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10:03 |
xiong |
I've tried asking in #minetest; nobody seems to know. Is it true that bundling mods in a modpack does not allow them to be enabled in worlds.mt as a single unit? That is, if a/ contains modpack.txt, b/, and c/ then load_mod_a = true does nothing? |
10:05 |
xiong |
Also: Is there any alternative ( >= 0.4.7 ) to placing mods in ~/.minetest/mods/ under Linux globally installed? |
10:06 |
sapier |
no but that's supposed to work and is a ugly fixable bug |
10:06 |
sapier |
meaning it's ugly to fix it at least all variants of fixing I know |
10:13 |
xiong |
Um sorry, my fault for asking two related questions at once. Which is the bug? |
10:15 |
sapier |
if I remember correct mainmenu does only honor one mod folder, the one which can be written to by user |
10:16 |
xiong |
sapier, I'm running a genuine server; so no main menu. |
10:16 |
sapier |
hmm ok then this bug shouldn't affect you |
10:17 |
xiong |
Can I sidestep this all by considering modpack a broken feature, done? Then, if I want to consider mods as a unit in any way, all I'm left with is a game, a replacement for minetest_game. |
10:17 |
xiong |
Okay whoa; I went ahead too fast. |
10:18 |
sapier |
no I don't know how it's supposed to behave for mods in modpacks ;-) maybe this is a bug but could be a design decision too |
10:19 |
xiong |
All mods must either go in ~/.minetest/mods/ or some minetest/games/this_game/ -- correct? |
10:20 |
xiong |
Further: all mods in games/this_game are loaded if this_game is loaded; but each mod in mods/ must be enabled in worlds.mt -- correct? |
10:21 |
sapier |
as far as I know mods from game don't have to be enabled explicitly in worlds.mt |
10:21 |
sapier |
but I'm not sure about that |
10:22 |
xiong |
Apparently not; since the template worlds.mt created for a new world contains no such thing; but the mods that ship with minetest_game are indeed active. |
10:22 |
xiong |
Also, those mods are not mentioned in minetest_game/game.conf. |
10:23 |
xiong |
So -- to take a shortcut recapping my thoughts -- the 'game' feature seems to do what I'd expect the 'modpack' feature to do. |
10:24 |
xiong |
The modpack feature seems to be nothing more than a flag to tell the engine to descend the dir structure. |
10:25 |
sapier |
yes |
10:25 |
xiong |
Right, thank you. |
10:25 |
xiong |
So naturally I think, Okay, I'll make it a game instead. |
10:26 |
xiong |
Let me show you this: https://github.com/minetest-technic/technic_game/tree/master/mods |
10:27 |
xiong |
When first I saw that I thought, Okay, these guys are doing it that way -- bundling all mods in one 'game'. |
10:27 |
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10:27 |
xiong |
Then my next thought was, Why did they copy some of the mods -- like, cut and paste; like blame -- and the others as proper git submodules? |
10:28 |
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10:28 |
sapier |
guess they did modifications to those they copied |
10:29 |
xiong |
So I figured that most of those were mods included in minetest_game and they couldn't figure out how to structure that as a git submodule, since it's not all in a subdir. |
10:29 |
xiong |
They copied all, no exceptions I see. |
10:29 |
sapier |
ok so my guess is wrong :-) |
10:30 |
xiong |
Of course, since they're *not* in a proper submodule there is no easy way to check what's been changed and what's not... which is why I think they should all be submodules. |
10:30 |
xiong |
But: https://github.com/minetest/minetest_game/tree/master/mods |
10:32 |
xiong |
... so it seems that all these mods have been... reparented?... as integral to the main game. Which puts us in the weird position of having to consider the novel code as a submodule of a fork. |
10:33 |
xiong |
I've been pounding my head against this for most of the last 12 hours. |
10:39 |
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11:09 |
xiong |
... |
11:10 |
xiong |
Okay, here's another question: I have a server and a client both running 0.4.8 exactly. When I run the server and connect the client I still get the warning that my client might be incompatible. Why? |
11:10 |
wdna |
Hay! just found out about this game, LUA modding interface =] I was looking for a game to start doing some modding on, with LUA. Just found one. |
11:11 |
pitriss |
wdna: for modding please go to #minetest . This channel is supposed for C/C++ core dev |
11:14 |
wdna |
I'm actually more interested in the C++ stuff also, and how Lua binds to C++. I;m just learning to develop games in general.. |
11:16 |
wdna |
If i'll understand this, I could make my own modding interfaces for the C++ based games i'll do. |
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17:56 |
celeron55 |
hmm yeah, fixing all the things in this sailfish port is not really worth it at the moment |
18:02 |
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18:07 |
celeron55 |
http://c55.me/random/2014-01/P1140094.JPG |
18:08 |
sfan5 |
>not having a tidy desk |
18:09 |
celeron55 |
>doing nothing on your desk |
18:09 |
sfan5 |
I wish the main menu would work for me |
18:10 |
celeron55 |
it controls like utter shit and is awful otherwise too because touchscreen and unpolished controls and broken multitouch in my sdl2 backend and whatever; even one of those is enough to make it bad 8) |
18:10 |
xyz |
hey, the controls are awesome! |
18:12 |
celeron55 |
but it does run; i even implemented a ridiculous text input method where it launches a small Qt/QML application to ask for text input 8D |
18:12 |
rubenwardy |
lol |
18:12 |
celeron55 |
because the virtual keyboard doesn't work otherwise |
18:13 |
celeron55 |
there's no real reason to use this thing other than that if you like gnu/linux on a phone |
18:14 |
celeron55 |
(which is quite awesome in itself though, but it doesn't help minetest work on a touchscreen) |
18:15 |
specing |
celeron55: suggestion: make those buttons much transparent |
18:16 |
xyz |
of course they're supposed to be transparent |
18:16 |
specing |
does that Jolla have a sensor from which phone tilt could be measure? |
18:16 |
xyz |
I just didn't have nice sprites |
18:16 |
specing |
tilt controls are better suited for moving around that pressing buttons |
18:17 |
xyz |
did you even try? |
18:17 |
specing |
no |
18:18 |
xyz |
I don't think they'll be convenient although I myself haven't tried them either |
18:25 |
celeron55 |
they're at least just as clumsy |
18:26 |
jin_xi |
swing your phone around to dig |
18:26 |
celeron55 |
lol |
18:26 |
celeron55 |
a good touch interface could be some kind of third person building-focused one |
18:26 |
celeron55 |
but that would probably suck because of lack of precision |
18:27 |
celeron55 |
one that would work would be a simle viwer that would just show what is happening on a server |
18:28 |
celeron55 |
you could just watch it instead of trying to do something yourself; that seems what these don't suck so immensely much at |
18:29 |
celeron55 |
+p |
18:30 |
xyz |
people don't care much about it |
18:30 |
xyz |
people care about the ability to play |
18:30 |
xyz |
they're fine with awful controls, especially if we tell them that it's a pc game port |
18:31 |
celeron55 |
i know... it's sad thoug |
18:31 |
celeron55 |
+h |
18:31 |
xyz |
also /me has reported all new apps from that chinese company to google, and you all should do that too |
18:31 |
xyz |
https://play.google.com/store/apps/developer?id=Kevin.de |
18:33 |
celeron55 |
oh btw, you might want to check through some of the commits in my sailfish branch |
18:33 |
celeron55 |
i had to fix the touchscreen gui code a bit |
18:34 |
xyz |
alright |
18:34 |
xyz |
thanks |
18:36 |
xyz |
can you tell me what was wrong? |
18:38 |
rubenwardy |
Is someone going to grab the developer id of "Minetest"? |
18:39 |
rubenwardy |
(It costs £15/$30) |
18:39 |
Exio4 |
/year? |
18:39 |
celeron55 |
xyz: i don't really know; it might not happen on android |
18:39 |
celeron55 |
the code was kind of hard to fully understand 8) |
18:40 |
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18:40 |
rubenwardy |
nore, one off |
18:40 |
rubenwardy |
nore, one of |
18:40 |
rubenwardy |
nore, one off |
18:40 |
rubenwardy |
ffs |
18:40 |
rubenwardy |
no, one off |
18:40 |
celeron55 |
https://github.com/celeron55/minetest/commit/d268d7d48094588bc101f6920987648f7662ad4e#diff-6b75ea22819f4d5defbe2d5f47f51abdR141 |
18:40 |
celeron55 |
the stuff in there at least |
18:41 |
celeron55 |
maybe not others |
18:42 |
celeron55 |
also that sleep should happen only on android (otherwise this commit is sailfish-specific) https://github.com/celeron55/minetest/commit/37ef0c475626b140e8c274fa7a436f9cc1d6aa43#diff-7ec3c68a81efff79b6ca22ac1f1eabbaR827 |
18:42 |
rubenwardy |
no, one off |
18:43 |
xyz |
yes, and it could be removed already since I've resolved that issue |
18:43 |
celeron55 |
(the next commit of the first one removes the debug loggings so squashing them is useful) |
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20:37 |
ShadowNinja |
proller: *poke* The masterserver has to be fixed. |
20:38 |
proller |
need to make POST query |
20:38 |
proller |
its 42% harder than get 8( |
20:42 |
proller |
or you can disable mod list sending |
20:53 |
ShadowNinja |
The list should be named list.json. And the masterserver script should be a lot more readable, perhaps rewrite it in PHP or Python. |
20:54 |
* sfan5 |
agrees that perl is usually not readable |
20:55 |
Exio4 |
but php.. but python |
20:55 |
sfan5 |
I'd be fine with php, but python would be nicer |
20:55 |
ShadowNinja |
https://github.com/minetest/minetest/blob/master/util/master/master.cgi |
20:56 |
ShadowNinja |
The problem with Python is that it isn't really designed for web use, so using it can be slower than PHP which has dynamic pools of processes and the like. |
21:01 |
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21:12 |
proller |
you have @#$%phobia? |
21:16 |
proller |
and masterserver can process some post queries |
21:17 |
proller |
and if you cant read perl - its not perl readable, its you |
21:18 |
ShadowNinja |
Um, that perl is hard to read, maybe it coule be rewritten better in perl, but perl isn't really designed for nice, readable code. |
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22:46 |
ShadowNinja |
So, should I add and apply labels on GitHub for the sections? That seems like the best way to do it (You can't easily check for open pulls in your section(s) with comments, among other things). |
22:48 |
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23:14 |
celeron55 |
ShadowNinja: it seems like the only useful way of doing it |
23:15 |
celeron55 |
i think they should be prefixed with "session_" and we need to give them proper short names and not those this/that/somes-stuff names |
23:15 |
celeron55 |
(the latter should be kept for clarity in the wiki) |
23:16 |
celeron55 |
ehj |
23:16 |
celeron55 |
s/session/section/g |
23:16 |
celeron55 |
i was going to go sleep already 8) |
23:16 |
ShadowNinja |
We can use spaces though. :-) |
23:18 |
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23:24 |
celeron55 |
hmm, apparently they work just fine without short names |
23:24 |
celeron55 |
let's keep them like that |
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23:51 |
ShadowNinja |
I've taged the first page. Some things may need to be moved, but it's a start... |
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