I fixed that at least partly in mg_villages - resulting in the mod no longer working with older versions :-(. And the messages from other mods still scroll happily and hide the real debug messages I'm after. As an extra bonus, the warnings don't give a hint about mod and line that caused the warning in the first place. Was the code secretly invaded by the offtopic posters? :/
ExeterDad wrote:Until I fixed a kabillion lines of all the mods on HOMETOWN, our log files were way over a gig a day.
But until I took the time to fix them, I put:
As a user or server operator you ought to be fine with disabling those warnings. As a mod developer...there's a reason for these warnings I guess. Just wish they'd be less spammy and more specific.
So my map is having serious loading issues. I mean - it seems like huge chunks will delay in loading several seconds (as long as 10-15). This obviously destroys game play. I went into settings and turned OFF legacy and went to LOG, hoping to find out why...
2017-08-31 06:21:24: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object.
2017-08-31 06:21:24: WARNING[Server]: The use of vel is deprecated. Use velocity instead
2017-08-31 06:21:24: WARNING[Server]: The use of acc is deprecated. Use acceleration instead
2017-08-31 06:21:24: WARNING[Server]: The use of vel is deprecated. Use velocity instead
2017-08-31 06:21:24: WARNING[Server]: The use of acc is deprecated. Use acceleration instead
WARNING[Server]: core.env:[...] is deprecated and should be replaced with core.[...]
So how do I determine where the error is? When I turn off all mods the world runs much better. I am adding one mod at a time to see what happens, but is there a better way to identify the issues?
BTW - I work with minetest in a closed network and could careless about backwards compatibility older versions as I am in complete control of the client sides.
Sokomine wrote:I fixed that at least partly in mg_villages - resulting in the mod no longer working with older versions :-(. And the messages from other mods still scroll happily and hide the real debug messages I'm after. As an extra bonus, the warnings don't give a hint about mod and line that caused the warning in the first place. Was the code secretly invaded by the offtopic posters? :/
I agree completely - would it really be so hard to identify the mod that caused the warning/error/whatnot? Obviously, this is used to identify missing mod dependencies, so why not point the finger at the mod causing warnings/errors as well? Would definitely make things easier for developers/testers.
christoferlevich wrote:So my map is having serious loading issues. I mean - it seems like huge chunks will delay in loading several seconds (as long as 10-15). This obviously destroys game play. I went into settings and turned OFF legacy and went to LOG, hoping to find out why...
Deprecated Lua code will not cause your issue, the messages are harmless and the code will still run correclty, it's likely caused by a mod. Do you mean the speed of generating new areas of world, or speed of loading pre-existing areas of world? What mods are you using?
Well, I had several dozen it seems. I turned them ALL off and started adding one by one - eliminating at least half. In addition, I trimmed down my personal hacks to bare minimums (much lower resolutions). I do look forward to a day when things progress to where we can have much larger textures... but today is apparently not yet that day. :)
I was having trouble with pre-existing areas.
Never the less - I am expecting the current setup to work wonderfully. I think a few things that might help would be turning off worldedit when running the server... turning off unified inventory (does it hurt speed having to load so much? It can lag in those screens... I'd rather do without for better gameplay).
I stopped using adv trains... technic, a few mobs (I wish there was an "official mob' to work with, as it seems confusing to someone searching like myself). I dropped most of home decor as well, keeping only the things I know the kids were looking to use again.
I am currently hoping the vehicles mod holds but last year the helicopter would crash the server... but with so many mods dropped, maybe it will work out? I've tried to reduce the number of mobs spawned at once... limited animated nodes (dropped bees... plasma node thing?... even blinky plants can be an issue if over used.
christoferlevich wrote:I stopped using adv trains... technic, a few mobs (I wish there was an "official mob' to work with, as it seems confusing to someone searching like myself). I dropped most of home decor as well, keeping only the things I know the kids were looking to use again.
Those are the three most complex and complicated mods.
christoferlevich wrote:I stopped using adv trains... technic, a few mobs (I wish there was an "official mob' to work with, as it seems confusing to someone searching like myself). I dropped most of home decor as well, keeping only the things I know the kids were looking to use again.
Those are the three most complex and complicated mods.
I am sad to report that in the process of re-adding mods, 'areas' is causing a lot of the redraw delay... at least 'areas' combined with my motley crew of mods... still working things around, but I am now wondering what might I do for protection?
[Biome Lib] Loaded
... same ...
2018-01-18 13:09:43: WARNING[Main]: Field "tile_images": Deprecated; new name is "tiles".
... x times until
[OK] Mesecons
This issue ("tile_images" sea at WARNING"tile_images" Deprecated "tiles") is Solved, so I can start to look for the on in this Thread (minetest.setting_*). I learn ... and get though
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