redcrab wrote:Sorry for the silence but I'm not dead .. at least not yet.
That is good to hear! We'd love to hear from you more often than once per year :-)
redcrab wrote:The server is back ... again
I failed to monitor the monitor ... Sorry
Is there any way to reach you? Even when the server is up there are issues that have not been handled for years. It is very impressive that the server still runs and works. It has many impressive buildings and could still be a lot of fun to players - provided they could join. There are also such matters as maintenance. There are still those dropped gravel blocks on roads which cannot be cleaned up in protected areas. Beeing able to check for griefings and actually beeing able to do something about it would also be highly welcome. It is sad to be a moderator and not beeing able to do a moderator's work.
I wonder how well the server will do if it is switched to a newer version of Minetest? Of course that would have to be done very carefully. The areas mod instead of node_ownership would also be welcome. Maybe you can share at least your versions of the mods? I've tried to recreate them, but in some cases (moreblocks, stairsplus), it's extremly tricky. That setemail command of yours would also be very useful.
redcrab wrote:And sqlite map file is 32GB ...
That *is* quite big :-) And there are lots of excellent buildings! It's sad that almost nobody can enjoy them.
ABJ wrote:I have joined but after I did the /setemail thing whenever I log in nothing loads and I'm stuck in a grey void :/
Either use an older version of MT, or move your cache folder out of the way and create a new, empty one. If your cache is empty, you can connect to Redcrabs server even with the most current client - once. Afterwards, you need to empty your cache again for the next visit.
Erthome wrote:I'm guessing that the error you saw in the log came from the recorder built into a newer client that Chain was attempting to use earlier today, because he let me know that he got an onscreen message to the same effect. I do not pretend to have a grasp of the inner workings of the server or client in any version combinations BUT I am curious if using these capture clients is going to impact the server load--can anyone address that for me?
The normal inbuild capturing mechanism controlled with
enable_local_map_saving = true does not create any additional load. All it does is to save all the map data the client receives in a local database instead of only passing it on to the gpu for beeing drawn. If players run around more in the world in order to capure all, the players will run around more than usual and thus load more data - but it's the same as if they'd just run around there without capturing.