getting mods to work on a LAN multiplayer game from linux

superschizo
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getting mods to work on a LAN multiplayer game from linux

by superschizo » Mon Aug 26, 2013 18:12

I would like to host a multiplayer minetest game with mods over my LAN of 3 computers (2 linux and one windows) from a linux computer. I installed inventory plus, skins, plantlife, and mobf into Home/.minetest/mods. They show up in single player, but when hosting a game over a LAN in linux they don't show up. After I deleted the debug file and reproduced the problem, no debug file was generated.

OS: ubuntu 13.04
version: minetest 0.4.7

Now if I open terminal and use gksudo nautilus, then I can get into ?/usr/share/minetest . If I create a mods folder there and install the modpacks into that folder after deleting them from my home directory, then I get errors in singleplayer that the format of the name for the inventory plus folder is configured wrong, and errors looking for init.lua in the mod packs. Since I tried cut and pasting multiple times from the place described at first where they worked in singleplayer, I'm guessing I'm doing something wrong. I've also tried cutting and pasting into ?/usr/share/minetest/games/minetest_game/mods with the same result.
 

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sfan5
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by sfan5 » Mon Aug 26, 2013 18:39

How did you start the LAN server?
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by sfan5 » Mon Aug 26, 2013 19:54

I mean the exact command
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by superschizo » Mon Aug 26, 2013 19:57

In the terminal I used sudo su - and then pasted nohup minetest --server &
 

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by sfan5 » Mon Aug 26, 2013 20:06

Why do you run minetest as root?
Do not run anything that doesn't need to be run with root privileges as root
A program running as root could easily delete your whole Harddrive and/or all Devices you have attached to your computer

Edit: Running Minetest as root will make Minetest use the mods in /root/.minetest/mods, simply don't do sudo su -
Last edited by sfan5 on Mon Aug 26, 2013 20:08, edited 1 time in total.
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by superschizo » Mon Aug 26, 2013 20:09

I was following the minetest wiki. What is a better way to start the LAN server?
 

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by sfan5 » Mon Aug 26, 2013 20:10

Do the same as you did before but leave out sudo su -
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by superschizo » Mon Aug 26, 2013 20:24

Thank you for the tip to not use root. There is a debug file from using nohup minetest --server & without sudo. It still won't include the mods in the multiplayer LAN game. However the debug file is too large and won't post here. There are a lot of audio errors mentioning ogg Vorbis, but I don't think that affects me much.
 

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by hoodedice » Tue Aug 27, 2013 05:57

superschizo wrote:Thank you for the tip to not use root. There is a debug file from using nohup minetest --server & without sudo. It still won't include the mods in the multiplayer LAN game. However the debug file is too large and won't post here. There are a lot of audio errors mentioning ogg Vorbis, but I don't think that affects me much.


Open it and post the last 50 lines or so.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by superschizo » Tue Aug 27, 2013 13:36

Here's the last approximately 50 lines or so...

08:28:58: INFO[main]: 153:INVENTORY_stairs:stair_brick_RTT
08:28:58: INFO[main]: 154:INVENTORY_stairs:stair_brickupside_down_RTT
08:28:58: INFO[main]: 155:INVENTORY_stairs:stair_cobble_RTT
08:28:58: INFO[main]: 156:INVENTORY_stairs:stair_cobbleupside_down_RTT
08:28:58: INFO[main]: 157:INVENTORY_stairs:stair_junglewood_RTT
08:28:58: INFO[main]: 158:INVENTORY_stairs:stair_junglewoodupside_down_RTT
08:28:58: INFO[main]: 159:INVENTORY_stairs:stair_sandstone_RTT
08:28:58: INFO[main]: 160:INVENTORY_stairs:stair_sandstoneupside_down_RTT
08:28:58: INFO[main]: 161:INVENTORY_stairs:stair_stone_RTT
08:28:58: INFO[main]: 162:INVENTORY_stairs:stair_stonebrick_RTT
08:28:58: INFO[main]: 163:INVENTORY_stairs:stair_stonebrickupside_down_RTT
08:28:58: INFO[main]: 164:INVENTORY_stairs:stair_stoneupside_down_RTT
08:28:58: INFO[main]: 165:INVENTORY_stairs:stair_wood_RTT
08:28:58: INFO[main]: 166:INVENTORY_stairs:stair_woodupside_down_RTT
08:28:58: INFO[main]: 167:INVENTORY_wool:black_RTT
08:28:58: INFO[main]: 168:INVENTORY_wool:blue_RTT
08:28:58: INFO[main]: 169:INVENTORY_wool:blue_RTT
08:28:58: INFO[main]: 170:INVENTORY_wool:brown_RTT
08:28:58: INFO[main]: 171:INVENTORY_wool:cyan_RTT
08:28:58: INFO[main]: 172:INVENTORY_wool:dark_green_RTT
08:28:58: INFO[main]: 173:INVENTORY_wool:dark_grey_RTT
08:28:58: INFO[main]: 174:INVENTORY_wool:green_RTT
08:28:58: INFO[main]: 175:INVENTORY_wool:grey_RTT
08:28:58: INFO[main]: 176:INVENTORY_wool:magenta_RTT
08:28:58: INFO[main]: 177:INVENTORY_wool:orange_RTT
08:28:58: INFO[main]: 178:INVENTORY_wool:pink_RTT
08:28:58: INFO[main]: 179:INVENTORY_wool:red_RTT
08:28:58: INFO[main]: 180:INVENTORY_wool:violet_RTT
08:28:58: INFO[main]: 181:INVENTORY_wool:white_RTT
08:28:58: INFO[main]: 182:INVENTORY_wool:yellow_RTT
08:28:58: INFO[main]: 183:INVENTORY_wool:yellow_RTT
08:28:58: INFO[main]: Remaining materials: 27 (note: irrlicht doesn't support removing renderers)
08:28:59: INFO[main]: Updating configuration file: "/home/scott/.minetest/minetest.conf"
08:28:59: INFO[main]: Changing value of "selected_world_path" = "/home/scott/.minetest/worlds/x" -> "/home/scott/.minetest/worlds/world"
08:29:02: INFO[ServerThread]: ServerMap: Written: 0 sector metadata files, 1 block files, 1008 blocks in memory.
08:29:02: INFO[ServerThread]: ServerMap: Blocks modified by:
08:29:02: INFO[ServerThread]: setNodeNoCheck, setNodeNoCheck, setNodeNoCheck...: 1
08:29:07: INFO[ServerThread]: ServerMap: Written: 0 sector metadata files, 2 block files, 1008 blocks in memory.
08:29:07: INFO[ServerThread]: ServerMap: Blocks modified by:
08:29:07: INFO[ServerThread]: setNodeNoCheck, setNodeNoCheck, setNodeNoCheck...: 2
08:29:12: INFO[ServerThread]: ServerMap: Unloaded 195 blocks from memory, of which 0 were written, 813 blocks in memory.
08:29:13: INFO[ServerThread]: ServerMap: Written: 0 sector metadata files, 2 block files, 813 blocks in memory.
08:29:13: INFO[ServerThread]: ServerMap: Blocks modified by:
08:29:13: INFO[ServerThread]: setNodeNoCheck, setNodeNoCheck, setNodeNoCheck...: 2
08:29:15: INFO[ServerThread]: ServerMap: Unloaded 177 blocks from memory, of which 1 were written, 636 blocks in memory.
08:29:15: INFO[ServerThread]: ServerMap: Blocks modified by:
08:29:15: INFO[ServerThread]: setNodeNoCheck, setNodeNoCheck, setNodeNoCheck...: 1
08:29:18: INFO[ServerThread]: ServerMap: Unloaded 332 blocks from memory, of which 0 were written, 304 blocks in memory.
08:29:24: INFO[ServerThread]: ServerMap: Unloaded 28 blocks from memory, of which 0 were written, 276 blocks in memory.
08:29:27: INFO[ServerThread]: ServerMap: Unloaded 38 blocks from memory, of which 0 were written, 238 blocks in memory.
08:29:29: INFO[ServerThread]: ServerMap: Unloaded 238 blocks from memory, of which 125 were written, 0 blocks in memory.
08:29:29: INFO[ServerThread]: ServerMap: Blocks modified by:
08:29:29: INFO[ServerThread]: setTimestamp: - - - - - - - - - - - - - - 125
 

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by tinoesroho » Tue Aug 27, 2013 22:59

Please try again, with Run-In-Place build.
We are what we create.

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by superschizo » Tue Aug 27, 2013 23:06

I don't understand what you mean. What Run-In-Place build? Do you want me to reinstall minetest? I used these commands to install this minetest "add-apt-repository ppa:minetestdevs/stable; apt-get update; apt-get install minetestc55"
 

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by tinoesroho » Wed Aug 28, 2013 04:26

N-no, nothing like that! You see, I compiled a build myself - instructions are available in the forum and in the Readme - and I'm much more happy with this than pre-built binaries. Also, there's an advantage: you get to use up-to-the-minute code, which means there are less bugs!
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

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by superschizo » Wed Aug 28, 2013 11:09

I read the instructions at https://github.com/minetest/minetest/blob/master/README.txt on how to compile minetest, and it looks too difficult for me. Thank you everyone for trying to help.
 

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by PilzAdam » Wed Aug 28, 2013 11:32

Ummm... it shouldnt matter if you have a RUN_IN_PLACE build or not.

Have you enabled the mods? In singleplayer you just have to go to the "Configure" window for the world and enable them, but on a dedicated server you have to edit the world.mt file. Go to your world directory (in a system-wide installation that is ~/.minetest/worlds/<worldname>/ and open world.mt. If you have already started the world then there should be a bunch of line like:
Code: Select all
load_mod_<modname> = false

Simply change the values to true.
Last edited by PilzAdam on Wed Aug 28, 2013 11:32, edited 1 time in total.
 

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by superschizo » Wed Aug 28, 2013 11:50

I edited the world.mt file and changed everything to true. Still no mods showing up. I got invalid command when typing /mobf and no skin changing ability when pressing I.
 

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by superschizo » Wed Aug 28, 2013 12:10

I just apt-purged minetest and deleted all the minetest folders I could find, logged off the PC, and then logged back on and installed the .deb file I downloaded from the minetest website. Then I rechecked everything, and tried it. The mods still won't work in multiplayer even though they are enabled.
 

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by superschizo » Wed Aug 28, 2013 12:44

I followed the instructions at http://wiki.minetest.com/wiki/Setting_up_a_server/Ubuntu and the mods work now in multiplayer. However it wouldn't connect until I ran nohup as root, terminated the terminal, then ran nohup as a regular user.

So I guess the problem was a corrupted minetest game that got fixed when I reinstalled it? I'm not even 100% sure what happened, lol.
 


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