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IRC log for #minetest, 2015-01-24

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All times shown according to UTC.

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00:24 Jordach !tell Krock https://mediacru.sh/1b619b86ade5 (it's actually screaming kill me, and gets ~12fps)
00:24 MinetestBot Jordach: yeah, sure, whatever
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01:31 hmmmm http://i.kinja-img.com/gawker-media/image/upload/s--VMdaBkt---/c_fit,fl_progressive,q_80,w_636/18calq4ybym0sjpg.jpg
01:31 VanessaE haha
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02:24 LazyJ VanessaE, I've read your suggestion about disabling the mesh cache. The cache is enabled by default, so what is supposed to be the advantage of having it enabled if it consumes around 800mb just for a cache?
02:25 VanessaE LazyJ: allegedly makes mesh generation a little faster, but I don't really notice it
02:25 VanessaE zeno said he didn't either
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02:25 LazyJ 800mb seems like a lot of overhead.
02:26 LazyJ Is this what's preventing app users from connecting?
02:26 VanessaE I don't know
02:27 LazyJ While I'd love to block the app-kids, we do have some app-using players who aren't so obnoxious.
02:28 LazyJ Does the mesh cache issue affect 0.4.11 clients connecting to an 0.4.10 server?
02:28 LazyJ Check that...
02:29 LazyJ Does it affect the clients if the server is not yet using mesh node mods.
02:29 LazyJ *not yet using mesh node mods?
02:34 est31 Is there a lua function with which I can non-permanently load a node at a position, but not forceload it?
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02:36 VanessaE it affects all clients newer than ~0.4.10
02:36 VanessaE I forget when it went in, but a bit before 0.4.10 I think, might have been disabled by default before though
02:37 VanessaE est31: that's what forceloading is
02:37 VanessaE simply telling the engine to load a node, it doesn't force it to be kept loaded unless you're using e.g. a world anchor
02:37 VanessaE so use a voxelmanip to read the block
02:37 VanessaE that'll load it
02:38 VanessaE without forcing it to remain loaded.
02:40 est31 There is the function minetest.forceload_block which is used by world anchors and which is permanent (kept that way over server restarts)
02:42 VanessaE right, that's not what I meant, sorry for the terminology mix.  --> #minetest-technic
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02:50 LazyJ In minetest.conf.example, ambient occlusion has four lines of description while the mesh cache has nothing. :/
02:51 LazyJ After the mesh cache the descriptions of setting flip from coming *after* the setting to coming *before* the setting.
02:51 LazyJ Looks like another edit is due.
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03:13 Cylus I tried adding "tnt_radius_max = 0" to minetest.conf, and that seems to nerf TNT enough to make it usable on servers without needing to remove it entirely. Maybe.
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04:56 MinetestBot [git] Zeno- -> minetest/minetest: Fix unitialised variable occassionally being used 0ea843b http://git.io/CBH2iw (2015-01-24T14:54:42+10:00)
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05:01 yang2003 hi
05:35 sofar hmmm
05:36 sofar is it me or does load_mod_bones = false ... load_mod_tnt = false not work?
05:36 yang2003 del it or ...
05:37 sofar I'm reading the code and it should just work
05:37 sofar unless there are 2 codepaths for loading mods
05:37 sofar mods.cpp:173
05:37 sofar if (name.compare(0,9,"load_mod_") == 0 &&
05:37 sofar worldmt_settings.getBool(name))
05:37 * sofar scratches head
05:38 yang2003 you can delete it or use(fix) it
05:38 sofar sorry, what do you mean with "use(fix)" ?
05:39 sofar I'm not looking for captain obvious replies :)
05:39 yang2003 change some in init.lua
05:39 LazyJ I think the world.mt file only pertains to the mods in the ../minetest/mods/  directory.
05:40 LazyJ TNT and Bones are part of minetest_game, in a different directory.
05:40 sofar oh derp yes that's it
05:40 sofar yeah I really want to be able to disable some of those
05:40 sofar I'll attempt to cook up a patch that allows that
05:40 yang2003 anybody know how to post mod in forum.minetest.net?
05:41 LazyJ Bones and TNT can be removed but doing so will remove them from all worlds using minetest_game.
05:41 sofar exactly
05:41 LazyJ For flexibility, move the Bones and TNT mods into the ../minetest/mods/ directory and then enable or disable according to each world's world.mt file.
05:42 yang2003 i cant find ;(
05:42 yang2003 anybody know how to post mod in forum.minetest.net?
05:42 LazyJ But, since those two mods are "default", they will be added back into minetest_game every time you update.
05:42 sofar and thats what I want to avoid
05:42 yang2003 anybody know how to post mod in forum.minetest.net?
05:42 LazyJ yang2003, first read the posting rules in the stickies of the "Mods" forum.
05:43 LazyJ Register with the forums, create a post in the Mods forum for your mod.
05:43 yang2003 yes,then?
05:43 LazyJ It's preferable to have you mod on GitHub instead of a file attachment.
05:43 LazyJ That's it in a nutshell.
05:44 yang2003 how my github http://github.com/yang2003
05:44 LazyJ Post the repositories URL and the URL to the zip file GitHub provides for your repository.
05:45 LazyJ *repository's URL...
05:46 LazyJ Mod Forum Information and Guidelines:
05:46 LazyJ https://forum.minetest.net/viewtopic.php?f=11&t=1271
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07:29 est31 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1972
07:30 est31 **Note**: This will be removed or modified in a future version.
07:30 est31 What should I use else?
07:30 est31 I dont want to use deprecated functions
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07:40 VanessaE read the node's properties from the minetest.registered_nodes table probably
07:41 VanessaE (or where "node" is passed to a callback, e.g. in an ABM)
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07:58 * sofar brushes up on cpp
08:02 est31 VanessaE: and in which property is the yield stored?
08:03 VanessaE drop
08:03 VanessaE :)
08:03 VanessaE oh wait
08:03 VanessaE derp :D
08:03 VanessaE stack_max I think
08:03 VanessaE if that's what you're looking for
08:03 VanessaE or no
08:04 VanessaE I guess you want how many of the item IS dropped
08:04 est31 I want what is dropped
08:04 VanessaE for that I think you have to read the drops item from the node def and iterate through it
08:04 VanessaE normally it's a string like "default:cobble"
08:04 VanessaE but it can be a table with probabilities et al. in which case you have to walk it by hand I guess
08:05 est31 I hope not
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08:05 VanessaE minetest.registered_nodes["default:stone"].drop == "default:cobble", whereas default:leaves will have probabilities for dropping a sapling versus just leaves
08:06 est31 ah probabilities
08:06 VanessaE (if I'm remembering the syntax correctly, I rarely use tables that way)
08:07 est31 found an example: https://github.com/minetest/minetest_game/blob/5d8b2442ce6238bb1bf662166341f6254e911ef5/mods/farming/api.lua#L196
08:07 est31 wont do that
08:07 est31 I want a better replacement
08:07 VanessaE in the end, it'd be easiest to duplicate that API call... hell it's probably a game function rather than an engine call
08:08 est31 I'll leave the call in ther
08:08 est31 e
08:08 VanessaE ok
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08:09 VanessaE hm, moretrees uses the same call.
08:10 VanessaE Minetest-related/minetest_core/builtin/game/item.lua:function core.get_node_drops(nodename, toolname)
08:11 VanessaE https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L142
08:12 est31 Note "this and that function are deprecated" should be always accompanied by an up-to-date replacement.
08:12 VanessaE agreed.
08:12 VanessaE but maybe they figure people who REALLY need it will just copy&paste it from mt_game or something
08:13 VanessaE or they'll iterate through the registered_nodes.foo.drop items
08:15 LazyJ Ever watch the movie "Paycheck" starring Ben Afleck? The lua_api.txt is a bit like the odd bits of things Afleck's character left himself, except without the benefit of an engineer's training to make use of them.
08:15 VanessaE haha
08:16 est31 Its just very basic
08:16 LazyJ Yup. LazyJ is bashing his keyboard again in battles working on mod stuff. Ugh...
08:16 est31 You shouldn't complain that people just copy-paste stuff when you supply docs like this
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10:11 Krock moin
10:12 Calinou MoinMoin!
10:12 Calinou that's wiki software
10:13 Calinou used by Debian/Ubuntu
10:13 Krock ik
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11:52 nman3600 Hey
11:57 alket hi
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12:29 Viper168_ naked furry?
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12:32 jin_xi lol
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12:42 MinetestBot [git] (@U-Exp) -> minetest/minetest: Fix a crash (assert) when client set serial version < 24 in INIT command SER_FMT_VER_LOWEST is set to zero, then the test is stupid in INIT because all client works. In mapblock we check if client's serialization version is < 24, but if client sent serialization version < 24 (15 for example) the server set it and tried to send nodes, then BOOM 800d192 http://git.io/QT4bRw (
12:43 Jordach dat commit
12:43 Krock ye,iz huge
12:43 Zeno` so... BOLD
12:43 * Krock loves carts with max_speed = infinity
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12:55 Krock nooooo
12:55 Krock I've missed the 1337th minetest star-giver
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14:23 Arch-TK Surely there are commit writing guidelines no?
14:31 T4im you mean as in "how to write a commit message"?
14:31 Arch-TK I mean, how to format a commit message.
14:31 Arch-TK How to group commits.
14:31 T4im functional cohesion is the goal… so have each commit do one change, but group all commits that do the same change
14:32 T4im use the imperative form "add additional recipes for all wood plank types" to describe the commit then
14:33 Arch-TK Yes, that's the general goal of a commit, at least in linus's eyes. But projects have guidelines on what to put in the commit message and what to put in the commit message body etc.
14:33 T4im line break if you add explanations/details about it, git handles the first line in logoutput like a summary
14:33 Arch-TK That's what I mean.
14:33 T4im ah
14:33 T4im http://dev.minetest.net/Git_Guidelines
14:34 T4im I think that's all there is
14:34 T4im I've not seen any sign-offs and stuff like that
14:35 Arch-TK The above ~3 line commit (depending on what irc client / font you're using) is rather excessive to say: "fix: serializaton version mismatch crash"
14:35 T4im they tend to keep the history linear though, and rather git am/apply your changes than merge it in
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14:35 Arch-TK A lot of that could be put far more coherently in the commit message body, out of the way of the main commit, unless minetest bot concatenates all of that into one thing.
14:37 T4im yea, that last commit had no line break for the details
14:37 T4im it is generally very weird described :P
14:37 T4im "then the test is stupid"
14:38 T4im so meh… ;)
14:38 * T4im sees larger issues than that
14:40 Arch-TK I don't know, managing how projects are managed is about as important as managing the project, if you have multiple commiters and some bug gets implemented that wasn't there before, and you git cherry-pick the tree and find a commit which says the above, first of all, you'll find the message is simply an excessive way of saying one thing and a very under-described way of describing the whole problem, you
14:40 Arch-TK would then have to go on through all the files' diffs and see where the problem began existing.
14:40 Arch-TK Now if you understood the entire fix from the message you could quickly grasp what the diffs were all converging on
14:41 Arch-TK But if the message was a mess, you would first have to work out exactly how the fix works before you could go on to figuring out how to fix bug it caused.
14:41 T4im hehe, you don't need to convince me that git-etiquette is important ;)
14:41 T4im I'm with you there
14:42 Arch-TK Maybe on smaller projects this isn't a problem, but smaller projects should never strive to stay small, minetest could stay small scale, but it could just as easily grow.
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15:26 MinetestBot [git] Zeno- -> minetest/minetest: Revert "Make the GameGlobalShaderConstantSetter use the settings callback (8% perf improvement in game loop)" 2c4a5e1 http://git.io/c9KI0g (2015-01-25T01:19:40+10:00)
15:36 est31 any tools to render blocks so that I can generate an inventory thumbnail?
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15:54 rorrr hello
15:57 est31 hello rorrr
15:57 rorrr I'm trying to change skins in 0.4.11 server on ubuntu
15:57 est31 server side, or do you want clients to be abled to change their own skins?
15:58 rorrr probably both... maybe server side for now
16:01 rorrr I have player_textures but haven't seen any change
16:01 rorrr I have also tried to get skins mod to load but it doesnt
16:02 est31 you will need a mod for both, as it seems
16:02 Jordach rorrr, Minetest is case sensitive
16:02 est31 which one?
16:02 Jordach make sure the mod is enabled for that world as well
16:02 rorrr Jordach: how do i do that when I start the server or in conf?
16:03 rorrr Jordach:  what are your refering to case sensitive?
16:04 Jordach rorrr, mods that are placed into minetest/mods are disabled until enabled in world.mt
16:04 rorrr Jordach: ok that helps!
16:04 rorrr let me try a bit more
16:05 Jordach to bypass this i've always put mods into /minetest/games/gamename/mods/
16:07 rorrr good to know... I sure didn't see that in any docs so far but I guess we assume people who want to run servers will have played for several weeks before trying it.
16:12 Jordach okay when did that change
16:12 Jordach wielditems have shading like nodes
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16:15 rorrr Jordach: Thanks so much!! I'm in business now!
16:15 rorrr est31: Thanks for your help!
16:15 Jordach rorrr, my own subgame has player_textures with an already existing library of skins
16:16 est31 rorrr:  I'm still a learner too.
16:23 jin_xi est31: the inventory image for a node can be crated via texture modifiers from the nodes textures
16:24 jin_xi or minetest.inventorycube(img1, img2, img3)
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16:26 est31 jin_xi:  thanks
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16:35 n4x hi shadowzone
16:35 shadowzone hi n4x
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17:11 kaeza greetings
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17:26 rorrr hello
17:26 rorrr working on port forwarding
17:26 shadowzone Okay rrror
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17:58 VanessaE hi all
17:58 n4x hai VanessaE!
17:58 T4im hello o/
17:58 kaeza hey V
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18:23 fling VanessaE: Hello. How to break minecarts?
18:23 VanessaE shift-punch I think
18:24 fling VanessaE: thanks.
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18:42 Kalabasa Does it makes sense for node metadata to be preserved in falling nodes?
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19:19 rubenwardy !seen iqualfragile
19:19 MinetestBot rubenwardy: iqualfragile was last seen at 2014-12-19 17:41:29 UTC on #minetest
19:19 rubenwardy !seen thexyz
19:19 MinetestBot rubenwardy: thexyz was last seen at 2013-12-31 13:49:26 UTC on #minetest
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19:19 rubenwardy ~seen thexyz
19:19 ShadowBot rubenwardy: I saw thexyz in #minetest 51 weeks, 1 day, 5 hours, 30 minutes, and 21 seconds ago saying "you can as well browse through http://lowendtalk.com/ yourself"
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19:37 MinetestBot [git] MT-Modder -> minetest/minetest_game: Mossycobble fixes 0755a8f http://git.io/ez-wQA (2015-01-24T20:36:37+01:00)
19:42 MinetestBot [git] Xanthin -> minetest/minetest_game: Fix typo for obsidian glass door texture 4468015 http://git.io/RLpYNA (2015-01-24T20:40:08+01:00)
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20:03 Gael-de-Sailly Hello everyone !
20:05 Gael-de-Sailly I would like to speak about "bad mapblocks" problems as http://i.imgur.com/vJsYIRx.png
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20:06 Gael-de-Sailly Is there huge blocks as this one only in Dreambuilder ?
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20:06 Gael-de-Sailly *these huge blocks
20:07 sfan5 Gael-de-Sailly: update to a more recent git build
20:07 Gael-de-Sailly Fixed ?
20:08 Gael-de-Sailly I try to stay informed about the most recent changes, maybe I've not seen it.
20:08 Jordach kahrl, can you bump up the wieldmesh shading quite a bit
20:08 Jordach (more closer to node shading)
20:08 sfan5 Gael-de-Sailly: I'm pretty sure it was fixes
20:08 sfan5 s/s$/d/
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20:11 Gael-de-Sailly Which commit ?
20:13 sfan5 https://github.com/minetest/minetest/commit/714a4f85070770e81a1b0280d2c300dade9d3f7d this one i think
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20:14 Gael-de-Sailly Wonderful !
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20:23 alket no TNT in Dreambuilder ?
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20:45 T4im well seems reasonable… its not called dreamdestroyer :P
20:45 Jordach [x] rekt
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20:52 VanessaE alket: "deleted, with extreme prejudice."
20:53 alket VanessaE: thanks, anything similar
20:53 VanessaE you could just install the TNT mod from minetest_game if you really want it
20:53 acerspyro Muh
20:53 VanessaE it's merely deleted from the standard distribution of the game, not forbidden outright
20:53 acerspyro Someone needs to invent a really brilliant way to control TNT
20:54 acerspyro also, dat TNT sound... Dem people can't record sound...
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20:55 acerspyro VanessaE: inchra isn't working?
20:56 VanessaE works for me?
20:56 VanessaE isis.inchra.net
20:57 acerspyro yes
20:57 acerspyro port 6667
20:57 acerspyro Using SASL
20:59 acerspyro yup, it disconnects after trying to log in
20:59 VanessaE um
20:59 VanessaE SASL isn't port 6667 :)_
20:59 acerspyro [15:57] [Info] SASL capability acknowledged by server, attempting SASL PLAIN authentication...
20:59 acerspyro [15:58] [Error] Connection to server isis.inchra.net (port 6667) lost: Unknown error.
20:59 acerspyro VanessaE: nope
20:59 VanessaE 6697
21:00 acerspyro oh, I think it's 6667 on Freenode
21:00 acerspyro And it only stopped working today?
21:00 VanessaE 6697 there, too
21:00 acerspyro I am using port 8001 on FN
21:00 alket VanessaE: TNT is essential when you want to build a metropol :p
21:01 VanessaE hm.  well I have it configured for 6697 and it works fine
21:01 VanessaE ditto for inchra
21:01 acerspyro oh, it's my client's default
21:01 VanessaE alket: probably not... :P
21:01 alket making mountains flat
21:01 acerspyro [16:01] [Info] Requesting SASL capability...
21:01 VanessaE people on my servers seem to have no trouble building without it
21:01 acerspyro [16:01] [Error] Connection to server isis.inchra.net (port 6697) lost: Unknown error.
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21:02 VanessaE acerspyro: odd.  I'm using "SASL (username + password)" as my method
21:02 VanessaE in hexchat
21:02 acerspyro automatic here
21:03 VanessaE connecting directly to 192.99.11.10/6697
21:03 acerspyro oh, using isis.inchra.net
21:03 MinetestForFun joined #minetest
21:04 VanessaE maybe the DNS is down?
21:04 VanessaE (I don't host it)
21:04 acerspyro nope
21:04 acerspyro with 6667, it waits before kicking me out
21:04 acerspyro with 6697, it DC/s me immediately after trying to use sasl
21:04 VanessaE strange
21:04 sfan5 VanessaE: sasl should work on any port
21:04 FreeFull joined #minetest
21:05 VanessaE sfan5: oh ok
21:05 acerspyro brb
21:05 shadowzone I'm using port 6667
21:05 VanessaE I blame his IRC client :)
21:05 acerspyro joined #minetest
21:05 VanessaE or maybe another server is needed for SASL to work
21:05 VanessaE idk
21:06 acerspyro idk, it just won't connect.
21:06 acerspyro [16:05] [Info] Looking for server isis.inchra.net (port 6667)...
21:06 acerspyro [16:05] [Info] Server found, connecting...
21:06 acerspyro [16:05] [Info] Negotiating capabilities with server...
21:06 acerspyro [16:05] [Info] Requesting SASL capability...
21:06 acerspyro [16:05] [Notice] -isis.inchra.net- *** Looking up your hostname...
21:06 acerspyro was kicked by ShadowBot: Message flood detected.
21:06 acerspyro joined #minetest
21:06 VanessaE FAIL
21:06 VanessaE :)
21:06 acerspyro stupid as bot
21:06 acerspyro ass*
21:06 VanessaE next time don't paste :P
21:07 acerspyro nei
21:07 acerspyro [16:06] <acerspyro> [16:05] [Notice] -isis.inchra.net- *** Looking up your hostname... [16:06] <acerspyro> [16:05] [Notice] -isis.inchra.net- *** Checking Ident [16:06] <acerspyro> [16:05] [Notice] -isis.inchra.net- *** Couldn't look up your hostname [16:06] <acerspyro> [16:05] [Notice] -isis.inchra.net- *** No Ident response [16:06] <acerspyro> [16:05] [Info] SASL capability acknowledged by server, attempting SASL PLAIN authentication...
21:07 acerspyro Bot has nothing to say now
21:10 Jordach don't tempt her
21:11 acerspyro muh I wouldn't, that's not tempting :P
21:13 Nitori use a pastebin acerspyro
21:13 acerspyro u srs
21:13 acerspyro You use Pastebin?
21:13 acerspyro Ew
21:13 acerspyro pastie plz
21:13 fabienwang hey
21:13 Nitori a(!) pastebin
21:13 Nitori not *the* pastebin
21:14 acerspyro ok
21:14 fabienwang I can't find more help about migrating to redis. --migrate redis --world <pathtoworld> ?
21:14 fabienwang it tells me migration to redis is not supported?!
21:15 sfan5 you need a minetest build that supports redis
21:15 fabienwang I believe i do have. I can see the flags set to 1
21:15 fabienwang see here: https://projects.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/minetest#n39
21:16 sfan5 did you run minetest --migrate ... or minetestserver --migrate
21:17 fabienwang minetest --server --migrate
21:17 fabienwang (there is no more minetestserver binary on arch linux)
21:18 fabienwang It seems the package is not well compiled
21:18 sfan5 no
21:18 sfan5 the package is completly correct
21:18 sfan5 https://projects.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/minetest#n32
21:19 sfan5 it's -DENABLE_REDIS=0 for the client
21:19 sfan5 it looks like you need to install and use the minetest-server package
21:21 fabienwang ok i'll try that thanks sfan5
21:21 shadowzone acerspyro, hexchat or what?
21:22 acerspyro Konversation
21:22 acerspyro It was working fine yesterday.
21:23 shadowzone hmm
21:23 shadowzone I'm using quassel and it's working just fine
21:24 acerspyro what's your settings?
21:24 acerspyro Connection settings
21:24 shadowzone isis.inchra.net/6667 simple sasl and autojoin to #minetest and a few others.
21:24 turtleman_ joined #minetest
21:25 acerspyro connects w/o SASL
21:26 acerspyro where's nickserv
21:26 turtleman__ joined #minetest
21:27 acerspyro where's chanserv
21:31 shadowzone netsplit
21:32 acerspyro That's why
21:32 acerspyro Duh
21:32 acerspyro Try to reconnect :>
21:32 theTroy joined #minetest
21:33 acerspyro shadowzone: I dare you :>
21:33 shadowzone Nope
21:37 shadowzone acerspyro, you should join ##shadowempire
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22:07 younishd building minetest from source seems to fix the migrate issue
22:08 younishd it's migrating right now...
22:08 younishd (:
22:12 acerspyro joined #minetest
22:13 fabienwang about 500000 blocks to migrate it's gonna take some time :P
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