Time Nick Message 00:32 paramat aerozoic https://dev.minetest.net/Changelog#0.4.16_.E2.86.92_5.0.0 has a section detailing breaking changes, upgrading to 5.0.0 only needs some minor mod fixes, many mods already have 5.0.0 versions 00:34 paramat guidance for updating the player db would be useful, not sure if there is any or where 00:36 aerozoic oh the player db thing was a 4.16 change, that's why i missed it XD 00:36 paramat auth db? i thought that was 5.0.0 00:39 aerozoic wait no, all i see about databases is the 4.15>4.16 notes. My server has always used sqlite playerDB. So idk what affect 5.0 has on that. 00:42 aerozoic a new auth feature was added in 5.0 but i assume that only applies to accessing the DB with a DB viewer? 00:47 paramat not sure i don't understand it =) 00:59 aerozoic i'll just worry about fixin the mods for now :) 01:00 paramat yes that's all that's essential 02:02 ANAND I wonder why #6114 was revived after all these months... 02:02 ShadowBot https://github.com/minetest/minetest/issues/6114 -- Detection of dirty clients 02:08 paramat so i unrevived it =) 02:11 ANAND Yea, noticed :) 02:12 ANAND It just becomes an endless argument after some time, no point in letting it go on. 02:14 Emerald2 Bah. What's with people who think the devs are being lazy or not listening to the community or whatever? 02:14 Emerald2 How about more appreciation of the amount of time and effort that goes into minetest? 02:16 Emerald2 Devs, you're awesome. Seriously. 02:18 benrob0329 ^ this 02:26 paramat thank you ;) 02:31 ANAND Ha :) 02:33 ANAND It's obvious not everyone has the same amount of time to spare. We can't blame the MT devs for not working on MT all the time - they're doing the best they can in the limited time they get. 02:33 ANAND 5.0.0 is the proof of the pudding, so to say - it took a while, but it has been released. 02:48 aerozoic there seriously needs to be a guide on properly updating from one tag to the next 03:03 aerozoic finally found it, for future reference: git fetch --depth=1 origin tag ; git checkout 03:09 aerozoic and recompile 03:56 sofar aerozoic: "git pull" also does it 03:56 sofar unless you checked out a specific tag and were on a detached head 03:57 sofar --depth 1 only makes sense if you use git submodules, which minetest doesn't 03:57 sofar `git fetch origin; git checkout $releasetag` would be enough 03:57 aerozoic yes, i followed the instructions in the readme which says to use --depth 1 03:57 aerozoic not doing --depth 1 will trigger a huge download 03:59 sofar why not just download the 5.0.0 source tarball from zip? 04:02 aerozoic that seems much more complicated 04:03 sofar lol 04:54 ANAND Minetest could use of sub-modules for embedding MTG 04:54 ANAND make use of* 05:44 luk3yx Submodules are nice until... well... people like me try to use them 05:50 ANAND CTF (ab)uses sub-modules for linking to 3 other repos 05:50 ANAND Cloners just need to remember to use --recursive 05:51 ANAND or --depth 05:51 ANAND It's not very difficult, IMO 05:59 sofar git submodules are an abomination and should be outlawed 06:00 ANAND lol :) 07:21 luk3yx Yay, I got hidden players working 07:22 luk3yx Sorry if the code quality is bad, I don't know much C++. 10:25 tenplus1 hi folks :) 10:25 tenplus1 Ethereal NG updated to detect and use Mt5.0's new decorations/permafrost 10:31 tenplus1 Does anyone here use an alternative to Facebook ??? 10:45 IhrFussel Question: Is stuff like 'getpos' 'setpos' 'moveto' still only deprecated in 5.X or will it throw errors now? 10:45 tenplus1 lemmie quickly check... 10:46 tenplus1 I see no reference to it in lua apart from the minimal game 10:46 tenplus1 so I assume it'll throw an error 10:46 IhrFussel Oh and hi tenplus1 =) 10:46 tenplus1 :P 10:46 IhrFussel I hope not, that would break most old mods 10:47 tenplus1 0.4.16 and above use get_pos set_pos etc. 10:47 IhrFussel Yes but getpos, setpos etc are still accepted 10:47 tenplus1 all of my mods use it and worked ok in 0.4.16 and pver 10:47 tenplus1 time to change the code I think to the newer function 10:47 IhrFussel in 0.4.17.1* 10:48 tenplus1 modders have had 2 versions to change the commands before proper deprecation 10:49 IhrFussel Modders often give up on their projects and move on or leave the MT community 10:49 tenplus1 those mods can be taken over or forked to fix 10:49 tenplus1 which mods have you noticed still use older functions ? 10:50 IhrFussel If someone has the required know-how and is interested in maintaining them ... some of mine are really old and I can't even find them anymore via google 10:50 IhrFussel Or maybe it was renamed 10:51 tenplus1 why not create a thread in forum "converting new mods to 5.0" and add them as an attached zip :) will convert them 10:51 tenplus1 and players can also find them to re-download and use 10:52 IhrFussel Quite a few... now I also need to say that I don't have a script that updates them all cause I modified a lot for my custom gameplay on the server... so a simple update won't work... When I see a major update for a mod I use I try to apply the changes manually via copy&paste or if the modification I made isn't too much of a hassle I update the entire mod and re-modify the parts later again 10:52 tenplus1 er... "converting OLD mods to 5.0" even :D 11:03 tenplus1 before long most of the older mods that are used will be updated for 5.0 since it's the new base 11:17 ANAND IhrFussel: They're only deprecated 11:17 ANAND They won't throw errors 11:17 tenplus1 o/ anand 11:17 ANAND Hi! :) 11:18 IhrFussel Hello ANAND and thanks for checking^^ 11:18 ANAND CTF uses shooter mod, which still uses deprecated methods like setvelocity and setacceleration 11:18 ANAND It spams a metric ton of warnings, but that's it :) 11:18 tenplus1 is the mod customized in any way anand ? 11:18 ANAND shooter? 11:18 tenplus1 yeah 11:19 ANAND Yea, things like grenades have been tweaked 11:19 tenplus1 ahh, looks a good mod [simple_shooter] 11:21 ANAND Oh and crossbow damage numbers have been tweaked as well 11:21 tenplus1 am sure stujones will redo the mod so that it uses 5.0's new features 11:22 ANAND I think he's already in the process 11:22 ANAND He's also planning to use raycast instead of custom calculations 11:22 tenplus1 yeah, gotta look into raycasting as well for my own mods 11:22 ANAND I'm the happiest person if he does that - those custom calculations make zero sense to me :) 11:23 ANAND Here's a list of commits to shooter after it was added to CTF - https://github.com/MT-CTF/capturetheflag/commits/master/mods/shooter 11:23 ANAND and then: https://github.com/MT-CTF/capturetheflag/commits/master/mods/pvp/shooter 11:24 ANAND The history has been split into two because shooter was moved into a "pvp" modpack 11:24 tenplus1 that confuses things a tad 11:24 tenplus1 lol 11:25 ANAND True 11:25 tenplus1 am sure we'll see many new releases appearing soon 11:25 ANAND For sure 11:25 tenplus1 time for noms :) back laters o/ 11:26 ANAND bai o/ 13:35 Fixer the actual fuck, stop this fucking captcha 14:04 scr267 Is there a way to rotate debug.txt without having to restart the minetest server? Other processes will usually use things like kill -s HUP, but in this case it 'kills' minetest 14:04 scr267 Sorry I probably posted this in the wrong channel :-( 14:21 nerzhul scr267 if you are on unix just use logrotate standard tool with copytruncate rule 14:21 nerzhul it will copy the file to another and empty the minetest file 14:21 nerzhul it should work properly 14:22 scr267 nerzhul, yeah the problem is that I'm getting a bunch of extra fluff in my log file: "Mod performs HTTP request with URL" 14:22 scr267 I'm running a sed -i '/Mod performs HTTP request with URL/d' ...debug.txt 14:22 scr267 and I think at that point minetest loses its lock on the file and does not reconnect to it 14:23 scr267 but you are right, I'll probably do it with some other process. 14:23 scr267 when I do a backup of the site/db and mods (each night) I'll run the sed when the server is down temporarily. 14:23 scr267 Otherwise I don't know how to get rid of that message flooding my debug.txt file 14:24 benrob0329 scr267: couldn't you run sed on the file logrotate spits out? 14:25 scr267 benrob0329, I suppose so but logrotate gzips it and it just gets a bit messier... but yes I certainly could. :) 15:11 Wayward_One Hi all :) 15:12 ANAND Hello Wayward_One :) 15:13 ANAND I don't see you around much these days. Gotten busy, eh? 15:25 Wayward_One lol yeah, all sorts of busy :P 15:43 ANAND Heh, me too :) 15:52 ANAND Does on_player_receive_fields get triggered for text inputs in fields? 15:55 calcul0n only when you press enter or some button 15:55 calcul0n iirc 15:58 ANAND I see... not when typing? 15:59 calcul0n nope 16:00 ANAND The formspecs section of lua_api.txt warn readers to not use field names starting with key_ as that's used by the engine to pass keypress events, but there's no mention of keypresses in the on_player_receive_fields section. 16:01 ANAND I'll use dump to see what fields are actually sent, and when... 16:20 benrob0329 Hello Megaf 16:30 ANAND As expected, on_player_receive_fields callbacks aren't run when typing. 16:32 ANAND :( 16:47 Megaf o/ 17:27 rubenwardy https://i.rubenwardy.com/WcGJM.png 17:27 rubenwardy Calinou: ZOINK 17:27 rubenwardy ish 17:42 rubenwardy ZOMG PONIES* 17:45 benrob0329 rubenwardy: completely reinvented CSS yet? :P 17:46 rubenwardy :D 17:46 rubenwardy not quite 17:46 rubenwardy I don't think I will 17:46 rubenwardy CSS isn't really appopriate for us, anyway 17:46 rubenwardy as formspecs can't have children 17:46 rubenwardy so sad 18:31 tenplus1 hi folks :) 18:31 rubenwardy hey tenplus1 18:31 tenplus1 hi ruben :P 18:31 tenplus1 hows things 18:32 rubenwardy good, good 18:33 tenplus1 glad to hear 18:33 tenplus1 been a quiet day so far 18:34 tenplus1 tweaking as always :P 18:36 * rubenwardy shuts down CTF4 18:36 rubenwardy tenplus1: good to hear 18:37 tenplus1 always a sad day when a server is lost 18:37 rubenwardy CTF5 is still online 18:38 tenplus1 shooter mod needs some love for the ctf servers 18:38 rubenwardy yeah 18:39 rubenwardy ANAND is making a gun mod which looks like it could turn out better 18:39 tenplus1 ooh nice 18:39 rubenwardy heard that shooter is being updated to use raycast as well 18:39 rubenwardy so lots of competition 18:39 rubenwardy raycast is awesome for gun mods 18:39 tenplus1 ehehe, all we use is bows so far :D 18:39 tenplus1 really need to check out raycasting tho 18:41 tenplus1 was thinking of making an Ethereal Lite mod that shoehorns it's custom biomes into v7 biomes for 5.0 18:44 sofar how busy was ctf4 until today? 18:45 tenplus1 ctf is usually popular 18:46 rubenwardy https://i.rubenwardy.com/Vf3Ma.png 18:46 rubenwardy green=4, orange=5 18:47 rubenwardy 5.0.0 has fragmented players onto the two servers, essentially resulting in half the usual count on each 18:47 sofar argh I turned colorblind 18:47 tenplus1 does it look like many servers are upgrading ? 18:48 sofar oh wait it's all green and nobody can see the difference in colors 18:48 sofar 50+ 5.0 servers atm 18:48 tenplus1 nice... has the Box server switched over ? 18:49 sofar I switched it relatively early 18:49 sofar maybe 5-6 days after release 18:49 rubenwardy there's a server running on the CTF4 port which just kicks joining players with plz update 18:49 tenplus1 ahh, since it's a custom game you can control everything inside it easier 18:49 sofar was a great move - we've never had this many players 18:50 sofar I don't remember seeing 8 players online for several hours during both weekend days ever 18:50 rubenwardy ITB has the benefit of most of its players being loyal 18:50 rubenwardy oh nice 18:50 tenplus1 we noticed that signs_lib text glows in the dark using 5.0 18:51 sofar even the daily average is now at ~2.4 18:51 sofar wild times 18:51 tenplus1 cant remember but yesterday we had between 8 and 12 players on when we switched 18:52 sofar how did that go? 18:52 tenplus1 went well, initial upgrade worked fine, only issue was duingeon_loot trying to add lava bucket to chest when it was disabled in-game... easy fix 18:52 sofar haha 18:53 tenplus1 we replace quite a few mods with custom one's, those work great... and today I've updated ethereal to include new biomes/decor so that's tonight' update 18:55 tenplus1 formspec bagkg4rounds have changed also so I may need to tinker with those for my mods 18:57 rubenwardy any idea why this doesn't match? tail -n100000000 -f debug_2019_03_18_18_20_42.txt | grep -o "Player with the name \"([A-Za-z_-]+)\"" 18:57 rubenwardy 2019-03-18 18:35:52: ACTION[Server]: Server: Player with the name "franta" tried to connect from IP but it was disallowed for the following reason: YOUR CLIENT IS OUTDATED 18:59 sofar huh 18:59 tenplus1 hi Megaf 19:00 tenplus1 wb scr 19:00 Megaf hi tenplus1 19:00 VanessaE rubenwardy: use egrep. 19:00 Megaf brb 19:00 tenplus1 o/ Vanessa 19:00 VanessaE hi 19:01 sofar rubenwardy: remove (), they're sed things 19:01 tenplus1 did you know sign text glows in the dark ? 19:01 VanessaE rubenwardy: or grep -e -o ..... 19:01 rubenwardy Ohh right 19:01 rubenwardy I added the () because I only wanted the name 19:02 sofar just grep and sed it 19:02 sofar or awk if you don't like grep+sed 19:03 tenplus1 has anything changed with visual_scale for nodes ? 19:03 tenplus1 I had a skull using 0.5 scale which is now huge 19:06 sofar cool, but, intimidating :) 19:06 sofar how large is it? 5 nodes? 19:06 tenplus1 the skull ? it's suppose to be half a node in size (visual_scale = 0.5) 19:07 tenplus1 but that doesnt work now, it's a full node 19:10 VanessaE tenplus1: or more specifically, entities are lit up brighter than the rest of the world. you can see white text on a white sign for example. 19:10 tenplus1 seems visual_scale only works for "plantlike", "signlike", "torchlike", "firelike", "mesh" nodes now... 19:11 tenplus1 yeah Vanessa, when we punch signs they go neon and glow in the dark 19:11 VanessaE heh 19:11 VanessaE THAT isn't normal :) 19:12 tenplus1 but fun :D 19:14 tenplus1 so wait, how do I scale nodeboxes now ?!?! 19:14 VanessaE very carefully :P 19:14 tenplus1 it doesnt work at all 19:15 VanessaE well visual scale only works on signlike and plantlike drawtypes I guess 19:15 tenplus1 it DID work on nodeboxes in 0.4.17 19:15 VanessaE you sure? 19:15 tenplus1 yup, 100% 19:15 VanessaE huh. 19:15 tenplus1 we have skulls all over on Xanadu... now they're huge things 19:16 tenplus1 I can easily change node-box = {} numbers, but that throws off the textures 19:18 tenplus1 hrm, seems this is an issue 19:18 sofar oh, it's a nodebox drawtype? 19:18 sofar then why not scale the nodeboxes? 19:18 tenplus1 I did that, it throws off the textures for the skull 19:19 tenplus1 if I make a half height nodebox using {-0.25,-0.25,-0.25,0.25,0.25,0.25} then it only shows half the texture on the node 19:20 VanessaE I wonder if this is related to the nodebox texture rotation bug I filed recently. 19:26 tenplus1 I cant see anything like that in the commits vanessa 19:26 VanessaE *shrug* 19:27 tenplus1 I'll add an issue and see what happens 19:27 sofar well you'll have to scale the texture too, obviously 19:27 sofar but really, why not meshnode it? 19:28 sofar anything over 2 nodeboxes should be meshed ;) 19:28 tenplus1 it was far easier simple resizing a node, it worked before 19:28 tenplus1 making a meshnode for a half height node seems overkill 19:29 tenplus1 we've kinda lost a really neat feature 19:29 sofar well the reason I'm saying it is because I believe resizing nodeboxes is something that shouldn't have worked before either 19:29 tenplus1 but it did, 0.4.17 allowed us to do so 19:29 sofar it just seems wrong, and it has side effects that you relied on 19:29 tenplus1 just a bug fix I suppose 19:30 sofar but idk, maybe it was a dumb mistake and can be fixed 19:30 tenplus1 I'll add an issue and hope paramat doesnt get pissed 19:33 tenplus1 o/ kaeza 19:34 tenplus1 https://github.com/minetest/minetest/issues/8400 20:01 BuckarooBanzai o/ 20:01 tenplus1 hi BuckarooBanzai 20:04 tenplus1 what's new with you dude ? 20:05 BuckarooBanzai updated to v5.0, works really well :) 20:05 tenplus1 kewl :P 20:05 BuckarooBanzai i like the update... 20:05 tenplus1 players seemn to like the binoculars :D 20:06 BuckarooBanzai whats new on your front? 20:06 tenplus1 same, upgraded to 5.0 and tweaked mods to suit :) 20:07 tenplus1 players checking for bugs and letting me know :D 20:08 Calinou rubenwardy: this is the second time I expect actual ponies :'( 20:08 BuckarooBanzai i had surprisingly few bugs, just 3d-armor and skinsdb update, other than that no issues (for now...) 20:08 tenplus1 hi Calinou 20:08 Calinou anyway, nice :) Rounded corners would be nice to have, but it'd be more work with antialiasing 20:09 tenplus1 with us it was dungeon_loot glitch, beds formspec and nodebox visual_scale 20:09 BuckarooBanzai Calinou: the technic cnc can make rounded corners... 20:09 tenplus1 lol 20:09 Calinou what I meant is rounded corners in GUIs 20:09 rubenwardy :D 20:10 rubenwardy it's possible with an image background 20:10 rubenwardy I would like to make it support it builtin though 20:10 tenplus1 yeah, made the book look like an actual parchment one time :) was funny 20:10 rubenwardy hmm 20:10 rubenwardy 9-slice support would be good too 20:10 tenplus1 9-slice ? 20:11 BuckarooBanzai Calinou: oh, sorry :P 20:11 rubenwardy tenplus1: https://answers.unity.com/storage/temp/38655-captura+de+tela+2015-01-12+11.43.33.png 20:11 rubenwardy when you make a GUI element using 9 images 20:11 rubenwardy 4 for each corner 20:11 rubenwardy 4 for each side 20:11 rubenwardy one for the middle 20:11 Calinou I exploited this in a Godot game to make light beams that can be arbitrarily stretched without distortion 20:11 tenplus1 ohhh yeah... I used that technique in AMOS gui's 20:12 rubenwardy the middle is then repeated when scaling 20:12 rubenwardy it allows you to have variable size elements without stretching the edges 20:13 tenplus1 would be handy to have "entity_image[x,y;w,h;obj;texture;x,y,z]" :))) 20:14 rubenwardy what would that do? 20:14 tenplus1 add an entity in formspec, or at least an image of an entity 20:14 rubenwardy for armor, I gues? 20:14 tenplus1 then you could rotate and show things like armor... yeh 20:15 tenplus1 but also handy for things like instruction books you can read etc or adventures 20:16 tenplus1 can formspec handle .png animations ? 20:17 VanessaE nope. 20:17 VanessaE but you can fake it 20:17 tenplus1 constantlyupdating formspec ? 20:17 VanessaE (see my minislots mod) 20:17 VanessaE yup 20:17 tenplus1 heh yeah, saw dat :D 20:17 tenplus1 lost all my wages to those 20:18 * tenplus1 is poor now 20:18 VanessaE lol 20:18 tenplus1 but yeah, png animations would be amazing for things like particle effects and formspecs 20:22 tenplus1 wb 20:34 sfan5 tenplus1: you mentioned the "scaling" bug with nodeboxes, what is some easy way to reproduce it? 20:34 tenplus1 make a node with the type "nodebox" and set visual_scale = 0.5 20:34 tenplus1 it shoudl have given a half sized node, but in 5.0 it's full sized 20:34 tenplus1 this worked fine in 0.4.16 and 0.4.17 20:35 sfan5 ok, thanks 20:35 tenplus1 also hi 20:35 rubenwardy https://i.rubenwardy.com/7E432.png 20:35 tenplus1 o.O what's that ruben ? 20:36 rubenwardy a domain name 20:36 rubenwardy how about: now 20:36 tenplus1 lolol 20:36 rubenwardy *no 20:36 VanessaE it's almost worth the price ;) 20:37 tenplus1 sfan5: this is my actual code that worked before: https://pastebin.com/63w7iQhJ 20:57 tenplus1 nite all o/