Time Nick Message 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 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 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 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? 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 ^ 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? 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/ 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. 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 11:43 deltasquared so bar the libGL lines (which are mesa specific IIRC, wouldn't apply to the nvidia binaries) it looks very similar 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 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... 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. 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) 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 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 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)? 13:45 Krock * on_rightclick. You can return either "nil"/nothing or false 13:46 Krock but yes, that's how it's done 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 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 14:49 JDCodeIt When one has a node on_right_click() the node will never call on_receive_fields() if also defined? 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 17:35 JDCodeIt Will do - that's more fun anyhow 19:14 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Rebalance bronze and steel tools, swap ore depths 13bbb88e6 https://git.io/vpmHU (152018-04-20T19:13:16Z) 19:26 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Node resolver: Make error on fallback optional, disable for mapgen al… 130e55470 https://git.io/vpmQ0 (152018-04-20T19:26:30Z) 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)