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IRC log for #minetest, 2018-08-17

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All times shown according to UTC.

Time Nick Message
00:00 Fixer ty
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00:17 MarisaG Trying to get a mod working but it does not show the previews of the skins properly. Any ideas? https://github.com/dmonty2/minetest-u_skinsdb
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09:32 MarisaG I set up a sourceforge pag for my Minetest utilities. You can view it here: https://sourceforge.net/projects/minetest-utilities/
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10:20 MarisaG Need help with a skin script
10:21 MarisaG trying to add minetest-u_skinsdb        but when I run ./update_from_db2.py  I get these errors and it doesnt build anything:
10:21 MarisaG Page: 58
10:21 MarisaG Traceback (most recent call last):
10:21 MarisaG File "./update_from_db2.py", line 43, in <module>
10:21 MarisaG addpage(p+2)
10:21 MarisaG File "./update_from_db2.py", line 35, in addpage
10:21 MarisaG f.write('name = "'+s["name"]+'",\n')
10:21 MarisaG TypeError: must be str, not int
10:22 MarisaG It counts up from Page: 1 to Page:58 then says that
10:22 MarisaG The mod is here: https://github.com/dmonty2/minetest-u_skinsdb
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12:20 jubalh hi folks
12:20 jubalh just tested minetest for the first time
12:21 jubalh kind of nice. but are there also animals/enemies or something like hidden treasures to discover in this world? it would be a bit more enternaining :)
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12:40 rubenwardy jubalh: note that minetest is a game engine. The prepackaged game, Minetest Game doesn't have any mobs yet
12:40 rubenwardy There are hidden treasures in dungeons
12:40 rubenwardy !mod mobs redo
12:40 MinetestBot rubenwardy: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917
12:40 rubenwardy Is the most popular mod for mobs
12:40 rubenwardy Also consider trying anothet game such as
12:40 rubenwardy !mod Mineclone2
12:40 MinetestBot rubenwardy: Convert Minetest world to Mineclone2 WIP [gt2mc2] by maikerumine - https://forum.minetest.net/viewtopic.php?t=17907
12:41 rubenwardy Ew
12:41 rubenwardy Not that
12:41 ChimneySwift jubalh: Minetest as it is designed to be a modding base with maximum compatability. there's been talk of adding a separate game to the official release but there are hundreds of mods to choose from on the forums. a few good ones to get started bringing the world to life are mobs_redo (with mobs_animal and mobs_monster), caverealms lite, and ethereal
12:41 ChimneySwift ninjad
12:41 ChimneySwift but oh well
12:41 rubenwardy *minetest game
12:41 rubenwardy Is designed to be a modding base
12:41 ChimneySwift yeah that
12:41 rubenwardy Same difference though
12:44 rubenwardy https://content.minetest.net/packages/Wuzzy/mineclone2/
12:44 rubenwardy !title
12:44 MinetestBot rubenwardy: MineClone 2 - Content DB
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12:45 jubalh rubenwardy, ChimneySwift: i see. thank you
12:46 rubenwardy Happy exploring
12:46 jubalh so far i just intall minetest on my server via the package manager. not sure whats the best way to get the mods. probably i will have to download them myself from those forums and put them in some dir so that they get spotted and loaded
12:47 ChimneySwift yep, on Linux there'll be a mods folder in ~/.minetest
12:47 ChimneySwift then you can enable them in the world configuration
12:47 rubenwardy Check that the version is at least 0.4.16
12:47 jubalh its 0.4.17.1
12:48 rubenwardy Consider getting a development version of 5.0, it has a mod/game installer in the main menu
12:48 rubenwardy Although expect bugs
12:48 jubalh so do i get this right? i should git clone all those things mentioned in that forum post? meaning mobs redo api, farm animals, monsters, ridable horse into that mods folder, right?
12:48 rubenwardy Sweet
12:50 rubenwardy Probably
12:50 jubalh and once i put the mods in that folder they are loaded automatically?
12:53 ChimneySwift you'll need to enable them per-world in the configuration menu
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12:53 jubalh ChimneySwift: configuration menu?
12:54 jubalh i have a dedicated server running on a VPS, when i connect from my game here locally to there there should be a menu to enable it?
12:54 jubalh i thought i'll have to edit some config
12:56 ChimneySwift oh you're running it off a separate server? OK, in that case you'll need to modify world.mt in the world folder
12:56 jubalh ok found that file :) modify it how? :)
12:56 ChimneySwift which should be ~/.minetest/worlds/worldname
12:57 ChimneySwift kk
12:57 ChimneySwift add "load_mod_[modname] = true"
12:58 ChimneySwift or set to true if it's set to false
13:00 rubenwardy Eg:    load_mod_mobs=true
13:01 jubalh like htis? load_mod_mobs_redo = true
13:01 jubalh ah ok :)
13:02 jubalh i would like to test quickly that it worked. so i guess i'll have to stop the server and restart it and join, and then i could see something somewhere?
13:03 rubenwardy Yeah
13:03 rubenwardy /mods
13:03 jubalh t looks like this: https://susepaste.org/77466041
13:03 rubenwardy No redo
13:03 rubenwardy And isn't it   mobs_horse  ?
13:03 rubenwardy The mod name of Mobs Redo is just mobs
13:03 rubenwardy Confusing, yeah
13:04 rubenwardy The reason for this is that there was a mod called Simple Mobs originally which had a name of mobs
13:04 jubalh ah i thought its always the name of the repo
13:04 rubenwardy In an ideal world, minetest wouldn't need them to both have the same name. But unfortunately they do in order to keep compatibility with each other
13:05 rubenwardy Well, look in  mod.conf   for the bame
13:05 rubenwardy Or in the forum topic title
13:05 rubenwardy Or kick tenplus1
13:07 Out`Of`Control jubalh: dump all mods in mods folder restart server. Turn off again, change false = true in world.mt  start server
13:07 rubenwardy Yeah, with a lot of mods that's easier
13:07 jubalh Out`Of`Control: thanks :)
13:08 rubenwardy Minetest will add   = false    lines when it spots new mods on server start
13:08 jubalh ok seems to have worked!
13:08 rubenwardy Woo
13:08 rubenwardy I'm planning on adding a CLI for this
13:09 rubenwardy minetestserver install mobs --enable --worldname world1
13:09 rubenwardy But probably 5.1.0
13:09 Out`Of`Control jubalh: look in debug.txt for conflicts
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13:16 librebob[m] hi
13:16 rubenwardy Hi
13:16 librebob[m] im playing on friends server and it keeps saying "Access denied: Connectioned timed out."
13:17 librebob[m] does this just mean the server is taking too long to respond
13:17 librebob[m] or me to the server
13:17 rubenwardy It's likely that the connection is invalid
13:17 rubenwardy So
13:18 rubenwardy Are they on the same network?
13:18 rubenwardy If not, is the server on a home network?
13:18 rubenwardy Have they port forwarded?
13:18 jubalh ok, thank you gys!
13:18 jubalh *guys
13:18 jubalh so what was it about the treasure? i didnt get that?
13:18 librebob[m] it's remote server
13:18 rubenwardy jubalh: you get them in dungeons
13:18 rubenwardy Although that may be a 5.0 thing
13:19 rubenwardy If so, there's
13:19 librebob[m] I can play for about 2 - 4 minutes, with friends
13:19 rubenwardy !mod tsm
13:19 MinetestBot rubenwardy: StreetsMod create modern cities by webdesigner97 - https://forum.minetest.net/viewtopic.php?t=2984
13:19 librebob[m] until I see full packet loss in the debug graph
13:19 rubenwardy Arth
13:19 librebob[m] then i get error message and disconnected
13:19 rubenwardy !mod treasurer
13:19 MinetestBot rubenwardy: Pyramids (with Treasurer support) [tsm_pyramids] by Wuzzy - https://forum.minetest.net/viewtopic.php?t=10336
13:19 rubenwardy Ew
13:19 rubenwardy Whatever
13:19 librebob[m] we're all on 0.4.17.1 and so is server
13:19 rubenwardy Oh weird
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13:20 librebob[m] do mobs have an impact on this
13:20 librebob[m] like could too many mods cause the server to be too slow
13:20 librebob[m] and not able to handle processing network?
13:20 librebob[m] because when I join there's lots of mobs
13:23 ChimneySwift Unlikely
13:24 librebob[m] could it be because we copied the minetest data from an old instance into a new instance
13:24 ChimneySwift it's more likely a network dropout is happening occasionally I would think
13:24 librebob[m] so we could keep playing the same map
13:24 librebob[m] like some auth issue?
13:24 librebob[m] could a bug in one of the mods being causing the issue?
13:24 ChimneySwift no that shouldn't cause issues
13:24 librebob[m] im using other servers running on the same server and they dont drop network
13:24 ChimneySwift and if it does then it wouldn't do that
13:24 jubalh is this treasurer only available as zip? not git repo? :/
13:25 librebob[m] services*
13:25 librebob[m] minetest is running in docker
13:25 librebob[m] i wonder if that affects it
13:25 jubalh got it: http://repo.or.cz/minetest_treasurer.git
13:25 ChimneySwift hmm, well it's unlikely to be a mod issue
13:26 ChimneySwift if nobody else is experiencing the same effects then it's likely a client or client network issue
13:26 jubalh so treasurer is the trm and now i need various tsm right?
13:26 librebob[m] all my friends are experiencing it
13:28 ChimneySwift OK, well that's interesting. I've noticed a similar occurrence from another home hosted server, possibly an ISP issue? if you're hosting from home. it looks like some kind of network issue tbh
13:28 ChimneySwift you could check by running a sustained ping to the server and seeing if it also drops out
13:29 librebob[m] hosting from amazon
13:30 ChimneySwift hmmm.. interesting... I have no idea how it could be an issue with minetest or mods, but for the sake of eliminating variables it might be a good idea to try a separate install to see if you experience the same problem maybe
13:31 marisag Im trying to use the skins mod, but when I run the ./update_from_db2.py file it lists 58 pages and then gives me this error:
13:31 marisag Traceback (most recent call last):
13:31 marisag File "./update_from_db2.py", line 43, in <module>
13:31 marisag addpage(p+2)
13:31 marisag File "./update_from_db2.py", line 35, in addpage
13:31 marisag f.write('name = "'+s["name"]+'",\n')
13:31 marisag TypeError: must be str, not int
13:31 marisag Any ideas?
13:33 rubenwardy Try running with the other python version
13:33 marisag which version?
13:33 rubenwardy The other one
13:33 rubenwardy XD
13:33 rubenwardy Do    python --version
13:34 rubenwardy If it says 2, then use   python3 updateblah
13:34 rubenwardy If it says 3, then use    python2 updateblah
13:34 rubenwardy Wait
13:34 rubenwardy Looks like the JSON response may be bad actually
13:34 rubenwardy So don't do that
13:34 marisag ok
13:35 rubenwardy Just put    str ()    around the s["name"]
13:35 marisag I thought it might be something like that, since it goes for 58 pages
13:37 marisag fixed it. Thanks!
13:38 marisag Lol, spoke to soon. Now the ./generate_previews.sh isnt working
13:40 marisag When I run that I get this at the end:
13:40 marisag Skins have been updated. Please run ./generate_previews.sh
13:40 marisag When I run that I get a bunch of errors like this:
13:40 marisag rm: cannot remove '../u_skins/textures/*_preview*.png': No such file or directory
13:40 marisag Then a bunch of errors relating to ALSA
13:48 jubalh so after adding the mods they will also be available in the world where i already started playing?
13:48 jubalh so far i dont see birds or monsters or water animals
13:48 jubalh oh i just spotted a turtle :D
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13:55 librebob[m] whats the best Mobs mod?
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13:59 marisag I think the update_from_db2.py is not creating proper files. When I run generate_previews.sh after it I see these errors:
13:59 marisag Moving files...
13:59 marisag mv: cannot stat 'blender_out/character_*_00.png': No such file or directory
13:59 marisag mv: cannot stat 'blender_out/character_*_01.png': No such file or directory
13:59 marisag mv: cannot stat 'output/*_preview*.png': No such file or directory
13:59 marisag Done !
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14:35 marisag update: it seems the updae_from_db2.py is creating the .png's. It's putting them in /usr/share/games/minetest/games/minetest_game/mods/minetest-u_skinsdb/u_skins/textures
14:35 marisag So need to see why the generatrePreviews.sh isn't seeing them
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15:09 Out`Of`Control jubalh: in game write /mods to see what mods are loaded
15:10 marisag fyi: i tracked it down - the skin_previews.blend was looking for "/skins/" instead of "/u_skins"....
15:10 Out`Of`Control librebob[m]: redo
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16:58 Andrey01_ hi, i just want to ask what are minimal and maximal does minetest.get_heat() return? what number can it return?
17:00 Andrey01_ and second question: how can player attach to node? It can attach only to other obj as i understand
17:03 Cornelia I vaguely recall the range [-100,100]
17:05 Andrey01_ Cornelia, is this answer to my question?
17:06 Cornelia The first question.
17:06 Cornelia I dunno about the second.
17:07 Cornelia I recall something about biomes being declared using a voronoi map of heat to humidity and the ranges were [-100,100]
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17:10 paramat heat and humidity vary from -37.5 to 137.5
17:10 paramat centre values are 50
17:10 paramat however the extreme values are rare
17:11 Andrey01_ ok
17:12 paramat see diagram https://forum.minetest.net/viewtopic.php?p=240688#p240688
17:12 paramat that's our biome system
17:20 Andrey01_ do you know is it possible to attach player to node?
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17:23 Andrey01_ set_attach() attaches player only to obj, not to node
17:29 paramat but nodes don't move
17:29 paramat do you mean prevent a player from moving?
17:30 paramat so, no i doubt you can attach to a node, just 'set pos'
17:32 Andrey01_ ah, ok
17:34 Andrey01_ well if no, is there anything callback that runs where a player presses keys (W, A, D, S)? it would be help to attach player to node
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18:07 Andrey01_ what should allow_metadata_inventory_put() return if item can be put? -1?
18:08 Krock -1 is infinite
18:08 Krock return stack:get_count()
18:18 Andrey01_ what can this error (attempt to index a nil value) mean in so case: local medcupboard_lists = minetest.get_inventory(({type = "node", pos = pos}):get_lists()
18:19 Krock get_lists does not exist
18:19 Krock RTFM
18:22 Andrey01_ https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4812
18:22 Andrey01_ but ther is here ^^
18:22 Andrey01_ there*
18:22 paramat there's no callback when pressing controls, but you can use 'objref:get_player_control()' in a globalstep function
18:23 Krock Andrey01_: get_lists does not exist for that node because there's no inventory
18:24 Krock minetest.get_inventory returns nil on failure
18:27 Andrey01_ and is objref:set_player_controls() there?
18:28 Andrey01_ ah, it seems i know how to attach player to node!
18:35 MinetestBot [git] HybridDog -> minetest/minetest: World config: Add modpack descriptions and remove dependencies there … 4937c50 https://git.io/fNj51 (2018-08-17T18:34:08Z)
18:36 Andrey01_ why does this error cause: attempt to index field "minetest": cupboards_parameters.minetest.get_node(pos).name[2]
18:37 Krock because "minetest" is not a table key of cupboards_parameters
18:37 paramat OMG i've just realised why cupboards are called cup-boards, duh!
18:38 Krock grats
18:38 Krock paramat: also do some research why "w" is called "double u". Interesting language history
18:41 Andrey01_ i need to return index from minetest.get_node(pos).name[2] for cupboards_parameters
18:41 paramat until now it's always seemed a strange spelling of a strange word 'cubbard' =s
18:43 Krock Andrey01_: you cannot index a strign
18:43 Krock *string in Lua
18:58 Andrey01_ now i am trying to make so: local name = minetest.get_node(pos).name and then cupboards_parameters[name][2] and it doesn`t show any formspec to cupboard
18:59 Andrey01_ on_right_click
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19:10 Andrey01_ explain what values can "fields" return when player submit fields
19:13 Krock "quit" any any input fields. also the pressed button, if there's one
19:16 Andrey01_ is that does it return form elements: button[X,Y;W;Y;name;...]?
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19:17 Krock that will result in the field "name" with value "true"
19:22 rubenwardy Krock: look at the braces
19:22 rubenwardy Andrey01 is doing this   ({type = "node", pos = pos}):get_lists()
19:23 rubenwardy also, inventories will be automagically created on get_inventory
19:23 rubenwardy actually, not 100% on that
19:23 rubenwardy I know that   get_meta():get_inventory()    always works
19:23 rubenwardy if loaded
19:26 Krock please enlighten me what's wrong with the races
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19:27 rubenwardy minetest.get_inventory(({type = "node", pos = pos}):get_lists()
19:27 rubenwardy two opening
19:27 rubenwardy one close
19:28 Krock oh
19:28 Krock right, also get_lists() returns nil on failure, but get_inventory creates a new inventory reference in all cases
19:29 rubenwardy yeah
19:29 Krock err
19:29 Krock what am I looking at https://github.com/minetest/minetest/blob/eef62c82a2e58700fc1216b0b8c03e421bc77995/src/script/lua_api/l_inventory.cpp#L486-L521
19:30 Krock and the parentheses issue would not explain the nil access error
19:30 rubenwardy probably returns nil on inactive map blocks
19:30 rubenwardy oh yeah
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21:39 IhrFussel Can someone here tell me the actual reason why movestones in mesecons always remove the node behind them when they start moving?
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