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IRC log for #minetest, 2021-01-17

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All times shown according to UTC.

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.
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01:35 Sven_vB works for singleplayer now. :-)
01:35 Sven_vB how do I make it work for multiplayer?
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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
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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.
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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.
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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
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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
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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
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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 <F​lamore> 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
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