Time Nick Message 00:52 MTDiscord Guys Minetest is bugged. It has linker errors compiling on Nix on Replit. 00:58 MTDiscord I accomplished this with SQLite and LuaJIT enabled, and practically everything else disabled. 01:13 MTDiscord With ncurses enabled, it builds. 01:14 MTDiscord pray tell why are you even compiling it there? 01:15 MTDiscord It started with a friend of mine saying he got a horrible idea. 01:15 MTDiscord And I agreed with the "let's see how far we can push Replit" sentiment. 01:16 MTDiscord i dont think you can even use multiplayer because replit doesnt support udp last i remember 01:16 MTDiscord Unfortunately, it sounds like their firewall blocks UDP, so I'm afraid you won't be able to connect. But the server is running. 01:16 MTDiscord We have already tested the Minetest client on Replit earlier, which is confirmed to work, albeit quite laggy. 02:00 MTDiscord What is replit? 02:01 MTDiscord Wait the online ide? How the heck? Does it let you debug online or something? 12:30 MTDiscord It's very inconvenient for this kind of thing, we were testing it partly as a joke. I think I can repro the linker errors on my own computer though, and if I can I may be opening an issue. 15:53 Krock will merge #10729 #11623 #11636 and #11650 in 10 minutes 15:53 ShadowBot https://github.com/minetest/minetest/issues/10729 -- Allow Enabling The Touch UI In A Desktop Build by TheBrokenRail 15:53 ShadowBot https://github.com/minetest/minetest/issues/11623 -- Fix several typos in settingtypes.txt by Wuzzy2 15:53 ShadowBot https://github.com/minetest/minetest/issues/11636 -- Use CMake's GNUInstallDirs for install directories on Unix by alarixnia 15:53 ShadowBot https://github.com/minetest/minetest/issues/11650 -- Update builtin locale files by Wuzzy2 15:59 sfan5 +1 16:03 Krock merging... 16:04 Krock done 21:08 MTDiscord @Exe, Virus Would you mind reminding me why SoundFonts look better than Tracker music nowadays? I know there was a reason, I just don't remember what it was 21:09 MTDiscord Not a great reason besides smaller files, allowing users to rely on a built-in soundfont, and allowing us to support in-game track creation, basically a super-noteblock. All that said, I don't see why we can support both. My efforts would be on fluidsynth and midi+ .sf3 first 21:10 MTDiscord why we can't* support both. 21:11 MTDiscord the two libraries are libmodplug and fluidsynth, feel free to make your own determinations 21:11 MTDiscord Just coming from my music and composition background, midi is more standard. Most DAW's use midi as their track definitions. 21:12 MTDiscord Standard is a decent reason IMO, even if it doesn't give me an excuse to learn a Tracker :P 21:13 MTDiscord ? 21:13 MTDiscord I feel that 21:14 MTDiscord One nice thing with Tracker music though, is that (afaik) its a lot easier (and smaller) to ship MODs with different sample sets rather than making different soundfonts 21:15 MTDiscord But the nice thing with MIDI is that you can theoretically swap the soundfont for a different area or mood 21:15 MTDiscord well yes, I do agree. That's why i would say everyone should either use the soundfont we would ship with MT or use tracker music if they plan to run their own samples 21:16 MTDiscord the idea with midi is we cut down on bandwidth extremely, and allow dynamic music for the cost of a chat message 21:16 MTDiscord Thats fair 21:17 MTDiscord I think that supporting SoundFont swapping from the Lua API opens up a lot of potential 21:17 MTDiscord Do SFs need to be complete? 21:23 MTDiscord No? 21:23 MTDiscord You would just specify the soundfont in the api, and provide either a string of midi (some format we invent) or a .midi filename. eg playmidi("midifile","soundfont") 21:24 MTDiscord if soundfont is nil, then the default is used 21:24 MTDiscord if your midi tries to play an undefined sample, nothing happens 21:24 MTDiscord that's basically all there is to my thought process 21:24 MTDiscord for midi 22:46 MTDiscord Sounds fairly sane