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IRC log for #minetest, 2017-09-14

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All times shown according to UTC.

Time Nick Message
00:06 Yellowberry oh
00:06 Yellowberry hey guys
00:06 Yellowberry it won't let me checkout 0.4.16, so I accidentally built 0.5.0-dev
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00:28 Lone-Star Yellowberry:  git clone https://github.com/minetest/minetest.git -b stable-0.4
00:28 Yellowberry how do I change the tag?
00:29 Yellowberry oh, nvm
00:29 Yellowberry got it
00:29 Yellowberry thanks Lone-Star
00:29 Lone-Star yw
00:30 Yellowberry so if I checkout 0.4.16, it will build that, right?
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00:32 Lone-Star the code i posted above will pull the latest stable 0.4.x, which is 0.4.17. which is still compatible with 0.4.16
00:32 Yellowberry ok
00:33 Yellowberry I just did git checkout tags/0.4.16
00:33 Yellowberry and it worked
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01:27 Lone-Star got an issue, handle_schematics disables itself every time i exit world/game. i have to re-enable before starting world
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02:12 pranav do you guys know about a great server MM-Survival
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02:18 jas_ !server
02:18 MinetestBot jas_: OldCoder Mandelbox | minebest.org:30028 | Clients: 0/32, 0/1 | Version: 0.4.15-dev / world_game | Ping: 83ms
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03:17 MinetestBot [git] paramat -> minetest/minetest: Cavegen: Avoid unsupported biome 'top' or 'filler' nodes 7640749 https://git.io/v59sY (2017-09-14T03:13:47Z)
03:17 MinetestBot [git] basicer -> minetest/minetest: Object properties: Add 'glow', disables light's effect if negative a9d43a0 https://git.io/v59sO (2017-09-14T03:06:05Z)
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07:18 habeangur how can I login to this new forum?
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13:22 habeangur I'm serious, where is the login button?
13:34 sfan5 what
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14:16 Billre when starting the game, select Local Game and after naming a game and setting it up press "Play Game"
14:17 Billre Or,  if you want to "Play Online", pick that tab, choose a server, type your name and password and press "Connect"
14:34 Brackston And if neither one of those options apeal to you, click the "x" in the top right corner. ;-)
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14:58 ThomasMonroe habeangur what login button?
15:05 habeangur ThomasMonroe: forum
15:10 deltasquared does the minetest engine have any facility to create textures by overlaying an image over an existing block's texture?
15:10 deltasquared original context was this https://forum.minetest.net/viewtopic.php?t=16404
15:11 deltasquared and I was curious as to whether the compressed block's textures (images are broken, look like default cobble etc. with thickening frames on) could be generated at load time from whatever texture is set
15:11 deltasquared cause I reckon if you used that mod on a server with a non-default cobble texture, the compressed block's textures would mismatch.
15:15 deltasquared argh, I'll have to continue this later, I have to move
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15:46 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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16:24 tumeninodes !tell deltasquared my facade mod can show you how to use overlays https://forum.minetest.net/viewtopic.​php?f=9&t=18208&hilit=facade
16:24 MinetestBot tumeninodes: I'll pass that on when deltasquared is around
16:28 tumeninodes or you can simply use "base.png^overlay.png" if you do not wish to d/l the mod just to see how this is done.
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16:35 celeron55 habeangur: what forum are you talking about?
16:43 tumeninodes celeron55 maybe they mean that extra super secret forum... you know.... that one. ; )
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16:48 habeangur celeron55: forum.minetest.net
16:49 habeangur eh
16:49 habeangur It's that old forum
16:49 celeron55 this makes no sense
16:50 celeron55 on forum.minetest.net, ctrl+f login
16:50 celeron55 there are no other official forums
16:51 habeangur celeron55: but This wasn't here
16:52 habeangur celeron55: when I was visiting forum.minetest.net I was seeing something different than usual
16:52 habeangur not this which now is
16:53 celeron55 when exactly?
16:54 habeangur I'm not sure, lemme check my browser history
16:55 Bobr2 hello celeron55
16:56 habeangur celeron55: my browser doesn't say when exactly, just says today but I guess hours ago
16:56 celeron55 could it have been just some error page?
16:57 habeangur celeron55: no it was a new forum, phpbb logo was at the top left corner instead of minetest logo
16:58 celeron55 which browser?
16:58 habeangur my browser is and was firefox
16:58 habeangur celeron55: forum had different theme
16:58 habeangur blue or something
16:58 celeron55 i think you can check full history from the "show all history" option
16:59 celeron55 ctrl+shift+h maybe
16:59 habeangur ah yes my message
16:59 habeangur when I saw that forum I messages here
17:00 habeangur I messages at 07:08, I said how can I login to this new forum
17:00 habeangur now it's 17:00
17:01 habeangur 10 hours ago
17:01 habeangur celeron55: ^
17:01 habeangur celeron55: that full history doesn't give me exact time, just says today
17:02 habeangur celeron55: you didn't change the forum, upgrade software anything?
17:02 habeangur I know
17:02 habeangur someone is playing with me
17:02 habeangur :|
17:05 celeron55 i don't think there was any kind of disruption at that time
17:05 celeron55 maybe check your computer for malware or something
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17:15 MinetestBot deltasquared: Sep-14 16:24 UTC <tumeninodes> my facade mod can show you how to use overlays https://forum.minetest.net/viewtopic.​php?f=9&amp;t=18208&amp;hilit=facade
17:15 deltasquared tumeninodes: interesting, I'll have a look at that
17:17 deltasquared next question then, about dependin on other mods. I'm not sure what part of the docs I would look for in this regard, so in case I don't find it... seeing as most mods have interfaces in a global object named after the mod (such as technic), what would be the correct way to test for an optdepends
17:17 deltasquared I dunno if the mod object would be nil or not even in scope
17:17 deltasquared (from the depending mod's init.lua)
17:17 tumeninodes depends.txt
17:18 tumeninodes list each mod your mod needs as a dependency.
17:19 deltasquared tumeninodes: I know where deps go, but for optional dependencies I was talking about how to test if the mod is there or not
17:19 deltasquared because it might not.. and then I'd get a null^W nil reference exception somewhere :/
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17:24 tumeninodes Im slow today sorry, are you asking how to list optional depends? if so... it would be like technic? (add a ? to the end)
17:25 tumeninodes or do you mean what to look for in an error mssg
17:25 deltasquared tumeninodes: no, I know how to specify an optdepends, I'm looking for how to test for a (possibly non-existant) optional dependency *in code*
17:25 deltasquared like, the "technic" object that said mod exposes may not be present if technic is only an optdepend and it's not installed
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17:28 tumeninodes hmmm, I am not sure offhand. SOmeone else will prob come along eventually to answer that for you. sorry wish I could think of it atm to help
17:29 deltasquared tumeninodes: I'm going to dig through lua_api.txt to see if it has any wisdom, I just wish this thing wasn't so fecking big
17:30 tumeninodes I am not even familiar with the technic mod tbh. I looked at it once and got a migraine
17:30 deltasquared tumeninodes: the question is not specific to that mod, I was just using an example in my head
17:30 deltasquared it could be any X mod optdepending on Y which e.g. only uses Y stuff if Y is *actually* enabled
17:31 deltasquared I suspect the easy way would be if(technic) say but I have no idea if it'd be an undefined variable (and hence throw exception)
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17:33 tumeninodes yep I realized that, it's a generic question. I'm just "off". There are some info which should be commented in mods to better explain, which are not.
17:34 deltasquared welp, nothing in lua API doc
17:35 rubenwardy if minetest.global_exists("technic") then   -- do technic stuff
17:36 deltasquared rubenwardy: ah bingo, that looks more useful
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17:36 deltasquared good thing lua code isn't evaluated if not taken
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17:39 tumeninodes I hate when I cannot remember simple things... thanks rubenwardy. I'll say thank you from deltasquared too.
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17:42 habeangur celeron55: how can I check for malware?
17:43 habeangur celeron55: the only AntiVirus which I know is clamAV which just checks for Windows viruses
18:03 habeangur celeron55: I've found a thumbnail: http://92.222.41.125/users/shangul/mtforum.png
18:04 Krock habeangur, ~~> https://www.virustotal.com/
18:05 Krock some virus scanners also detect malware / spyware
18:07 habeangur Krock: thanks, but they only detect Windows ones, right?
18:08 Krock *shrug*. Didn't have a suspicious executable on Linux yet
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18:14 celeron55 if that happens again to anyone, report it to me
18:15 celeron55 i'm going to ignore this one occurrence
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19:38 jcjordyn120 is there any way to get the water back without regenerating the map?
19:38 jcjordyn120 I forgot to disable the "clean" mod from the last time lol.
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19:56 ThomasMonroe hmm get worldedit and do a //replace air default:water_source
20:00 Billre lol
20:00 Billre just be sure it's the area you want and the air you breathe
20:02 Krock correction:  default:lava_source
20:02 sfan5 correction 2: lava_source
20:02 sfan5 (worldedit isnt stupud and knows which node you mean)
20:03 Krock i.e. handles aliases
20:04 sfan5 is that an alias?
20:05 Krock https://github.com/minetest/minetest_game​/blob/master/mods/default/aliases.lua#L33
20:05 sfan5 well that wasn't what i meant
20:05 Krock so it doesn't handle them?
20:05 sfan5 worldedit will match modname:nodename if you just enter nodename
20:05 sfan5 obviously it will handle aliases
20:05 Krock ^^
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