Time Nick Message 00:06 Yellowberry oh 00:06 Yellowberry hey guys 00:06 Yellowberry it won't let me checkout 0.4.16, so I accidentally built 0.5.0-dev 00:28 Lone-Star Yellowberry: git clone https://github.com/minetest/minetest.git -b stable-0.4 00:28 Yellowberry how do I change the tag? 00:29 Yellowberry oh, nvm 00:29 Yellowberry got it 00:29 Yellowberry thanks Lone-Star 00:29 Lone-Star yw 00:30 Yellowberry so if I checkout 0.4.16, it will build that, right? 00:32 Lone-Star the code i posted above will pull the latest stable 0.4.x, which is 0.4.17. which is still compatible with 0.4.16 00:32 Yellowberry ok 00:33 Yellowberry I just did git checkout tags/0.4.16 00:33 Yellowberry and it worked 01:27 Lone-Star got an issue, handle_schematics disables itself every time i exit world/game. i have to re-enable before starting world 02:12 pranav do you guys know about a great server MM-Survival 02:18 jas_ !server 02:18 MinetestBot jas_: OldCoder Mandelbox | minebest.org:30028 | Clients: 0/32, 0/1 | Version: 0.4.15-dev / world_game | Ping: 83ms 03:17 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Cavegen: Avoid unsupported biome 'top' or 'filler' nodes 137640749 https://git.io/v59sY (152017-09-14T03:13:47Z) 03:17 MinetestBot 02[git] 04basicer -> 03minetest/minetest: Object properties: Add 'glow', disables light's effect if negative 13a9d43a0 https://git.io/v59sO (152017-09-14T03:06:05Z) 07:18 habeangur how can I login to this new forum? 13:22 habeangur I'm serious, where is the login button? 13:34 sfan5 what 14:16 Billre when starting the game, select Local Game and after naming a game and setting it up press "Play Game" 14:17 Billre Or, if you want to "Play Online", pick that tab, choose a server, type your name and password and press "Connect" 14:34 Brackston And if neither one of those options apeal to you, click the "x" in the top right corner. ;-) 14:58 ThomasMonroe habeangur what login button? 15:05 habeangur ThomasMonroe: forum 15:10 deltasquared does the minetest engine have any facility to create textures by overlaying an image over an existing block's texture? 15:10 deltasquared original context was this https://forum.minetest.net/viewtopic.php?t=16404 15:11 deltasquared and I was curious as to whether the compressed block's textures (images are broken, look like default cobble etc. with thickening frames on) could be generated at load time from whatever texture is set 15:11 deltasquared cause I reckon if you used that mod on a server with a non-default cobble texture, the compressed block's textures would mismatch. 15:15 deltasquared argh, I'll have to continue this later, I have to move 16:24 tumeninodes !tell deltasquared my facade mod can show you how to use overlays https://forum.minetest.net/viewtopic.php?f=9&t=18208&hilit=facade 16:24 MinetestBot tumeninodes: I'll pass that on when deltasquared is around 16:28 tumeninodes or you can simply use "base.png^overlay.png" if you do not wish to d/l the mod just to see how this is done. 16:35 celeron55 habeangur: what forum are you talking about? 16:43 tumeninodes celeron55 maybe they mean that extra super secret forum... you know.... that one. ; ) 16:48 habeangur celeron55: forum.minetest.net 16:49 habeangur eh 16:49 habeangur It's that old forum 16:49 celeron55 this makes no sense 16:50 celeron55 on forum.minetest.net, ctrl+f login 16:50 celeron55 there are no other official forums 16:51 habeangur celeron55: but This wasn't here 16:52 habeangur celeron55: when I was visiting forum.minetest.net I was seeing something different than usual 16:52 habeangur not this which now is 16:53 celeron55 when exactly? 16:54 habeangur I'm not sure, lemme check my browser history 16:55 Bobr2 hello celeron55 16:56 habeangur celeron55: my browser doesn't say when exactly, just says today but I guess hours ago 16:56 celeron55 could it have been just some error page? 16:57 habeangur celeron55: no it was a new forum, phpbb logo was at the top left corner instead of minetest logo 16:58 celeron55 which browser? 16:58 habeangur my browser is and was firefox 16:58 habeangur celeron55: forum had different theme 16:58 habeangur blue or something 16:58 celeron55 i think you can check full history from the "show all history" option 16:59 celeron55 ctrl+shift+h maybe 16:59 habeangur ah yes my message 16:59 habeangur when I saw that forum I messages here 17:00 habeangur I messages at 07:08, I said how can I login to this new forum 17:00 habeangur now it's 17:00 17:01 habeangur 10 hours ago 17:01 habeangur celeron55: ^ 17:01 habeangur celeron55: that full history doesn't give me exact time, just says today 17:02 habeangur celeron55: you didn't change the forum, upgrade software anything? 17:02 habeangur I know 17:02 habeangur someone is playing with me 17:02 habeangur :| 17:05 celeron55 i don't think there was any kind of disruption at that time 17:05 celeron55 maybe check your computer for malware or something 17:15 MinetestBot deltasquared: Sep-14 16:24 UTC my facade mod can show you how to use overlays https://forum.minetest.net/viewtopic.php?f=9&t=18208&hilit=facade 17:15 deltasquared tumeninodes: interesting, I'll have a look at that 17:17 deltasquared next question then, about dependin on other mods. I'm not sure what part of the docs I would look for in this regard, so in case I don't find it... seeing as most mods have interfaces in a global object named after the mod (such as technic), what would be the correct way to test for an optdepends 17:17 deltasquared I dunno if the mod object would be nil or not even in scope 17:17 deltasquared (from the depending mod's init.lua) 17:17 tumeninodes depends.txt 17:18 tumeninodes list each mod your mod needs as a dependency. 17:19 deltasquared tumeninodes: I know where deps go, but for optional dependencies I was talking about how to test if the mod is there or not 17:19 deltasquared because it might not.. and then I'd get a null^W nil reference exception somewhere :/ 17:24 tumeninodes Im slow today sorry, are you asking how to list optional depends? if so... it would be like technic? (add a ? to the end) 17:25 tumeninodes or do you mean what to look for in an error mssg 17:25 deltasquared tumeninodes: no, I know how to specify an optdepends, I'm looking for how to test for a (possibly non-existant) optional dependency *in code* 17:25 deltasquared like, the "technic" object that said mod exposes may not be present if technic is only an optdepend and it's not installed 17:28 tumeninodes hmmm, I am not sure offhand. SOmeone else will prob come along eventually to answer that for you. sorry wish I could think of it atm to help 17:29 deltasquared tumeninodes: I'm going to dig through lua_api.txt to see if it has any wisdom, I just wish this thing wasn't so fecking big 17:30 tumeninodes I am not even familiar with the technic mod tbh. I looked at it once and got a migraine 17:30 deltasquared tumeninodes: the question is not specific to that mod, I was just using an example in my head 17:30 deltasquared it could be any X mod optdepending on Y which e.g. only uses Y stuff if Y is *actually* enabled 17:31 deltasquared I suspect the easy way would be if(technic) say but I have no idea if it'd be an undefined variable (and hence throw exception) 17:33 tumeninodes yep I realized that, it's a generic question. I'm just "off". There are some info which should be commented in mods to better explain, which are not. 17:34 deltasquared welp, nothing in lua API doc 17:35 rubenwardy if minetest.global_exists("technic") then -- do technic stuff 17:36 deltasquared rubenwardy: ah bingo, that looks more useful 17:36 deltasquared good thing lua code isn't evaluated if not taken 17:39 tumeninodes I hate when I cannot remember simple things... thanks rubenwardy. I'll say thank you from deltasquared too. 17:42 habeangur celeron55: how can I check for malware? 17:43 habeangur celeron55: the only AntiVirus which I know is clamAV which just checks for Windows viruses 18:03 habeangur celeron55: I've found a thumbnail: http://92.222.41.125/users/shangul/mtforum.png 18:04 Krock habeangur, ~~> https://www.virustotal.com/ 18:05 Krock some virus scanners also detect malware / spyware 18:07 habeangur Krock: thanks, but they only detect Windows ones, right? 18:08 Krock *shrug*. Didn't have a suspicious executable on Linux yet 18:14 celeron55 if that happens again to anyone, report it to me 18:15 celeron55 i'm going to ignore this one occurrence 19:38 jcjordyn120 is there any way to get the water back without regenerating the map? 19:38 jcjordyn120 I forgot to disable the "clean" mod from the last time lol. 19:56 ThomasMonroe hmm get worldedit and do a //replace air default:water_source 20:00 Billre lol 20:00 Billre just be sure it's the area you want and the air you breathe 20:02 Krock correction: default:lava_source 20:02 sfan5 correction 2: lava_source 20:02 sfan5 (worldedit isnt stupud and knows which node you mean) 20:03 Krock i.e. handles aliases 20:04 sfan5 is that an alias? 20:05 Krock https://github.com/minetest/minetest_game/blob/master/mods/default/aliases.lua#L33 20:05 sfan5 well that wasn't what i meant 20:05 Krock so it doesn't handle them? 20:05 sfan5 worldedit will match modname:nodename if you just enter nodename 20:05 sfan5 obviously it will handle aliases 20:05 Krock ^^