Time Nick Message 01:22 Seirdy O SHIT 5.3.0! 01:22 Seirdy waiting till the flatpak is out 01:25 Seirdy iirc, wasn't there once an unstable minetest in flathub-beta? 01:30 Seirdy any mod issues with 5.3.0? 01:32 Lone_Wolf Maybe for the ones that don't use the new entity moveresult (Meaning they'll possibly be laggier than they should be) 03:41 SoylentCow awesome news sfan5 :D 04:28 Emerald2 Wow nice netsplit. XD 07:26 Noclip Are floatlands still experimental (as shown in the client)? 10:13 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Bump animation frame count from u8 to u16 (#10054) 13d80def5 https://git.io/JJmdk (152020-07-10T10:12:19Z) 10:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Remove std::shared_ptr use in TileLayer (#10090) 13c6422e0 https://git.io/JJmdI (152020-07-10T10:11:44Z) 10:13 MinetestBot 02[git] 04v-rob -> 03minetest/minetest: Formspec: Make dropdowns optionally return event based on index, not … 13b1ff04e https://git.io/JJmdL (152020-07-10T10:11:26Z) 10:26 silwol It's been a while since I operated a minetest server, but now I'm installing one for my kids once again. It's debian testing. Last time I installed mods by cloning the git repos into the required paths. Now that the client UI has integration with the contentdb, is there already command-line tooling to integrate this when operating the server? 10:27 silwol oh, and congrats on the 5.3.0 release btw :-) 10:28 sfan5 command line tooling is on the TODO list 10:29 silwol ok, so I'll keep on cloning repos like I used to. 10:29 silwol at least for now. 10:30 silwol is there any documentation about what is planned in terms of tooling? 10:32 sfan5 https://github.com/minetest/minetest/issues/7358 10:34 silwol that looks exactly like what I would love to have. sadly (at least for me) minetest has a strong affinity to cpp, if it was rust I would be happy to help out with this, as I already have enough trouble with cpp at work ;-) 17:28 hisforever Hi I'm setting up the tunnel maker /grant <player> tunneling this statment is bot working, I'm pasting the grant command in. it is saying unknown player. how can I correct this? 17:32 swift110 the flatpak for minetest hasnt been updated yet 17:36 Krock hisforever: don't put < or > 17:40 begui https://www.gamingonlinux.com/2020/07/open-source-voxel-game-engine-minetest-has-a-new-release 17:40 begui awesome everybody 17:42 Krock that was quick 17:44 rubenwardy yay 17:47 Krock tbh the focus should be largely on Android, which has seen a complete rework 17:48 rubenwardy gamingonlinux is largely desktop focused 17:50 Krock fair enough 18:08 hisforever thanks Krock 18:09 cheapie Hmm, Minetest runs kinda slow when using software rendering on an emulated CPU. Imagine that. 18:11 cheapie But... even though I gave up waiting after about 5 frames, the riscv64 Minetest package that Debian ships *does* seem to work. 18:12 swift110 yay 18:12 swift110 is the new version of minetest available for debian yet? 18:13 swift110 also I would like it for android as well 18:13 cheapie Not yet, still on 5.2.0: https://tracker.debian.org/pkg/minetest 18:13 swift110 oh ok thanks 18:31 Seirdy minetest 5.3.0 has just been built for flathub and will be published soon 18:32 Seirdy successfull build: https://flathub.org/builds/#/builders/32/builds/23521 19:02 Seirdy will be auto-published in 24 hours if not manually published. 19:38 Andrey hi 19:40 Andrey could anybody please find out in my code why vehicles don`t move properly? 19:42 Andrey if vehicle moves forward, it does with constant velocity and only after a while it immediately stops 19:42 bdju Is there a way to update all the mods I got from the contentdb at once? I see some have an update button next to them. I'm not even sure how to filter to just installed ones on the "browse online screen" so I can update them all that way 19:43 Andrey backward the vehicle will move very slow and only after you released the key it will accelerate normally 19:43 Andrey please help: https://github.com/Andrey2470T/adv_vehicles2 19:45 Andrey maybe in 'on_step' function incorrect algorithm I use 20:09 jonadab Vehicles are just a lost cause in general. The engine really can't handle moving at faster than walking speed, other than by instantaneous teleportation. Even elevators are problematic. 20:15 Wuzzy anyone seen Tinbete (player from JT2)? 20:15 Wuzzy or Liukiller? 20:21 Andrey jonadab: but I think all problem is caused by impropriety of my algorithm, because e.g. advtrains or bike mods work much better than mine, despite of the engine issues availability 20:22 jonadab Andrey: Well, I haven't compared to your mod, but linux-forks has both advtrains and bikes, and I find it's best to be at least a couple hundred blocks away from any of them, for a smooth playing experience. 20:32 rubenwardy bdju: unforuntately, that didn't make it into 5.3.0. Update all will be in 5.4.0 though 20:37 Wuzzy Hello everyone! 20:37 Wuzzy VERY Soon there will be a soccer tournament on the JT2 server. Come join us! 20:39 bdju rubenwardy: okay, glad to hear that it will come eventually. thanks. 21:04 SoylentCow hi everyone i have a fun question: 21:04 SoylentCow is there a node property to make walking on it faster or slower? 21:05 SoylentCow also, anyone knows a good, non-crashy vehicles mod? being stable is way more important than anything else 21:09 SoylentCow lol jonadab Andrey i didn't even see that vehicle discussion when i asked my question 21:11 SoylentCow jonadab: carts seem to work okayish 21:11 SoylentCow also horses 21:12 SoylentCow but they don't move super-fast 21:12 SoylentCow and stamina mod running is very solid 21:13 SoylentCow all of this fastness increases the chance of hitting the loading wall, but it's still pretty stable and fun 21:44 appguru SoylentCow: there is not, but you could easily implement that yourself 21:44 appguru You could also use a liquid for slowing the player down 21:45 Seirdy might also help to have a postgresql world if you have memory to spare 21:52 SoylentCow celeron55: i am working on the wiki article 21:52 SoylentCow did 0.0.1 release include source code? 21:54 SoylentCow i am assuming it was always copylefted, but i figured, who knows... 21:58 SoylentCow i guess, what i am interested in is the history of release 21:59 SoylentCow the link to official release seems dead, but it would be very encyclopedic to point out the licensing terms at release 22:24 celeron55 SoylentCow: for some time the initial releases were just windows and linux binaries 22:25 celeron55 so, just freeware 23:03 SoylentCow oh interesting 23:04 SoylentCow when did it go gpl (lesser)? this would be real neat to reference :) 23:06 xachman Hey guys how do I respawn if im walking around dead? 23:06 sfan5 that's not supposed to happen but try /killme 23:07 xachman yea /killme works 23:07 xachman thanks!