Time Nick Message 00:49 JDCodeIt posted a full backtrace on the deserialize error at https://forum.minetest.net/viewtopic.php?p=345103#p345103 00:50 p_gimeno thanks JDCodeIt - see also https://github.com/minetest/minetest/issues/8325 00:50 p_gimeno the cause may be identified 03:47 Wuzzy What's the correct attach offset for 5.0.0? 03:48 Wuzzy because "adding 10" as the changelog suggests doesn't work 03:51 sofar that's render coordinates 03:51 sofar it's +1.0 for the player character 03:53 Wuzzy are you sure its not the other direction (minus)? 03:54 Wuzzy i now know why it failed. had a different visual size 03:54 Wuzzy for minecart the offset of 10 works, but i had to subtract, not add 03:55 sofar sure, lol (messy) 03:56 paramat yeah ... +- 1 or 10 =) 04:51 ShadMOrdre Hello. 05:03 bocci does anyone know what room lurk is in 09:18 jas_ !server Glitchtest 09:18 MinetestBot jas_: Glitchtest | dcbl.duckdns.org | Clients: 0/15, 0/0 | Version: 5.1.0-dev / Glitchtest | Ping: 129ms 10:19 flextape_xp I'm translating MT in my language, could you give me a brief description of what "pitch movement mode" is? 10:24 jas_ three dimensional free move? 10:25 flextape_xp ? 10:27 jas_ it's when you have 6d movement? i think it's been referred to as that, not sure. 10:27 jas_ it reminds me of the old game, "descent" 10:27 jas_ if you look that up, it's a good description 10:31 jluc it looks like there is no more blockers for 5.0 10:32 jluc nice 10:34 flextape_xp it has been released yesterday 10:34 jas_ !mod 10:34 MinetestBot jas_: Prevent new accounts from joining [nonew] by taikedz - https://forum.minetest.net/viewtopic.php?t=19720 10:34 jas_ sorry, i should stop, i just love that too much 10:36 jluc oh realy flextape_xp ??? 10:36 jluc woaw 10:36 flextape_xp yep, check out minetest.net 10:36 jluc it wasnt announced on google news pages ! 10:36 jluc nor on french radio !!! 10:37 jluc pity important news get unnoticed sometime 10:37 jluc Congrats all devs ! 10:38 jas_ *\o/* 10:39 jluc i dont see a release link on minetest.net 10:39 jluc nor a "news" page 10:40 jluc (maybe the dev team is a bit shy and prefers dark mining ) 10:40 jas_ i'm skipping 5.0.0 and going straight to 5.1.0-dev, haha 10:40 flextape_xp minetest.net says "News: Major release 5.0.0 out. (March 5th 2019)" 10:41 jluc yes 10:41 jluc google helped me i found 10:41 flextape_xp Under the Tell me more and Download buttons 10:41 jluc find https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0 10:43 jluc i read « Android: Rewritten controls. » 10:43 jluc is an android 5.0 version is available in the playstore ? 10:43 jluc (coz i couldnt compile it) 10:43 flextape_xp idk 10:43 jluc + translation abilities : great ! 10:49 jluc play store still proposes 0.4.17 10:50 jluc i wish to try the ressources online repository 10:51 jluc but i must upgrade all LAN installs so wait a bit when possible 10:53 flextape_xp i don't think you can access the online resources repo from the android client 10:55 jluc there is allready kindof a ressources repo for android 0.4.17 10:55 jluc it's a separate app 10:56 jluc but i havent used it yet 10:56 flextape_xp the mod manager thing by rubenwardy? 10:56 jluc android is only used as last resource console for friends when no more computer is available 10:56 flextape_xp lmao 10:57 jluc it looks like it yes 10:58 jluc https://play.google.com/store/apps/details?id=com.rubenwardy.minetestmodmanager&hl=fr flextape_xp 10:58 flextape_xp that's it 11:00 jluc i read also "Do not grant all privileges to the admin" : that's good 11:00 jluc having the admin fly was a pain 11:00 jluc i had to be the server so all players had no uneven priv 11:02 jluc flextape_xp, the "one-liner news page" on minetest.net home could usefully link to that detailed page https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0 11:03 jluc lol bananafeature : "Add slippery group for nodes" 11:04 flextape_xp gotta go cya 11:06 jluc https://content.minetest.net/ looks like a great tool to discover most usefull mods 11:07 jluc "CDB has 459 packages" 11:07 jluc what is CDB ? 11:08 jluc my son will love discovering these mods by himself 11:09 jluc and i will love not having to install them myself 11:09 Emerald2 Content DataBase. 11:10 jluc ok 11:11 jluc (too many acronyms kill acronyms) 11:25 rodskagg jluc: i'm going to introduce minetest to my nephew next time i visit. should be fun. :) 11:27 rodskagg after deleting ~/.minetest and starting from scratch, this script https://pastebin.com/6q93656i doesn't work now. i get an unfinished string near error. 11:29 rodskagg is there something i need to do to enable lua or something? this script was working before. 11:30 rodskagg 2019-03-06 11:26:50: ACTION[Server]: singleplayer tried to execute dofile("/home/user/.minetest/worlds/001/list_blocks.lua 11:44 p_gimeno have you created the directory and copied the file to it? 11:52 rodskagg ignore me, i'm an idiot. forgot the final ). 11:52 rodskagg soryy. :) 13:10 owls_lover M 13:46 JDCodeIt So what's that "thing" when you are using android and unified_inventory where the screen fills with little blinking pictures the first time you open the inventory? 13:48 JDCodeIt ...or is it just me 13:49 rubenwardy it's rendering the item images from the creative inventory 13:49 rubenwardy it'll do it when turning pages too 13:49 JDCodeIt ahh - any way to hide it? 13:53 JDCodeIt Is it in the mod or is a feature of the client? 13:55 rubenwardy it's not a feature, it's a bug 13:55 rubenwardy I'm just saying the technical reason 13:57 tuedel did anyone else notice clouds having a strange yellowish tint at night in 5.0? 13:58 JDCodeIt bug deep in irrlicht implementation on android or something deeper with the android platform? 13:59 tuedel and did the behaviour of the gamma setting change? 14:02 tuedel the game is looking darker for me on some devices since the upgrade 14:03 rubenwardy it does feel darker 14:32 galaxie I see that neither Google Play nor F-Droid has 5.0 on it. What's been the trouble so far? 14:32 rubenwardy it's in the beta channel 14:33 galaxie I really hope it fixed the 3D viewing mode bugs, that'd be so cool to see. 14:33 rubenwardy go to the bottom of the store page and select the "opt into the beta" thing 14:33 galaxie F-Droid has a beta channel? 14:33 rubenwardy Google Play does 14:33 rubenwardy we don't control F-Droid 14:33 rubenwardy F-Droid should have it, if it's based on tags 14:33 galaxie Oh. Well, I refuse to run anything from Google Play. As for F-Droid, I don't have enough experience to know how it works. 14:33 rubenwardy it's also available here: https://github.com/minetest/minetest/releases 14:39 galaxie Who's the maintainer for the Android version? A previous F-Droid issue appears to say that est31 is the maintainer. 14:39 galaxie I looked here and it appears that MT is not in auto-update mode, which I take to mean whoever the maintainer is has to manually confirm releases: https://f-droid.org/wiki/page/net.minetest.minetest 14:46 galaxie rubenwardy: You seem to be in charge of the Minetest Mods part on F-Droid; is your package up-to-date? It says 1.8.0 but I'm not sure if that corresponds to 5.0. 14:46 rubenwardy Minetest Mods is completely separate 14:46 rubenwardy the most recent Minetest Mods version is 1.8.2 14:46 rubenwardy however, I lost the code for that some how 14:46 rubenwardy it wasn't pushed to git 14:47 galaxie Ouch, that sucks. Would 1.8.0 be compatible with 5.0? 14:48 rubenwardy hopefully 14:56 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix clang tidy error due to incorrect use of quotes for character 13c735497 https://git.io/fhpn1 (152019-03-06T14:41:37Z) 15:09 jas_ minetest 6.0.0 coming sooner than i thought? :3 15:09 rubenwardy nah, I have a better fix open as a PR 15:12 jas_ i have no doubt everything will iron out. i just suddenly enjoyed the thought of 6.0.0 appearing out of nowhere, ah well! 15:13 galaxie So, which branch do I use for compiling from source? stable-5? 15:14 rubenwardy it depends whether you want stable or rolling releazse 15:15 rubenwardy stable-5 --> latest stable 5.x release 15:15 rubenwardy master -> rolling release 15:15 rubenwardy master may break 15:15 rubenwardy but you'll get the latest features 15:15 rubenwardy master helps us a lot more 15:15 rubenwardy stable-5 helps you a lot more 15:15 rubenwardy us being the devs 15:16 rubenwardy like, you can find issues in master before it is released 15:16 galaxie I think I'll use stable-5 so I don't accidentally crash servers or anything. 15:16 jas_ 5.1.0-dev ftw 15:16 rubenwardy stable-5 is a good idea for servers, probably 15:16 jas_ that's the rolling release version string 15:16 jas_ yeah, servers should be stable 15:16 jas_ (if you want users) 15:17 jas_ but i guess using both is easy, with the dev version being -DRUN_IN_PLACE=1 for examle 15:18 jas_ i like the dev version because i like to try the new modding features sometimes, or use some new feature. i always used 0.5.0-dev or 5.0.0-dev for that reason, like binding hotbar item slots. 15:19 galaxie Anything different with client-side modding in 5.0? 15:20 jas_ so far on 5.1.0-dev this looks like a nice modding feature: 15:20 jas_ !title https://github.com/minetest/minetest/commit/60ab2d94f07953e74fc98a33d468328c2adac75b 15:20 MinetestBot jas_: Add sounds for falling and attached nodes (#7719) · minetest/minetest@60ab2d9 · GitHub 15:21 jas_ i think so, but i haven't gotten too into it yet. i was holding mybreath for server-sent csm scripts, but ran out of breath. am trying it out now, with channels and so on. i dunno what's new or not, tho 15:22 jas_ i did notice though, it's hard/annoying to enable/disable csm scripts. 15:22 jas_ like, i have to go into mods.conf and edit it outside of minetest, unlike server-side mods which have their own gui for that 15:23 jas_ and i guess it's obvious, but csm scripts are either on/off in a global sense. whereas server-side mods on on/off on a per-world configuration 15:25 jas_ i always liked the idea of minetest "profiles." a profile would contain the settings like user name, general preferences (mouse sens), and in this case enabled/disabled csm scripts. but i'm getting ahead of myself. 15:26 galaxie Who IS the Android maintainer now? 15:27 jas_ nerzhul 15:27 jas_ (on google player store) 15:27 rubenwardy nerzhul makes the releases, but he doesn't maintain Android otherwise 15:28 jas_ oh right, good correction 15:28 jas_ there was a forum post about android maintainer needed, i think 15:28 jas_ developer* 15:28 jas_ !title https://forum.minetest.net/viewtopic.php?f=18&t=15017 15:28 MinetestBot jas_: Android developer needed - Minetest Forums 15:28 galaxie So who's in change of F-Droid releases? 15:28 jas_ i don't know 15:31 jas_ galaxie: fyi there is a section for CSM in the changelog https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0 15:34 rubenwardy est31, any idea? 16:52 galaxie Anyone else get a blank screen using sidebyside or topbottom 3D mode on mobile? 16:54 galaxie I feel like it might be because my screen is rather small. 16:56 galaxie How would I debug this in Android? 16:57 rodskagg https://imgur.com/a/dnzE6ja < i am watching a mesocons tutorial and they have a very different inventory to me. how do i get that one? 16:58 rodskagg unified inventory? 16:58 sfan5 that's the normal creative inventory 16:58 rodskagg how do i get that? 16:58 sfan5 enabling creative mode should suffice 16:58 sfan5 you might have to update your minetest though 16:58 ShadMOrdre sfan5, I am available to test the network packet fix, for super large inventories. 16:59 rodskagg sfan5: you were right, i didn't have creative mode on. thanks. :) 17:00 ShadMOrdre Seems I broke 5.0 17:00 jas_ for science! 17:05 sfan5 curl -Ls https://github.com/minetest/minetest/pull/8331.patch | git am - 17:05 sfan5 ShadMOrdre: ^ apply the PR like that before compiling 17:05 sfan5 if you apply this fix on both the server and the client, large creative inventories should work again 17:14 ShadMOrdre sfan5: Compiling now 17:45 rodskagg how do i activate mesecons switches? use key doesn't seem to work. 17:47 p_gimeno right mouse click 17:49 rodskagg thanks 17:57 ShadMOrdre sfan5: I've compiled, created a world, configured a ton of mods, and it loads for single player. Testing a local server option now. 17:59 sfan5 "tons of mods" if likely not enough 17:59 sfan5 unless is matches the configuration you had previously, where the bug appeares 18:00 sfan5 appeared* 18:42 jluc can i install minetest 5 without compiling on ubuntu ? 18:45 ShadMOrdre sfan5: I've posted some data here, https://forum.minetest.net/viewtopic.php?f=6&t=22285&p=345221#p345221, if it helps. It shows the specific mods loaded, and an item list total count from listitems mod. 18:46 ShadMOrdre This is also working for a local terminal server, that I then connect to using the same local installation, in client mode. Is there more info you'd like, or that I can provide? 18:50 sfan5 ShadMOrdre: so, is it fixed with the patch applied? 18:52 ShadMOrdre I will say yes. Before, if I enabled creative, it would crash the moment a player connected. Now, I have all the mods referenced on the forum post loaded. I would also vote for a minor 5.0.1 emergency patch release when you guys are ready, and some major notice to users of 5.0 18:53 ShadMOrdre It does seem that mesecons, pipeworks, digilines, and servers using those heavy mods would immediately be affected. 18:54 ShadMOrdre And a HUGE thanks to all you devs who've worked to immediately resolve what appears to be a major issue. THANK YOU! 18:55 clavi just saw the news on /r/linux_gaming/ too, congratulations! 18:57 clavi now we wait for it hitting my distro's repo (Tumbleweed) :3 19:33 jluc ok i got it 19:33 jluc download link for *ubuntu could++ point to PPA 19:57 Ingar aha 5.0 went gold, gratz 19:57 Ingar sry I missed it :p 19:59 FreeFull Ingar: Funny that Linux recently had its 5.0 release too 20:00 Ingar FreeFull: my server runs on debian stable, it probably takes a few decades before it gets linux 5 20:01 FreeFull What kernel version are you on right now? 20:01 Ingar mo idea actually, let me check 20:02 Ingar 4.14.33 20:02 Ingar it's aan ARM though 20:02 FreeFull Yeah, reaching 5.0 will take a while 20:04 Ingar I'd better update the whole lot 20:04 Ingar mt server is 5.something-git anyway 20:04 FreeFull I have to admit.. I haven't actually played minetest in a long time 20:05 FreeFull Been mostly playing modded minecraft 20:05 Ingar currently I'm somewhat addicted to my modded Skyrim 20:05 Ingar so many quests to do.. 20:40 p_gimeno is there a MT game with something like quests or chores? 20:42 p_gimeno I tried Adventuretest, but the only quests were one about getting a bowl and another about finding a treasure 20:45 benrob0329 p_gimeno: I want to say that Lord Of The Test has some 20:46 p_gimeno like from NPCs? 20:47 benrob0329 Not sure, I don't play it myself but its worth looking into 20:51 p_gimeno thanks, I'll take a look 21:36 scr267 I've converted a clone of my server to Minetest 5.0.0 for testing purposes. I heard from the grapevine that there may be protocol issues that could be addressed in the near future that could break the current 5.0.0 protocol 21:36 scr267 Where could I find out more about that? If I got this story right? 21:37 sfan5 protocol breakage is not likely at the moment 21:38 sfan5 read issue #8325 for details 21:38 scr267 sfan5, thanks for the response. So, if I were to deploy the 5.0.0 version I wouldn't have to worry too much about having to deploy again shortly 21:38 ShadowBot https://github.com/minetest/minetest/issues/8325 -- Large inventory lists are not sent correctly 21:38 scr267 thanks 21:39 scr267 I guess thats not in stable yet? 21:40 scr267 One more question: I assume that since the backend isn't modified, I could potentially rollback to 4.17 if necessary? 21:40 scr267 Or Not something I would want to do anyway :-P 21:40 scr267 just checking... 21:40 scr267 :) 21:41 sfan5 minetest will update mapblack to whatever newest version it has continously while the world is being used 21:41 scr267 ah 21:41 sfan5 so no, you can't go back with the new world files 21:41 scr267 Thanks! :) 21:42 scr267 So far my cloned server seems to be working fairly well with it... I haven't yet found any bugs. 22:10 argyle77 How do I get player name from userdata? 22:11 rubenwardy player:get_player_name() 22:11 rubenwardy userdata is a Lua term that means a type created by C++ 22:11 rubenwardy so userdata may not be about a user 22:11 rubenwardy it could also be an itemstack, or a lua voxel manip, or something else 22:12 argyle77 ok gotcha. for some reason I couldn't get a clue to get_player_name searching the lua_api. Guess I was looking for the wrong thing. 22:26 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix incorrect string length check after cast 1382c6363 https://git.io/fhpEF (152019-03-06T22:24:39Z) 23:28 rodskagg this line of lua ... minetest.set_node({ x = 4, y = 200, z = 6 }, { name = "mesecons_switch:mesecons_switch_off" }) ... is causing this error ... ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" 23:28 rodskagg doesn't seem to like me placing a mesecon switch that way. 23:29 rubenwardy the node name is wrong 23:29 rubenwardy is what that error is saying 23:29 rubenwardy (but not very clearly) 23:29 rodskagg ah. thanks. 23:29 rodskagg ah, i see the typo. :) 23:33 rodskagg question. if i set switches manually they are orientated depending on which direction i am facing. when i place them with minetest.set_node they are always facing the same way. how do i get my lua script to orientate them? 23:33 rubenwardy using param2 23:33 rubenwardy it's called a face dir 23:33 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L955 23:34 rubenwardy 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y- 23:34 rodskagg does that go in the minetest.set_node command? 23:34 rubenwardy minetest.dir_to_facedir({ x = 0, y = 0, z = -1 }) to face back, for example 23:34 rubenwardy yeah 23:35 rubenwardy minetest.set_node(pos, { name = "blah", param2 = minetest.dir_to_facedir({ x = 0, y = 0, z = -1 }) }) 23:35 rodskagg ohhhh 23:35 rubenwardy btw: param1 is light 23:35 rubenwardy incase you're wondering 23:35 rubenwardy and there's no param3 23:36 rodskagg so pos is an array of xyz. 23:37 rubenwardy yeah 23:37 rodskagg and the second part is an array of name and param2. 23:37 rubenwardy *table 23:37 rodskagg table is the correct lua terminology? 23:37 rubenwardy yeah 23:37 rubenwardy and the second part is the node 23:37 rodskagg good to know. thanks. :) 23:38 rubenwardy a node is an item name (eg: default:stone), param1, param2 tied to a position 23:38 rodskagg pos is a table of xyz values. node is a table of name and params. 23:38 rubenwardy yeah 23:38 rubenwardy register_node should be register_node_type, really 23:38 rubenwardy well 23:38 rubenwardy I guess it's like saying the stone block vs a stone block 23:39 rubenwardy the former is a type, the latter is an instance 23:40 rodskagg rubenwardy: that worked perfectly. thank you so much for your help. :) 23:40 rubenwardy yw :D