Time Nick Message 01:19 BillyS Has anyone else had trouble with Sokomine's trader mod? For me, the traders never remember the trades 04:21 swift110 hey all 10:43 entuland aaaargh! 10:44 entuland stupid, stupid entuland! stupid being entuland! 10:44 entuland :( 10:44 ANAND sup? :) 10:44 entuland I have very cleverly had my mod creating a folder in the mod_storage folder of the world 10:45 entuland only that it conflicts with the same named file of the mod_storage facility :/ 10:45 ANAND haha 10:45 entuland now I have to check if one such folder exists first, and rename it 12:21 Wuzzy :-( 12:21 Wuzzy cannot build minetest 0.5.0-dev 12:21 rubenwardy luajit error? 12:21 Krock missing compiler? 12:21 ANAND missing repo? 12:22 rubenwardy is your computer turned on? 12:22 ANAND lol 12:23 rubenwardy have you tried kneeling on the floor and praying to our lord and saviour, Richard Stallman? 12:23 Wuzzy irtrlich fail... wait a minute 12:24 rubenwardy obligatory: http://rms.sexy 12:24 Wuzzy make[2]: *** No rule to make target '/usr/lib/libIrrlicht.a', needed by 'bin/minetest'. Stop. 12:24 Wuzzy make[1]: *** [CMakeFiles/Makefile2:214: src/CMakeFiles/minetest.dir/all] Error 2 12:24 Wuzzy make: *** [Makefile:152: all] Error 2 12:24 Wuzzy but i do have irrlicht installed. 12:24 Wuzzy Arch Linux package irrlicht 1.8.4-1 12:25 rubenwardy odd 12:25 Wuzzy i.e. Irrlicht 1.8.4 12:25 rubenwardy ll /usr/lib/libIrr* 12:25 Krock wrong irrlicht path? 12:25 sfan5 re-run cmake 12:25 rubenwardy oh yeah 12:25 Wuzzy i also tried to set IRRLICHT_SOURCE_DIR to /usr/include/irrlicht 12:25 Wuzzy because thats where the headers are on my system 12:25 Krock usr/lib/libIrrlicht.a is the issue, not the include files 12:26 rubenwardy rerun cmake, also try rm CMakeCache.txt CMakeFiles -rf 12:26 Wuzzy hmmmm 12:27 Wuzzy -- Found Irrlicht: /usr/lib/libIrrlicht.so 12:27 Wuzzy lets see if it builds 12:27 Wuzzy is there any other cmake setting which somehow affects "finding irrlicht"? 12:28 sfan5 no 12:28 rubenwardy IRRLICHT_LIBRARY and IRRLICHT_INCLUDE_DIR 12:28 rubenwardy but reruning cmake or deleting the cache and rerunning should fix it 12:30 Wuzzy yes 12:30 Wuzzy it did, thx 12:30 Wuzzy IRRLICHT_LIBRARY? 12:30 Wuzzy hmmm are you sure it exists? 12:30 * Wuzzy checks 12:31 Wuzzy ah indeed 12:31 Wuzzy ust not shown in ccmake for some reason o_O 12:31 Wuzzy anyway 12:31 Wuzzy thx 12:31 Wuzzy btw I am a heretic, i use Vim. :D 12:34 Wuzzy oh ffs 12:34 Wuzzy minetest game fail 12:34 Wuzzy https://lpaste.net/raw/2738617915552038912 12:35 sfan5 ask nrz about that, he added it 12:35 Wuzzy rofl nerzhul just left #minetest-dev. too late 12:36 Wuzzy anyway do you have this assertian fail, too? 12:36 Wuzzy oh boy its all games, not just minetest game 12:36 ANAND Wuzzy, nerzhul's back now :) 12:38 Wuzzy oops RUN_IN_PLACE was of course reset. i feel dumb now 12:38 ANAND :D 12:38 Krock outdated builtin code, generally spoken 12:38 rubenwardy I had this error on my server, because BUILD_SERVER reset to 0 12:38 rubenwardy so the engine was older than builtin 12:39 sfan5 hm yes 12:39 sfan5 Wuzzy: did you run make install? 12:39 Wuzzy no this just messes up my /usr/local 12:40 Wuzzy default make install location seems WTF 12:41 sfan5 minetest is using the system-wide installed builtin, which doesn't match the version you built 12:42 sfan5 either run "make install" or build with -DRUN_IN_PLACE=1 12:42 sfan5 btw /usr/local is the standard default install location for linux software 12:42 rubenwardy or remove system wide install 12:42 rubenwardy for custom built software 12:42 rubenwardy AUR packages like minetest-git which are compiled locally will still go to /usr 12:44 Wuzzy yes /usr/local is standard, this is not the issue 12:44 Wuzzy the issues i have is that the directories it creates 12:44 Wuzzy it puts games in /usr/local/games... no, just no 12:44 rubenwardy err what? 12:44 Wuzzy minetest docs are put in /usr/local/doc 12:44 rubenwardy is that from the pkgbuild? 12:44 Wuzzy no subdirectory 12:44 Wuzzy no, default make install 12:45 rubenwardy because when I've done it, it's gone to /usr/local/bin/minetest and /usr/local/share/minetest 12:45 Wuzzy what is in share? 12:45 Wuzzy all the docs, games, example config, etc? 12:45 rubenwardy builtin and MTG 12:45 rubenwardy and textures/pack 12:45 rubenwardy the standard readonly resources 12:45 Wuzzy this makes much more sense 12:46 ANAND doesn't textures go to ~/.minetest? 12:46 rubenwardy either that's changed then, or I made it up 12:48 Wuzzy btw what is the difference between minetest.log("action", MY_MESSAGE) and minetest.log(MY_MESSAGE)? 12:48 Wuzzy i don't get lua_api.txt 12:48 Wuzzy anyway game work now fine for me, that problem from earlier is solved 12:49 Krock log level for 1 argument only is "none" 12:50 Wuzzy what is log level "none"? is is special? 12:50 sfan5 https://github.com/minetest/minetest/blob/master/CMakeLists.txt#L96 12:50 sfan5 I don't see /usr/local/games anywhere 12:50 ANAND Wuzzy, the level of logging is configurable 12:51 ANAND e.g. It can be set to log only Warnings and Errors 12:51 Krock "none" means that you'd need a higher level than that to not have it logged 12:51 Krock which does not exist, so it'll surely be logged 12:51 Wuzzy is none the highest level? 12:51 rubenwardy yes 12:51 Wuzzy o_O 12:51 Krock yes. and verbose the "lowest" - low-level 12:51 rubenwardy none, error, warning, action, info, verbose 12:51 rubenwardy although 12:51 Wuzzy i always thought minetest.log(MESSAGE) is an error 12:51 Krock https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1471 12:52 rubenwardy it's standard for printing to none to have messages discarded 12:52 rubenwardy so you'd set log level to none to see nothing 12:52 rubenwardy it would make more sense for it to go to info 12:52 Krock nothing but log messages which are "none" 12:52 Wuzzy sfan5, looks like make install just thinks that the share dir is the same 12:53 Wuzzy i believe games/ should be in /usr/local/share/minetest/games 12:53 Wuzzy not /usr/local/games 12:53 entuland rubenwardy, a random question if you don't mind: "SmartFS - (Warning) On the fly forms are being used. May cause bad things to happen" what could go wrong there? 12:53 Wuzzy sfan5, how does minetest know the share/ location? 12:53 sfan5 the one way i can see that happening if you try to install a RUN_IN_PLACE=1 build to /usr/local 12:53 Wuzzy because it does not appear for me in ccmake 12:53 rubenwardy can't remember 12:53 entuland okay 12:53 sfan5 Wuzzy: cmake_config.h 12:53 Wuzzy lol this is allowed? 12:53 entuland I'll test that out 12:54 rubenwardy I do suggest using parameters instead 12:54 rubenwardy there's no real need for on the fly forms 12:54 sfan5 whatever cmake frontend you're using probably doesn't show "hidden" variables 12:54 Wuzzy wait what we have seeeecret variables? :O 12:54 entuland can't manage to have forms create new elements at runtime, as I would by rebuilding the formspecs directly, I guess that's the difference there 12:55 rubenwardy you can pass arbitrary parameters to a form 12:55 entuland anyway, not a big deal, I'm working that around using a single button and changing its behavior instead of removing /adding buttons 12:55 rubenwardy so say a list of items 12:55 rubenwardy then have the form function do the for loop 12:56 rubenwardy this is better design anyway, as it separates view logic and other logic kinda 12:56 rubenwardy like templating 12:56 entuland uhm... I'll study how that works, thanks 12:56 rubenwardy although callbacks would need to be separated too 12:56 sfan5 Wuzzy: cmake frontend generally only show variables that were intended for the user to configure 12:56 Wuzzy with pressing T key you can show everything in ccmake anyway :P 13:17 sur3 Hi, can I put comments in my world.mt file? 13:17 rubenwardy yeah, it uses the config parser 13:17 rubenwardy # is the comment character 13:17 sur3 ok thx 13:18 Wuzzy is the world.mt format documented anywhere? 13:18 sfan5 minetest will delete those comments when it decides to save world.mt 13:19 rubenwardy ah yeah, that too 13:19 sur3 oh thats sad, then I better keep a backup 13:30 sur3 is there an easy way to desable all mods instead of writing false behind every line? 13:30 sur3 *disable 13:31 sfan5 every mod that is not explicitly enabled, is disable 13:32 sfan5 so just omit those lines 13:32 sur3 ah ok thx 13:34 sur3 ah ok my server crashing seems not to be the mods fault, but a broken library.. ^^ 13:36 rubenwardy yeah, remove all the lines 13:36 sur3 this is weird it wants to have a postgreSQL library even though I disables PostgreSQL in the use flags 13:48 sur3 yay the server is running again :3 13:55 entuland uhm... weird situation again... stuff stored in the mod folder cause I can't load them from world folder... gotta mark them for deletion upon restart, can't store such info in the mod folder but only in the mod_storage file, which is tied to the world 13:56 entuland this means that loading a different world will not read the info about stuff to be deleted, and as such stuff won't get deleted :P 13:56 entuland oh well, I'll state that in the README.md :P 14:09 sur3 lol disabled the animals, now an unknown object is flying in the air instead of seagulls.. xD 14:10 LevierMRQ entuland: It looks like a problem that can be held with ln (LN -> Link). But i must lure your attention on the fact that i am very noob here. Good luck 14:11 entuland LevierMRQ, you mean symlinking a folder or a file? 14:12 entuland well, in theory I could do that, but the mod should be able to run on whatever OS and messing with symbolic links would be far too hacky :P 14:12 entuland all of my mod has issues due to the inability to write stuff in the mods' folder at runtime, the inability to load meshes from the world folder, the inability to register nodes at runtime and so forth 14:12 LevierMRQ entuland: precisely. I never used that feature unless i get guided by a better man than me. 14:13 entuland but all in all my mod is doing fine within its oddities, so I'll live with them till those features will make it in MT (assuming they'll ever will) 14:14 entuland thansk for the idea, though, LevierMRQ 14:17 LevierMRQ entuland: Something must be get changed. I update mods with mods, à la volée; since playing. i tuded the second mod to be run every minute, forcing reload. I may didnt understand your problem. 14:31 twoelk why should stuff in the minetest/mods folder be edited at runtime? 14:32 rubenwardy don't edit anything in minetest/mods at run time 14:32 ANAND A shell script to update mods and launch MT would be a better idea 14:32 rubenwardy that can result in data loss when updating the mod 14:32 ANAND A mod to update mods sounds cool, but it will result in ^ 14:33 Booming hello 14:34 ANAND Hello! :) 14:34 twoelk o/ 14:34 Booming I am trying the mods on minetest right now. Compiled it myself on ubuntu 16.04 and they do not show up in the game 14:35 Booming did the tutorial, also tried it with just copy and paste and also tried downloading one from the repo. None could be found in the game. Any ideas? 14:35 ANAND Booming: Is it a system-wide install? 14:35 Booming no 14:36 Booming just inside ~/Documents/minetest 14:36 twoelk and have the mods been enabled? 14:36 ANAND Mods need to be placed in ~/.minetest/mods 14:36 Booming yes. Clientside mods are enabled 14:36 ANAND No not client-side mods 14:36 Booming and the mods are put in the folder mods 14:36 Booming which do I need to activate then? 14:36 ANAND Mods need to be placed in ~/.minetest/mods 14:37 ANAND the mod folder should be within ~/.minetest 14:37 Booming I will try that. 14:37 ANAND Yes please :) 14:39 Booming Ok, right now I found the world configuration. So, putting the mods in ~/.minetest did not help, but now I get at least some exceptions 14:39 ANAND Let me repeat for the sake of clarity - each individual mod should be located within ~/.minetest/mods 14:40 twoelk exceptions like missing dependencies? 14:40 Booming so, I got hyperloop running 14:41 Booming but it is the one in ~/Documents/minetest/mods 14:41 ANAND How does MT even read data from ~/Documents? o.O 14:42 Booming It was compiled from source 14:42 ANAND I thought it only looks in ~/.minetest 14:42 Booming and reads the mods from its very own folder 14:42 ANAND Oh you made it read from there? 14:42 Booming I guess it was the default from Github 14:43 Booming I did not change something in the source if this is what you mean 14:43 ANAND Oh 14:43 ANAND Strange... 14:44 ANAND So the hyper-loop is loaded from ~/Documents/minetest/mods? 14:44 Booming yes 14:44 Booming I read this from the documentation on https://dev.minetest.net/Modding_Intro 14:45 ANAND Ok nice. So um... what's the issue then? :) 14:45 Booming it worked out. Thank you 14:45 ANAND :) 14:46 Booming maybe someone might want to add how to enable a mod in the documentation. Right now I need to write this specific mod, but if you want me to, I can add that later. Minetest is a project I think is kinda neat 14:47 ANAND Good idea 14:52 twoelk Booming, native language is english? 14:52 Booming no, german 14:53 twoelk there is a lot of german info on the wiki 14:54 Booming ok, I will look at that, thank you! :) 14:54 twoelk https://wiki.minetest.net/Minetest_in_der_Schule 14:54 twoelk with lots of linked pages 14:55 twoelk such ashttps://wiki.minetest.net/Minetest_in_der_Schule/Selber_ein_Mod_erstellen 14:57 twoelk and https://wiki.minetest.net/Installing_Mods or https://wiki.minetest.net/Installing_Mods/de 14:57 Booming Oh thank you writing something for school is exactly what I am doing right now 14:58 Krock "change it a little so it doesn't look like a copy" 14:59 twoelk https://wiki.minetest.net/Category:Minetest_as_Educational_Tool might be usefull then 15:00 twoelk also the links section at the bottom of this page has lots of other school examples https://wiki.minetest.net/Mods:Learning 15:01 Booming I will do that. Thank you 15:04 rubenwardy german translations for the modding book would be very appreciated :) 15:04 rubenwardy or any translations 15:05 sfan5 a translation to upside-down english is one CSS rotate away ;) 15:07 twoelk maybe translating the modding book should be a school project :-D 15:08 Booming german translations might be coming. I am definitely keeping an eye on that mod. I would also love to see it growing in terms of hunger, sprinting, dimensions... I will need to learn C++ anyway, so that might be something I could try it on and contribute. Btw, does anyone use GNOME Builder? 15:16 entuland sorry, got sidetracked editing my README.md file 15:16 entuland am I reading that right that I'm good not trying to alter stuff inside /mods/ at runtime and continuing to do such mangling at load time? 15:18 entuland LevierMRQ, not sure I get what you said above... do you mean that you can reload a mod when the _world_ is running and you can have it register new nodes? 15:18 entuland or were you referring just to the _game_ running (that is, the main world selection screen)? 15:20 entuland twoelk, my mod needs to mess with stuff in the mods' folder cause I can't load meshes from anywhere else (my mod creates new meshes and registers new nodes using them, it's an in-game mesh/node creator) 15:23 twoelk ah, the woolen mesh creator :-) cool mod 15:23 LevierMRQ entuland: World dont matter here. But i remember i made some tests about creating objects (nodes), and i think it was not a success, Then i temporary this... research on. Since i also remember 15:24 entuland well, worlds always matter, cause mods get loaded when worlds get started 15:24 entuland actually, I don't even see how you can alter stuff in _other_ mods folders... aren't mods sandboxed and only allowed to access _their own_ folder and the world folder? 15:25 entuland unless we're speaking about different mods altogether :) 15:25 twoelk how should creating new nodes during world runtime work on a multiplayer server? should all connected players get a register node update while the play? 15:25 entuland but I believe that client side mods work the same way 15:26 entuland dunno, twoelk, I just know that in order to avoid the need for a world restart, my mod should be allowed to register nodes at runtime 15:26 twoelk imagine the traffic and security issues 15:27 LevierMRQ entuland: to plan some test with renames and changing appearance. I mean to create more nodes we need and then use dummy objects. Then use the "call" to create (change in fact) attributes of node. And my tests about changing attribute was working well. 15:27 twoelk entities is probably the only way such as signs use to update the visible text 15:28 entuland LevierMRQ, dunno, I've read here that being able to alter or add registered nodes at runtime isn't really possible right now, and I read also that that's one of the oldest Pull Requests around 15:28 entuland only trivial things such as altering the textures is possible, if I understood that correctly 15:28 entuland but I am using completely different meshes and creating new nodes, I guess that's not really possible right now 15:30 entuland twoelk, haven't investigated entities so far, but I guess they wouldn't be a viable option, cause my meshes are meant to be used as stable decorations or the alike (frames, carpets, bottles, even 3D maps of cities and so forth) 15:30 entuland https://github.com/entuland/wesh the readme may give a better understanding of what this is all about 15:30 entuland I must state again that it's not a big deal, I'm pretty happy with the current behavior as well 15:30 twoelk I guess the current philosophy is not to be changed 15:31 entuland if a community wants to use this mod, they can as well plan to restart the server after they make a certain amount of captures 15:32 LevierMRQ i believe i did change light intensity and some others... anyway since we can change texture i though it was possible to cheat in a way to get to the planned goal. 15:32 entuland my mod now has proper privileges to disallow players from messing with it, and allows for immediately deleting temporary meshes in-game 15:32 * twoelk was planning to use this mod to make little statues 15:32 entuland twoelk, you mean the wesh mod? 15:32 twoelk yep 15:32 entuland oh, nice, I'm glad if you like it :) 15:33 entuland just pushed new commits with lots of little improvements :) 15:33 twoelk I used external voxel editors in the past but that had issues 15:34 twoelk will you delete invisible nodes inside models? 15:34 entuland I only render faces that have an empty node in front of them 15:35 entuland so if you fill the entire cube, only external faces will be added to the mesh 15:35 twoelk good :-P 15:35 entuland :) 15:35 LevierMRQ yes! 15:35 twoelk that should help reducing rendering lag 15:36 entuland the resulting meshes are fairly decent as optimization (if you import them into blender and ask it to remove duped vertices, it should say that no vertices have been removed) 15:36 entuland oh well, the mod allows for grabbing really heavy meshes 15:36 entuland I have opened an issue for that, cause the canvas of size 64 is very likely to grab meshes that fail to render, or may also crash the game during the capture 15:37 entuland I _can_ make sure the game doesn't crash, by capping the amount of captured nodes 15:37 entuland I'm not doing that to let devs investigate on the issue if they want to 15:37 entuland I could though add an option for that... 15:38 entuland yep, that's going to be the next commit. 15:40 twoelk your not running into the memory limits problems of luajit? 15:42 twoelk https://github.com/minetest/minetest/issues/2988 15:44 entuland when my mod crashes, it does that badly 15:44 entuland no trace in the debug file and no trace in the console 15:44 entuland it simply freezes and dies, or I have to kill it 15:46 twoelk maybe try and do something with the same amount of nodes in World-Edit and compare the behaviour 15:47 entuland uhm... not sure that would be a valid comparison 15:47 entuland the main purpose of my mod is creating new .obj files, that's where the game is crashing most likely 15:48 entuland cause I'm creating huge tables (up to 64x64x64 values) and potentially creating huge strings (to be put into the .obj files) 15:49 entuland but you may be right and I could eventually compare them, to see what happens 15:49 entuland the only real problem with that is that I suck at world-edit-ing :P 15:50 * twoelk got lots of wrecked worlds in his closet of failed we-experiments 15:50 entuland ahahahah 21:01 Out`Of`Control ку 21:55 Amanda_ Evening everyone 22:01 entuland eheheh, TwistedGate managed to grab a mesh with 273K vertices and 783K faces with my wesh mod after improving the string handling as pointed out by Krock 22:01 entuland https://cdn.discordapp.com/attachments/446333811203112962/454755972414570496/unknown.png 22:25 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mapgen flags: Add 'biomes' global mapgen flag (#7355) 130b23253 https://git.io/vhghk (152018-06-08T22:24:36Z)