Time |
Nick |
Message |
00:02 |
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00:46 |
MTDiscord |
<MisterE, Modder of Sorts> I am trying to start a server |
00:47 |
MTDiscord |
<MisterE, Modder of Sorts> 2021-04-23 02:34:58: ERROR[Main]: Game specified in default_game [minetest] is invalid. 2021-04-23 02:34:58: ERROR[Main]: ServerError: Supplied invalid gamespec |
00:47 |
MTDiscord |
<MisterE, Modder of Sorts> I get those errors |
00:47 |
MTDiscord |
<MisterE, Modder of Sorts> whats wrong? |
00:47 |
MTDiscord |
<MisterE, Modder of Sorts> I have minetest_game installed |
00:48 |
MTDiscord |
<MisterE, Modder of Sorts> , it also has other mods in the mods folder besides the normal ones |
01:02 |
MTDiscord |
<MisterE, Modder of Sorts> I have figured out that it is because I set "mg_name = flat" in minetest.conf |
01:08 |
MTDiscord |
<Jordach> it's a main menu thing |
01:08 |
MTDiscord |
<Jordach> minetest gets a bit upset if one doesn't install minetest_game |
01:08 |
MTDiscord |
<Jordach> why this occurs is stupid |
02:09 |
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03:07 |
MTDiscord |
<MisterE, Modder of Sorts> so... I am still having this problem Help! |
03:07 |
MTDiscord |
<MisterE, Modder of Sorts> 2021-04-23 05:07:12: ERROR[Main]: Game specified in default_game [minetest] is invalid. 2021-04-23 05:07:13: ERROR[Main]: ServerError: Supplied invalid gamespec |
03:08 |
MTDiscord |
<MisterE, Modder of Sorts> The server runs once |
03:08 |
MTDiscord |
<MisterE, Modder of Sorts> then I shut it down |
03:08 |
MTDiscord |
<MisterE, Modder of Sorts> and then it can't find the games anymore |
03:09 |
MTDiscord |
<MisterE, Modder of Sorts> to be clear: minetest_game is installed |
03:15 |
MTDiscord |
<MisterE, Modder of Sorts> ok, now the game will run, but not all the mods in the game folder activate |
03:17 |
MTDiscord |
<MisterE, Modder of Sorts> interesting. I just discovered that the game will throw that error if your cwd is in the games folder when you run the game command |
04:00 |
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06:30 |
MTDiscord |
<fatalerror420 (seared)> There's no way the dude who thought that mt uses mc's code played mt |
06:30 |
MTDiscord |
<fatalerror420 (seared)> Absolutely no way |
06:30 |
MTDiscord |
<fatalerror420 (seared)> He saw the game |
06:30 |
MTDiscord |
<fatalerror420 (seared)> Thought it was a ripoff |
06:31 |
MTDiscord |
<fatalerror420 (seared)> And found the nearest way to communicate, and bitched about it |
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07:40 |
Ingar |
need to mention that unfounded claims of copyright infringement are rather unlawful |
08:00 |
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10:09 |
MTDiscord |
<Emojidiscord> 2021-04-23 18:06:20: ERROR[Main]: ModError: Runtime error from mod '*builtin*' in callback on_shutdown(): /usr/share/minetest/builtin/game/forceloading.lua:91: attempt to index local 'f' (a nil value) 2021-04-23 18:06:20: ERROR[Main]: stack traceback: 2021-04-23 18:06:20: ERROR[Main]: /usr/share/minetest/builtin/game/forceloading.lua:91: in function 'write_file' 2021-04-23 18:06:20: ERROR[Main]: |
10:09 |
MTDiscord |
/usr/share/minetest/builtin/game/forceloading.lua:109: in function </usr/share/minetest/builtin/game/forceloading.lua:108> 2021-04-23 18:06:20: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:422: in function </usr/share/minetest/builtin/game/register.lua:406> how to find out which mod caused this error? |
10:18 |
celeron55 |
it can't open a file for writing and there are some possible reasons for that |
10:19 |
celeron55 |
i suppose your filesystem could be full |
10:20 |
celeron55 |
or the world path could have some characters that somehow cause it to fail |
10:21 |
celeron55 |
a filesystem permission error is also possible |
10:21 |
celeron55 |
it's definitely not caused by a mod though |
10:24 |
sfan5 |
wow great forceloading does not use safe_write_to_file |
10:24 |
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13:38 |
Bombo |
hi |
13:38 |
heavygale |
hi |
13:39 |
Bombo |
is there a convention for mod.zip packages? i downloaded some, and some have subdirs in it and some not |
13:40 |
Bombo |
e.g. beacons doesnt, so i unzip to mods/ and need to create a dir first |
13:40 |
Bombo |
cool trees has a sub, so i can just unzip to mods/ |
13:41 |
Bombo |
castle_gates has a sub |
13:41 |
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13:43 |
Bombo |
is there a rule? |
13:46 |
Bombo |
(i want to make a bash script to dl mods and extract it to the mods dir) |
13:46 |
MTDiscord |
<Warr1024> where are you downloading them from? |
13:46 |
heavygale |
use git clone ^^ |
13:47 |
Bombo |
contentdb |
13:47 |
MTDiscord |
<Warr1024> ContentDB should have actually-enforced conventions for them. |
13:47 |
MTDiscord |
<Warr1024> It could be possible that some zips were created by an older version of CDB though before enforcement was done... |
13:48 |
MTDiscord |
<Warr1024> May also depend on whether the user did a zip upload release or released from VCS. |
13:48 |
rubenwardy |
ContentDB will create zips with an inner folder now. Previously, it did not as git-archive-all defaults to not doing that |
13:49 |
rubenwardy |
that only applies to VCS releases, zip uploads aren't touched |
13:49 |
rubenwardy |
unofficial CDB cli: https://github.com/ronoaldo/minetools |
13:50 |
MTDiscord |
<Warr1024> Zip uploads are validated though, so they could be rejected if the inner folder structure is not correct. |
13:51 |
MTDiscord |
<Warr1024> Or I guess CDB could unpack everything to validate, and then just repack everything itself so it meets standards there ... though that'd lose the benefits of someone e.g. running advzip against their zips to improve download times... |
13:52 |
rubenwardy |
I think that's a bit too pedantic to fail on though, as the Minetest client doesn't care |
13:53 |
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13:53 |
Bombo |
i just want to avoid creating subdirs in a subdir ;) |
13:54 |
Bombo |
does the minetools check for that? |
13:54 |
Bombo |
i don't speak go |
13:54 |
rubenwardy |
it should do, I haven't tested it |
13:54 |
rubenwardy |
I did explain the process to the author though |
13:56 |
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13:57 |
MTDiscord |
<Warr1024> Okay, so the convention is "we don't care about the folder structure of the zip because MT itself doesn't care and supports either" I guess? |
13:58 |
Bombo |
hm it looks like it checks for modpack.txt or .conf then it's a modpack with sub |
13:58 |
Bombo |
cool_trees seems to be a modpack |
13:58 |
MTDiscord |
<Warr1024> So I guess that means that the correct way to install stuff from CDB is either use the in-game menus, or use the cli tool; downloading from the website and then manually unzipping is not really a supported "primary" use-case. |
14:00 |
Bombo |
i did that until now, manually unzip to the headless remote server via ssj |
14:00 |
Bombo |
ssh. |
14:01 |
Bombo |
hm castle_gates has a dir but no modpack.(txt|conf) |
14:04 |
MTDiscord |
<Warr1024> Cloning the git repo is a good way to stay up-to-date with the latest code, but it can get you "ahead of release" depending on how the author manages branches and such, which might be detrimental to stability if you're trying to run a "production" sort of environment unless they have a stable branch you can track that matches what they do on CDB. |
14:05 |
MTDiscord |
<Warr1024> That's sort of the ideal process, though, if it's possible for you. Automating downloads from CDB via stuff like the cdb cli tool is also possible, esp. if there's no stable branch and you want only official releases ... but I'm not sure how it handles the update case; never actually used it myself yet. |
14:06 |
Bombo |
do i get the git repo with the CDB API? |
14:07 |
MTDiscord |
<Warr1024> If you're querying the CDB API, then packages should have a VCS URL. That may or may not be a directly-clonable URL but usually it is |
14:09 |
MTDiscord |
<Warr1024> Technically I don't think there's any rule that says it can't be a URL to an hg or svn repo, or to the landing page of a hosting site that uses a different URL for actual cloning ... but I don't think that's an issue; I've never seen anyone use VCS for MT that's not git, and the major git hosting services like 'hub and 'lab at least let you directly clone the same URL as is used for the "browser experience" |
14:11 |
Bombo |
got it thx |
14:12 |
Bombo |
curl https://content.minetest.net/api/packages/SpaghettiToastBook/beacons/ |
14:12 |
Bombo |
uses notabug |
14:12 |
Bombo |
never heard of that heh |
14:13 |
MTDiscord |
<Jonathon> 10x better than repo.or.cz |
15:07 |
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15:24 |
erlehmann |
<Warr1024> Or I guess CDB could unpack everything to validate, and then just repack everything itself so it meets standards there ... though that'd lose the benefits of someone e.g. running advzip against their zips to improve download times... |
15:24 |
erlehmann |
this is something that should never be done |
15:24 |
erlehmann |
input sanitization is a proven-wrong strategy |
15:24 |
erlehmann |
bad input should be rejected |
15:24 |
erlehmann |
go read about LANGSEC if you don't believe me |
15:25 |
TechDude |
Hello erlehmann |
15:25 |
erlehmann |
hi |
15:25 |
erlehmann |
do you have a question or why are you highlighting me |
15:25 |
TechDude |
Just saying hi :) |
15:26 |
erlehmann |
ok cool |
15:30 |
MTDiscord |
<Warr1024> erlehmann: it's not bad input though, it's just suboptimal. |
15:31 |
MTDiscord |
<Warr1024> That's basically like saying a photo hosting service shouldn't build thumbnails of images, it should reject photo uploads until users provide separate thumbnails of the correct sizes themselves. |
15:31 |
erlehmann |
Warr1024 it is unwanted, that is enough |
15:31 |
erlehmann |
Warr1024 “bad” does not have to mean “exploits something” |
15:32 |
MTDiscord |
<Warr1024> Doing that would actually improve security a LOT, not only because input sanitization would be stricter, but it'd actually make the usability of the system so bad that nobody would use it and therefore there wouldn't be anything at risk in the first place. |
15:32 |
celeron55 |
when unpacking zips i tend to use "autodetect subdir" function where if the zip doesn't contain a single top-level directory, a directory is created for the contents, otherwise the supplied subdirectory is used |
15:32 |
rubenwardy |
is that a function of unzip tools? |
15:32 |
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15:33 |
MTDiscord |
<Warr1024> Rejecting bad inputs is a nice philosophy but it only works if you're at a stage where the input hasn't already been decided and you no longer have an opportunity to correct it. |
15:33 |
celeron55 |
rubenwardy: for me it's a feature of kde's dolphin file manager |
15:33 |
celeron55 |
i would expect some other programs to also have it, it's very usefuö |
15:34 |
celeron55 |
useful* |
15:35 |
MTDiscord |
<Warr1024> I actually tend to always automatically create a top-level dir and just de-nest manually if I find that the zip already had its own top-level dir. Working with zips is sort of rare enough with a modern unix-like workflow... |
15:36 |
MTDiscord |
<Warr1024> The correct thing to do is almost always "nothing, that's the package manager's job"... |
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MTDiscord |
<Jordach> Fun fact 7zip does this natively if you extract as */<zip contents> |
17:26 |
MTDiscord |
<Jordach> The asterisk expands to the name of the archive |
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19:39 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Rename “Irrlicht” to “IrrlichtMt” in documentation 776015c https://git.io/JODls (2021-04-23T19:37:45Z) |
19:39 |
MinetestBot |
[git] v-rob -> minetest/minetest: Add `minetest.colorspec_to_colorstring` (#10425) 074e6a6 https://git.io/JODlG (2021-04-23T19:37:24Z) |
19:43 |
erlehmann |
nice |
19:59 |
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20:42 |
Andrey01 |
hi, does anybody know 'minetest.node_dig()' will trigger 'on_destruct()' or 'on_dig()' callbacks? |
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21:28 |
AntumDeluge |
I've been looking at some other mods, trying to figure out how to append the player inventory to a formspec I want to show. But it is unclear to me how to do it. To get the player's inventory formspec, I do "player:get_inventory_formspec()". But I'm not sure how to parse it to append it my formspec. |
21:30 |
MTDiscord |
<Jonathon> see list[ |
21:30 |
specing |
see existing formspecs and copy as needed :P |
21:30 |
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21:31 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2250-L2263 |
21:31 |
AntumDeluge |
The furnace formspec has a line like this: "list[current_player;main;0,4.25;8,1;]". Is that what I am looking for? |
21:31 |
MTDiscord |
<Jonathon> yes |
21:31 |
AntumDeluge |
Thank you. I'll try it out. |
21:31 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3064-L3085 for the specific names you can use in list[ and varients |
21:32 |
AntumDeluge |
Thank you Jonathon! Exactly what I was looking for. :) |
21:33 |
MTDiscord |
<Jonathon> np, i was really confused myself till a found the section, a link in list[ would be helpful |
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23:26 |
AntumDeluge |
Another question: I'm trying to create a box in the formspec where an item can be dropped. I'm using the web formspec editor ( https://luk3yx.gitlab.io/minetest-formspec-editor/ ) & created the element "list[context;input;1,1;1,1;0]". But it's not working. |
23:36 |
MTDiscord |
<Jonathon> not working? |
23:38 |
AntumDeluge |
It doesn't show up on the formspec. |
23:39 |
MTDiscord |
<Jonathon> did you create the input inv in node meta? |
23:40 |
AntumDeluge |
No. I did not. Am I supposed to. |
23:40 |
AntumDeluge |
? |
23:40 |
MTDiscord |
<Jonathon> well, how the heck is the formspec supposed to find a inventory that doesnt exist? |
23:40 |
MTDiscord |
<Jonathon> ? |
23:41 |
AntumDeluge |
Okay, thanks. I think I can figure that out. :) |
23:41 |
MTDiscord |
<Jonathon> local inv = minetest.get_meta(pos):get_inventory() inv:set_size("main", 9*2) |
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23:51 |
AntumDeluge |
I looked at the furnace as an example, but I'm still doing something wrong. Don't have time to work on it more right now. Will have to do it later. Thanks for the help Jonathon. |
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