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twic |
Hello, I'm looking for a way to make an exact division for a mod, for example that 5 / 2 is not 2.5 but 2 |
03:17 |
rubenwardy |
math.floor(5 / 2) |
03:18 |
twic |
thank you |
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twic |
When I use register_on_generated is there any way to determine if outdoor soil is being generated and its exact location? |
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slemonide |
Hey. |
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06:35 |
GreenDimond |
so, things like boats and carts are things that the player is attached to, and therefore the player can see it. however, entities attached to the player cannot be seen by the player. How do I make an attached entity viewable from the viewport? |
06:36 |
sofar |
can't see it in normal mode, but you can see it in F7 mode |
06:36 |
jas_ |
isn't there an attachment offset parameter? |
06:37 |
GreenDimond |
alright, how would I make a player attached to an entity move as normal, and the entity appear as if it is attached? |
06:38 |
jas_ |
i don't have experience with it, but i think you set the position of the entity, or velocity or whatnot, with the help of get_player_controls(), as it is in boats mod |
06:38 |
GreenDimond |
the problem with that is, I want the player to move normally. |
06:38 |
jas_ |
oh can the player not move if it's attached to something? |
06:39 |
jas_ |
(that makes sense i guess, never tried -- though it seems in this case the inverse is what you need.) |
06:39 |
GreenDimond |
I mean it can, but it makes it act like a boat or cart |
06:39 |
GreenDimond |
er go it moves like a boat or cart or however you set it |
06:39 |
GreenDimond |
I the player to move exactly how he normally would |
06:40 |
GreenDimond |
I want to simulate an attached entity by attaching the player to an entity xD |
06:40 |
GreenDimond |
weird, I know. |
06:40 |
jas_ |
hm, i wonder if there's a way, gotta try that sometime. i never did attachments with entities, and yes weird i don't understand exactly |
06:40 |
jas_ |
: D |
06:41 |
jas_ |
(but that's normal for me hehe) |
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13:26 |
pgimeno |
thanks to all who helped, especially sfan5 - https://github.com/pgimeno/digiplay |
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ThomasMonroe |
nice addition pgimeno |
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14:05 |
pgimeno |
thanks! |
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15:36 |
GNU[BDC] |
hi |
15:36 |
twoelk |
o/ |
15:37 |
GNU[BDC] |
Is there any working multi spawn mod? |
15:37 |
GNU[BDC] |
twoelk: hey! |
15:37 |
GNU[BDC] |
thats works fine with 0.4.16 stable |
15:38 |
twoelk |
what do you want to achieve? |
15:38 |
GNU[BDC] |
i had i mod, could add many spawns. Looks as its broken |
15:38 |
GNU[BDC] |
would like to replace it with something that works out of the box |
15:39 |
twoelk |
name the mod :-D |
15:39 |
GNU[BDC] |
twoelk: spawnpoints |
15:40 |
GNU[BDC] |
twoelk: it was working fine with older mt. I had set spawns before 0.4.16, Now when i try delete existing one and add new. It stop to work. |
15:41 |
* twoelk |
finishes updating ff and starts to search for said mod |
15:42 |
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16:03 |
Wuzzy |
ummmm |
16:03 |
Wuzzy |
does anyone know where the skin repository for Minetest is? |
16:04 |
Wuzzy |
i mean the player skins for Minetest. I know we have/had a website for this with tons of skins. oddly enough, i can't find it anymore. |
16:06 |
twoelk |
https://forum.minetest.net/viewtopic.php?f=14&t=4497 <- this one? |
16:07 |
* twoelk |
updates his portable games collection |
16:07 |
* twoelk |
grumbles at half a gb of tuxcart |
16:09 |
twoelk |
oops rather <SuperTuxkart> |
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16:19 |
Raven262 |
twoelk, How bad is the new STK? |
16:20 |
Raven262 |
I stopped playing it when the graphical requirements went to high up before :P |
16:22 |
ThomasMonroe |
lol |
16:25 |
twoelk |
Raven262: don't know yet, still updating |
16:33 |
Raven262 |
When i first played STK, it was on my old PC and it ran fine on medium settings. Now, with my new PC, I have to set everything to low :P |
16:33 |
Raven262 |
(I got a better PC than i had) |
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17:24 |
jas_ |
i love formspecs https://imgur.com/a/pcd1N |
17:26 |
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17:27 |
twic |
Hello, if I have an array {5, 2, 3, 7}, how can I add a value to that array? |
17:28 |
pgimeno |
either table.insert(array, element) or array[#array + 1] = element |
17:28 |
redblade7 |
hi |
17:28 |
redblade7 |
to server owners, what is the best way to reduce disk i/o? |
17:29 |
redblade7 |
with minetest servers i mean |
17:29 |
redblade7 |
i use the leveldb+sqlite combo, will switching to redis or postgresql help? |
17:30 |
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17:32 |
Krock |
redblade7, postgresql uses quite much cache, so try that one |
17:32 |
Krock |
dunno about redis |
17:32 |
redblade7 |
the wiki says it's better than redis |
17:33 |
Krock |
dummy is "blazing fast" |
17:33 |
redblade7 |
how would backups work? right now i (usually every week) tar and xz the worlds folder, and rotate |
17:34 |
pgimeno |
with postgresql you can use pg_dump or pg_dumpall |
17:35 |
redblade7 |
there any guides out there? i think i only had to restore a backup on my servers once or twice |
17:35 |
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17:36 |
redblade7 |
this? |
17:36 |
redblade7 |
http://www.postgresqltutorial.com/postgresql-backup-database/ |
17:38 |
jas_ |
redis is nice, put map db on separate host, but i couldn't figure out how to back it up heh |
17:38 |
pgimeno |
by default the dump format is plain SQL commands, so you just feed them to the psql command interpreter |
17:40 |
redblade7 |
"most used data are in memory, other are fetched from disk" wouldnt that be worse for i/o than "data kept in RAM" |
17:40 |
redblade7 |
though reliability is listed as "good" with redis vs postgresql "very good" |
17:41 |
redblade7 |
sqlite has "acceptable" reliability and mentions performance issues with "concurrent accesses" |
17:41 |
redblade7 |
which i assume is the root of speed issues because there are three servers |
17:41 |
jas_ |
can you put map db on separate host with postgresql too? |
17:41 |
redblade7 |
three minetest servers i mean, on the vps |
17:42 |
redblade7 |
a separate vps? |
17:42 |
jas_ |
because putting map db on separate host using redis made minetestserver very fast |
17:42 |
pgimeno |
"data kept in ram" = hold the full database cached in RAM |
17:43 |
pgimeno |
of course having a database on disk is worse for i/o than caching the full database in RAM |
17:43 |
redblade7 |
then what is "reliability" about? |
17:43 |
pgimeno |
but the whole point of databases is to have the data on disk :) |
17:44 |
jas_ |
try redis redblade7 at least to see the speed and try it out. i gotta try out postresql. |
17:45 |
jas_ |
host the map database on a separate machine to the minetestserver, it was very fast in my experience |
17:47 |
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17:49 |
redblade7 |
jas_: glancing quickly at pages shows that all i have to do is back up .rdb files if i need to restore them later |
17:49 |
redblade7 |
is that true? |
17:49 |
jas_ |
oh well that sounds easy enough |
17:49 |
jas_ |
i gave up when i couldn't figure it out, it's not that important to me right now |
17:49 |
redblade7 |
although i'd imagine restoring one server would have to restore them all |
17:49 |
jas_ |
(i have no idea how to backup redis databases, or where they're even stored.) |
17:50 |
jas_ |
i did get it to work, though, you have to edit world.mt with redis url and user/password IIRC) |
17:50 |
redblade7 |
what server did you run jas_ ? |
17:50 |
redblade7 |
jas_: there is a migration option |
17:50 |
jas_ |
heh |
17:50 |
jas_ |
i think it was just a test, i never tried redis on a regular server (because i didn't figure out how to backup) |
17:51 |
jas_ |
someone used redis backend to make live mapping tool on web interface. brilliant |
17:51 |
jas_ |
but it's beyond my understanding, as interesting as database backends are |
17:51 |
pgimeno |
redblade7: I know that with postgresql you can do backups without stopping the server, if that helps |
17:52 |
jas_ |
pgimeno: do you know if you can run the database separate from minetestserver as redis does? leveldb and sqlite3 are managed from minetestserver (pardon my limited undenrstanding) |
17:53 |
pgimeno |
jas_: sure you can, postgresql is a server and can be used by remote clients |
17:54 |
Wuzzy |
twoelk: THX!!! |
17:54 |
jas_ |
ok ty |
17:54 |
pgimeno |
I've seen postgresql installed in companies with lots of databases and tables, I see it kind of overkill for minetest |
17:54 |
Wuzzy |
any android users inhere? |
17:55 |
jas_ |
there's not much documentation in minetest directory for databases |
17:55 |
redblade7 |
how would rollback work jas_ ? is rollback stored in ram lol? |
17:55 |
jas_ |
but i remember having to edit world.mt to get minetestserver to work with redis, i imagine it's the same for postgresql |
17:55 |
jas_ |
that's a different db, i guess |
17:55 |
jas_ |
and i've never used it |
17:56 |
pgimeno |
I'm not sure but I believe rollback is a separate sqlite database and you don't have the option of using other backends |
17:57 |
pgimeno |
not sure if it can be used *together with* other backends |
17:57 |
redblade7 |
rollback.sqlite is probably separate then |
17:58 |
redblade7 |
because i used leveldb for both until leveldb for players was pulled and i changed over to sqlite for that |
17:59 |
redblade7 |
i'll try it with my sandbox server |
17:59 |
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17:59 |
twic |
I'm using VoxelManip to generate a structure in register_on_generated but I realize that this is affected by things like snow or trees, is there any solution for this, other than changing method of generation? |
18:02 |
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18:17 |
redblade7 |
does redis' "store entirely in ram" mean that the entire world folder (under leveldb+sqlite) would be stored in ram? |
18:17 |
sfan5 |
world data, not world folder |
18:17 |
redblade7 |
meaning multiple gb? |
18:17 |
redblade7 |
k |
18:17 |
sfan5 |
if your world data is multiple GB, then yes |
18:17 |
redblade7 |
that would be mostly the contents of map.db |
18:18 |
redblade7 |
right? |
18:19 |
sfan5 |
correct |
18:19 |
sfan5 |
redis would be storing the same as what would be stored in map.sqlite / map.db |
18:22 |
redblade7 |
k |
18:22 |
redblade7 |
i think i'll try using postgresql then |
18:22 |
redblade7 |
if you followed my discussion i was talking earlier about trying to reduce disk i/o on my servers |
18:22 |
redblade7 |
s/on/from |
18:23 |
redblade7 |
there are three servers on the vps and the wiki warns about conurrent accesses with leveldb+sqlite |
18:24 |
redblade7 |
and digital farms has become pretty popular, and people have been complaining about occasional slowness |
18:24 |
redblade7 |
i tried looking at cpu & memory, but there were no probs |
18:24 |
redblade7 |
so then i thought i'd run slocate and ask if it affected anyone, and bingo |
18:25 |
redblade7 |
updatedb |
18:25 |
redblade7 |
as in cron |
18:33 |
redblade7 |
(my vps requires automatic slocate be removed from cron, dont worry) |
18:38 |
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18:53 |
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18:54 |
z |
hi all |
18:54 |
jas_ |
!server |
18:54 |
MinetestBot |
jas_: LoliLand | tsundere.pw:6969 | Clients: 0/15, 0/0 | Version: 0.4.15 / minetest | Ping: 121ms |
18:54 |
jas_ |
hello |
18:55 |
Guest66334 |
i'v a problem with the dev world, i'v the interact privilege but when i break blocks they drop nothing |
18:55 |
jas_ |
you likely have the `creative' priv |
18:55 |
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18:56 |
Guest66334 |
so this is the problem, ok thanks, just another question, i was looking for it on the doc but nothig showed up, when i create a recipe can i specify the number of item i need to place in each block? |
18:56 |
Guest66334 |
each cell* |
18:58 |
Guest66334 |
by the way no, jas_ i have not the creative privilege |
18:58 |
jas_ |
i _think_ so, but i admit i often struggle with recipes (i gave up when i tried a 9x9 craft grid)... i _think_ it's just an itemstack string, so "default:dirt 3" would work? if you try it let me know |
18:58 |
jas_ |
then i'm all out of ideas, that's the only reason i could think you wouldn't get new drops from nodes |
19:02 |
Guest66334 |
jas_: no, seems impossible to specify the number of input in the cell |
19:02 |
Guest66334 |
you can do that with the output |
19:02 |
Guest66334 |
but not with the input |
19:02 |
jas_ |
well i don't know, but crafting stuff is very finicky in my experience i do know that |
19:03 |
jas_ |
there are two callbacks to crafting, which might interest you |
19:03 |
Guest66334 |
register_craft |
19:03 |
jas_ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2602 |
19:03 |
jas_ |
register_on_craft, and register_craft_predict. |
19:04 |
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19:04 |
jas_ |
but i've never had much luck, or spent too much time with crafting stuff :/ i did find it frustrating LOL |
19:04 |
Guest66334 |
i still don't get why i can't recive the block ahah |
19:05 |
jas_ |
https://github.com/jastevenson303/s/blob/master/mods/i/init.lua#L47 |
19:06 |
Guest66334 |
where you are using a 9x9 inventory? |
19:06 |
jas_ |
i tried it breifly, but kinda gave up to work on something else. i'll return to it, though, for sure. |
19:06 |
jas_ |
i wanna make a sound sequence with a 9x9 craft grid LOL |
19:07 |
Guest66334 |
i think you just have to create a new callback |
19:08 |
jas_ |
https://imgur.com/a/LQ6OP |
19:10 |
Guest66334 |
9x2 is working? |
19:11 |
jas_ |
maybe, there were odd things that worked |
19:11 |
jas_ |
but i thought it was my recipes |
19:12 |
Guest66334 |
you have to check how the method register_craft works |
19:12 |
Guest66334 |
and how many arguments it wants |
19:13 |
redblade7 |
hey do you use a database for each world on the server, or do you use the one you set up when you installed postgresql for all of them? |
19:14 |
Guest66334 |
ok found the problem with the dropping blocks |
19:14 |
Guest66334 |
atm if you have the give privilege you can't drop blocks when they breaks |
19:14 |
jas_ |
that makes sense, and also sounds like a lot of work |
19:14 |
Guest66334 |
maybe is an issue, meybe is wanted |
19:14 |
Guest66334 |
who knows |
19:14 |
jas_ |
i don't know about that Guest66334 |
19:14 |
Guest66334 |
VanessaE: |
19:15 |
redblade7 |
"it's mainly useful for servers as it allows multiple worlds in a single instance, in multiple databases. " |
19:15 |
redblade7 |
ok |
19:29 |
pgimeno |
redblade7: you add the connection parameters to world.mt e.g. host=127.0.0.1 port=5432 user=mt_user password=mt_user_password dbname=name_of_the_world_database |
19:29 |
pgimeno |
you previously create the database and grant the desired user access to it |
19:30 |
redblade7 |
yep i was reading https://wiki.minetest.net/Database_backends and https://forum.minetest.net/viewtopic.php?f=5&t=16689 |
19:30 |
pgimeno |
easiest is to make the user the owner of the database: CREATE DATABASE databasename OWNER 'mt_user'; |
19:30 |
redblade7 |
i'm testing it out with the valleys, sandbox server |
19:30 |
redblade7 |
dont want to try the others until i know it works |
19:31 |
redblade7 |
do i need a separate database if i want to migrate the player database? |
19:31 |
redblade7 |
or does it use the same one |
19:31 |
pgimeno |
I don't use one (this is a local network server for my wife and me), but I guess it will create another table in the same database |
19:34 |
pgimeno |
ah I see you specify a separate connection string, so I guess you can use the same database or a different one at your option (haven't tried though) |
19:35 |
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19:44 |
redblade7 |
i'd imagine creating a separate one for each world would reduce the amount of accesses |
19:45 |
redblade7 |
to the same database i mean, which would make the world faster for everyone else |
19:51 |
pgimeno |
I don't think you have an option to store all worlds in one database. Which I think is a mistake - postgresql can deal comfortably with that. |
19:52 |
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19:52 |
pgimeno |
I'd advise having user data and world data in the same database, though. That incurs no performance penalty. |
19:54 |
Guest66334 |
the time needed to break a block is defined by which value? |
19:55 |
pgimeno |
the groups in the node registration, normally |
19:55 |
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19:58 |
MinetestBot |
[git] numberZero -> minetest/minetest: Fix wrong scrolling (#6809) 257626c https://git.io/vbS6D (2017-12-21T19:58:06Z) |
19:58 |
MinetestBot |
[git] paramat -> minetest/minetest: Vector functions: Fix vector.direction() function, improve documentat… d04c41a https://git.io/vbS6y (2017-12-21T19:57:42Z) |
20:00 |
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20:02 |
Guest66334 |
pgimeno: yea i saw, but it's just 5 values right? |
20:03 |
Guest66334 |
for example, the cracky is an incremental value from 1 to 5, am i right? |
20:03 |
paramat |
!tell twic what do you mean exactly by "affected by things like snow or trees" ? maybe ask here https://forum.minetest.net/viewtopic.php?f=47&t=15272 |
20:03 |
MinetestBot |
paramat: I'll pass that on when twic is around |
20:06 |
pgimeno |
Guest66334: not too sure, I have to look it up every time. If you want to define your own durations, you'll have to create your own groups. |
20:06 |
pgimeno |
See http://dev.minetest.net/Groups/Custom_groups |
20:10 |
Guest66334 |
so there are only 3 stages i can see.. |
20:10 |
Guest66334 |
3 fast, 1 slow |
20:10 |
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20:10 |
Guest66334 |
2 normal |
20:14 |
pgimeno |
each tool has a speed for breaking a material, the hand counts as a tool too |
20:16 |
pgimeno |
see https://github.com/minetest/minetest_game/blob/master/mods/default/tools.lua |
20:23 |
Krock |
Guest66334, there are many more but only 3 are used commonly |
20:25 |
Guest66334 |
Krock: so i can use a negative number for it? |
20:25 |
Krock |
technically possible |
20:25 |
Guest66334 |
at least i hope to not see strange behaviors |
20:29 |
redblade7 |
how do you restore postgresql backups? |
20:30 |
redblade7 |
this does not seem to be having any effect at all: http://www.postgresqltutorial.com/postgresql-restore-database/ |
20:30 |
redblade7 |
is there an additional command for minetest i need to use? |
20:32 |
redblade7 |
i do get errors, there is one: DETAIL: Key (posx, posy, posz)=(-10, 0, 0) already exists. |
20:34 |
pgimeno |
redblade7: you don't restore over an existing database |
20:34 |
redblade7 |
ok |
20:35 |
pgimeno |
what method are you using? psql? |
20:35 |
redblade7 |
pg_restore |
20:36 |
redblade7 |
so in the event i'd need to restore, i'd need to rename the one i had, and upload the one i'm restoring? |
20:36 |
pgimeno |
yes |
20:42 |
redblade7 |
nope the map is reset (same seed) when i restore into a new database |
20:43 |
pgimeno |
you need to point to it in the connection string of world.mt too |
20:43 |
pgimeno |
or I haven't been following well |
20:43 |
redblade7 |
i renamed it... |
20:44 |
redblade7 |
the old one is fine and untouched |
20:44 |
redblade7 |
but when i restore it to e.g. server2, the map is reset |
20:44 |
redblade7 |
g_restore --dbname=server2 --create --verbose server2-backup.tar |
20:45 |
redblade7 |
pg_ |
20:45 |
redblade7 |
i dont see much documentation on the forums about postgresql |
20:45 |
redblade7 |
"postgresql backup" and "postgresql restore" turn up nothing |
20:48 |
redblade7 |
to backup i used pg_dump -U postgres -W -F t server2 > server2.tar |
20:48 |
redblade7 |
as on that website |
20:48 |
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20:48 |
redblade7 |
server2-backup.tar i mean |
20:48 |
redblade7 |
(not the real names) |
20:48 |
pgimeno |
I don't use tar format, I prefer something I can look into and tweak if necessary |
20:49 |
pgimeno |
server2 is the database name I gather? |
20:49 |
redblade7 |
yes |
20:49 |
redblade7 |
not the real file or database names |
20:49 |
pgimeno |
for the original server? |
20:49 |
redblade7 |
yes |
20:49 |
redblade7 |
not the player db |
20:49 |
redblade7 |
should that command work? |
20:50 |
pgimeno |
I'm a bit confused |
20:50 |
redblade7 |
i mean after restoring server to server2, the seed is fine, just the map is reset |
20:50 |
pgimeno |
your original database is called server2; you're backing up to server2.tar; you restore to database server2 from server2-backup.tar |
20:50 |
redblade7 |
sorry use server.tar as an example |
20:50 |
redblade7 |
sorry |
20:50 |
redblade7 |
pg_dump -U postgres -W -F t server > server.tar |
20:51 |
redblade7 |
pg_restore --dbname=server2 --create --verbose server-backup.tar |
20:51 |
redblade7 |
server2 contains a reset map with the same seed |
20:51 |
redblade7 |
no buildings |
20:51 |
pgimeno |
and do you change the connection in world.mt to point to server2? |
20:51 |
redblade7 |
yes |
20:51 |
redblade7 |
is that how you do it? |
20:52 |
pgimeno |
yes... could the mapgen be interfering? did you copy over map_meta.txt? |
20:52 |
redblade7 |
is there a different backup command which would include the changes to the map in addition to the map itself? |
20:53 |
pgimeno |
the changes to the map are the map |
20:53 |
pgimeno |
if you get a deserted database, it means there's no map |
20:54 |
pgimeno |
er, if you get a deserted map, it means there's no map in the database |
20:54 |
pgimeno |
it doesn't look like the restore went well |
20:54 |
pgimeno |
maybe we can switch to PM? I feel we're a bit off-topic here |
20:57 |
redblade7 |
how do you "copy over map_meta.txt"? |
20:57 |
redblade7 |
i just did the migrate command on the page: https://forum.minetest.net/viewtopic.php?f=5&t=16689 |
20:57 |
pgimeno |
if you get the same map but empty, that's not the problem |
20:58 |
redblade7 |
map_meta.txt is in the world folder |
20:58 |
pgimeno |
ah you did not create a new world then? |
20:58 |
redblade7 |
oh so restoring requires me create a new database AND a new world? |
20:59 |
redblade7 |
would i just copy things like rollback.sqlite into that folder? |
21:00 |
pgimeno |
well, I'm quite confused |
21:00 |
redblade7 |
all i did was backup and restore using those instructions, and change the database in world.mt |
21:00 |
redblade7 |
that database exists as the same, but with no changes to the map |
21:00 |
pgimeno |
maybe your user doesn't have access to the new database? have you checked debug.txt? |
21:01 |
redblade7 |
the other one still exists, no worries |
21:02 |
redblade7 |
doesnt show anything other than it's loading the world and the mods |
21:03 |
pgimeno |
ok, so I take it that the new database was created by the restore command |
21:03 |
pgimeno |
I don't think your backup method stores user or access information, so you would need to grant access to your user as well |
21:03 |
redblade7 |
GRANT ALL PRIVILEGES ON DATABASE server TO minetest; when i set it up |
21:04 |
pgimeno |
yes but not on server2 |
21:04 |
pgimeno |
which is the one you restored |
21:04 |
redblade7 |
yes i did |
21:04 |
redblade7 |
did it again |
21:05 |
pgimeno |
hm, then I don't understand |
21:05 |
pgimeno |
can you run this? select count(*) from blocks; |
21:06 |
pgimeno |
from psql |
21:07 |
redblade7 |
wait... |
21:07 |
redblade7 |
sorry i have to end this, i have to go |
21:07 |
redblade7 |
valleys is down for now, take care of this in a few hours |
21:07 |
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21:07 |
pgimeno |
k |
21:08 |
redblade7 |
i cant believe there is absolutely no information whatsoever on restoring postgresql minetest backups |
21:08 |
redblade7 |
bye |
21:09 |
pgimeno |
tc |
21:24 |
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21:38 |
redblade7 |
ok i got some time |
21:38 |
redblade7 |
how do i delete a database (now that i have 3 of them) |
21:39 |
redblade7 |
just in case two rollback.sqlites on the vps to start guzzling up too much space for the next five hours |
21:48 |
pgimeno |
the SQL command is DROP DATABASE whatever; |
21:50 |
redblade7 |
well i did a restore database to a new one successfully, so maybe i made a typo |
21:50 |
redblade7 |
i'll try one more backup and restore |
21:50 |
redblade7 |
(i'm using a sign to see if it works) |
21:50 |
pgimeno |
there's a command line tool, dropdb, I don't use it |
21:50 |
Guest66334 |
someone has an example or some documentation about crafting block? |
21:50 |
Guest66334 |
i mean, i'v to simulate a crating table in a block |
21:53 |
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21:54 |
pgimeno |
adventuretest has a crafting table |
21:55 |
redblade7 |
that tutorial site has more information on postgresql i can check out |
21:55 |
pgimeno |
Guest66334: https://github.com/Bremaweb/adventuretest/blob/master/mods/workbench/init.lua I believe |
21:55 |
Guest66334 |
thanks! |
21:57 |
pgimeno |
redblade7: a bit of SQL basic knowledge and a bit of minetest internals knowledge might help troubleshooting |
21:58 |
redblade7 |
looks like what i did this time works |
21:58 |
redblade7 |
i think it was the --create i shouldnt have added |
22:00 |
redblade7 |
well 10 minutes isnt a good enough time to learn this stuff lol |
22:00 |
redblade7 |
i gotta go |
22:00 |
redblade7 |
the valleys is up and im impressed with its speed |
22:00 |
pgimeno |
ok g'luck |
22:00 |
redblade7 |
though i still have to migrate the others |
22:02 |
redblade7 |
please try out the valleys for me if you can |
22:24 |
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22:31 |
Guest66334 |
in dev environment /giveme default:pick_diamond is not working, is intended? |
22:56 |
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23:03 |
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23:04 |
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23:14 |
Wuzzy |
Any ideas how we could educate players about those crappy androi knock-offs infested with ads and other bullshit? |
23:14 |
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23:15 |
Wuzzy |
it doesnt seem those bad forks are going to die off anytime soon |
23:15 |
* rubenwardy |
is waiting for permission and time to serve DMCAs |
23:15 |
rubenwardy |
so many clearly don't even know what copyright is |
23:16 |
rubenwardy |
(no source after being ask, no credit when using in proprietrary code - ie: adverts) |
23:16 |
Wuzzy |
then those forks will simply comply with our license and just ship the ads and IAPs legally |
23:16 |
rubenwardy |
true |
23:16 |
rubenwardy |
although technically it's very hard to make a legal app with ads |
23:16 |
rubenwardy |
as advert code is proprietary |
23:17 |
Wuzzy |
thats their problem :D |
23:17 |
rubenwardy |
yeah, my point is we could take them offline because of this |
23:17 |
rubenwardy |
essentially, to comply you'd need to provide instructions on how to replace the Minetest C++ part of the app |
23:17 |
rubenwardy |
and continue using their proprietary Java wrapper |
23:18 |
rubenwardy |
as per the LGPL license |
23:18 |
Wuzzy |
did you read sorcerykid's latest idea? |
23:18 |
Wuzzy |
sorcerykid wants to do a survey on JT2 |
23:18 |
Wuzzy |
https://forum.minetest.net/viewtopic.php?f=3&t=16707&p=305069#p305061 |
23:19 |
Wuzzy |
this would be quite cool so we can see how bad the problem of ad infestation really is |
23:19 |
rubenwardy |
sounds good |
23:19 |
Wuzzy |
hmmm how about a nag screen mod? |
23:20 |
rubenwardy |
require it to get interat |
23:20 |
rubenwardy |
:D |
23:20 |
Wuzzy |
its a nag screen for first-time joiners. it tells players Minetest is the real thing and has no ads and other BS |
23:20 |
Wuzzy |
the biggest woe seems to be android forks |
23:21 |
Wuzzy |
and the only way to get those forks is via internet :P |
23:21 |
Wuzzy |
if they only player singleplayer this doesnt work, of course |
23:22 |
Wuzzy |
"Welcome on My Little Minetest Server. If you see advertisements or weird in-app purchases, you are likely using a fake version of Minetet. Get the real Minetest at www.minetest.net.†|
23:23 |
Wuzzy |
If we get the biggest servers to adopt something like this, it would be a huge help, I think |
23:24 |
Wuzzy |
hmmm thinking about it, the nag screen is technically an advertisement as well... XD |
23:40 |
Guest66334 |
by the way you if you own the copyright you should just claim it |
23:40 |
Guest66334 |
and i think google will do smething |
23:40 |
Guest66334 |
at least i hope |
23:43 |
Guest66334 |
by the way Wuzzy this is one of the big problems about open source.. you can't really control the situation |
23:43 |
Wuzzy |
this is wrong |
23:44 |
Guest66334 |
what? |
23:45 |
Wuzzy |
jsut because we're free software doesnt mean you have to sit and watch |
23:46 |
Wuzzy |
whatever, i dont have to motivation to explain everything. other people can explain this much better than me |
23:47 |
Guest66334 |
in the ideal world yes, you should claim your rights everywhere, in the real world doesn't work like that sadly |
23:51 |
Wuzzy |
i believe the copyright system is just a censorship system, so imo using it to achieve your goals is very wrong |
23:51 |
Guest66334 |
Wuzzy: what about checksum check sent to the server? well, easy to hack, but at least the problems will be reduced |
23:53 |
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23:54 |
Wuzzy |
thats not very encouraging |
23:54 |
Guest66334 |
GPL is technically copyright btw |
23:56 |
Wuzzy |
you don't say! |
23:56 |
Guest66334 |
i don't, is written in the GPL faqs |
23:57 |
Wuzzy |
"you don't say!" is just a figure of speech |
23:58 |
frostsnow |
Wuzzy: (RE: The nag screen is techncially an advertisement) You might find the definition of "advert" from the "Easy List" which is used in uBlock Origin/AdBlock Plus/&c to be informative here: https://easylist.to/2011/07/11/the-definition-of-advert-and-link-exchange-policy.html |
23:59 |
Guest66334 |
so why you think that claim your rights on the software is bad? |