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IRC log for #minetest, 2018-04-20

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All times shown according to UTC.

Time Nick Message
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01:00 BillyS Is there some way to get an entity to store a string? I want to make a bullet be given a string which is the name of the player who shot it, but I don't see how to store it.
01:00 BillyS It seems that obj:set_attribute only applies to players
01:01 rubenwardy unfortunately no
01:01 rubenwardy well yes
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01:01 rubenwardy you can store it in the Lua table
01:01 rubenwardy but you have to manage saving it yourself
01:02 BillyS Hmmm
01:02 BillyS Ok, thanks
01:02 BillyS By "Lua table" do you mean an external table my mod would create, the object's property table, or something else?
01:03 BillyS Oh, you probably mean the table I use when registering it . . ok, thanks
01:07 rubenwardy yes
01:07 rubenwardy the thing you can get with self
01:07 rubenwardy and the thing you can do  self.object
01:07 rubenwardy you can also get it from    EntityRef:get_luaentity()
01:09 BillyS Woohoo, it works! Thanks for the help! :D
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09:29 ANAND Quick question: Are the pre-existing mods (made for 0.4) compatible with 0.5.0_dev?
09:32 sfan5 yes
09:36 ANAND ah... thanks
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10:19 dustfinger I created a user named minetest. I added this user to the games group. When I su to minetest and run minetestserver it fails with: Failed to open log file /var/log/minetest/minetest.log: Permission denied. The minetest.log has ownership Debinain-minetest:games. The distribution of is Ubuntu server. Shouldn't my minetest user be able to open that file since it is a member of games and games is the group that has owne
10:19 dustfinger rship?
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10:32 dustfinger I noticed that the group mode for /var/log/minetest was read and execute only. I changed it to read and write, but still no joy. I then changed chmod 770 /var/log/minetest and now I can start the server. why does the server need execute permission to open the log file? Shouldn't read and write be sufficient?
10:33 upsage hey there
10:33 upsage is there any computer mods for minetest?
10:33 ANAND yes
10:33 upsage can you tell me it's name?
10:34 upsage or maybe send me a link
10:34 ANAND https://github.com/minetest-mods/computer/archive/master.zip
10:35 upsage thx
10:35 ANAND :)
10:35 upsage haven't seen that git repo
10:36 ANAND I don't think it's possible to craft computers though - you can only use /give or enable creative mode
10:39 ANAND upsage ^
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10:46 dustfinger I am getting a bind error address already in use. before running I ran ufw allow 30000. I set my bind_address to my hosts IP and I left the port as default. Could this be another permissions issue perhaps?
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11:10 dustfinger lsof -ti:30000 returns nothing. So I think the address is not really in use, but I have no idea why I am seeing this error.
11:10 dustfinger I also checked ufw status and it is not enabled, so I don't think it is a firewall problem.
11:15 dustfinger sudo lsof -ti:30000 did show that a minetestserver process was running, but as the Debian-minetest user. So I killed that and now I am able to run the server as my minetest user.
11:15 dustfinger Perhaps I should have just been using the Debian-minetest user in the first place. I did not know about it though until I started to investigate issues.
11:17 deltasquared debian auto-starting things does tend to lead to some suprises.
11:27 dustfinger Anyone here use gentoo. I have another computer running gentoo and I would like to lanch the minetest client and connect to my minetest server running on ubuntu. In installed games-action/minetest on gentoo, but that seems to just have one binary which appears to be the server. It has a binary called minetest that seems to simply be the server cli. Is the same cli used to launch the client somehow?
11:28 deltasquared dustfinger: as in you just get console output if you run it with no arguments?
11:29 dustfinger This is what happens when I run it with no arguments: https://paste.pound-python.org/show/XqNGAGid1psDu5M0MG6s/
11:30 dustfinger These were my options for installing minetest: https://paste.pound-python.org/show/c95pC82OachtZKaAcX0p/
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11:36 deltasquared dustfinger: one moment
11:37 deltasquared dustfinger: ... ah. the X11 error thing I have encountered before myself... have you managed to get anything else with openGL working?
11:37 dustfinger deltasquared: I just ran glxinfo and it also failed.
11:37 deltasquared dustfinger: did you install your mesa drivers
11:38 dustfinger I have the nvidia drivers installed.
11:38 deltasquared dustfinger: hmm, can you paste strace output of running minetest please
11:38 deltasquared I get that particular error in situations where a suitable GL driver cannot be loaded
11:39 dustfinger Thanks for pointing me in the right direction. I will have to look into this.
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11:42 deltasquared dustfinger: it's slightly different in my case (it's due to weird search paths for mesa), but mine looks like this: https://ptpb.pw/Zkub
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11:43 deltasquared so bar the libGL lines (which are mesa specific IIRC, wouldn't apply to the nvidia binaries) it looks very similar
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11:47 dustfinger I may not have rebooted since I last udpate my initramfs / kernel and rebuilt my nvidia modules. I might try that.
11:48 deltasquared dustfinger: oh yeah, mismatching versions can cause weird stuff like that
11:48 deltasquared the nvidia drivers are seemingly very annoying at telling you what's wrong with them >_>
11:48 deltasquared which is to say, not at all
11:49 dustfinger I am also looking at this forum: https://forums.gentoo.org/viewtopic-t-1038196-start-0.html
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11:49 deltasquared dustfinger: reboot first. if in doubt... turn it off and on again
11:50 dustfinger Yeah, I am going to do that now. Back in a second...
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12:11 dustfinger I have the client working now. I had not rebooted since the last time I rebuilt my initramfs / nvida drivers
12:12 deltasquared dustfinger: nice to hear. I was going to say to avoid messing with xorg.conf per that thread, it can become a game of grasping at straws
12:24 dustfinger I loaded the clienta and from the Local Game tab I pressed the icon with the three arrows that ppoint up which put me into minimal development test. How do I get out of that. Also, is there online documentation for the minetest client?
12:26 NathanS21 To choose any other game just click on their icons, they should be just to the side of the minimal development test icon.
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12:29 deltasquared dustfinger: you should have installed minetest_game, not sure if gentoo bundles it
12:30 dustfinger deltasquared: Ah, the problem is that I should have not been on that tab in the first place. I switched to the play online tab and connected to the server. I have my game on a local server running on a different box (ubuntu) Thanks.
12:38 dustfinger how do I restart a game in minetest?
12:38 dustfinger That is, how do I put it back to the very begining state so that nothing has happened yet.
12:41 deltasquared dustfinger: delete the world?
12:46 dustfinger Yah, that would work. I think I am going to try and use roleback to do it though. I just found how to get info on the server commands.
12:46 deltasquared dustfinger: I'm a bit confused at what it is you're trying to do... are you new to minetest?
12:48 dustfinger deltasquared: Yes, brand new. I accidentally dropped my pick ax as soon as I logged in. I wanted to rollback so I would have it agian. When I run /rollback dustfinger 10000 it tells me that there is nothing to do.
12:48 dustfinger it says reverting actions failed
12:48 deltasquared dustfinger: I'm not actually sure how reversion works so I can't help you there
12:49 dustfinger deltasquared: np. I will probably just delete the world for now. I did enable rollback in the config so I was hoping that this would be a good opportunity to try it out.
12:49 deltasquared if it's that much of annoyance, might I suggest using /give on the server if you control it
12:51 dustfinger deltasquared: Okay, I will try that as well. I am not sure wht the item was called. It is whatever I had in my inventory in the first container.
12:51 dustfinger I think it was my ax.
12:51 dustfinger axe I mean.
12:51 deltasquared dustfinger: material?
12:51 deltasquared the naming scheme is a little unintuitive IMO, it's something like default:axe_$material
12:52 deltasquared (the internal name you'll need for /give that is)
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12:52 ANAND /giveme default:pickaxe_steel
12:52 deltasquared ANAND: I suggested running it from the server. so /give $player ...
12:53 ANAND ah ok
12:53 deltasquared (only because maybe they didn't want permanent god privileges, just to replace a fumble early on)
12:53 deltasquared though that said, for new players, I would suggest let that be a lesson to ya :P
12:53 ANAND ha
12:55 dustfinger Thanks both of you. I will look up how to run commands from teh server. That is a really good idea. It would be nice to not always run as admin.
12:55 dustfinger Okay, I have to head to work :-( Thanks for all the help setting this up.
13:00 ANAND Good luck dustfinger
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13:33 JDCodeIt Guessing there is no way to get hook the callback from the default node right click when the meta data has "formspec" data - was hoping to substitute the formspec based on clicker, and not need to register a global on_player_receive_fields
13:34 JDCodeIt ... and on_right_click for the node
13:37 Krock on_rightclick is triggered even if "formspec" is set, but requires a development client
13:38 JDCodeIt So, not possible to hook the default function - the modder needs to code on_right_click and register a global on_player_receive_fields? Or can we have the node-specific form fields return via a node on_receive_fields?
13:40 Krock the node on_receive_fields only works for the "formspec" meta IIRC
13:40 Krock "So, not possible to hook the default function". err what? yes it is possible
13:41 Krock but replacing the formspec field in that callback is not possible, because the client won't wait for it
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13:44 JDCodeIt Right, so yes, to display and use a clicker-specific form, the modder needs to write the on_right_click for the node, and register a global on_player_receive_fields (which kindly just responds to its own form names, and returns false for all others)?
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13:45 Krock * on_rightclick. You can return either "nil"/nothing or false
13:46 Krock but yes, that's how it's done
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13:57 JDCodeIt Cool - that said, I think I'm not seeing how to pass the pos of the node that got clicked. I was debugging a mod where the modder put this in a formspec field out of view, but that got corrupted by some curious play who happened to bash on the keyboard while the formspec was shown - typing into the only editable field on the form.
14:00 Krock two possibilities: 1) add a hacky new formspec element, containing the position of the node. 2) keep the node position in a player-name-indexed table: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2041
14:01 Krock or add a player attribute with the last opened formspec pos
14:02 Krock ^ not a too great choice because it'll be stored and eats the space away for unnecessary data
14:02 rubenwardy *player meta ;)
14:04 * Krock cries in 0.4.16-stable
14:10 JDCodeIt #2 seems to fit and keeps it contained in the mod, The formspec hack seem fragile
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14:13 Krock I haven't seen anyone actually using that method, whereas #2 is used in situations like these
14:14 Krock it's just a little gain but also set the field to nil when players leave
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14:49 JDCodeIt When one has a node on_right_click() the node will never call on_receive_fields() if also defined?
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14:55 JDCodeIt And conversely when there is no on_right_click() defined, and the node has "formspec" metadata - the closing of that formspec does not send fields to the registered global on_player_receive_fields functions, yes?
15:01 Krock it's still on_rightclick() - how about try&error? :D
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17:35 JDCodeIt Will do - that's more fun anyhow
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19:14 MinetestBot [git] paramat -> minetest/minetest_game: Rebalance bronze and steel tools, swap ore depths bbb88e6 https://git.io/vpmHU (2018-04-20T19:13:16Z)
19:26 MinetestBot [git] paramat -> minetest/minetest: Node resolver: Make error on fallback optional, disable for mapgen al… 0e55470 https://git.io/vpmQ0 (2018-04-20T19:26:30Z)
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22:24 andirc8000 I have a question I want to expand signs_lib mod a bit, is there a potential limitation of amount of characters that I can write on a sign? (if I make my own mod)
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