Time |
Nick |
Message |
00:13 |
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00:32 |
Fixer |
who even uses that thing? |
00:50 |
Fixer |
*,,.....,,* |
01:16 |
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01:55 |
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02:17 |
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02:42 |
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04:31 |
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04:48 |
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07:27 |
Emerald2 |
I got somebody wanting to know how to get 5.0 on android, but I know nothing about that. |
07:32 |
ANAND |
5.0.0 is only available on Minetest's beta channel on the play store. |
07:34 |
Emerald2 |
How do they get there? |
07:36 |
ANAND |
There's a "Join the beta" section right below Developer contact, IIRC |
07:36 |
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07:37 |
ANAND |
Emerald2 ^ |
07:37 |
Emerald2 |
Thanks ANAND. :) |
07:37 |
ANAND |
:) |
07:41 |
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09:41 |
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10:42 |
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10:45 |
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10:47 |
IhrFussel |
Is it now intentional that MT seems to save changed conf settings on-the-fly (edit file while server runs) or not? And in which cases does this apply? |
10:47 |
IhrFussel |
Like if I edit my conf right now (server is online) the changes will apply for the next restart, no need to shutdown server first |
10:48 |
IhrFussel |
Is this cause I use --logfile parameter? Is this cause it's 'minetestserver' process? Or what else could cause this? |
11:05 |
Emerald2 |
Paramat: I made some progress today in understanding NoiseParams. Particularly from a video where a guy drew graphs and combined them. Sometimes visual representation helps. :) If I might make a suggestion... what would be really helpful is to have a basic lua mapgen that could be experimented with. No trees or decorations, just terrain and a few biomes. The less to complicate the matter, the better. |
11:06 |
Emerald2 |
Some comments about what higher or lower numbers will do to the terrain generated would help, and also to be able to experiment and see the effects. |
11:13 |
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12:01 |
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12:17 |
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13:09 |
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13:24 |
jas_ |
what version, IhrFussel? |
13:27 |
IhrFussel |
0.4.17.1 but it was always like that... also with 0.4.16, 0.4.15... I think I used no earlier server version than 0.4.15 |
13:28 |
IhrFussel |
I'm pretty sure something in the engine checks if MT runs with certain parameters and then changes the conf save style |
13:44 |
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13:45 |
* twoelk |
thought the conf is only ever loaded at server startup and always overwritten with the currently active settings of the running system at shutdown |
13:46 |
IhrFussel |
That would be bad cause I setup my server in a way that the process restarts after 3 secs of any shutdown |
13:47 |
IhrFussel |
And thankfully that's not the case |
13:47 |
IhrFussel |
I could change a line in my config file now and restart the server in 5 hours and the changes I made still apply |
13:48 |
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13:48 |
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Megaf joined #minetest-hub |
13:49 |
IhrFussel |
I guess it's to do with either the custom --config path/to/.conf or cause I run the server with no GUI |
13:50 |
IhrFussel |
Or...simply cause I 'host' ... testing now |
13:54 |
twoelk |
so with your setup you probably can't change settings from within a running server? hm, no, set blah commands should still write to some live config file |
13:54 |
IhrFussel |
Okay I think I can confirm that the conf will save in realtime and not be overriden by old values on shutdown when you start the server with no GUI |
13:55 |
IhrFussel |
No I mean when I start MT with GUI and edit the conf file while the instance runs the changed conf will reset on shutdown |
13:56 |
IhrFussel |
But if I run MT without GUI (minetest --server) the conf file will have my changes I made while the instance ran |
13:57 |
IhrFussel |
Let me test with ingame /set |
13:57 |
twoelk |
interesting |
13:59 |
twoelk |
and now use a set chat command from within the game and see wether that overides manuall changes to the file made after start and before the chat command. |
13:59 |
twoelk |
actually it should |
14:00 |
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14:03 |
IhrFussel |
No /set cannot affect the realtime conf file it seems |
14:03 |
IhrFussel |
Changes with /set are always temporarily until shutdown |
14:07 |
twoelk |
hm, if time progress is set to zero and I change the time within the game I always thought on next startup time kept the new value as set ingame. |
14:19 |
Megaf |
!server Megaf |
14:19 |
MinetestBot |
Megaf: Megaf Server v4 | mt.megaf.info:30003 | Clients: 0/20, 0/1 | Version: 0.4.17.1 / minetest | Ping: 16ms |
14:19 |
Megaf |
:O |
14:49 |
IhrFussel |
AFAIK /set values are only stored in-memory... core devs can probably say for sure |
14:49 |
VanessaE |
worledit can be used to flush the changes back to the .conf |
14:49 |
VanessaE |
I forget the command, cheapie would know. |
14:50 |
IhrFussel |
Sometimes when my server gets flooded with 40+ players I tend to increase the max limit via /set max_users VALUE and whenever my server restarts it's back to 45 |
15:42 |
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15:44 |
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15:54 |
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16:04 |
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16:25 |
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16:56 |
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17:04 |
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17:30 |
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17:36 |
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18:32 |
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18:32 |
luk3yx |
//lua minetest.settings:write() I think |
19:08 |
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19:11 |
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19:14 |
red-045 |
so how did the new release go? I wasn't really around recently |
19:16 |
sofar |
pretty well, some very minor issues we're working out |
19:16 |
sofar |
nothing scary enough to warrant a patch release just yet |
19:24 |
IhrFussel |
Huh? I thought 5.0.1 will release in a few days latest cause of some rather critical inventory bug ... or was that sarcasm? |
19:24 |
sofar |
the lack of people yelling in here about broken releases is testimony that the issue isn't a catastrophy |
19:25 |
sofar |
there is a simple workaround and it affects very little people |
19:25 |
sofar |
at least, that is my understanding |
19:39 |
rubenwardy |
There will be a patch release in the next few days |
19:39 |
rubenwardy |
Just waiting on 3 PRs |
19:40 |
Shara |
I have simply learned not to update until others find the problems :) |
19:40 |
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tenplus1 joined #minetest-hub |
19:40 |
rubenwardy |
Mostly trivial |
19:40 |
tenplus1 |
hi folks :) |
19:40 |
Shara |
Hi Ten |
19:40 |
tenplus1 |
hey Shara :) how's you |
19:42 |
tenplus1 |
been testing mods on mt 5.0 today for server switchover |
19:43 |
* GreenDimond |
is putting off 5.0.0 mod testing |
19:43 |
tenplus1 |
hi green :) |
19:44 |
tenplus1 |
you sticking with 0.4.17 for now ? |
19:44 |
GreenDimond |
For a good week or two, yeah |
19:44 |
tenplus1 |
same... that's why I'm testing standalone server mods, and will give players fair notice of switchover when all is done |
19:44 |
tenplus1 |
so far only had to tinker with 3 mods :D 3d_armor, boats, carts |
19:45 |
sofar |
minetest-mods seems OK, I think we had one report but it was false |
19:45 |
tenplus1 |
hi sofar |
19:45 |
sofar |
hello 013 |
19:45 |
tenplus1 |
what was the one report for ? |
19:45 |
sofar |
`mg` |
19:45 |
sofar |
but I loaded it and couldn't reproduce |
19:46 |
tenplus1 |
am sure things will crop up through time, but should hopefully be fixed quick enough |
19:46 |
GreenDimond |
Really I think things arent breaking so much as deprecating |
19:47 |
GreenDimond |
I bet plenty of minetest-mods are spamming logs with deprecation warnings :3 |
19:47 |
tenplus1 |
yeah... lol |
19:47 |
tenplus1 |
that reminds me, gotta turn warnings on |
19:48 |
sofar |
GreenDimond: for sure :) |
19:49 |
sofar |
if only someone would file issues for those ;) |
19:49 |
GreenDimond |
Dont you wink at me, I havent checked my server log for warnings yet |
19:49 |
tenplus1 |
lolol |
19:50 |
tenplus1 |
sofar: I had an idea, dunno if you're interested tho... regarding dirt spreading but expanding it to any nodes |
19:51 |
tenplus1 |
using a {spreadable=1} group and adding a line to node registry like: spread_to = {nodes}, |
19:51 |
sofar |
moar abms |
19:52 |
tenplus1 |
nope, a single abm for it all (grass, caverealm moss etc) |
19:52 |
sofar |
concept is easy enough, ofc |
19:52 |
sofar |
sure, overload the ABM with more node checks |
19:52 |
sofar |
but yeah, it's doable |
19:53 |
tenplus1 |
am thinking it'll save multiple abms for each by having a single one to check it all |
19:53 |
tenplus1 |
once server has been switched over I'll look into it more and do comparisons |
19:55 |
sofar |
I'd say for moss we should see if we can do node timers instead |
19:55 |
sofar |
since they're relatively rare |
19:55 |
tenplus1 |
not in caverealms, they cover large areas alongside other toppings |
19:56 |
tenplus1 |
it could have used the current dirt spread abm but that only works for dirt, not cobble |
19:56 |
sofar |
even grass is rare at the surface |
19:56 |
sofar |
mathmatically it's only a small percentage of nodes the server considers |
19:57 |
tenplus1 |
will be worth a look into though :) |
19:57 |
tenplus1 |
ooh, that reminds me, gotta look into drunk effects in 5.0 and see if that works |
19:59 |
tenplus1 |
I forked Stamina to add in some special effects for testing :) |
20:02 |
Sokomine |
need to adjust my traders mod as well |
20:02 |
tenplus1 |
hi Sokomine :) |
20:06 |
Sokomine |
hi ten |
20:06 |
tenplus1 |
aerozoic has tasted red bull first :P |
20:09 |
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20:09 |
tenplus1 |
wb Megaf |
20:19 |
tenplus1 |
o/ |
20:19 |
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20:34 |
Sokomine |
regarding settings...wonder if they ought to be stored per world or per mod |
20:34 |
Sokomine |
perhaps in this case per mod... |
20:36 |
Sokomine |
ah. hm. yes. that's one of the cases where even reading is considered evil... |
20:36 |
sofar |
I point my servers to a private copy of minetest.conf with --config |
20:36 |
sofar |
that way each server doesn't load another server's settings |
20:37 |
sofar |
downside is that it's read-only then (which is also an upside) |
20:38 |
Sokomine |
sounds reasonable. can you tell me how to get the settings from minetest.conf? just to be sure. had this first: local cottages_feldweg_mode = Settings(minetest.get_worldpath().."/cottages_settings.txt"):get("cottages_feldweg_mode") |
20:38 |
Sokomine |
guess in this particular case a global setting is fine. it's unlikely that players want dirt roads to look one way in one world and diffrently in another |
20:40 |
Sokomine |
just...trying to remove deprecated functions and the like... |
20:44 |
sofar |
from my server it just looks like the standard minetest.conf |
20:44 |
sofar |
so the mod code just uses the settings obj directly without a custom path |
20:44 |
sofar |
which makes coding a lot easier |
20:48 |
sofar |
Sokomine: https://gitlab.com/sofar/insidethebox/blob/master/mods/conf/init.lua |
20:48 |
sofar |
heh that's even pre-5.0.0 calls |
20:51 |
Sokomine |
could be :-) i tried starting the settings, ran into the problem with settingtypes.txt not working with modpacks, didn't know any further and gave up for then |
20:52 |
Sokomine |
wonder why gitlab needs js to display code... |
20:52 |
Sokomine |
thanks, sofar |
21:08 |
Sokomine |
hmm. now...how do i inform the player of the existence of the setting and make it available? settingtypes.txt seems to work for games only... |
21:13 |
Sokomine |
ah, well, shows up in minetest.conf when i set it in the mod (as expected). just those ingame settings don't show it |
21:34 |
kaeza |
Sokomine: settingtypes.txt in the root directory of the mod should work. |
21:35 |
kaeza |
The settings are visible under "Mods/yourmod" in advanced settings. |
21:40 |
kaeza |
Hmm it does not update immediately when you install a mod from cdb... |
21:42 |
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21:48 |
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chaoswormz__ joined #minetest-hub |
21:54 |
Fixer |
holkukuyy shiit |
21:54 |
Fixer |
beta 1.7~ texture pack from XSSheep |
21:56 |
sofar |
hmmm? |
21:59 |
Fixer |
turns out XSSheep is painting texture packs from mc beta times |
21:59 |
Fixer |
found some threads |
21:59 |
Sokomine |
kaeza: still couldn't find them :-( the settingtypes.txt is there but seems to get ignored...unless it's a game |
22:02 |
kaeza |
Sokomine: ah, modpack? |
22:02 |
Sokomine |
er, no. individual mod. i usually create "games" which just link all the mods i want in that particular game |
22:02 |
kaeza |
See also #minetest-dev |
22:03 |
Sokomine |
ah. thanks for opening the issue. settingtypes.txt is irritating sometimes. ought to be helpful for users, but...if devs fail to find the option? |
22:04 |
* Sokomine |
secretly throws some obsolete minetest.env: calls into the channel which where found in many of her older mod folders (and some not so old) |
22:04 |
rubenwardy |
:O |
22:04 |
Sokomine |
please move on! nothing to see here :) |
22:20 |
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22:22 |
red-045 |
are there still issues with the SRP code? I saw linuxdirk opened an issue about that |
22:33 |
sofar |
that may or may not be an issue |
22:39 |
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23:00 |
jas_ |
VanessaE: where the hell did our comments disappear to? |
23:01 |
VanessaE |
? |
23:01 |
VanessaE |
how would I know? |
23:01 |
jas_ |
you said "this was a dumb idea" |
23:01 |
jas_ |
i said "c'mon" |
23:01 |
VanessaE |
oh, I deleted my comment from there and moved it to my issue |
23:01 |
jas_ |
oh, mine is gone too, i wonder why |
23:01 |
VanessaE |
#8358 |
23:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/8358 -- Nodebox facedir no longer rotates textures to follow it. |
23:02 |
VanessaE |
(whatever github does with follow-ups, nothing I can do :) ) |
23:02 |
sfan5 |
^ rubenwardy: opinion on whether this can/should be solved for 5.0.1? |
23:03 |
rubenwardy |
which drawtypes does it affect? |
23:04 |
VanessaE |
so far, colorwallmounted nodeboxes using overlays |
23:04 |
VanessaE |
but which of those properties is the real issue, idk |
23:04 |
VanessaE |
haven't had time to dig further. |
23:05 |
jas_ |
it's an important feature used in doom level editing, for what that's worth. |
23:05 |
VanessaE |
solution is simple imho: get rid of that global setting (revert it to whatever passes for "normal" as compared to 0.4.x)... the per-node-def setting makes sense to keep, though. |
23:05 |
rubenwardy |
5.0.1 includes a few big crash fixes, I don't think it should wait more than a few more days before release |
23:05 |
sfan5 |
agree with that |
23:05 |
VanessaE |
with what? |
23:05 |
sfan5 |
I guess this won't be properly fixed in time |
23:06 |
VanessaE |
oh. |
23:06 |
sfan5 |
ruben's message |
23:06 |
VanessaE |
:( |
23:07 |
sfan5 |
reverting the setting is an excellent temporary fix but I don't think it should be done permanently |
23:07 |
VanessaE |
why not? |
23:07 |
VanessaE |
it |
23:07 |
rubenwardy |
this isn't an area I understand currently |
23:08 |
VanessaE |
it makes zero sense to have a global "force" option for that |
23:08 |
VanessaE |
literally no one's worlds would benefit |
23:09 |
sfan5 |
forcing is enabled by the default? as in: the "enable" option is "force_solid" + "force_nodebox"? |
23:09 |
VanessaE |
it is. |
23:09 |
VanessaE |
it's forced to world-aligned by default. |
23:11 |
sfan5 |
https://github.com/minetest/minetest/commit/75320e7e88ab5088a46c9e42c1e789cbdacb13b0#diff-70868aa6d6b96c0c1623c761500d23c4R682 |
23:12 |
sfan5 |
"enabled" just means it's not impossible that something is aligned |
23:12 |
sfan5 |
though I don't exactly understand how this works |
23:12 |
jas_ |
it is off by default |
23:13 |
VanessaE |
jas_: apparently, no it isn't |
23:13 |
sfan5 |
settings->setDefault("world_aligned_mode", "enable"); |
23:13 |
sfan5 |
settings->setDefault("autoscale_mode", "disable"); |
23:16 |
VanessaE |
I don't mind too much having to change my client's setting, on the surface. I mind having to tell that user, and that one, and that one, .... and everyone else, when they complain that my mods are broken :P |
23:17 |
jas_ |
all i know is that when i place a node when facing south, the texture is aligned differently than when i place it looking west. |
23:17 |
VanessaE |
which is as it should be for most nodebox stuff. |
23:18 |
VanessaE |
i.e. everything that isn't stairs, slabs, slopes, etc |
23:18 |
VanessaE |
(well not slopes, those are meshes) |
23:19 |
jas_ |
...unless it's next to some other node? i'd have to check, but, there was some feature added where nodes would change their texture's orientation depending upon their neighbor's. |
23:19 |
sfan5 |
i'm pretty sure the server could just send "do not align" inside every nodedef and it would work |
23:20 |
VanessaE |
which would either require the server to override its own default, or every node def to be changed to do so.... rendering the setting even more useless than it is now. |
23:20 |
jas_ |
"this isn't doom" heheheh |
23:20 |
jas_ |
no, no it is not |
23:20 |
sfan5 |
VanessaE: well yes, but it would remove the necessity of telling every user about the setting |
23:20 |
VanessaE |
true. |
23:21 |
VanessaE |
or you guys could just fix it... either default to whatever passes for "normal mode" as equivalent to 0.4.x, or rip it out altogether....and the former could easily be done in time for 5.0.1 |
23:22 |
VanessaE |
(of course if you do the former, logically the latter ought to be done soon after release anyway) |
23:23 |
jas_ |
i really like the idea of world-aligned textures, opens up a lot of possibilities for texturing. did you see those screenshots in the original post? |
23:24 |
VanessaE |
no, and I don't care to, because that's a property that needs to be set per-node-def. |
23:24 |
VanessaE |
we had this world-aligned thing early on, after nodeboxes came into being. it was quickly removed. |
23:24 |
jas_ |
https://github.com/minetest/minetest/pull/6105 |
23:24 |
jas_ |
oh really? |
23:25 |
VanessaE |
yep. |
23:25 |
jas_ |
it's pretty |
23:25 |
VanessaE |
c55 changed it to node-aligned, at my suggestion. |
23:26 |
VanessaE |
now don't get me wrong, that tile scaling thing seems like it could be useful |
23:26 |
VanessaE |
just not the global all-or-nothing thing. |
23:26 |
red-045 |
what did the world align look like? |
23:27 |
VanessaE |
red-045: pretty much as it looks like now. |
23:27 |
VanessaE |
(now in 5.0.0) |
23:27 |
sfan5 |
i don't think it's supposed to be all-or-nothing |
23:28 |
red-045 |
wouldn't most nodes look the same since it's a texture size thing? |
23:29 |
VanessaE |
red-045: we're not talking about the scaling feature./ |
23:29 |
red-045 |
oh |
23:29 |
VanessaE |
but the texture rotation thing. |
23:29 |
jas_ |
you have to do align-style = "world" in the node def's tile def |
23:30 |
red-045 |
In that case, I'm confused what the change is and why it was made |
23:30 |
VanessaE |
jas_: yeah, if that weren't already the hard-coded default. |
23:31 |
jas_ |
https://github.com/minetest/minetest/commit/75320e7e88ab5088a46c9e42c1e789cbdacb13b0#diff-766c31ee795bde182eeb9244a8f283b5R508 <-- like here. is that really the default? i never noticed. |
23:31 |
VanessaE |
jas_: it is. |
23:31 |
VanessaE |
[03-11 19:13] <sfan5> settings->setDefault("world_aligned_mode", "enable"); |
23:32 |
jas_ |
isn't that setting dependent upon `align-style' equaling `world' within the node's tile def? |
23:33 |
VanessaE |
jas_: did you even *look* at the code I linked to in the bug report?> |
23:33 |
red-045 |
oh does this basically ignore node rotation? |
23:33 |
jas_ |
not sure |
23:33 |
jas_ |
yes, i think so. |
23:33 |
VanessaE |
it's being applied to nodes that have *no* alignment setting |
23:33 |
red-045 |
I feel that's a bug then |
23:33 |
red-045 |
pretty major change to make to how minetest works |
23:33 |
jas_ |
isn't it supposed to ignore alignment? |
23:34 |
jas_ |
i thought that's how it worked. |
23:34 |
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23:35 |
jas_ |
it was added to minimal game mode for checking out, though i never did. i was excited for this feature, personally, but haven't tried it. |
23:35 |
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23:36 |
red-045 |
https://github.com/minetest/minetest/commit/75320e7e88ab5088a46c9e42c1e789cbdacb13b0#diff-fc5bd7f599797bce163af517e57a314cR434 |
23:36 |
jas_ |
texmex expressed frustration that no one used it. i had high hopes someone would. |
23:37 |
red-045 |
weird when I check other parts of the code it should default to none |
23:37 |
jas_ |
so it's aligned to `user' by default, and not `world?' |
23:37 |
jas_ |
or none |
23:37 |
jas_ |
rather |
23:37 |
red-045 |
s/none/node |
23:39 |
jas_ |
ok |
23:39 |
jas_ |
so it doesn't matter that default setting |
23:39 |
jas_ |
it depends on the node's tile def? |
23:40 |
jas_ |
because it's set to alignment to the node by default? |
23:40 |
jas_ |
(any maybe this is some bug with nodeboxes and not regular nodes?) |
23:41 |
red-045 |
oh is it set to force by default or something like that? |
23:41 |
VanessaE |
maybe not "force", but definitely aligned-to-world. |
23:42 |
VanessaE |
which breaks...pretty much everything that is a plain nodebox, but isn't a stair or slab |
23:42 |
VanessaE |
(or maybe just colorwallmounted nodeboxes with overlays, for all I know) |
23:43 |
red-045 |
There must be something more complex going on with the code since it seems to default to node alignment when taking a quick look at it |
23:48 |
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23:54 |
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23:55 |
jas_ |
my backpacks are not a plain nodebox, and they didn't break. maybe it is just colorwallmounted nodeboxes; definitely worth investigating. |
23:58 |
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