Time |
Nick |
Message |
00:05 |
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02:54 |
Harindu |
hi guys |
02:54 |
Harindu |
is minetest playable? |
02:55 |
NathanS21 |
playable on what? |
02:55 |
Harindu |
like playable as a game |
02:56 |
NathanS21 |
Yes, though you may find it basic. Adding some mods will add a lot to the game. |
02:56 |
NathanS21 |
The ingame content browser makes that really easy. |
02:56 |
Harindu |
how about multiplayer stuff? |
02:57 |
NathanS21 |
There are plenty of good servers to play on. |
02:57 |
NathanS21 |
Creative, survival, puzzle games. |
02:57 |
NathanS21 |
There is a little bit of everything. :) |
02:57 |
Harindu |
:) how many people would be online at a time? |
02:57 |
NathanS21 |
That would all depend on what server. I couldn't really give you any numbers. |
02:58 |
NathanS21 |
http://servers.minetest.net/ |
02:58 |
Harindu |
Cool. I would try it out then |
02:58 |
NathanS21 |
List of all the servers, with player information, mods, descriptions, etc. |
03:00 |
Harindu |
yeah thats nice |
03:00 |
Harindu |
it seems we have around 180 players online |
03:00 |
Harindu |
Thanks a lot. |
03:00 |
Harindu |
See ya |
03:01 |
NathanS21 |
You're welcome. |
03:31 |
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06:06 |
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06:06 |
diginet |
hey, how do you grant privs to pre-existing users? |
06:07 |
diginet |
and also where is auth.txt stored? |
06:27 |
ANAND |
diginet: You can grant privs to existing users by using the /grant chat-command |
06:27 |
ANAND |
/grant <name> <priv> |
06:28 |
diginet |
ANAND: if I try and do this it says that I don't have the privilege to do so |
06:28 |
ANAND |
Then grant yourself the "privs" priv first, by doing /grantme privs |
06:29 |
ANAND |
Wait, that wouldn't work, sorry |
06:29 |
diginet |
it says "your privileges are insufficient" |
06:29 |
diginet |
yeah |
06:29 |
ANAND |
Are you hosting a server, or you're playing singleplayer? |
06:29 |
diginet |
is there a baked in admin user |
06:29 |
diginet |
or something |
06:30 |
diginet |
hosting a server |
06:30 |
diginet |
I have a debian VPS I run the server on |
06:30 |
ANAND |
Ok |
06:31 |
ANAND |
So you can try adding `name = <name_of_admin>` to minetest.conf |
06:31 |
ANAND |
The server's minetest.conf, that is |
06:32 |
diginet |
ok so e.g. name = diginet would make diginet an admin user? |
06:32 |
ANAND |
Yes |
06:33 |
ANAND |
The admin can then grant the 'privs' priv to those who can grant privs to other players |
06:33 |
ANAND |
Or the admin can directly grant the privs to those players |
06:34 |
diginet |
okay perfect thanks! |
06:34 |
ANAND |
Glad to help :) |
06:34 |
diginet |
that worked perfectly, thank you ANAND |
06:35 |
ANAND |
Your welcome, and good luck |
06:40 |
diginet |
ANAND: one other question, how would I list all registered users and delete ones? |
06:46 |
Sketch2 |
https://sqlitebrowser.org |
06:46 |
Sketch2 |
then open /minetest/worlds/Name_of_Wold/players.sqlite |
06:47 |
Sketch2 |
you'll have to figure out what to do from there. rtfm |
06:47 |
Sketch2 |
I'm not to blame if ya screw it up. so make a backup |
07:34 |
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07:49 |
ANAND |
diginet: There's no way to get a list of all registered players from within MT |
07:49 |
ANAND |
If your mod or game required this functionality, then you might want to redesign it |
07:54 |
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12:17 |
minetest |
jesus |
12:17 |
minetest |
this was a long tie ago |
12:17 |
minetest |
i was here |
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14:26 |
diginet |
ANAND: oh I just meant that I had redundant users made |
15:02 |
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15:21 |
ANAND |
diginet: Right, I think I misunderstood what you were asking. |
15:21 |
ANAND |
Do you want a list of all associated names for a particular player? |
15:22 |
ANAND |
If so, you can look into ban manager mods like xban2 and sban. |
15:24 |
ANAND |
Ofc, they'll only be able to work on names that were used after these mods have been deployed. Player names registered before a ban manager was installed can't be listed, unless the names are used again, once the ban manager is installed. |
15:24 |
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16:21 |
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16:57 |
diginet |
anyone have issues trying to serve minetest with a domain name? |
17:00 |
rubenwardy |
no |
17:00 |
rubenwardy |
make sure to enable ipv6 if your server has support for |
17:00 |
rubenwardy |
also |
17:00 |
rubenwardy |
!up rubenwardy.com 30001 |
17:00 |
MinetestBot |
rubenwardy.com:30001 is up (89ms) |
17:03 |
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17:43 |
Krock |
mmh one of my old mods broke |
17:43 |
Krock |
thanks stairs |
17:43 |
sfan5 |
wot |
17:45 |
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17:46 |
Krock |
or it's moreblocks... hmm global 'register_stair_slab_panel_micro' (a nil value) |
17:47 |
Krock |
ah yes. used to be a public function but was made private |
17:49 |
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18:00 |
Krock |
!up ente.kak.si 34617 |
18:00 |
MinetestBot |
ente.kak.si:34617 is up (122ms) |
18:07 |
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18:39 |
hisforever |
has anyone used the angledglass. I can't find a pain that works with angled glass, is there any? |
18:40 |
Krock |
!mod angledglass |
18:40 |
MinetestBot |
Krock: There are no results for this query :( |
18:40 |
hisforever |
thanks Krock |
18:41 |
sfan5 |
? |
18:47 |
Krock |
tried to look up information in the mod, but apparently no result is also enough of an answer.. |
18:57 |
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20:04 |
Sketch2 |
was it just glass in a table-saw |
20:12 |
Sketch2 |
hisforever, try the circular saw in moreblocks -- https://github.com/minetest-mods/moreblocks |
20:13 |
Sketch2 |
oh. sleepy, didn't realize he left already. maybe he'll see it eventually |
20:32 |
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21:21 |
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21:21 |
SusWombat |
Hi |
21:21 |
SusWombat |
Im new to minetest. And i have 2 questions. Are the desktop and android version on par? And do both have the same "mod" support? |
21:27 |
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21:45 |
Sketch2 |
yea, the server runs on a desktop. mobile users just log into it |
21:46 |
Sketch2 |
assuming it has enough power to run the game, then it'll do fine with the mods |
21:47 |
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21:48 |
AlexYst |
I've built a model and applied a texture in Blender. I've set that model as a mesh in Minetest and set a texture in Minetest as well. However, the node made from the mesh is somehow all black. Any ideas how I would debug that? |
21:51 |
AlexYst |
Oh. Huh. I just noticed the node is correctly textured as an item in my hand, just not when placed. Never mind, it's probably some sort of lighting issue. That should be a lot easier to solve. |
21:52 |
AlexYst |
There we go. I set "param" to "light" in the definition of the node, not "paramtype". My bad. |
21:54 |
AlexYst |
Sweet, that worked. The node still looks stupid, but now, it's only because I'm a bad designer, and not an actual technical issue. |
21:57 |
Sketch2 |
sometimes ya have to flip normals, or reverse the X axis on those |
21:59 |
AlexYst |
I'm glad I took a course on 3D graphics last term, or I would have no idea what normals were. I really have no idea what I'm doing in Blender. |
21:59 |
AlexYst |
Thanks for the tip! If I run into other issues of the textures not showing up correctly, I'll look into how to flip the normals or the axes. |
22:01 |
AlexYst |
I also noticed that if I set a solid-colour material in Blender, Minetest ignores it. For the solid-colour part of the model, I need to install the GIMP so I can create a single-pixel texture, which I find kind of funny. |
22:01 |
AlexYst |
I thought I already had the GIMP installed, but I've been having so many issues on this machine, that I had to reinstall the system at one point, and that lost me my installed applications. |
22:16 |
AlexYst |
Okay, I now have the model in Blender set to use two textures, one for each of two components. In Minetest, I have two tiles configured. However, Minetest is using the first tile image as the texture for both components. Any idea how to fix that? Or in Minetest limited to a single texture for a mesh? |
22:16 |
Sketch2 |
in the definition, you input a list of the textures |
22:17 |
Sketch2 |
I believe if you use 1 texture, it uses that fore all faces. if you input 2, then it uses the 1st for top and bottom, then the other for all sides |
22:17 |
Sketch2 |
tif you define 3 textures, top, bottom, sides |
22:17 |
Sketch2 |
tthen you can also specify all 6, but I don't recall the order of operations on that. you'd have to look it up |
22:19 |
AlexYst |
I've listed two textures though, and only one is getting used. The texture order you listed applies to cubes, according to the doc, not meshes though. Meshes don't really have a "top" image. |
22:20 |
Sketch2 |
well, you've UV mapped it as a cube? |
22:21 |
AlexYst |
I UV mapped one structure as an unwraped object ant the other as ... I don't know what you'd call it, but all sides use the full texture. |
22:21 |
fluxflux |
Hello folks. The docs for minetest.get_modpath() indicates that it should return the path for a mod that's installed but not enabled; however, it seems to return "nil" in such cases. I'm trying to help someone debug an issue where that *does* seem to be happening, somehow, and I can't figure out how to replicate it. Anyone have any ideas? |
22:21 |
AlexYst |
A second texture. |
22:21 |
AlexYst |
Minetest is doing the unwraping/full texture thing correctly, but using the first texture as both textures. |
22:22 |
AlexYst |
fluxflux: That's odd behaviour. Why would the path of an installed mod be returned if it's not enabled? |
22:22 |
AlexYst |
My guess is that the doc is wrong there, not the behaviour. |
22:23 |
fluxflux |
AlexYst: that's what the docs say it does, and i've been "corrected" for relying on that behavior before |
22:23 |
fluxflux |
by people more knowledgeable than I. |
22:23 |
AlexYst |
Huh. What are you trying to do with that, anyway? Maybe there's another way we can do it. |
22:24 |
fluxflux |
Well, I'm helping someone who's got some sort of issue involving two mods: one optionally depends on the other |
22:24 |
fluxflux |
The one w/ the optional dependency, checks for the presence of the other using get_modpath(), which shouldn't be reliable, but I can't actually replicate the failure the other person is seeing. |
22:25 |
Sketch2 |
yea, it'll only return paths for mods that are enabled |
22:25 |
AlexYst |
fluxflux: I'm not sure what the other person is seeing, but is sounds like there's something wrong on their end. Any chance of getting a debug log? |
22:26 |
Sketch2 |
get_modpath() is likely just getting the root folder for the original mod, then trying to traverse dirs from there |
22:27 |
fluxflux |
https://dev.minetest.net/get_modpath |
22:28 |
fluxflux |
of course, that could be outdated, or wrong. i'll look into the source.. |
22:28 |
Sketch2 |
yea, that's what I was saying. it's not gonna tell ya if there's another added. |
22:29 |
fluxflux |
there's another what added? |
22:29 |
AlexYst |
Huh. The open chests from default have the behaviour I'm looking for, but with six images, instead of two. When I apply the chest model to my node definition, both my images get used, too. Maybe something's wrong with my model somehow. |
22:29 |
Sketch2 |
you can't load mods from other dirs that way, only modules in subdirs |
22:30 |
AlexYst |
Sketch2: The goal is to see if the mod is enabled, so as to run code that depends on that mod's presence. |
22:30 |
AlexYst |
That function returns nil if the mod isn't installed, so a lot of modders use it for conditional logic. |
22:31 |
Sketch2 |
OK, well it tells ya the answer right there in that page you linked. |
22:31 |
Sketch2 |
use global_exists() instead -- https://dev.minetest.net/minetest.global_exists |
22:31 |
AlexYst |
The problem is that on the other person's system, it seems to be returning the wrong answer if the mod is installed, but disabled. |
22:31 |
fluxflux |
Sketch2: the problem is that not all mods declare globals |
22:32 |
fluxflux |
Sketch2: that's certainly a solution for this specific issue, but i'm trying to understand what's going on more generally |
22:32 |
Sketch2 |
the mods gonna have a namespace to exist |
22:33 |
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22:34 |
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22:36 |
fluxflux |
no, mods can just create items or register callbacks etc. anyway, this is getting to be tangential... |
22:37 |
Sketch2 |
is he in the right world? it should return anything if it hasn't been loaded |
22:37 |
Sketch2 |
another mod w. a similar name? |
22:38 |
fluxflux |
the problem the other player is seeing: get_modpath() returns a value, but the expected global variable doesn't exist |
22:38 |
fluxflux |
clearly, we can fix this by just doing a global_exists check. but i'm trying to figure out just how reliable get_modpath actually is |
22:40 |
Sketch2 |
it isn't. the wiki specifically states "Note: This function returns the path regardless of whether the mod is selected and loaded in the game-play." |
22:40 |
fluxflux |
Sketch2: except I can't actually figure out how to make that happen |
22:40 |
fluxflux |
i don't know what weird thing this other person is doing for this behavior to show up |
22:40 |
Sketch2 |
which is it? it IS returning or it ISN'T |
22:40 |
fluxflux |
Sketch2: it's returning for him, and not for me |
22:41 |
fluxflux |
and so far as i can tell, we're using the same version of minetest/mtg |
22:41 |
Sketch2 |
oh. uh, different OS'es? |
22:41 |
fluxflux |
different flavors of linux, but that shouldn't matter |
22:42 |
Sketch2 |
ownership of the dirs might, but that's likely not the issue |
22:42 |
fluxflux |
sorry, i admit i'm not being as clear as possible right now, kind of sick and brain's foggy. |
22:42 |
Sketch2 |
it's OK. I get what'chrr saying |
22:42 |
fluxflux |
i think i'm just going to poke into the code internals and see if i can figure out what's happening |
22:44 |
Sketch2 |
some of them are followed with the suffix -master when d/l'ed from GitHub |
22:45 |
Sketch2 |
the dir might exist as a different name, especially with the new method of defining individual mod .conf's to specify internal game name |
23:04 |
swift110 |
hey all |
23:09 |
AlexYst |
Hey swift110! |
23:17 |
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23:22 |
swift110 |
how are you AlexYst |
23:27 |
riff-IRC |
Hi swift110\ |
23:27 |
riff-IRC |
Hi swift110 |
23:29 |
swift110-phone__ |
Hey riff-IRC proller |
23:31 |
fluxflux |
Just an update on my issue, from reading the source code for 5.0.1 and HEAD:master, get_modpath() will only return a path for mods that have already been loaded, or will be loaded, for the current server process. it should never return a non-nil value for a mod that's disabled. As such, I've asked the 3rd party I'm helping to supply a whole lot more information, cuz something weird is going on for them. |
23:47 |
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23:48 |
AlexYst |
swift110-phone__: Not great. It feels like I'm getting hit with frustration from every side. At the moment, I'm trying to figure out how to use the most obnoxious laptop I've ever had the displeasure of working with. It's got no right or middle mouse buttons, for starters, which is making it very difficult to work in Blender and makes it less fun to play Minetest. |
23:48 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Add initial environmental sounds mod with flowing water sounds ea992bd https://git.io/JemyI (2019-09-11T23:46:40Z) |
23:52 |
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