Time |
Nick |
Message |
00:31 |
cheapie |
Sven_vB: In "is my mod even being loaded?" situations like that, the error() function is perhaps the easiest way to find out. If it crashes, it was loaded :P |
00:32 |
Sven_vB |
cheapie, yeah. once I found where to enable the mod, it did crash. :) |
00:32 |
Sven_vB |
cheapie, earlier I couldn't find any feedback - obviously. |
00:32 |
Sven_vB |
I'm still at loss how to enable it in multplayer. |
00:35 |
cheapie |
FWIW, normally I just throw mods in worldmods (in the world dir), seems a lot easier and you don't have to enable anything. |
00:53 |
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01:35 |
Sven_vB |
works for singleplayer now. :-) |
01:35 |
Sven_vB |
how do I make it work for multiplayer? |
02:00 |
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02:04 |
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02:20 |
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02:31 |
ryzenda |
So, apparently there are some audio issues with minetest |
02:32 |
ryzenda |
I first noticed a few days ago after leaving the app open for a week, and using it a little bit each day |
02:32 |
ryzenda |
the issue for that though seemed different than my issue just now today |
02:32 |
ryzenda |
that previous issue, was during gameplay, I would hear the sound effects, but not just once, multiple times practically at the same time, almost, and it sounds like glitched audio a little bit, but I closed and reopened the app and audio was fixed, back to normal |
02:34 |
ryzenda |
but just today, now, I was noticing Bitchute videos and then also even locally played audio files using mpv and other audio software, and even the pavucontrol volume adjusting software, they were failing, audio wasn't playing, mpv was showing audio device underruns |
02:34 |
ryzenda |
but then I realized to close minetest and see if the problem persists, and everything is fine now, I can play audio without interruption |
02:35 |
ryzenda |
so, apparently, running minetest in the background, just idling, not using it, somehow over time, the audio resources become unavailable for other software to use |
02:45 |
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05:00 |
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05:34 |
Sven_vB |
in a client-side mod, how do I detect the $user_path? I'd like to have a default path where to save my chatlogs. |
05:37 |
kevr |
read $HOME |
05:37 |
kevr |
or %HOME% (i think, on windows?) |
05:48 |
Sven_vB |
how do I read env vars with CSM LUA? |
05:49 |
Sven_vB |
ph wow there's actually os.getenv in default LUA |
05:49 |
Sven_vB |
nevermind |
05:51 |
Sven_vB |
of course it would be nicer if MineTest would just share the authoritative information it has, rather than me trying to guess it. but reading the CSM forum, I get the impression CSM API is low priority. |
05:55 |
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06:23 |
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06:25 |
ryzenda |
In my minetest app, I no longer see the default "Minetest game" game in the icons at the bottom. How can I make it appear again? |
06:26 |
ryzenda |
I'm using archlinux environment |
06:26 |
ryzenda |
If I rename ~/.minetest and create a new session, then I see it again. |
06:28 |
ryzenda |
nevermind, I figured it out |
06:31 |
ryzenda |
Also I see https://content.minetest.net/packages/siegment/loria/ "ModError: Failed to load and run script. // ~/.minetest/games/loria/mods/electricity/init.lua:3: Electricity mod requires access to insecure functions in order to work. Please add the electricity mod to your secure.trusted_mods. Insecure functions provide native (fast) complex numbers and arrays, which are necessary for MNA solver used in electricity mod. |
06:39 |
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06:40 |
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06:40 |
Biggvs_Richardvs |
Hi all |
06:40 |
Sven_vB |
kevr, when I run the tests with /usr/bin/lua, os.getenv works as expected. but inside my CSM, os.getenv is nil. |
06:41 |
ryzenda |
ah, it's mentioned here also https://forum.minetest.net/viewtopic.php?f=50&t=25095&hilit=loria |
06:49 |
Biggvs_Richardvs |
Sokomine - got a sever crash with mg_villages running with Ethereal and df_caverns. May not be an issue with mg_villages, but that's the first thing in the error messages / stack trace |
06:49 |
Biggvs_Richardvs |
here's the output: |
06:49 |
Biggvs_Richardvs |
https://justpaste.it/7age8 |
06:51 |
Biggvs_Richardvs |
Love the mod btw. Just wanted to toss this out there, hoping htere might be a quick fix. Happy to volunteer my server for debugging |
06:57 |
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08:06 |
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08:13 |
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08:19 |
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08:21 |
ryzenda |
Actually, I'm not sure that I figured it out. I see this in console now: |
08:21 |
ryzenda |
"Game specified in default_game [minetest] is invalid." |
08:22 |
ryzenda |
but again, if I rename ~/.minetest to create a new session, then it appears |
08:57 |
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14:49 |
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15:01 |
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15:02 |
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15:21 |
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15:28 |
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16:05 |
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16:06 |
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16:08 |
tango_ |
oh wow this is a wonderful idea that minetest would immensely benefit from |
16:08 |
tango_ |
https://twitter.com/KenneyNL/status/1350788503567740930 |
16:10 |
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16:15 |
rubenwardy |
It's cool |
16:16 |
rubenwardy |
Minetest already has that with fixed depth, for variable depth it would be better to export to a 3d model format imo |
16:16 |
celeron55 |
eh, MT has an actual 3d world that you could design non-2.5D models in |
16:18 |
tango_ |
rubenwardy: of course for sophisticated models an actual 3D model is better, but for simpler stuff I love that representation a lot |
16:20 |
tango_ |
celeron55: of course that wouldn't be for the world itself, I'm thinking more of the wielded objects |
16:20 |
tango_ |
(e.g. tools) |
16:20 |
celeron55 |
in principle nothing prevents that either |
16:21 |
celeron55 |
and it's what i meant |
16:21 |
tango_ |
celeron55: then I'm afraid I don't get what you mean |
16:21 |
celeron55 |
just make a model editor "game" and add some APIs and formats to the engine if needed |
16:21 |
celeron55 |
done, and no need for 2.5D restrictions |
16:23 |
tango_ |
celeron55: oh I think I seee what you mean. you mean using MT itself as a pixelish 3D model editor |
16:23 |
tango_ |
well voxelish |
16:25 |
MTDiscord |
<Flamore> Nodebox-elish because voxel formats aren't supported :D |
16:26 |
tango_ |
8-D |
16:27 |
tango_ |
I wasn't even aware voxel file formats existed |
16:35 |
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