Time Nick Message 02:54 Harindu hi guys 02:54 Harindu is minetest playable? 02:55 NathanS21 playable on what? 02:55 Harindu like playable as a game 02:56 NathanS21 Yes, though you may find it basic. Adding some mods will add a lot to the game. 02:56 NathanS21 The ingame content browser makes that really easy. 02:56 Harindu how about multiplayer stuff? 02:57 NathanS21 There are plenty of good servers to play on. 02:57 NathanS21 Creative, survival, puzzle games. 02:57 NathanS21 There is a little bit of everything. :) 02:57 Harindu :) how many people would be online at a time? 02:57 NathanS21 That would all depend on what server. I couldn't really give you any numbers. 02:58 NathanS21 http://servers.minetest.net/ 02:58 Harindu Cool. I would try it out then 02:58 NathanS21 List of all the servers, with player information, mods, descriptions, etc. 03:00 Harindu yeah thats nice 03:00 Harindu it seems we have around 180 players online 03:00 Harindu Thanks a lot. 03:00 Harindu See ya 03:01 NathanS21 You're welcome. 06:06 diginet hey, how do you grant privs to pre-existing users? 06:07 diginet and also where is auth.txt stored? 06:27 ANAND diginet: You can grant privs to existing users by using the /grant chat-command 06:27 ANAND /grant 06:28 diginet ANAND: if I try and do this it says that I don't have the privilege to do so 06:28 ANAND Then grant yourself the "privs" priv first, by doing /grantme privs 06:29 ANAND Wait, that wouldn't work, sorry 06:29 diginet it says "your privileges are insufficient" 06:29 diginet yeah 06:29 ANAND Are you hosting a server, or you're playing singleplayer? 06:29 diginet is there a baked in admin user 06:29 diginet or something 06:30 diginet hosting a server 06:30 diginet I have a debian VPS I run the server on 06:30 ANAND Ok 06:31 ANAND So you can try adding `name = ` to minetest.conf 06:31 ANAND The server's minetest.conf, that is 06:32 diginet ok so e.g. name = diginet would make diginet an admin user? 06:32 ANAND Yes 06:33 ANAND The admin can then grant the 'privs' priv to those who can grant privs to other players 06:33 ANAND Or the admin can directly grant the privs to those players 06:34 diginet okay perfect thanks! 06:34 ANAND Glad to help :) 06:34 diginet that worked perfectly, thank you ANAND 06:35 ANAND Your welcome, and good luck 06:40 diginet ANAND: one other question, how would I list all registered users and delete ones? 06:46 Sketch2 https://sqlitebrowser.org 06:46 Sketch2 then open /minetest/worlds/Name_of_Wold/players.sqlite 06:47 Sketch2 you'll have to figure out what to do from there. rtfm 06:47 Sketch2 I'm not to blame if ya screw it up. so make a backup 07:49 ANAND diginet: There's no way to get a list of all registered players from within MT 07:49 ANAND If your mod or game required this functionality, then you might want to redesign it 12:17 minetest jesus 12:17 minetest this was a long tie ago 12:17 minetest i was here 14:26 diginet ANAND: oh I just meant that I had redundant users made 15:21 ANAND diginet: Right, I think I misunderstood what you were asking. 15:21 ANAND Do you want a list of all associated names for a particular player? 15:22 ANAND If so, you can look into ban manager mods like xban2 and sban. 15:24 ANAND Ofc, they'll only be able to work on names that were used after these mods have been deployed. Player names registered before a ban manager was installed can't be listed, unless the names are used again, once the ban manager is installed. 16:57 diginet anyone have issues trying to serve minetest with a domain name? 17:00 rubenwardy no 17:00 rubenwardy make sure to enable ipv6 if your server has support for 17:00 rubenwardy also 17:00 rubenwardy !up rubenwardy.com 30001 17:00 MinetestBot rubenwardy.com:30001 is up (89ms) 17:43 Krock mmh one of my old mods broke 17:43 Krock thanks stairs 17:43 sfan5 wot 17:46 Krock or it's moreblocks... hmm global 'register_stair_slab_panel_micro' (a nil value) 17:47 Krock ah yes. used to be a public function but was made private 18:00 Krock !up ente.kak.si 34617 18:00 MinetestBot ente.kak.si:34617 is up (122ms) 18:39 hisforever has anyone used the angledglass. I can't find a pain that works with angled glass, is there any? 18:40 Krock !mod angledglass 18:40 MinetestBot Krock: There are no results for this query :( 18:40 hisforever thanks Krock 18:41 sfan5 ? 18:47 Krock tried to look up information in the mod, but apparently no result is also enough of an answer.. 20:04 Sketch2 was it just glass in a table-saw 20:12 Sketch2 hisforever, try the circular saw in moreblocks -- https://github.com/minetest-mods/moreblocks 20:13 Sketch2 oh. sleepy, didn't realize he left already. maybe he'll see it eventually 21:21 SusWombat Hi 21:21 SusWombat Im new to minetest. And i have 2 questions. Are the desktop and android version on par? And do both have the same "mod" support? 21:45 Sketch2 yea, the server runs on a desktop. mobile users just log into it 21:46 Sketch2 assuming it has enough power to run the game, then it'll do fine with the mods 21:48 AlexYst I've built a model and applied a texture in Blender. I've set that model as a mesh in Minetest and set a texture in Minetest as well. However, the node made from the mesh is somehow all black. Any ideas how I would debug that? 21:51 AlexYst Oh. Huh. I just noticed the node is correctly textured as an item in my hand, just not when placed. Never mind, it's probably some sort of lighting issue. That should be a lot easier to solve. 21:52 AlexYst There we go. I set "param" to "light" in the definition of the node, not "paramtype". My bad. 21:54 AlexYst Sweet, that worked. The node still looks stupid, but now, it's only because I'm a bad designer, and not an actual technical issue. 21:57 Sketch2 sometimes ya have to flip normals, or reverse the X axis on those 21:59 AlexYst I'm glad I took a course on 3D graphics last term, or I would have no idea what normals were. I really have no idea what I'm doing in Blender. 21:59 AlexYst Thanks for the tip! If I run into other issues of the textures not showing up correctly, I'll look into how to flip the normals or the axes. 22:01 AlexYst I also noticed that if I set a solid-colour material in Blender, Minetest ignores it. For the solid-colour part of the model, I need to install the GIMP so I can create a single-pixel texture, which I find kind of funny. 22:01 AlexYst I thought I already had the GIMP installed, but I've been having so many issues on this machine, that I had to reinstall the system at one point, and that lost me my installed applications. 22:16 AlexYst Okay, I now have the model in Blender set to use two textures, one for each of two components. In Minetest, I have two tiles configured. However, Minetest is using the first tile image as the texture for both components. Any idea how to fix that? Or in Minetest limited to a single texture for a mesh? 22:16 Sketch2 in the definition, you input a list of the textures 22:17 Sketch2 I believe if you use 1 texture, it uses that fore all faces. if you input 2, then it uses the 1st for top and bottom, then the other for all sides 22:17 Sketch2 tif you define 3 textures, top, bottom, sides 22:17 Sketch2 tthen you can also specify all 6, but I don't recall the order of operations on that. you'd have to look it up 22:19 AlexYst I've listed two textures though, and only one is getting used. The texture order you listed applies to cubes, according to the doc, not meshes though. Meshes don't really have a "top" image. 22:20 Sketch2 well, you've UV mapped it as a cube? 22:21 AlexYst I UV mapped one structure as an unwraped object ant the other as ... I don't know what you'd call it, but all sides use the full texture. 22:21 fluxflux Hello folks. The docs for minetest.get_modpath() indicates that it should return the path for a mod that's installed but not enabled; however, it seems to return "nil" in such cases. I'm trying to help someone debug an issue where that *does* seem to be happening, somehow, and I can't figure out how to replicate it. Anyone have any ideas? 22:21 AlexYst A second texture. 22:21 AlexYst Minetest is doing the unwraping/full texture thing correctly, but using the first texture as both textures. 22:22 AlexYst fluxflux: That's odd behaviour. Why would the path of an installed mod be returned if it's not enabled? 22:22 AlexYst My guess is that the doc is wrong there, not the behaviour. 22:23 fluxflux AlexYst: that's what the docs say it does, and i've been "corrected" for relying on that behavior before 22:23 fluxflux by people more knowledgeable than I. 22:23 AlexYst Huh. What are you trying to do with that, anyway? Maybe there's another way we can do it. 22:24 fluxflux Well, I'm helping someone who's got some sort of issue involving two mods: one optionally depends on the other 22:24 fluxflux The one w/ the optional dependency, checks for the presence of the other using get_modpath(), which shouldn't be reliable, but I can't actually replicate the failure the other person is seeing. 22:25 Sketch2 yea, it'll only return paths for mods that are enabled 22:25 AlexYst fluxflux: I'm not sure what the other person is seeing, but is sounds like there's something wrong on their end. Any chance of getting a debug log? 22:26 Sketch2 get_modpath() is likely just getting the root folder for the original mod, then trying to traverse dirs from there 22:27 fluxflux https://dev.minetest.net/get_modpath 22:28 fluxflux of course, that could be outdated, or wrong. i'll look into the source.. 22:28 Sketch2 yea, that's what I was saying. it's not gonna tell ya if there's another added. 22:29 fluxflux there's another what added? 22:29 AlexYst Huh. The open chests from default have the behaviour I'm looking for, but with six images, instead of two. When I apply the chest model to my node definition, both my images get used, too. Maybe something's wrong with my model somehow. 22:29 Sketch2 you can't load mods from other dirs that way, only modules in subdirs 22:30 AlexYst Sketch2: The goal is to see if the mod is enabled, so as to run code that depends on that mod's presence. 22:30 AlexYst That function returns nil if the mod isn't installed, so a lot of modders use it for conditional logic. 22:31 Sketch2 OK, well it tells ya the answer right there in that page you linked. 22:31 Sketch2 use global_exists() instead -- https://dev.minetest.net/minetest.global_exists 22:31 AlexYst The problem is that on the other person's system, it seems to be returning the wrong answer if the mod is installed, but disabled. 22:31 fluxflux Sketch2: the problem is that not all mods declare globals 22:32 fluxflux Sketch2: that's certainly a solution for this specific issue, but i'm trying to understand what's going on more generally 22:32 Sketch2 the mods gonna have a namespace to exist 22:36 fluxflux no, mods can just create items or register callbacks etc. anyway, this is getting to be tangential... 22:37 Sketch2 is he in the right world? it should return anything if it hasn't been loaded 22:37 Sketch2 another mod w. a similar name? 22:38 fluxflux the problem the other player is seeing: get_modpath() returns a value, but the expected global variable doesn't exist 22:38 fluxflux clearly, we can fix this by just doing a global_exists check. but i'm trying to figure out just how reliable get_modpath actually is 22:40 Sketch2 it isn't. the wiki specifically states "Note: This function returns the path regardless of whether the mod is selected and loaded in the game-play." 22:40 fluxflux Sketch2: except I can't actually figure out how to make that happen 22:40 fluxflux i don't know what weird thing this other person is doing for this behavior to show up 22:40 Sketch2 which is it? it IS returning or it ISN'T 22:40 fluxflux Sketch2: it's returning for him, and not for me 22:41 fluxflux and so far as i can tell, we're using the same version of minetest/mtg 22:41 Sketch2 oh. uh, different OS'es? 22:41 fluxflux different flavors of linux, but that shouldn't matter 22:42 Sketch2 ownership of the dirs might, but that's likely not the issue 22:42 fluxflux sorry, i admit i'm not being as clear as possible right now, kind of sick and brain's foggy. 22:42 Sketch2 it's OK. I get what'chrr saying 22:42 fluxflux i think i'm just going to poke into the code internals and see if i can figure out what's happening 22:44 Sketch2 some of them are followed with the suffix -master when d/l'ed from GitHub 22:45 Sketch2 the dir might exist as a different name, especially with the new method of defining individual mod .conf's to specify internal game name 23:04 swift110 hey all 23:09 AlexYst Hey swift110! 23:22 swift110 how are you AlexYst 23:27 riff-IRC Hi swift110\ 23:27 riff-IRC Hi swift110 23:29 swift110-phone__ Hey riff-IRC proller 23:31 fluxflux Just an update on my issue, from reading the source code for 5.0.1 and HEAD:master, get_modpath() will only return a path for mods that have already been loaded, or will be loaded, for the current server process. it should never return a non-nil value for a mod that's disabled. As such, I've asked the 3rd party I'm helping to supply a whole lot more information, cuz something weird is going on for them. 23:48 AlexYst swift110-phone__: Not great. It feels like I'm getting hit with frustration from every side. At the moment, I'm trying to figure out how to use the most obnoxious laptop I've ever had the displeasure of working with. It's got no right or middle mouse buttons, for starters, which is making it very difficult to work in Blender and makes it less fun to play Minetest. 23:48 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Add initial environmental sounds mod with flowing water sounds 13ea992bd https://git.io/JemyI (152019-09-11T23:46:40Z)