Time Nick Message 01:13 lmat Dude, it's sneak click!! 02:06 hoodedice hey guys, trying to compile minetest from source on *buntu 02:07 hoodedice I want to know what files I'm supposed to point to in the CMAKE options 02:07 hoodedice for postgres, leveldb, redis, luajit 02:20 hoodedice hello MinetestBot 02:20 MinetestBot Hi hoodedice. 02:27 hoodedice !seen sfan5 02:27 MinetestBot hoodedice: sfan5 was last seen at 2020-05-18 22:54:22 UTC on #minetest 03:38 norkle sub back up! 05:20 sagax hi all! 05:20 sagax what i can read about - build some block in some place with api of minetest? 05:21 ANAND sagax: minetest.place_node and/or minetest.set_node might be just the API methods you need 05:22 ANAND ~api place_node 05:22 ANAND !api place_node 05:22 MinetestBot place_node, someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 05:22 ANAND oh 05:22 ANAND -_- 05:22 sagax thanks 05:44 sagax minetest based on libGL? 06:11 sagax found 06:12 sagax >> Irrlicht 06:38 hoodedice sagax the newest meme is that minetest devs have forked irrlicht because that project is likely abandoned 06:38 hoodedice :^) 06:57 hanetzer sdl2 port wen ;P 07:09 hoodedice godot port wen 07:16 hoodedice https://gist.github.com/hoodedice/449d6ecd4c4387e28b959d4efa540d3a 07:16 hoodedice make[2]: *** No rule to make target '/usr/lib/x86_64-linux-gnu/libluajit.so', needed by 'bin/minetest'. Stop. 07:16 hoodedice what am I doing wrong 07:32 hoodedice nvm wrong file 11:48 hoodedice sfan5! 11:49 sfan5 hoodedice! 11:49 sfan5 long time no see 11:53 hoodedice same ;) 11:53 hoodedice I popped on github yesterday and saw that minetest forked irrlicht 11:54 hoodedice that was meme material to me so I decided to see what's new 11:59 sfan5 the irrlicht fork thing hasn't fully happened yet but is about to 12:00 nephele is upstream dead or something? 12:02 sfan5 the last major release is from November 2012, the last patch release from 2016 12:02 sfan5 so yes you could say that 12:04 nephele Well, then i wonder if minetest will just incorporate irrlicht as a fork for a greater mt engine, or maintain it seperately :P 12:12 Emerald2 Does it make you twitch when people pronounce it like 'ur-licked'? XD 12:53 yrungr hi. i'm thinking about getting an intel nuc and one of the things i'd be using it for would be playing minetest. would the core i3 processor be powerful enough? or should i go for i5 or i7? 12:56 texmex yrungr: Frequency is more important than the number of cores in case of MT, iirc. 13:03 ANAND Yeah. MT mainly uses one core for all the server-side stuff (including mods), and one for mapgen. 13:03 ANAND Those are the two primary threads, AFAIK. 13:04 ANAND Recently, there have been some changes that allows servers to use more than one mapgen thread if necessary, though 13:10 yrungr good to know, thanks. 13:12 Ingar more important 13:12 Ingar does the NUCs video handle MT ? 13:13 Ingar (I still refuse to call anything intel has "graphics") 13:14 yrungr :) 13:14 Ingar yrungr: I have a 2017 NUC at home (I think an i5, not sure). I can test in a few hours if you want 13:14 yrungr some of the nucs have a pcie graphics card slot, so i could stick a decent card in there. 13:14 yrungr Ingar: that would be great if you could do that. :) 13:14 Ingar I should be home in about 3hrs 13:15 yrungr :) 13:15 Ingar (yeah not everybody is locked up at home ;) 13:16 yrungr i'm locked up at home, but i got a remote dev job just before the lockdown happened, so it was kinda what i was planning anyway. 13:16 yrungr i miss visiting friends and family, but working from home is what i wanted. 13:18 ANAND Ingar: Most modern Intel HD Graphics should handle MT just fine, unless you want a viewing range of 200+ :) 13:18 yrungr ANAND: good to know, thanks for that. 13:19 Ingar ANAND: the raspberry pi4 only does about 20fps ;) 13:19 Ingar haven't used intel video in ages so I have no clue 13:19 ANAND It's an ARM cpu, and it doesn't have the latest and greatest Intel HD Graphics :P 13:19 yrungr yeah, i was tempted by a pi4, but it's not good enough. 13:19 Emerald2 Pretty sure one of the devs (who I don't want to ping) has played minetest on an intel NUC. 13:19 ANAND 5fan? :P 13:20 Emerald2 No. 13:20 ANAND Ok 13:20 ANAND Bc he's the one you've been pinging the last couple of days ;) 13:21 Emerald2 Yeah I dragged somebody in here to get help with their pi issue and he's the one who helped. 13:21 Emerald2 And then he saved the day the next day, too. 13:21 ANAND Yeah, I saw 13:22 ANAND Forgot to mention: I'm currently running MT on an i3-8150U; I don't think a NUC's iGPU would be any worse. 13:23 Ingar ANAND: most likely in the same ballpark 13:23 ANAND Yeah, that's what I think 13:23 ANAND The NUCs with i5s and i7s are probably even more powerful iGPU-wise 13:24 ANAND I get 60 FPS very consistently, using the default MTG 16x textures. 13:24 Ingar I got the NUC7i5BNK apparently 13:25 Ingar it has an i5-7260U 13:25 ANAND Interesting. How's the speed? Given its tiny form-factor, does it reach 3GHz? 13:26 ANAND Also forgot to mention: I don't use any shaders (not even the "basic" ones). 13:26 Ingar ANAND: I do not use it myself (it's my mom's desktop). as such I don't have many gaming benchmerks to show 13:27 Ingar as a desktop it is quite snappy though 13:27 Ingar even with more intensive applications 13:28 ANAND That's impressive 13:28 sagax how to change texture dynamically? 13:28 ANAND sagax: There's no straightforward way to do that at the moment. Your best bet is to register multiple items, each with a different texture. 13:29 sagax hm, ok 13:29 texmex sagax: no can do 13:29 sagax i can register items dynamically? 13:30 sfan5 animating textures is possible, if that's what you're looking for 13:30 sagax hm, not all what i want 13:30 sagax but animation interested to 13:30 sagax too* 13:31 ANAND sagax: Items can't be registered dynamically - they need to be sent to the client when first connecting. 13:31 sagax hm 13:37 sagax don't see what size (px) can be for textures, https://minetest.gitlab.io/minetest/textures/ 13:39 ANAND You can use any size you want 13:39 ANAND Preferably a power of 2 13:39 ANAND e.g. 16x, 32x, 64x, 128x, etc. 13:44 Quiark is it frowned upon to play with texture filtering enabled? 13:44 ANAND ¯\_(ツ)_/¯ 13:44 ANAND Never used it myself 15:44 oil_boi Can we make games use custom fonts yet? 15:51 appguru oil_boi: How so? 15:51 appguru That would require a change of the media process. 15:51 oil_boi I dunno, like putting a ttf font in the game directory or something and then the clients use that instead of default system font 16:03 Flam0re https://hatebin.com/ziagtkntsh does this look right? 16:04 texmex oil_boi: You’ve reached #5105 ! 16:04 ShadowBot https://github.com/minetest/minetest/issues/5105 -- Custom font for subgame (set font path from API) 16:05 oil_boi I must use the search function :L 16:06 Flam0re I'm currently lookin for help, does this https://hatebin.com/ziagtkntsh look like proper port forwarding? 16:08 nephele oh hi oil_boi :) 16:08 oil_boi Hey hey 16:09 nephele costum fixed size font as pngs for gui rendering hehe 16:11 sfan5 oil_boi: alternative suggestion to what should happen if you cut down a tree https://0x0.st/i9ug.mp4 :D 16:14 oil_boi Hahaha, that's awesome! 16:18 oil_boi Ah man I might actually have to put that in, I gotta figure out a way to extract the data from the schematic and auto detect it when you cut down a tree so it doesn't go berserk and cut down everything though :D 16:19 sfan5 you could not count leaves that are further than the leafdecay distance (if you have that) from the trunk 16:46 oil_boi Ooo yes that's actually a great idea 16:47 oil_boi Currently though: overhauling drowning and making health not regenerate when you are drowning 16:55 oil_boi Oh no, punch() direction seems to have no effect when player:punch(player) 16:57 ANAND oil_boi: What are you trying to do, that requires that code? :P 16:57 sfan5 you might be missing a few arguments there 16:58 oil_boi Well the actual code is https://hatebin.com/bjdycusgyk 17:00 sfan5 looks correct to me 17:00 Krock punch dir should be normalized vector IIRC 17:01 oil_boi it still happens with vector.new(0,-1,0) :L 17:02 * Krock refers to ANAND's question 17:08 oil_boi Krock, https://github.com/oilboi/Crafter/blob/master/mods/new_functions/init.lua#L290 17:10 MinetestBot 02[git] 04LoneWolfHT -> 03minetest/minetest: Add ability to scale HUD text (#9814) 137d3972a https://git.io/Jfzmf (152020-05-19T17:10:39Z) 17:14 Krock player punching themselves is that even valid? 17:14 Calinou Quiark: no, but texture filtering will probably look bad with texture packs below 256×256 17:15 Calinou (and even then, 256×256 with filtering on looks just "ok" in my experience) 17:17 oil_boi Krock, it is but it acts weird 17:17 ANAND oil_boi: Why punch specifically? Wouldn't set_hp fit your use-case? 17:17 oil_boi ANAND, you don't seem to get the damage effect like fall damage with set_hp, but I will double check 17:19 Krock if damage occurs, the screen will flash. if it doesn't flash, then you weren't hurt 17:19 oil_boi Oooh, now it's working, what the 17:19 ANAND Yeah, that's what I thought 17:20 Krock oil_boi: missing groupcaps 17:20 oil_boi Krock, no set_hp:(hp-1) is working now, I am probably just doing too many things at once, oops 17:21 ANAND Ah yes, I was wondering what was amiss in the punch call. 17:38 oil_boi Yepyep ANAND, trying to work with 400-800 length files will make your head spin if you don't take a break hahaha 17:39 ANAND Take a break then :P 17:39 oil_boi Good idea! 17:40 ANAND lol :) 17:53 hoodedice hey Calinou 17:54 Calinou hi, long time no see! 17:59 hoodedice Calinou, what do you think about porting minetest to godot :^) 18:16 nephele oil_boi, or split your files up :D 18:20 Calinou hoodedice: some people wanted to, but I don't think it's a few idea 18:20 Calinou good idea* 18:58 oil_boi nephele, if I do that I'll have like 50 files per mod :O 19:09 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Rework functionality of leveled nodes (#9852) 13c94d378 https://git.io/Jfz3x (152020-05-19T19:08:37Z) 19:19 appguru #9895 19:19 ShadowBot https://github.com/minetest/minetest/issues/9895 -- Second rendering stage by appgurueu 19:21 nephele oil_boi, hmm, i should check how many files i have... but then i also split up gameplay parts into severall mods :P 20:40 xdeadbeef hey, complete minetest novice looking for some pointers. Trying to run a simple server and try out some games. Started with voxelgarden however it won't start due to a mod error. 20:40 xdeadbeef I noticed the game has mods in the game directory. Do I need to install the mods system wide or are games generally a self contained package? 20:41 nephele You do not need to install them system wide, dropping them in the games/ dir is fine, if you see them in the main menu it should be correct 20:42 nephele as for the error, do post it (preferably on a pastebin like termbin or something) 20:42 xdeadbeef ok thanks. It's running on a linux server and I'm connecting via a client and trying to setup something which will keep running (clients can connect / disconnect) 20:42 rubenwardy a game contains a collection of mods, you should keep it there 20:42 xdeadbeef perfect, thanks 20:46 xdeadbeef here: https://pastebin.com/aiUX4d5L 20:47 rubenwardy try replacing those `false` with `0` 20:49 xdeadbeef ok, I'll have a go. Just seems odd, with a 'stable' branch of something :) 20:50 rubenwardy that error only happens in 5.3.0-dev of Minetest, we'll probably need to change it to a warning rather than an exception 20:50 nephele the checks for such stuff have been getting more strict recently afaik, so it may have just been an oversight that wasn't seen 20:50 xdeadbeef I'll try pulling minetest_game too and check it works. If I've just picked a buggy project for my introduction, just a bad choice 20:50 nephele rubenwardy, huh, isn't there a setting to say whether it warns or errors out for api missuse? 20:51 rubenwardy only applies to depreactions 20:51 sfan5 should probably apply here too, though 20:51 rubenwardy yeah 20:51 rubenwardy the default should be changed to `log` imo 20:51 rubenwardy not many modders will change that setting, I didn't know the default _wasn't_ log until recently 20:51 nephele I always have that thing set to error explicitly 20:52 nephele ever since i discovered it, that is 20:52 xdeadbeef fyi, it's using minetest binary include in ubuntu:18.04 20:52 rubenwardy What version is reported? 20:52 rubenwardy it'll be in the window title 20:52 xdeadbeef not on the server ;) 20:52 xdeadbeef I'll check.... 1 sec 20:52 rubenwardy oh 20:53 rubenwardy well, minetestserver --version or apt show minetestserver 20:54 nephele would be nice if the documentation said what the format is of mod.conf instead of only saying "key value pairs" 20:54 rubenwardy it's the same as minetest.conf 20:54 nephele well, the doc does not say :) 20:54 nephele and i wouldn't think to look into a config file to find out how to even set my dependencies 20:55 nephele had to use mod.conf for csm recently, quite unpleasent to have to do trial and error till it somehow works 20:56 sfan5 you're thinking mods.conf 20:56 sfan5 which is the same format as world.mt, though that's probably not documented anywhere 20:57 nephele oh, that one is also not nice to use 20:57 nephele csm does not allow depends.txt though 20:58 nephele so i have to use the other one 20:58 sfan5 uh 20:58 sfan5 if you really mean mod.conf then I am very sure that it is documented 21:00 nephele client_lua_api.txt: "An (optional) settings file that provides meta information about the mod.", lua_api.txt: "A `Settings` file that provides meta information about the mod." 21:00 nephele below that it has some keys in each file 21:00 nephele but no mention of what the actuall syntax is of the file 21:01 sfan5 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6425 21:01 xdeadbeef heh, someone deserves a prize! Minetest 5.3.0-dev (Linux) 21:02 nephele sfan5, the doc does not mention that that section applies to that config anywhere, and the interface below it is also irrelevant to the format 21:02 nephele anyway, adding a link "format like minetest.conf (section 'Settings') would be fine i think 21:02 sfan5 it says "A `Settings` file" and I have linked you the section named `Settings` 21:03 nephele client_lua_api definetely does not have those qoutes, and It is unobvious to me that they should have meaning 21:05 nephele Specially since the entire settings class does not apply, it isn't settings and the only thing they share is the format 21:06 sfan5 that's not entirely correct 21:06 sfan5 when you say "it isn't settings" you probably mean that is isn't the global minetest.settings 21:06 nephele No, i mean it isn't settings 21:07 sfan5 but you can use the Settings class to read mod.conf just fine and so it *is* settings 21:07 sfan5 (in fact that is the way it should be read, because it is a file in the format settings understands) 21:07 nephele dependencies and such for instance are immutable data only read at runtime that cannot change during a mods lifetime 21:07 nephele i don't see why you would ever do that though? 21:07 nephele read it from a mod, i mean# 21:07 nephele i would totally expect the filesystem permissions to flat out deny that 21:08 sfan5 you want a mod to not be able to read its own files? 21:08 sfan5 (also nobody said that you have to use Settings to write it) 21:08 nephele I just don't see why it should ever read mod.conf really 21:09 sfan5 there is no need 21:09 sfan5 my point is just that mod.conf is exactly the format that the Settings class understands 21:09 nephele Okay, but that still does not make it settings imo 21:10 nephele anyway, if you think those qoutes should be enough to understand the intent and i just missread it you can add them to client_lua_api i guess :) 21:11 sfan5 the documentation can certainly use improvement 21:12 nephele Personally i would go full html and use section links etc. but i don't know if that is liked, some people really want plaintext... even if html is quite suited for exactly that task 21:13 xdeadbeef actually, I just realised I'm building it from: https://github.com/minetest/minetest/archive/master.tar.gz 21:13 xdeadbeef sorry, it was a late night (-: 21:13 xdeadbeef (just to correct, it's not a stock version with that ubuntu release) 21:21 xdeadbeef excellent, simple fix on the lua (false / 0) did the trick, thank you 21:23 xdeadbeef I'll look to add a merge request back on the source with the fix