Time |
Nick |
Message |
00:23 |
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02:06 |
oil_boi_ |
texmex: I think I just created the worst menu music possible |
02:27 |
oil_boi_ |
texmex: https://youtu.be/PdA_pZUVors OOPS |
03:14 |
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03:38 |
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03:38 |
orbea |
hi, how is the hbsprint mod supposed to work? I can't find any documentation on how to sprint. I see the sprint hudbar, but that seems it. |
03:39 |
orbea |
with minetest-5.1.1 |
03:52 |
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04:12 |
orbea |
oh, its disabled with the fast priv... |
04:18 |
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04:23 |
orbea |
now the player sprints for a mere moment before slowing down, but the sprint hud still is drained... |
04:44 |
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04:44 |
oil_boi_ |
I like when you're working on something in Windows 10 and explorer just crashes completely |
04:53 |
Elouin |
Is there a way to let some server command run every like 24 hours? Like cron for minetest. |
05:23 |
oil_boi_ |
Yes: |
05:23 |
oil_boi_ |
timer = 0 |
05:24 |
oil_boi_ |
on globalstep do timer = timer + dtime then check if timer > 60*60*24 and if it is run command and then reset timer |
05:28 |
Elouin |
Ok cool. But where do i have to put this? minetest.conf? |
05:28 |
oil_boi_ |
Oooooh, I thought you were talking about making a mod. I'm not sure if you can do that in the .conf |
05:30 |
oil_boi_ |
Elouin: what are you trying to do? |
05:40 |
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05:44 |
Elouin |
oil_boi_: i want to run clearobjects at least once a day, since mobs are still pretty buggy in mineclone 2 and tend to pile up in the water... |
05:47 |
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05:53 |
texmex |
oil_boi_: Lol it’s quite eclectic. Slow chords then… PACPACPACMAN |
06:02 |
texmex |
oil_boi_: TNT arrows are nice but also, how about rope arrows? |
06:05 |
oil_boi_ |
Elouin: Here, I wrote a mod just for you, https://forum.minetest.net/viewtopic.php?f=9&t=24491 |
06:07 |
oil_boi_ |
texmex: Yeah I was laughing when I was making that in LMMS, the real one sounds quite a bit better and I tested it in the main menu for 5 minutes and the tone changes so much it does not get irritating |
06:07 |
Elouin |
oil_boi_: thanks. |
06:07 |
oil_boi_ |
Elouin: No problem |
06:07 |
oil_boi_ |
texmex: Rope arrows are a great idea, I'll have to put that in the readme as an idea cause I'm working on small stuff today to take a little break |
06:09 |
Elouin |
man, i really have to check out modding. Its pretty awesome that the modding API looks that simple. |
06:09 |
Elouin |
or not the api, but the few mods ive looked into alle where super simple scripts for what they where doing |
06:11 |
oil_boi_ |
Elouin: You can make a mod that prints "hi :D" every 5 seconds or you can make a mod that calculates the mutations of rna during cell division and everything in between |
06:12 |
Elouin |
yes, i know. what i meant was that its seems pretty easy to mod minetest compared to mos other games |
06:14 |
oil_boi_ |
Ohhh yeah, you should see Minecraft's modding, it's hilarious. Download forge, go through the forge api, technically break the Minecraft license because you have to copy some of it's code, then define a whole bunch of stuff in java that shouldn't even be necessary, and repeat until the java vm crashes :D |
06:17 |
Elouin |
I once wanted to make a Minecraft mod and noped the **** outta there already when reading the docs. xD |
06:18 |
Elouin |
Java itself isnt my favorite, but combined with the way of minecraft modding its, awful. |
06:26 |
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10:24 |
cheapie |
Just finished this, if anyone might find it useful and wants to try it out: https://cheapiesystems.com/git/mesecons_carts/ |
10:25 |
cheapie |
It extends the minetest_game carts mod with mesecons-controlled power and brake rails (both available in normal and 2x strength), detector rails, and also start-stop rails like some other carts mod (I think it was boost_cart or something?) had. |
10:30 |
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11:01 |
Elouin |
oil_boi_: just because its the first time using mods on a server for me, i just have to put "load_cron_clear_objects = true" into the worlds.mt after i put the mod under $MINETESTDIR/mods/ right? |
11:03 |
cheapie |
Elouin: Normally I recommend just putting mods in the "worldmods" directory inside the world itself - more flexible, less confusing, and no configuration needed. |
11:03 |
cheapie |
But yes, assuming the mod is called cron_clear_objects, what you said should work too. |
11:06 |
Elouin |
cheapie: ohh, that also works? Nice. Is there doku on that? The only place mentioning mods on servers i found was: https://wiki.minetest.net/Help:Setting_up_a_server/Debian |
11:08 |
cheapie |
Elouin: https://raw.githubusercontent.com/minetest/minetest/master/doc/lua_api.txt |
11:08 |
cheapie |
Listed under "mod load path" |
11:10 |
Elouin |
thanks. so since i run a game i would put it in "<worldname>/game/mods/"?! |
11:11 |
Elouin |
That should be mentioned in a section here: https://wiki.minetest.net/Setting_up_a_server |
11:11 |
Elouin |
can everyone edit the wiki? |
11:13 |
cheapie |
No idea what the policies are there, but honestly I've never found the wiki to be very useful. |
11:14 |
Elouin |
me neither. and thats where i think many people go to for information on mintest related things... |
11:14 |
Elouin |
https://forum.minetest.net/viewtopic.php?f=3&t=10473 ahh there. |
11:16 |
oil_boi_ |
Elouin: What? That mod automatically does it for you. You put that in your mods directory or into the game/game_your_using (Minetest-game) directory under mods |
11:16 |
oil_boi_ |
Elouin: What operating system are you using? |
11:18 |
oil_boi_ |
Mods have 2 possible directories $Minetest/mods (which makes them globally usable for each game) and $Minetest/Games/game_your_using/mods |
11:18 |
cheapie |
oil_boi_: And the easy one, $minetest/worlds/whatever_the_world_name_is/worldmods |
11:18 |
oil_boi_ |
That's a thing now? AMAZING! |
11:18 |
oil_boi_ |
That's super usefull :D |
11:19 |
cheapie |
It's been a thing for ages :P |
11:19 |
cheapie |
Actually I think it predates the "put them all in one place and enable them somewhere else" nonsense. |
11:20 |
Elouin |
oil_boi_: server is FreeBSD. |
11:20 |
Elouin |
okay. so no need to put it in the worlds.mt as mentioned in https://wiki.minetest.net/Help:Setting_up_a_server/Debian ?! |
11:22 |
oil_boi_ |
easy thing to do Elouin, run the server, go to .minetest in your home directory, make mods dir, put in mods dir, or go to the worlds dir in .minetest find your world, make dir /worldmods put it there |
11:24 |
Elouin |
Okay, nice. This should go to the wiki! |
11:42 |
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13:00 |
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13:01 |
cat29 |
hello |
13:01 |
cat29 |
hi |
13:09 |
QwertyDragon |
o/ |
13:33 |
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13:35 |
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13:36 |
adfeno |
Hi there, how to debug Minetest language selection for node names if making a terminal/console server? |
13:37 |
adfeno |
I find it strange that despite setting the language code in client's "all configuration" menu, upon joining the server, sand is still typed as "Sand" instead of being localized. |
13:38 |
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13:38 |
sfan5 |
client version? server version? which game? |
13:39 |
adfeno |
minetest_game. server 5.1.1 and client 5.1.1. |
13:40 |
adfeno |
I'll try to check the build time flags (if the game exposes such upon startup). |
13:40 |
sfan5 |
buildtime flags on the server don't affect this |
13:41 |
sfan5 |
not sure but I think the client needs gettext even if those translations function independently from it |
13:41 |
sfan5 |
is the mainmenu on the client correctly translated as well? |
13:42 |
adfeno |
By the way, I forgot to tell, I'm trying to test Minetest's new translation. I'm not using mods such as IntLLib. |
13:42 |
adfeno |
sfan5: The main menu is translated correctly |
13:43 |
sfan5 |
are you sure that minetest_game actually has translations for your target language? |
13:46 |
adfeno |
Hm, gess. |
13:46 |
adfeno |
It seems to be absent |
13:47 |
adfeno |
It has de, es, fr and it. OK, sorry, I thought it had that already |
13:47 |
sfan5 |
if the translation has been added in the meantime you could copy the files from a 5.2.0-dev MTG |
13:51 |
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13:57 |
adfeno |
sfan5: Thanks for the information and for the help. :D |
13:58 |
adfeno |
I jumped into conclusions too early (I wrongly assumed that 5.1.1 had a translation for pt-BR). I'll see how 5.2.0-dev is and if there is need to, I'll send a patch by email. |
13:58 |
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13:58 |
adfeno |
Or by forking and requesting a merge to some developer online here. |
14:04 |
sfan5 |
https://github.com/minetest/minetest_game/pull/2559 this pull request includes a pt_BR translation |
14:04 |
sfan5 |
give it a try if you want |
14:06 |
adfeno |
sfan5: Hm, Oh, OK :D |
14:09 |
Elouin |
can i put players and world into the same db in postgres? |
14:10 |
sfan5 |
yes, the table names do not clash |
14:10 |
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14:10 |
sfan5 |
I don't know whether this is explicitly supported though |
14:13 |
Elouin |
okay, great. i think the error message is bugged. when migrating player database without the player connection string it still errors for the world connection string. |
14:14 |
sfan5 |
oh in fact |
14:14 |
Elouin |
it says that "pgsql_connection" is missing even though "pgsql_players_connection" |
14:14 |
Elouin |
is missing |
14:15 |
sfan5 |
it doesn't support putting that data in separate databases |
14:15 |
sfan5 |
the "pgsql_connection" is used for both map and player data |
14:16 |
Elouin |
but it only works with "pgsql_player_connection"... |
14:16 |
orbea |
any ideas what is up with hbsprint? https://github.com/minetest-mods/hbsprint/issues/21 |
14:17 |
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14:18 |
sfan5 |
oh maybe it does |
14:18 |
sfan5 |
...this code is all over the place |
14:18 |
sfan5 |
you are right, the error message is misleading |
14:19 |
sfan5 |
orbea: my guess: it doesn't consider the node(s) below you walkable and stops the sprint |
14:20 |
orbea |
is sand/cobblestone not walkable? |
14:21 |
sfan5 |
no it definitely is |
14:23 |
orbea |
the spawn in this test map is all desert so im not sure that is the problem |
14:23 |
orbea |
idk lua that much, but could it only register the use button is pressed for a moment and is not being held down? |
14:24 |
orbea |
but then it wouldn't drain the stamina... |
14:27 |
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14:41 |
Elouin |
is the server having issues atm? board is loading super slow and giving different 500 errors sometimes. |
14:41 |
QwertyDragon |
the forum is slow I noticed |
14:42 |
QwertyDragon |
internet is wonky these days :| |
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18:04 |
orbea |
sfan5: I figured out the issue, there is some incompatiblity with the pova mod I was testing, I guess I will just remove that https://notabug.org/tenplus1/pova |
18:05 |
sfan5 |
pova has the same functionality as player_monoids and is by defintion incompatible with it |
18:07 |
orbea |
ah, my mistake |
18:10 |
orbea |
i was testing it because it was in the 3d_armor depends.txt, I suppose I didn't understand it means player_monoids or pova? |
18:11 |
sfan5 |
well certainly not both |
18:11 |
sfan5 |
if 3d_armor supports player_monoids then just that one |
18:11 |
orbea |
yea, that is what im doing, thanks :) |
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21:20 |
Extex |
How would I get a list of player who have a priv? (Regardless of weather they are on or not) |
21:20 |
sfan5 |
look into the auth handler |
21:20 |
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21:22 |
Extex |
How do I use it? |
21:22 |
Extex |
It's seems pretty undocumented |
21:24 |
sfan5 |
there is a section in lua_api that describes it |
21:25 |
Extex |
Oke |
21:27 |
* Sodomon |
|
21:30 |
Extex |
Uhh |
21:30 |
Extex |
What does it do? And how do I use it? |
21:38 |
texmex |
!tell oil_boi_ iron ore fence?! :D |
21:38 |
MinetestBot |
texmex: yeah, sure, whatever |
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21:50 |
MinetestBot |
Wuzzy: Mar-30 13:43 UTC <appguru> you might want to consider putting devtest on ContentDB |
21:52 |
Wuzzy |
Ummm, no. Devtest should go right into Minetest and replace [minimal]. I also posted a PR. |
21:54 |
Wuzzy |
I also hope that once Devtest is included, they will adopt a policy to keep it up-to date when new features are added |
21:55 |
Wuzzy |
current [minimal] has been dangerously neglected in the past |
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