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Biggvs_Richardvs |
Hi all |
01:06 |
Biggvs_Richardvs |
Running 5.3 as a server, trying to use the aliveai mod just to check it out. Crashed with the following: |
01:06 |
Biggvs_Richardvs |
2020-12-09 16:48:25: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): Invalid position (expected table got nil).2020-12-09 16:48:25: ERROR[Main]: stack traceback:2020-12-09 16:48:25: ERROR[Main]: [C]: in function 'get_objects_inside |
01:06 |
Biggvs_Richardvs |
and a few more similar lines after that |
01:06 |
Biggvs_Richardvs |
I figure the "expected table" thing was the important part |
01:07 |
Biggvs_Richardvs |
Just curious if anyone has a fix, or if this mod is even worth screwing with |
01:07 |
Biggvs_Richardvs |
Don't know anything about it, it just looked cool |
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09:04 |
MTDiscord |
<IhrFussel> You forgot to post the most important part of the error...the exact file and line number (they probably left already can't see via discord) |
09:07 |
sfan5 |
they indeed did |
09:07 |
sfan5 |
though if the aliveai author would be to see this they could probably fix it |
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09:51 |
hecks |
am I supposed to get a nil from get_player_velocity in on_shutdown? |
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10:04 |
sfan5 |
do players even exist at that point? |
10:05 |
hecks |
hell if I know, but on_leaveplayer isn't called either |
10:05 |
hecks |
and this is singleplayer |
10:07 |
hecks |
oh, #420 |
10:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/420 -- Call on_leaveplayer before shutdown in singleplayer |
10:07 |
hecks |
that's ancient |
10:08 |
hecks |
technically it's SP only so I can ignore it, but let me dig around first |
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12:00 |
hecks |
well that was stupid, the velocity is also nil in on_leaveplayer |
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13:47 |
Tighe |
Hi |
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15:38 |
daiNoZord |
I want to place two "post"s and have a forcefield generated between them, i think i need an "anode" and a "kathode". Anode being dummy and kathode active. Kathode: on place node check objs within radius - if objs is anode get pos anode, get pos kathode, compare a.x, a.y, a.z with k.x, k.y, k.z and lay the forcefield between with minetest.place_node. Am I on the right track? |
15:52 |
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16:07 |
tango_ |
daiNoZord: conceptually it seems to work |
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daiNoZord |
tango: thanks! ill get it together soon then :) |
16:18 |
tango_ |
daiNoZord: anodes and kathodes should also remove the force field on removal |
16:19 |
daiNoZord |
tango : yes, definitely! on_destruct return? |
16:20 |
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16:20 |
tango_ |
daiNoZord: you're now out of my lua api knowledge |
16:21 |
daiNoZord |
tango: waaaaay out of my own lol |
16:21 |
tango_ |
good luck 8-) |
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16:34 |
Andrey01 |
hello, does anybody know 'old/new velocity' parameters in 'moveresult' table are vectors along specific axises or along all ones? |
16:35 |
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16:36 |
sfan5 |
pretty sure its all axes |
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16:37 |
Andrey01 |
then I think it would be rational to put them in the external table, not in each collision one |
16:40 |
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16:40 |
Andrey01 |
also I think it would be nice still collision points were calculated in each that table |
16:41 |
Andrey01 |
without using raycasting |
16:44 |
sfan5 |
huh? |
16:45 |
sfan5 |
the old/new velocities are before and after *that particular* collision, putting them globally would be possible but provide less information |
16:46 |
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16:51 |
Andrey01 |
why would it provide less information? just it would help to avoid unnecessary duplicating those vectors |
16:53 |
sfan5 |
but they are not duplicates because they can be different |
16:53 |
sfan5 |
maybe I misunderstood your question or you misunderstood my answer regarding specifc axis/all axes |
16:55 |
Andrey01 |
you said these vectors in each collision table are similar, that is, they are along all axises (x, y, z), not along the specific one |
16:55 |
Andrey01 |
so are they duplicates? |
16:57 |
sfan5 |
they are not |
16:57 |
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16:58 |
Andrey01 |
that I meant, e.g. speific along X vector is '{x=4.5, y=0, z=0}', along Y: '{x=0, y=-2.3, z=0}', along Z: '{x=0, y=0, z=16.7}' |
16:59 |
Andrey01 |
so the vector along all three axises: '{x=4.5, y=-2.3, z=16.7}' |
17:02 |
Andrey01 |
so did you answer the second example is actual? and the same table will be in all those separate collision tables, yes? |
17:07 |
sfan5 |
http://sprunge.us/bk6BDO?lua here's an example, as you can see none of the vectors are duplicate |
17:15 |
Andrey01 |
but then I don`t understand at all why 'collisions' needs more than one table, really is it not sufficient to have an one 'old_velocity' and an one 'new_velocity'? |
17:16 |
Andrey01 |
that is, it doesn`t need, but can contain* |
17:17 |
sfan5 |
and where would you put node_pos? |
17:17 |
sfan5 |
and "axis" too? |
17:19 |
Andrey01 |
but I talk about 'old/new velocity' now |
17:20 |
sfan5 |
it would be possible to have just one velocity but this would make things more complicated if you have bouncy nodes |
17:21 |
sfan5 |
if not, it's obvious that a collision on the X axis will set vel.x = 0 |
17:24 |
specing |
VanessaE: *poke* https://gitlab.com/VanessaE/pipeworks/-/issues/37 |
17:26 |
Andrey01 |
sfan5 or someone else: *please*, merge #10363. I already did all what was necessary |
17:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/10363 -- [MainMenu] Add clear button and icon for search one. by Andrey2470T |
17:28 |
VanessaE |
OW! |
17:28 |
VanessaE |
hey, knock that shit off, I have sensitive skin :P |
17:30 |
VanessaE |
specing: I dunno, if someone wants to make a pull request, I wouldn't mind |
17:30 |
VanessaE |
but I'd really prefer nore to look at these sorts of things |
17:31 |
VanessaE |
(since the tubes code is pretty much all his) |
17:31 |
specing |
Who is "nore"? SX? |
17:32 |
specing |
Oh, there is a nore account here *poke* *poke* |
17:32 |
Andrey01 |
nore is a core developer if I don`t mistake |
17:32 |
VanessaE |
specing: nore is ekdohibs on github |
17:33 |
VanessaE |
and gitlab |
17:33 |
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17:50 |
nore |
hmm what's happening? |
17:50 |
VanessaE |
nore: see above |
17:51 |
nore |
I see |
17:51 |
nore |
yes, it would be a good idea |
17:52 |
nore |
I'll see when I can find the time to implement it, but I can't really promise anything |
17:52 |
nore |
(or was it a pull request? it seemed like it wasn't) |
17:52 |
VanessaE |
nore: I figured someone should make a PR and you review it :) |
17:52 |
nore |
that would do it :) |
17:54 |
VanessaE |
I'm not really qualified to review PRs related to tube stuff or really most of pipeworks at all :P |
17:55 |
specing |
I made injectors return chest content list via digiline,but no idea what I did with said code |
17:55 |
specing |
Lots of potential there for automated storage&retrieval systems |
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18:13 |
sfan5 |
Andrey01: I can only approve it, but it looks good this time |
18:14 |
sfan5 |
one thing though, I'd swap the position of the search and X button |
18:14 |
sfan5 |
can you change that? |
18:15 |
Andrey01 |
why? |
18:15 |
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18:16 |
sfan5 |
intuitively I'd press the button right next to the box and expect that on to perform the action |
18:16 |
sfan5 |
but right now that button deletes the text |
18:19 |
Andrey01 |
one core dev already suggested that on the github, too, but to be honest, I don`t know which order is more correct |
18:19 |
Andrey01 |
ok, I`ll do |
18:20 |
sfan5 |
thanks |
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18:32 |
Andrey01 |
sfan5: done |
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19:08 |
Helenah |
Anyone here use mobs redo? For some reason despite the mod showing up in /mods, there is no mobs spawning in the game or I don't know where to look. |
19:09 |
luk3yx |
I think you need to install mobs_animal as well |
19:10 |
Helenah |
Okies I managed to find a horse. |
19:10 |
Helenah |
luk3yx: Oh |
19:16 |
Helenah |
join ##helenahfanclub |
19:16 |
Helenah |
woops sorry |
19:16 |
Helenah |
I missed the / |
19:16 |
Helenah |
I apologise |
19:17 |
Krock |
best channel ever |
19:17 |
Krock |
mobs_redo is a framework, Helenah |
19:17 |
Helenah |
:3 |
19:18 |
Helenah |
I'm glad the ops didn't get down my neck, thank you appreciated. |
19:18 |
Helenah |
Krock: Yeah, though the forum post on it was confusing at the same time as it mentioned things like pigs and stuff. |
19:19 |
Krock |
the only thing that goes down your neck is a Guillotine in the 18th century |
19:20 |
Krock |
by searching "mobs_" in the main menu's content browser you should find some more stuff |
19:21 |
Krock |
"nssm" might also be interesting (monsters), but I dunno how actively that's developed |
19:23 |
Andrey01 |
nssm has been abandoned already a long time ago, that is not developed at all |
19:23 |
Andrey01 |
unfortunately :((( |
19:31 |
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19:31 |
Krock |
!mod nssm |
19:31 |
MinetestBot |
Krock: Not So Simple Mobs [nssm] by npx - https://forum.minetest.net/viewtopic.php?t=11813 - https://github.com/NPXcoot/nssm |
19:32 |
Krock |
2017? just three years |
19:35 |
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19:46 |
Helenah |
I'm on server 5.3.0, pipeworks doesn't seem to load, is it compatible? |
19:48 |
* VanessaE |
hides and pushes nore over into Helenah's line of sight :) |
19:49 |
Krock |
VanessaE: that's not how the game works! |
19:49 |
* Krock |
pulls VanessaE out of the rabbit hole |
19:50 |
Helenah |
VanessaE: What about nore? |
19:50 |
VanessaE |
nore wrote most of the good stuff in pipeworks :) |
19:50 |
Helenah |
Ah :3 |
19:50 |
VanessaE |
but anyway |
19:51 |
VanessaE |
what's the error message? |
19:51 |
Helenah |
VanessaE: No error message, it's set to true in world.mt but doesn't show up in /mods |
19:51 |
VanessaE |
there has to be an error message in debug.txt |
19:51 |
Helenah |
And yes, after setting to true, restarted the server. |
19:51 |
Helenah |
Ah |
19:51 |
VanessaE |
it wouldn't just silently fail |
19:51 |
* Helenah |
looks |
19:52 |
Corey[m] |
unless it's a dependency issue in which it will quietly skip it |
19:52 |
VanessaE |
Corey[m]: no it wouldn't |
19:52 |
Helenah |
VanessaE: According to debug.txt, no failure. |
19:52 |
Helenah |
er... |
19:52 |
VanessaE |
it would report the dependency error roo |
19:52 |
Helenah |
no error message |
19:52 |
VanessaE |
too* |
19:52 |
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19:52 |
VanessaE |
Helenah: then you didn't enable it. :) |
19:53 |
Helenah |
VanessaE: I checked again, it's set to true. |
19:53 |
Corey[m] |
Well by quietly I meant the player wouldn't see it unless they were looking at the logs, then again my logs usually get drowned in texture warnings, so I have hard failures instead |
19:54 |
VanessaE |
Helenah: then you did it wrong :) |
19:54 |
VanessaE |
Helenah: just enable it from the menu insteadf |
19:54 |
VanessaE |
-f |
19:54 |
Corey[m] |
VanessaE: I can always try it here, I'd just need to know what version of pipeworks is being used |
19:54 |
Helenah |
VanessaE: It's a server and it's headless cli. |
19:55 |
VanessaE |
Helenah: ok. why not just use worldmods then? |
19:55 |
Helenah |
VanessaE: Cause I thought .minetest/mods would've been fine. |
19:55 |
VanessaE |
worldmods is easier to deal with imho |
19:56 |
VanessaE |
you can just copy a mod folder to there and that's it -- it's installed/enabled. |
19:56 |
Helenah |
VanessaE: No server restart? o: |
19:56 |
VanessaE |
restart still needed, natch |
19:56 |
Helenah |
No adding entreies to world.mt, or setting appended-by-server entries to true? |
19:57 |
VanessaE |
nope. |
19:57 |
Helenah |
Ah nice |
19:57 |
VanessaE |
you just put a mod there and on the next restart, it's enabled, provided its deps are met |
19:57 |
Corey[m] |
pipeworks also needs screwdriver (from minetest_game) and basic_materials |
19:58 |
Corey[m] |
correct me if I'm wrong on that |
19:58 |
VanessaE |
that sounds right |
19:58 |
VanessaE |
and default, too |
19:58 |
Corey[m] |
It loaded for me on a clean world after enabling both dependencies |
19:58 |
Corey[m] |
Well it was a minetest game world, so I skipped default |
19:58 |
VanessaE |
right |
19:59 |
tango_ |
question: am I the only one annoyed by the fact that ladders cannot be placed vertically on top of each other without a block behind? |
20:00 |
Helenah |
Okies... |
20:00 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Various documentation fixes (#10692) af07343 https://git.io/JIwlI (2020-12-10T19:59:24Z) |
20:01 |
Helenah |
So I moved my mods to worlds/world/worldmods, that works though still not pipeworks loaded and I checked, pipeworks is in worldmods, also no error message in debug.txt. |
20:01 |
VanessaE |
there HAS to be an error msg |
20:01 |
VanessaE |
unless you're loading the wrong world or something |
20:02 |
Helenah |
VanessaE: I'm telling you, theres no error message. |
20:02 |
Helenah |
Atleast not where I'm told to look for it. |
20:03 |
VanessaE |
there can't NOT be an error, if the mod is indeed placed where MT will find itr |
20:03 |
Corey[m] |
Helenah: Look at the very top of the logs, and look for something like 'unmet dependencies' |
20:03 |
Helenah |
Corey[m]: Nothing there. |
20:03 |
Corey[m] |
Do you have creative mode, do the nodes/blocks/items show up from pipeworks at least? |
20:04 |
Helenah |
Corey[m]: No pipe recipes. |
20:05 |
Corey[m] |
Recipes, so it at least has the items? |
20:05 |
Corey[m] |
If it's just the recipes missing then: bug report! |
20:05 |
Helenah |
Corey[m]: How do I check if it has the items? |
20:06 |
Corey[m] |
That's why I asked if you had creative mode, you could just open your inventory and check the creative tabs for the items in question a quick 'pipeworks' in the search would bring them up, if anything |
20:07 |
Helenah |
Corey[m]: Survival |
20:08 |
Corey[m] |
Can you grant yourself creative, or reload the world in creative? |
20:09 |
Helenah |
Corey[m]: What is the equivalent to /gamemode? |
20:10 |
Corey[m] |
I honestly don't know I work mostly in creative mode |
20:10 |
Corey[m] |
It also depends on what mods are present |
20:11 |
VanessaE |
Helenah: functionally, granting or revoking yourself the creative priv, I guess |
20:11 |
Corey[m] |
Try /grantme creative |
20:11 |
Helenah |
I did that |
20:12 |
Helenah |
So I search pipeworks, nothing |
20:12 |
Corey[m] |
So it really isn't loaded |
20:13 |
Helenah |
Yeah, it's not loaded. |
20:13 |
Corey[m] |
And is it enabled in the world's world.mt file? |
20:13 |
VanessaE |
and your debig.txt goes all the way back to the moment the server is started? |
20:13 |
Corey[m] |
`load_mod_pipeworks = true` ? |
20:13 |
VanessaE |
Corey[m]: it's in worldmods, so world.mt is useless |
20:14 |
Helenah |
VanessaE: Yes, theres not much in that file, it's a new server. |
20:14 |
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20:14 |
Corey[m] |
Okay so worldmods... |
20:15 |
Corey[m] |
lemme try a thing |
20:15 |
Corey[m] |
so if I put basic_materials and pipeworks in the worldmods directory it should automatically load correct? |
20:15 |
VanessaE |
yep |
20:16 |
Corey[m] |
loading the world |
20:16 |
Helenah |
Corey[m]: I can confirm that VanessaE is right there. |
20:16 |
Corey[m] |
Yep it worked |
20:16 |
VanessaE |
yoldyaso :) |
20:17 |
Helenah |
Corey[m]: Is the server 5.3.0? |
20:17 |
VanessaE |
that's how my public servers work |
20:17 |
Corey[m] |
touche, now let's see if I can break it |
20:17 |
Corey[m] |
Helenah: Nope this is the client, but its running minetest master |
20:17 |
Helenah |
ah |
20:17 |
Corey[m] |
I just whipped up the world by hand |
20:18 |
VanessaE |
the client launches a server process internally so as far as mods are concerned, it's the same |
20:19 |
VanessaE |
(er thread I guess) |
20:19 |
Corey[m] |
One thing I'm slightly worried about though, is worldmods don't show up on the ui |
20:19 |
Corey[m] |
And that means you can sneak mods into worlds |
20:19 |
VanessaE |
no, but when you're using worldmods to manage a server you have no UI for them to show up in :) |
20:19 |
VanessaE |
"sneak mods into worlds"? maybe with mod security disabled I suppose |
20:20 |
Corey[m] |
Yeah, but if you downloaded the world say from some site and didn't bother to look, it works in singleplayer, quietly |
20:20 |
VanessaE |
oh well that's true |
20:20 |
Corey[m] |
I just see it as a security flaw |
20:20 |
VanessaE |
but that's purely the user being stupid and the person supplying the file being malicious |
20:20 |
VanessaE |
not really the job of the engine to deal with that |
20:20 |
Corey[m] |
heck, if I were to put my mod on the trusted list and then write a compromised version and place it in the worldmods, the player is non the wiser |
20:20 |
Corey[m] |
they just granted me free reign |
20:21 |
VanessaE |
except that a world doesn't override the user's minetest.conf |
20:22 |
Corey[m] |
Yep, but if you know they have a specific trusted_mod, you can name the malicious one after it and place it in the worldmods |
20:22 |
VanessaE |
well that's trye |
20:22 |
VanessaE |
true* |
20:22 |
Corey[m] |
as long as they don't enable the real one from the ui, it will be trusted |
20:22 |
VanessaE |
but that's really no different from them downloading a pirated program from some shady website |
20:22 |
Corey[m] |
Anyway, we're getting off track, back to figuring out why pipeworks doesn't load on the server |
20:23 |
Corey[m] |
or a seemingly legit program from a shady website |
20:23 |
VanessaE |
that too |
20:24 |
Corey[m] |
Helenah: Do you have both pipeworks and basic_materials in the worldmods? |
20:24 |
Corey[m] |
and the world's game is minetest_game? |
20:24 |
Helenah |
Corey[m]: no basic_materials |
20:24 |
Helenah |
and the world's game is minetest_game |
20:24 |
Corey[m] |
Need to go grab that |
20:24 |
VanessaE |
it should have shown you the dependency error |
20:24 |
Corey[m] |
VanessaE: remember when I said it could silently fail P: |
20:24 |
VanessaE |
(in debug.txt) |
20:25 |
* Helenah |
sighs |
20:25 |
VanessaE |
Corey[m]: "can" does not mean "is meant to". MT is not supposed to hide that error |
20:25 |
VanessaE |
ever. |
20:25 |
Helenah |
VanessaE: I'd rather listen to Corey[m] than someone who repeatedly tells me what should happen rather than listening to me saying it doesn't happen. |
20:25 |
* VanessaE |
grumles |
20:26 |
* VanessaE |
grumbles |
20:26 |
VanessaE |
ok fuck it. |
20:26 |
* VanessaE |
wanders off |
20:26 |
sfan5 |
it is correct though |
20:27 |
sfan5 |
you cannot troubleshoot a problem without assuming that the engine isn't randomly hiding errors from you |
20:29 |
Helenah |
Corey[m]: Okay I'm going to place basic_materials mod |
20:29 |
Corey[m] |
Helenah: Let me know if it works |
20:29 |
Helenah |
but I wont load it until the server isn't active with players again. |
20:29 |
Helenah |
Then I will get back to you. |
20:32 |
Corey[m] |
sfan5: I didn't quite understand, could you rephrase that? |
20:34 |
sfan5 |
if you assume the engine is lying to you you'll have a hard time finding the cause of the issue |
20:35 |
Corey[m] |
I've worked with systems that blatantly lied about it's error state, so that's where I'm coming from |
20:37 |
daiNoZord |
it's not code yet - its just my attempt at putting some dots together - does anyone have a min if i hastebin to tell me if i can join these dots together or need to start again? |
20:38 |
Corey[m] |
sfan5: I'll try the same configuration that helenah had and see if the dependency error shows up, if it doesn't and fails, I'll open an issue, how's that sound? |
20:39 |
sfan5 |
that'd be helpful |
20:39 |
Corey[m] |
oh wait, this is my patched branch |
20:39 |
sfan5 |
daiNoZord: if you post your idea here some will probably give feedback |
20:39 |
Helenah |
Corey[m]: Infact... I'll deploy a test environment. |
20:39 |
sfan5 |
someone* |
20:39 |
Helenah |
So I can get back to you right away :3 |
20:39 |
Corey[m] |
No need, I can probably test it here |
20:40 |
Corey[m] |
I just need to switch branches and rebuild it from master vs whatever I have here |
20:40 |
daiNoZord |
sfan5: nice one, thanks |
20:40 |
daiNoZord |
http://hastebin.com/yayicutoce |
20:40 |
Helenah |
Corey[m]: Okies |
20:42 |
sfan5 |
daiNoZord: you want to place a straight line of nodes between the kathode and anode? |
20:43 |
daiNoZord |
sfan5: yes, basically |
20:44 |
sfan5 |
when a kathode is placed use minetest.find_node_near to find a nearby anode, the rest is https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm and placing the nodes |
20:45 |
daiNoZord |
sfan5: excellent! thanks - ill look into that now :) |
20:48 |
Corey[m] |
sfan5: It works on master, I'll grab the 5.3.0 release and try again there and let you know |
20:48 |
sfan5 |
thanks for checking |
20:51 |
Corey[m] |
sfan5: Are there any settings in the configuration that can affect log level? |
20:52 |
sfan5 |
probably |
20:52 |
Corey[m] |
I'd need to test against that as well |
20:59 |
daiNoZord |
sfan5: ah is this then using math.abs? sorry.... |
21:00 |
Corey[m] |
sfan5: Worked on 5.3.0 as well, I don't think I need to go any lower |
21:01 |
Corey[m] |
Helenah: Do you still have a copy of the debug.txt, if you do can you upload it to gist or the likes so we can review? |
21:01 |
Helenah |
Sure |
21:02 |
Helenah |
Corey[m]: On the minetest git? |
21:02 |
Corey[m] |
No I just need the log/debug file, I promise I won't use any information in it for evil |
21:02 |
Helenah |
Corey[m]: Am I able to termbin it? |
21:02 |
Corey[m] |
Sure |
21:03 |
Corey[m] |
As long as I can read or download it |
21:04 |
Helenah |
Wait a minute... |
21:04 |
Helenah |
The timestamps seem wrong so I looked for another debug.txt, it's the only one... |
21:05 |
Corey[m] |
the debug.txt is normally in the home directory under `.minetest` on linux |
21:06 |
Corey[m] |
so /home/user/.minetest/debug.txt, not sure of all the other places it can be |
21:06 |
Helenah |
Corey[m]: There is no debug.txt in .minecraft, however there is one outside of it. |
21:07 |
Corey[m] |
minetest* not minecraft P: |
21:07 |
Corey[m] |
Where is the minetest installed? |
21:07 |
Helenah |
Sorry |
21:07 |
Helenah |
I put it in /opt/minetest and run it under a system user 'minetest'. |
21:08 |
Corey[m] |
Okay, and where does it store the worlds? |
21:08 |
Helenah |
Corey[m]: The worlds are /opt/minetest/world |
21:09 |
Corey[m] |
that means the debug.txt should be in /opt/minetest |
21:09 |
Corey[m] |
if not, are you using a specific `--logfile` option? |
21:12 |
Helenah |
Corey[m]: Thanks, fixed the problem. |
21:12 |
Corey[m] |
Still finding the correct logfile is important for future issues |
21:12 |
Helenah |
I forgot I changed the location of the log file... |
21:13 |
Helenah |
Yes |
21:13 |
Helenah |
Anyway, pipeworks should work now. |
21:13 |
Helenah |
It depends on basic_materials. |
21:13 |
Helenah |
I wish this came to mind earlier that I set the log location, damn. |
21:13 |
Helenah |
VanessaE: I do apologise. |
21:15 |
Corey[m] |
Good business, glad it works for you now |
21:15 |
Helenah |
:) |
21:15 |
Corey[m] |
VanessaE: I'll also apologize, if I offended you in any way |
21:15 |
Corey[m] |
I've proven the engine's innocence in this case as well |
21:16 |
Helenah |
Corey[m]: To be honest... it is 9:15pm and I'm working on server stuff. It's my own fault for not working on server stuff with a fresh mind. |
21:16 |
Corey[m] |
We'll chalk this one up as a PEBKAC |
21:17 |
Corey[m] |
That is, problem exists between keyboard and chair or more simply, a user error |
21:22 |
* VanessaE |
shrugs |
21:25 |
Helenah |
Corey[m]: Yes. :) |
21:25 |
Helenah |
VanessaE: I'll shrug too. |
21:25 |
* Helenah |
strugs |
21:25 |
Helenah |
Lets shrug it off heh |
21:31 |
daiNoZord |
more confused now than i was before tho tbh |
21:32 |
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22:06 |
jumbods64 |
i have a question |
22:06 |
jumbods64 |
does anyone know what the built-in skin is supposed to be |
22:07 |
jumbods64 |
like, the solid green 2d one |
22:07 |
jumbods64 |
i think it's a guy with a hat but what's the black... thingy |
22:07 |
jumbods64 |
an eye? a mouth? |
22:08 |
jumbods64 |
https://raw.githubusercontent.com/Zeg9/minetest-skins/master/skins/textures/player_1.png |
22:09 |
MTDiscord |
<ra> the void |
22:17 |
MTDiscord |
<IhrFussel> Corey, I don't really understand your "security flaw" ... If you download someone's world they cut also shove in malicious mods without using worldmods...cause world.mt is part of the world folder as well |
22:17 |
MTDiscord |
<IhrFussel> they could* |
22:17 |
MTDiscord |
<IhrFussel> Or maybe they could not |
22:18 |
Corey[m] |
world.mt only contains configuration, it only says what mods should be loaded/enabled |
22:18 |
Corey[m] |
worldmods allows you to ship the entire mod |
22:18 |
Corey[m] |
and if you spoof the name of a known trusted mod, that's where the security flaw starts |
22:19 |
Corey[m] |
since worldmods aren't shown in the config normally the player wouldn't even be aware it's loaded |
22:19 |
MTDiscord |
<IhrFussel> Just delete worldmods then as user if you find it inside a downloaded world |
22:19 |
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22:20 |
Corey[m] |
The flaw works because the average user isn't going to check it |
22:20 |
Corey[m] |
Not everyone would be technical enough to check all the files, much less read the source |
22:20 |
Corey[m] |
to make it worse, they could have legitmate mods mixed in to distract from it |
22:21 |
MTDiscord |
<IhrFussel> If the world is offered on the forums someone would definitely find it...the same on github...If you download a random world from someone's private server it's a different story |
22:27 |
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22:28 |
Corey[m] |
For starters if worldmods are disabled in the config dialog that would be a start, warning the user when an unknown world with worldmods are present and allowing them to verify it is another step |
22:35 |
jumbods64 |
wait, is MTDiscord a bot connected to some discord server |
22:37 |
MTDiscord |
<Jonathon> yes |
22:37 |
MTDiscord |
<Jonathon> personmtdiscord i think its formatted |
22:38 |
jumbods64 |
what discord is it, i wanna join... |
22:39 |
MTDiscord |
<Jonathon> here ya go: https://discord.gg/6W84ytH |
22:39 |
jumbods64 |
ty |
22:39 |
MTDiscord |
<Jonathon> np |
22:43 |
swift110 |
hey all |
22:47 |
MTDiscord |
<JumboDS64> scott here |
22:53 |
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23:25 |
perrier |
I built minetest from source. I wonder why the package maintainter for Fedora built minetest server without the interactive terminal. |
23:26 |
sfan5 |
they might not have been aware of the feature |
23:26 |
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23:35 |
perrier |
ah |
23:35 |
perrier |
It's enabled by default but the server isn't. |
23:40 |
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23:50 |
daiNoZord |
mwah mwah mwah... this is crap. mwah mwah mwah... im taking a break from it. mwah mwah mwah... |
23:51 |
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23:57 |
nn0ble |
ndefined symbols for architecture x86_64: |
23:57 |
nn0ble |
"PcgRandom::PcgRandom(unsigned long long, unsigned long long)", referenced from: |
23:57 |
nn0ble |
Sky::updateStars() in sky.cpp.o |
23:57 |
nn0ble |
ld: symbol(s) not found for architecture x86_64 |
23:58 |
nn0ble |
I am getting this error when running make |