotob__ Hey would anyone be interested in a mod that makes node-ownership a tradeable item?
08:11 alkotob__ Like a "house deed"
08:12 alkotob__ You equip it and select the nodes you want to attach to it.
08:12 alkotob__ Or admins can specify the plots ahead of time.
08:12 alkotob__ I think that would help servers significantly.
08:13 alkotob__ You can probably clone it to give to others.
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09:05 JamesTait Roses are red, Or sometimes white, Or yellow, This poem is rubbish.  Happy Bad Poetry Day! 😝
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11:00 Volkj weird minetest behavior, in multiplay i try to change sound volume via ESC -> Sound Volume but once i click exit it segfaults and, worse than that, it seems to download 3~5 MB of something
11:00 Chinchou Having a spot of trouble here with migrating to 0.4.14 from 0.4.13...  Using an old world that was made entirely in late 0.4.13(from git, not "stable"). Running minetestserver from 0.4.14(git), I can log in once to the world(again, the one made in late 0.4.13, after the changes to the password-storage system).  After that one successful login, the next login attempt results in a message from the client of "Protocol version
11:00 Chinchou mismatch.  Server supports protocol versions between 13 and 24.  We support protocol versions between 25 and 27."  After the error, the next connection attempt is made successfully, and it alternates(every second attempt results in the error.)  (Yes, I can use GDB and/or make another build in a chroot if it is needed.)
11:06 Volkj just crashed in gdb, keeps receiving mb's of data at 200/300 KB/s speed, could it be something from serverside?
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11:10 Chinchou Does that happen on every server?
11:14 Volkj trying to rebuild minetest as it says version of installed irrlicht is different from the one compiled, and the segfault in gdb seems irrlicht related
11:14 Volkj 0x083915a3 in GUIVolumeChange::OnEvent(irr::SEvent const&) ()
11:18 Chinchou Ah yeah, differing lib versions can sometimes cause strange behaviour.  That doesn't explain the network activity, however...
11:28 sfan5 Volkj: are you sure the network activity comes from minetest?
11:29 sfan5 Chinchou: that doesnt make any sense to me, 0.4.14git should always offer the latest protocol version
11:29 Chinchou sfan5:  Exactly.  That's what gets me.
11:30 Chinchou My guess is that, rather than actually using the wrong protocol version, the client is misdetecting the protocol version.
11:30 Chinchou It could be something even earlier than that, I can't really tell
11:32 Chinchou sfan5, I'm using the same build for both minetestserver and the client.  Oh, and considering that connections succeed on every second attempt, I'm quite sure that the server is indeed using the correct protocol.
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11:44 Volkj sfan5: not sure as netactview don't show the network speed, but i don't see any other connection established but just the udp ones. are there other network trackers programs?
11:44 Chinchou Perhaps nettop?
11:45 Chinchou Wireshark's a bit much for just this, but it'd answer your question...
11:46 Chinchou jnettop should do it.
11:47 Volkj installing nettop and iftop
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11:55 Volkj tested with the repo version (library mismatch) and it's the server address that generates that activity. will test recompiled version later (it doesn't say irrlicht version mismatch anymore)
11:55 sfan5 Chinchou: can you run minetestserver with --verbose and do it again?
11:58 Chinchou sfan5:  Nothing in the server's terminal when that happens, even with verbose.
11:58 sfan5 are you piping to to a logfile perhaps?
11:58 Chinchou s/in the/from the
11:58 Chinchou Nope, just running straight.  Everything's going to the terminal.
11:59 sfan5 well save all of that and pastebin it
11:59 Chinchou There /is/ a lot of stuff in the terminal, but nothing new on the "failed" connection attempts.
12:00 sfan5 just pastebin all of it
12:01 Chinchou ... I just had an idea, and... you're going to love this...
12:01 Chinchou The client does that /even when the server is not running/.
12:01 Chinchou On the "good" half, it of course times out, as expected.  On the "error" half, I instantly get "protocol mismatch".
12:02 Chinchou Now unless there's a server youkai living in my machine, I'm pretty sure that such a thing should never happen.
12:04 sfan5 ....
12:05 sfan5 have you considered taking your computer to church?
12:05 Chinchou There's a reason I don't go into places like that D:
12:06 Chinchou Running the client with --verbose, I can see timeout messages on "good" connection attempts, but /nothing/ on "error" connection attempts.
12:07 Chinchou So... I'm pretty sure that the client is not even successfully starting the network system on the "error" attempts.
12:07 Chinchou Is "protocol mismatch" being used as a generic failure message?
12:08 sfan5 no
12:08 sfan5 can you post a log of what the client says on a "bad" connectiobn attempt
12:08 sfan5 with --verbose please
12:08 Chinchou It gives, literally, no output during the "bad" attempts - and that's with --verbose, yes.
12:09 sfan5 just post the whole log
12:09 sfan5 i don't care whether it outputs anything
12:09 Chinchou Alright then.
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12:10 Chinchou Would --trace be of any help?
12:10 sfan5 no idea, maybe
12:11 sfan5 oh yes --trace should be even better
12:11 Chinchou Wow.  Even then nothing is output during the bad attempts...  Well, I'll pipe this to a file and try to get to some sort of paste service.
12:12 Chinchou I can't access pastebin from here.
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12:46 Chinchou sfan5:  Apparently --trace and --logfile do not get along.  The file has only the standard output, and not the trace output.
12:47 sfan5 hm
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13:11 Volkj testing with the recompiled client: no crash so far changing the sound volume, i'll have to report a bug in the distro bug report
13:12 Volkj no activity closing with ctrl+c from terminal, trying to close client via kill -9
13:15 Volkj got network activity from server, as if the server keeps trying to check if the client is still alive
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13:19 Volkj got the same on another server, if the client disappears with no notice (kill -9 or client crash) the server generates a traffic of about 1~3 Mbit/s for ~10 seconds
13:19 sfan5 that seems a lot of Mbits for just checking whether the client is alive
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13:22 Volkj testcase: connect to a server then kill minetest with kill -9 $(pidof minetest)
13:55 Darkside_ damn kids keep stealing my minecart lol glad i got loads of iron ;)
13:56 Darkside_ ok back to work ;)
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14:49 alkotob__ Let me know if anyone noticed my messages above
14:49 alkotob__ I'd like an honest opinion
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14:53 aix i need more stuff to run on my new box
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15:04 TechnoryGaming hi
15:05 Chinchou o/
15:07 TechnoryGaming hi
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16:41 Darkside_ Travelnet another bug? i just dug dirt from underneath one of my own Travelnets, it dropped with removing the station from network
16:42 Darkside_ now i just placed that travelnet again with new name, now there 2 options to travel to same location with only one physical travelnet ;)
16:42 Darkside_ *it dropped without removing the travelnet from network*
16:43 Chinchou Well, yes.  Update the travelnet by punching each station, that should fix it.
16:43 Chinchou Travelnets don't update automatically, as far as I know.
16:43 Darkside_ i did lol updated all of them still they all have two buttons to that one travelnet :D
16:43 Chinchou Oh, now that /is/ strange.
16:44 Darkside_ yeah funny bug :D
16:45 Chinchou Sorry, dunno what to tell you.  I know just enough code to be a pain in the arse.
16:45 Darkside_ haha lol
16:46 Chinchou Too much to relearn, too little to have a good foundation...  Never take formal classes.
16:50 Darkside_ i put some dirt around the travelnet so they can't dig underneath, now im gonna see if i could steal somebody elses travelnet on protected ground without touching it 0_o
16:51 Chinchou ... Ohhh.  That would be... bad.
16:51 Chinchou Does a travelnet station really need ground underneath it?
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17:30 aix is there a way to check if a certain node was generated by the mapgen or placed manually?
17:30 Darkside_ nah travelnets can be placed floating as wel, but i would only do that on protected ground as players like to put saplings under things ;)
17:31 Darkside_ yes but i don't know how
17:32 Darkside_ stone generated by mixing water with lava can be Rolled-back too :)
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17:57 Nosrick Hey folks
17:57 Darkside_ hi
17:59 Krock yeh Kcirson
17:59 Darkside_ im working on me city on the Darkside server, later on i work on my home at Megaf server wich i made realy cool looking already yesterday :)
18:00 Nosrick Nice!
18:00 Darkside_ my home on megaf server looks like a tiny PVP arena very futuristic look :)
18:00 Nosrick I don't have a home. :(
18:06 Krock Nosrick, build a cobblestone one
18:06 Nosrick Or better yet, a dirt hut. ;)
18:06 Krock or better yet, dig into a mountain. Your house will be extendable and secure
18:07 Darkside_ on the Darkside server theres a Treasure Chest for each player that logs in gets a free set bronze armor and Tools, that should help a bit to mine and gather stuff faster :)
18:07 Nosrick Oh man, I love making a hovel in the side of a mountain.
18:07 Nosrick Sometimes, just sometimes, I make a skull fortress.
18:07 Darkside_ and at Megaf server theres shops and a network of travelnets to mines etc i got a full set Mithril armor first day and build nice home in 2 days :)
18:08 Nosrick Wow!
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18:37 shamoanjac homes are for boys
18:37 shamoanjac real men travel
18:40 Nosrick How's your mod going, shamoanjac?
18:41 shamoanjac which one?
18:41 shamoanjac the development of banners is somewhat slowed
18:41 shamoanjac I'm focusing more on factions
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19:02 Nosrick Either of them, really. How's factions coming along?
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19:20 alkotob_ Hello :)
19:20 alkotob_ Any idea which is the most popular ownership mod?
19:21 alkotob_ I want to use it to make the Deed mod.
19:21 alkotob_ So node-ownership would be attached to a Deed item that can be transferred between players.
19:21 alkotob_ Combined with the Exchange-Box mod this should make plots tradeable.
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19:27 Hijiri alkotob_: areas or protector
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19:57 kaen can anyone give me a hint regarding "ERROR[Server]: Pathfinder: failed to update cost map" and how I might prevent it?
19:58 kaen I'm doing a maybe 10-20 pathing calls per frame when this happens
19:58 Nosrick Why are you calling a pather 10-20 times a frame?
19:58 MinetestBot [git] obneq@users.noreply.github.com -> minetest/minetest: Mapblock mesh: Fix updateFastFaceRow tiling issue 7f4c6f3 https://git.io/v6i7j (2016-08-18T20:45:18+01:00)
19:58 MinetestBot [git] SmallJoker -> minetest/minetest: Script API: Make the craft recipe field 'method' consistent 5c0e659 https://git.io/v6i5e (2016-08-18T20:43:49+01:00)
19:58 kaen for 10 -20 object pathing at once
19:58 kaen I would expect it to be slow, but not to make the pather error out
19:58 Nosrick Oh, okay. I thought you were doing it for one.
19:59 kaen slowness is actually fine for a series complicated, unrelated reasons. But I really need the pather to succeed when there really is a path
19:59 Nosrick I'm not sure why it'd be failing.
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20:00 kaen me either, source diving to figure it myself :/
20:00 kaen happens with both A* and djikstra
20:00 kaen the actual paths it should generate are pretty trivial, basically two diagonal moves then a straight line
20:00 kaen about 30 blocks in length
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20:16 kaen hmm could it be caused by using set_node between the successive pathing calls?
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20:24 kaen does anyone know why we return false here? Seems like we should return true and just stop recursion for this branch: https://github.com/minetest/minetest/blob/master/src/pathfinder.cpp#L1175
20:24 kaen both of the cost updaters have similar conditions
20:25 kaen but I could definitely be misunderstanding this part
20:28 shamoanjac Nosrick, it's me from the /v/ thread
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20:28 Nosrick Haha, I thought it might be.
20:28 shamoanjac who said the thing about buffs
20:29 Nosrick Oh, I thought that was you!
20:29 kaen yep definitely misunderstanding this, returning true still gives me the same problem
20:29 kaen well shit
20:30 shamoanjac it wasn't a question, it was an affirmation
20:30 shamoanjac [it was me] who said the thing about buffs
20:33 Nosrick Oh, sorry.
20:33 Nosrick Yeah, I've written a system that adds/subtracts direct damage from punches and shit, so you could use that if you like.
20:34 shamoanjac I'll take a look at it
20:34 shamoanjac you were also writing that magic mod, weren't you?
20:35 Nosrick Yup!
20:36 Nosrick Just wrestling with formspecs at the moment.
20:37 shamoanjac formspecs suck, yeah
20:37 Nosrick I made a match-3 game!
20:38 Hijiri give it microtransactions
20:38 Hijiri put in a gold ingot to reset the screen
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20:46 Nosrick Hijiri, you're a GENIUS
20:47 Nosrick I'll make so much moolah
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21:03 Hijiri someone should make a microtransactions mod, then we can have donation benefits like in minecraft servers
21:04 Nosrick I despise the Minecraft community for that.
21:04 shamoanjac do you mean pay-to-win?
21:05 Hijiri yes, donate $5 and get 99 diamond blocks and two weeks of increased ore drops
21:05 shamoanjac at least the Minetest license allows it
21:05 Elench I wouldn't mind that if it were purely for prestige items like cool hats
21:05 Elench Which reminds me, I need to work on my cool hats :þ
21:05 shamoanjac I'm not sure many people would pay to get an advantage on a single depopulated server
21:06 Hijiri start with a populated server then hold everyone's buildings hostage
21:08 shamoanjac lel
21:09 shamoanjac minetest gold farming
21:09 Hijiri I thought of a good way to avoid bloat in the standard mob interface
21:09 Hijiri I can make it required for all mobs to incorporate an entity component system
21:09 Hijiri pattern
21:09 Hijiri I think it would be easy to make it easy for mob makers to integrate
21:10 Hijiri if you combine it with punch callbacks, death callbacks, etc. you could use it to do things like playereffects on the mobs, like nosrick was doing
21:10 Hijiri but you wouldn't have to override every mob to do it
21:10 Hijiri I was working on a chemistry mod and this would allow me to add reagents to mobs that implement the interface also
21:11 Nosrick Hm, that's pretty good.
21:13 Hijiri Nosrick: were you the one asking about the attributes thing from minecraft?
21:13 Hijiri I've never modded MC, but this sounds like something similar
21:13 Hijiri but only for mobs
21:14 Hijiri the thing where you can attach arbitrary stuff to mobs, items, players etc.
21:14 Hijiri players you can sort of already do because any mod that operates on players implicitly adds behavior to them
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21:19 Hijiri components could also implement unique IDs
21:23 Nosrick I was, yeah.
21:24 Nosrick Sorry, was doing chores.
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21:52 Popcorn hello?
21:53 Popcorn I have a problem with minetest
21:53 Nosrick Hello!
21:53 Nosrick I can try to help.
21:53 Popcorn Wait, never mind
21:53 Popcorn I was just stupid
21:53 Popcorn Thanks anyway
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22:00 nolsen mfw Virtualbox won't work on the latest mainline kernel.
22:07 Nosrick Anyone know why my player's inventory isn't saving?
22:07 Nosrick Or rather, why one of my custom inventories isn't saving.
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22:48 Darkside__ lol bump..
22:48 Darkside_ bump :D
22:49 Darkside_ now 2 linux systems working :)
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23:16 Hijiri Nosrick: post code
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23:16 hawksquawks Evening
23:16 Hijiri only reason anyone would know without seeing your code is if it was a well-known engine bug
23:17 hawksquawks anyone know an uptodate minetest-server ppa for ubuntu ?
23:18 est31 there is even an official one https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds
23:20 hawksquawks seems it does not have the minetest-server file
23:21 hawksquawks if i run apt-get install minetest-server it downloads minetest-server 0.4.13 not 0.4.14
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