Minetest 5.3.0

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Linuxdirk
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Re: Minetest 5.3.0

by Linuxdirk » Post

From the message itself I'd say that this is not warning but an information. A warning would be things that caused by used up quota. So an issue or PR making this messages informations and not warnings would be a proper solution for this.

Otherwise you can only manually filter all the irrelevant things out when parsing the log in your monitoring solution.

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Festus1965
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Re: Minetest 5.3.0

by Festus1965 » Post

/minetest/src/connectionthreads.cpp : line 775ff
I guess ... yeah, so many surprises in 5.3.0
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Re: Minetest 5.3.0

by Walker » Post

Linuxdirk wrote:
Fri Jul 17, 2020 11:49
From the message itself I'd say that this is not warning but an information. A warning would be things that caused by used up quota. So an issue or PR making this messages informations and not warnings would be a proper solution for this.

Otherwise you can only manually filter all the irrelevant things out when parsing the log in your monitoring solution.
Festus1965 wrote:
Fri Jul 17, 2020 13:54
/minetest/src/connectionthreads.cpp : line 775ff
I guess ... yeah, so many surprises in 5.3.0
ok -.-
i wait until its fixed and filter then my log ...
btw ... its src/network/connectionthreads.cpp

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Re: Minetest 5.3.0

by Festus1965 » Post

Walker wrote:
Fri Jul 17, 2020 20:19
...
btw ... its src/network/connectionthreads.cpp
yes Sir, ...network...

trying 5.3.0 again,
using new download ...
made sure, also new minetest_game 5.3.0 and own is SURE copied new in "STATIC_SHAREDIR="/usr/local/share/minetest"
* typical give 25% instead of 20% for ABM (= /4)
* commented that connection information out,
= cmake and make no complain ...

server started, no failure yet ...

update:
* tested that bamboo_frame = no crash anymore
* have no bucket_wooden = feel safe
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Re: Minetest 5.3.0

by Festus1965 » Post

and 5.3.0 is again out, deleted, de-installed ...
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Re: Minetest 5.3.0

by Mineminer » Post

Hey, someone on Reddit is saying that F Driod does not ship 5.3 (only on 5.2?)?

Have that upstream been updated? If so how can I instruct them to "force" this on this thingy? Or in other words how come they are not able to "get" 5.3?

If not could we get this corrected?

Thanks very much in advance!

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Re: Minetest 5.3.0

by rubenwardy » Post

Oh right, I forgot about that. I started creating a PR, but I couldn't work out how to do it so gave up:

Merge/Pull Request: https://gitlab.com/fdroid/fdroiddata/-/ ... uests/7077
Issue: https://gitlab.com/fdroid/fdroiddata/-/issues/2116

The build process has changed. If you'd like it on F-Droid, then please make a pull request to fix it and add 5.3.0
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Re: Minetest 5.3.0

by Mineminer » Post

rubenwardy wrote:
Wed Jul 22, 2020 21:01
Oh right, I forgot about that. I started creating a PR, but I couldn't work out how to do it so gave up:

Merge/Pull Request: https://gitlab.com/fdroid/fdroiddata/-/ ... uests/7077
Issue: https://gitlab.com/fdroid/fdroiddata/-/issues/2116

The build process has changed. If you'd like it on F-Droid, then please make a pull request to fix it and add 5.3.0

Seems good, thanks for informing us on what happened with that and maybe someone may be able to fix this for the greater good of the Minetest community.

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Re: Minetest 5.3.0

by sirrobzeroone » Post

Awesome,

minor issue x2,:

1: win32 build on one machine and win64 build on other machine - nil mods, create new world, load it then come back to change keys menu and click either auto jump or double click to jump options and this error appears, dosent seem to affect functionality:

Code: Select all

2020-07-23 21:14:28: [Main]: GUIMainMenu: Not allowing focus change.
2: win64 machine only on the same screen and some of the others the text is not constrained to its areas - fix for this seems to be to simply change the font size down from 16 to about 10 under all settings...might just be my machine...my older machine which runs 32bit version looks beautiful.

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Re: Minetest 5.3.0

by PolySaken » Post

Nice that the zoom key can be used by mods now. I guess it's time to add zoom reticles to the guns in my mods.
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Re: Minetest 5.3.0

by maikerumine » Post

Sweet! Time to start modding again!
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: Minetest 5.3.0

by maikerumine » Post

Question: Is anybody getting a lot of crashes on lost variables? I have been getting many nil errors on different mods that always worked before. I may be out of the loop a bit.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: Minetest 5.3.0

by parasite » Post

maikerumine wrote:
Wed Aug 19, 2020 01:33
Question: Is anybody getting a lot of crashes on lost variables? I have been getting many nil errors on different mods that always worked before. I may be out of the loop a bit.
Hello! Welcome back! Nice to see you here! Well... I'm guessing the problem you mention is not common to most users. I don't know which version you switched to 5.3, but basically (very) old mods that worked with 0.4 may not work well with 5+. (And that's something to expect. If such mods are still maintained, you probably be able to get theirs updated versions), But if you mean that mods running on 5.2 don't work with 5.3, that would be a much worrying and bizarre situation.

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Re: Minetest 5.3.0

by maikerumine » Post

parasite wrote:
Wed Aug 19, 2020 20:21
maikerumine wrote:
Wed Aug 19, 2020 01:33
Question: Is anybody getting a lot of crashes on lost variables? I have been getting many nil errors on different mods that always worked before. I may be out of the loop a bit.
Hello! Welcome back! Nice to see you here! Well... I'm guessing the problem you mention is not common to most users. I don't know which version you switched to 5.3, but basically (very) old mods that worked with 0.4 may not work well with 5+. (And that's something to expect. If such mods are still maintained, you probably be able to get theirs updated versions), But if you mean that mods running on 5.2 don't work with 5.3, that would be a much worrying and bizarre situation.
Thanks, man!

I am sad to say this happens from 5.2 and up.
No issues with 5 whatsoever.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: Minetest 5.3.0

by Festus1965 » Post

maikerumine wrote:
Wed Aug 19, 2020 01:33
Question: Is anybody getting a lot of crashes on lost variables? I have been getting many nil errors on different mods that always worked before. I may be out of the loop a bit.
here, even with before stable 5.2.0-dev ...
since 3 or 4 weeks back to 5.2.0 with old mods,
and no crash anymore ... as before
just the mobs:dungeonmaster is off, crash with tnt when shoot
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Re: Minetest 5.3.0

by sorcerykid » Post

maikerumine wrote:
Mon Aug 17, 2020 16:05
Sweet! Time to start modding again!
WOW! It's always good to see maikerumine back in action again! I can't wait to see what you come up with.

I've only just started updating my own mods with 5.x features. I'm taking kind of slo, as there are a ton of new features to check out. It's kind of like opening Christmas presents :)

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Re: Minetest 5.3.0

by maikerumine » Post

sorcerykid wrote:
Thu Aug 20, 2020 17:43
maikerumine wrote:
Mon Aug 17, 2020 16:05
Sweet! Time to start modding again!
It's kind of like opening Christmas presents :)

I know, I know... I'm gettin' there :)

I saw your post was on for a min but down in a cave!
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

u34

Re: Minetest 5.3.0

by u34 » Post

Festus1965 wrote:
Thu Aug 20, 2020 09:32
maikerumine wrote:
Wed Aug 19, 2020 01:33
Question: Is anybody getting a lot of crashes on lost variables? I have been getting many nil errors on different mods that always worked before. I may be out of the loop a bit.
here, even with before stable 5.2.0-dev ...
since 3 or 4 weeks back to 5.2.0 with old mods,
and no crash anymore ... as before
just the mobs:dungeonmaster is off, crash with tnt when shoot
just the mobs:dungeonmaster is off, crash with tnt when shoot

there should be mobs-support in the vanilla game...
hope anytime in the near future or so ;-)

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Re: Minetest 5.3.0

by Miniontoby » Post

I got a problem.

I have mt on my mobile and on my pc.

At my pc if i set language to NL it translates all to NL. If i do the same at my mobile it is still all EN.

Is this a problem Android has or is it a problem in code?

I really want to have it translated for some reason which idk really
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Re: Minetest 5.3.0

by srifqi » Post

Miniontoby wrote:
Mon Oct 19, 2020 15:04
At my pc if i set language to NL it translates all to NL. If i do the same at my mobile it is still all EN.

Is this a problem Android has or is it a problem in code?
It's a known issue. There is a PR to fix that.
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Re: Minetest 5.3.0

by FunDuels » Post

I just downloaded 5.3.0 a few days ago. When I try to play in a local world, it crashes and gives:

Code: Select all

2020-11-27 08:53:28: ERROR[Main]: ModError: Runtime error from mod '' in callback on_mods_loaded(): /usr/local/share/minetest/builtin//game/register.lua:401: assertion failed!
2020-11-27 08:53:28: ERROR[Main]: stack traceback:
2020-11-27 08:53:28: ERROR[Main]: 	[C]: in function 'assert'
2020-11-27 08:53:28: ERROR[Main]: 	/usr/local/share/minetest/builtin//game/register.lua:401: in function </usr/local/share/minetest/builtin//game/register.lua:400>
2020-11-27 08:53:28: ERROR[Main]: Check debug.txt for details.
2020-11-27 08:53:28: ACTION[Main]: Server: Shutting down

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Re: Minetest 5.3.0

by Krock » Post

FunDuels wrote:
Fri Nov 27, 2020 15:45
I just downloaded 5.3.0 a few days ago. When I try to play in a local world, it crashes and gives:
There's no such assertion check near L400 in 5.3.0. The assertion was present until before version 5.1.0, which indicates that your installation did not complete properly. Please re-install Minetest and ensure that /usr/local/share/minetest/builtin is updated as well.

If that does not help, create a new world without any enabled mods to check whether it's a mod issue.
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