Time |
Nick |
Message |
00:00 |
VanessaE |
by mining for coal? |
00:00 |
VanessaE |
coal spawns underground, in stone. dig with a wooden pick at first, then use some sticks and cobble to make a stone pick. |
00:01 |
VanessaE |
coal isn't very deep - 10 m or less I think |
00:01 |
VanessaE |
(and, there are mods that will add a tree -> coal cooking recipe) |
00:04 |
zaphraud |
well I did just compile this from source.. (looks side to side) |
00:04 |
VanessaE |
heh |
00:04 |
VanessaE |
did you make sure to install minetest_game also? |
00:04 |
VanessaE |
without that you'll just get a minimal testing environment |
00:05 |
zaphraud |
yeah had to copy it over from the ~/.minetest folder where the non-dev install put it |
00:05 |
zaphraud |
just kidding I put a fresh download |
00:05 |
zaphraud |
it generates worlds that have new types of dirt in them. |
00:05 |
VanessaE |
ok. |
00:05 |
VanessaE |
then yeah, start diggin' :P |
00:09 |
Lone-Star |
if i created a texture and just simple gave someone else permission to use it, does it still need a license? |
00:10 |
sfan5 |
if you don't put a license on it, all rights will be reserved |
00:10 |
sfan5 |
and if I were that "someone else", I wouldn't use your texture unless the licensing is clear |
00:10 |
Lone-Star |
MIT is fine? |
00:12 |
sfan5 |
licenses like cc-by-sa are preferable for media (textures, sounds, ...) |
00:12 |
sfan5 |
but you |
00:12 |
sfan5 |
can use MIT for textures if you absolutely want |
00:13 |
kaeza |
A CC one will better fit media files I think. |
00:13 |
Lone-Star |
ok. licenses confuse me |
00:13 |
kaeza |
E.g. CC-BY-SA. |
00:17 |
zaphraud |
only had to change one line of code :D |
00:18 |
kaeza |
Stupid laggy connection. |
00:19 |
kaeza |
Asdf |
00:19 |
zaphraud |
diff src/light.cpp* |
00:19 |
zaphraud |
72c72 |
00:19 |
zaphraud |
< light_LUT[0] = 24; |
00:19 |
zaphraud |
--- |
00:19 |
zaphraud |
> light_LUT[0] = 0; |
00:22 |
VanessaE |
^ I guess that means it's time to make the server send the table to be used. |
00:23 |
VanessaE |
which wouldn't be a bad idea anyway. I could see an argument for different lighting tables being set by a mod, to simulate different environments |
00:25 |
sfan5 |
that's a pretty good idea |
00:26 |
sfan5 |
have you opened an issue? |
00:26 |
VanessaE |
no. |
00:28 |
zaphraud |
I'm just using this on my own system at the moment, and wouldn't use a dev client in a competitive game. |
00:29 |
zaphraud |
Are most people even compiling from source? |
00:29 |
VanessaE |
sfan5: I only thought of that just then, and I'm sure someone else already has before me. anyway such a thing would be a breaking change. |
00:30 |
VanessaE |
zaphraud: most use mobile clients now, so no. |
00:30 |
zaphraud |
and yeah, there was an outer space environment that probably could benefit from different tables being sent. |
00:30 |
VanessaE |
I'd guess it's 70% phone/tablet, 30% desktop |
00:30 |
VanessaE |
(or laptop) |
00:32 |
zaphraud |
closed source games had a problem with this years ago with people using custom video card drivers. I can't imagine protecting against it with open source. |
00:33 |
zaphraud |
but sending the table from the server is a good idea anyway, for different environments. |
00:33 |
VanessaE |
if the server sends the table to the client without cacheing, that makes it more cumbersome to force the client to use a custom table. |
00:34 |
VanessaE |
anything that gets in the user's way when trying to "hack" a client is fine by mean, short of closed-source or DRM crap of cours |
00:34 |
VanessaE |
e |
00:34 |
VanessaE |
fine by me* |
00:35 |
zaphraud |
no client side hacking going on here; the library I'm at firewalls out the ports used by the game anyway. strictly single player from here. |
00:36 |
zaphraud |
I did use it from a church last month though. Played on your server a bit, making dirt. |
00:36 |
VanessaE |
yeah, in your case it wouldn't matter, you could just write and install a mod to set the table to something custom if you wanted. |
00:38 |
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00:59 |
zaphraud |
when I updated the game to 5.0dev, does the "crafting guide" include new recipes, if there are any, or does the guide also need updating? |
01:00 |
zaphraud |
zombies are walking in the water |
01:00 |
zaphraud |
thats a zombie mod bug tho right? |
01:02 |
p_gimeno |
crafting guide? I don't think there's one in minetest_game |
01:03 |
zaphraud |
yeah I got a different one for it. craftguide-0.4.17.zip |
01:03 |
p_gimeno |
all inventory mods I know that include crafting guides create them dynamically from the existing crafts |
01:04 |
p_gimeno |
I'm not sure about that one in particular |
01:04 |
zaphraud |
Yeah I don't see any data that looks like recipes inside its zip |
01:16 |
zaphraud |
I like the fireflies |
01:16 |
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01:18 |
zaphraud |
How about a mod for an islamic suicide bomber? I'm pretty sure it wouldn't be hard to create from the existing creeper code. Just a few personality tweeks and then design stuff. |
01:21 |
zaphraud |
with the brightness hack the outside looks like silicon valley at night. the sky never quite looses its blue |
01:21 |
zaphraud |
although IRL its because of streetlights |
01:25 |
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01:30 |
zaphraud |
When using noclip, zombies will bang themselves against the wall until they die. not sure if thats intended or not |
01:37 |
argyle77 |
Hi! Can anyone clarify the meaning of the is_ground_content flag? |
01:38 |
zaphraud |
https://imgur.com/a/ElWsvE0 deep within the caves of minetest 5.0 |
01:39 |
zaphraud |
its foggy in there |
01:47 |
zaphraud |
drenching a cave in lava from a higher cave is particularly satisfying. |
01:49 |
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01:50 |
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01:50 |
paramat |
argyle77 have you found the documentation of that in lua_api.txt? |
01:53 |
argyle77 |
I did. It seems intended to prevent caves from overwriting things that aren't ground content. |
01:53 |
argyle77 |
It doesn't appear to prevent dungeons though. |
01:53 |
argyle77 |
I guess my question is, should it? |
01:54 |
paramat |
correct it shouldn't |
01:55 |
paramat |
hm dungeons can overgenerate and grief stuff ... good point |
01:55 |
paramat |
so maybe it should |
01:56 |
paramat |
are you able to open an issue at github? |
01:57 |
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01:57 |
argyle77 |
I can. I could also make a pull request. I'm playing with a one line change to dungeongen.cpp that seems to accomplish this, though I'm only just beginning to gain familiarity with the engine. |
01:57 |
paramat |
yes near line 111 |
01:58 |
paramat |
PR would be good |
01:59 |
paramat |
good chance i would +1 that |
01:59 |
argyle77 |
Yeah, that's probably a better place for it. I was editing near 190, but I can try out there too. |
02:01 |
paramat |
11 is where nodes not allowed to be removed are set using the vmanip flag |
02:01 |
paramat |
*111 |
02:02 |
argyle77 |
I see. Thank you paramat! |
02:04 |
paramat |
ugh, starting a new world in semi darkness is so annoying :) |
02:24 |
zaphraud |
pitch move. i like that mode |
02:25 |
zaphraud |
what do dungeons cause problems with? |
02:28 |
argyle77 |
They can cut through bedrock, though I'm sure there is a more likely set of things they might interfere with. |
02:32 |
zaphraud |
I haven't gotten to the bedrock yet. Even in creative mode. It's just so far away. The dungeons seem alright so far. |
02:33 |
zaphraud |
Even the "roads" in the villages in commercial minecraft are always messed up due to conforming to the surroundings. That's not really a positive IMHO. I think the NPCs who run those villages ought to have done a little grading work in cases where the road is actually impassable... |
02:34 |
argyle77 |
Lazy NPCs |
02:35 |
zaphraud |
"pitch mode" isn't listed in the keyboard layout selections. (pressing L). |
02:35 |
zaphraud |
I found it by accident and I like it. |
02:36 |
zaphraud |
makes fly mode about 1000x more cool |
02:37 |
zaphraud |
turn on fly mode, turn on pitch mode, and then just hold down W and mouse |
02:43 |
zaphraud |
I teleported down to the bottom and caves don't show any bedrock at all. There's just sky below me. |
02:44 |
zaphraud |
-30912.5 |
02:44 |
zaphraud |
turning off noclip lets me fly under tho |
02:45 |
argyle77 |
bedrock comes from mods |
02:47 |
zaphraud |
I can see the sun now from -31400. |
02:47 |
zaphraud |
going for that 16 bit edge |
02:49 |
zaphraud |
-32779.7 not what I expected. Was thinking it would it at -32767. |
02:49 |
argyle77 |
It will prolly crash |
02:49 |
zaphraud |
oh lol. It crashed :D |
03:20 |
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03:50 |
argyle77 |
Do chunks have an overlap? |
03:55 |
VanessaE |
no |
03:56 |
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03:56 |
argyle77 |
I can't figure out why the lowest generated node would be at -30912 |
03:58 |
VanessaE |
I forget the reasoning for that |
03:59 |
argyle77 |
Oh I think I got it. Top most chunk straddles 0,0 with 3 mapblocks underground? |
03:59 |
VanessaE |
that sounds right? :) |
04:15 |
zaphraud |
My thoughts on the lowest generated node being where they are is to allow a sufficient safety barrier to avoid any need for bounds checking in other code elsewhere, both to simplify it and speed it up. |
04:16 |
zaphraud |
gotta go. goodnight |
04:17 |
argyle77 |
I understand that's the reasoning for the 31000 value, but I'm still not entirely sure why there isn't another chunk generated after 30912. There should be room for 1 more chunk. |
04:18 |
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16:35 |
argyle77 |
What is the recommended way to ensure that one's mod can be internationalized / localized? |
16:36 |
argyle77 |
There appear to be both api hooks in the engine and internationalization mods. |
16:42 |
p_gimeno |
one idea is to add a custom function and call it for every translatable string |
16:43 |
p_gimeno |
e.g. function T(s) return s end ... message = T"This string is translatable" |
16:43 |
p_gimeno |
in future you can replace the definition of T with something that actually translates |
16:48 |
p_gimeno |
actually if you use S("string") instead of T"string" maybe you can use the MT translation toolchain more easily |
16:51 |
p_gimeno |
but I'm not sure if that toolchain is intended for MT and MT Game only, maybe nore knows |
16:52 |
nore |
it's for client-side translations, but is intended for global use |
16:52 |
argyle77 |
Gotcha. I was looking at the intllib mod, which uses a similar format, but I just wanted to see if there was a best-practices |
16:52 |
p_gimeno |
um, good point about client side |
16:53 |
p_gimeno |
argyle77: do you want server-side translation or client-side? |
16:54 |
argyle77 |
I don't know. I'm writing a mod, and I was just hoping there would be a relatively painless way to make sure it would be translatable. |
16:55 |
p_gimeno |
if it's in a server, and people with several native languages connect, do you aim for the messages to be emitted to each user in their language? |
16:56 |
p_gimeno |
or do you aim to have a single-language server? |
16:56 |
argyle77 |
I'm not sure it matters so long as the user sees their own language. |
16:57 |
p_gimeno |
server-side translation is way easier, but it means that servers are for a single language, e.g. a German server, a Spanish server, a Russian server... |
16:57 |
p_gimeno |
(each with their own independent map, of course) |
16:58 |
argyle77 |
At this point the translations would be mostly for node names and descriptions. I guess I'd be aiming for client-side translation in that case. |
16:58 |
p_gimeno |
OTOH, client-side translation means the client needs to have the translation file for your mod |
16:59 |
p_gimeno |
I'm not sure if that is even possible |
16:59 |
p_gimeno |
does the server send translation files to the client? |
17:00 |
argyle77 |
I don't know the answer to that one yet. |
17:00 |
rubenwardy |
yes |
17:00 |
rubenwardy |
the client gives the server a list of languages that the user knows |
17:00 |
rubenwardy |
from the settings |
17:00 |
rubenwardy |
then the server responds with a translation file |
17:01 |
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17:01 |
p_gimeno |
rubenwardy: and does that apply to community-made mods too? is there infrastructure for that? |
17:01 |
rubenwardy |
yes |
17:02 |
rubenwardy |
the API is designed for mods |
17:02 |
argyle77 |
That sounds like what I want. |
17:02 |
sfan5 |
kaeza: this is not supposed to happen is it? http://paste.debian.net/hidden/ae7d0dbb/ |
17:02 |
rubenwardy |
I don't know how it works though |
17:02 |
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17:05 |
nore |
as for the API, the user just sends the language they want (the one the client is currently translated in), and the server sends the translation files ending in .[LANG_CODE].tr |
17:08 |
sfan5 |
2019-02-12 17:07:43: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'kill' in callback environment_Step(): <no description> |
17:08 |
sfan5 |
what exactly does it mean by this |
17:09 |
sfan5 |
no, there is no traceback |
17:18 |
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18:23 |
diemartin |
sfan5: missing auth_table; haven't had the time to update to 5.0 |
18:23 |
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18:23 |
sfan5 |
oh of course |
18:48 |
jas_ |
Anyone ever experience slow multicrafting by tens, only when over some network? I had in the past, then it disappeared, and am now experiencing it again. |
18:53 |
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19:07 |
rocky1138 |
Just tried out the new 5.0 RC |
19:07 |
rocky1138 |
It's really good. I haven't played Minetest in a while |
19:07 |
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19:07 |
rocky1138 |
Are there mobs yet? |
19:12 |
jas_ |
Not i stock mtg, unless u count fireflies and butterflies -- they are nodes and don't move really. They animate instead. |
19:17 |
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19:41 |
diemartin |
sfan5: can you test https://github.com/minetest-mods/xban2/commit/6ed7efde665725a4a187315ac69db74d36fa0b06 ? |
19:43 |
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19:47 |
diemartin |
Hmm, it crashes for me. `iterator` seems to be nil... |
19:49 |
diemartin |
Oh silly me, it's iterate. |
19:58 |
diemartin |
now it works https://github.com/minetest-mods/xban2/commit/3b700453651e7119c2c48c62d009ed2edf336c93 |
20:01 |
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20:01 |
diemartin |
sfan5: seems it's fixed. Thanks for the report |
20:03 |
diemartin |
Doing dev stuff on a phone is a nightmare. |
20:04 |
rubenwardy |
do you implement iterate()? |
20:05 |
diemartin |
No? |
20:05 |
diemartin |
Isn't it implemented by the default handler? |
20:05 |
rubenwardy |
doesn't xban replace it? |
20:05 |
rubenwardy |
ohhh |
20:05 |
rubenwardy |
nevermind |
20:06 |
diemartin |
It should, probably. |
20:06 |
diemartin |
But too lazy. |
20:07 |
diemartin |
PRs welcome :^) |
20:08 |
rubenwardy |
xban isn't xauth |
20:08 |
rubenwardy |
got confused |
20:10 |
diemartin |
Ah I see. |
20:22 |
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20:46 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Statbars: Reduce initial update interval eea1fda https://git.io/fhQ51 (2019-02-12T20:45:38Z) |
20:56 |
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21:00 |
paramat |
argyle77 "there isn't another chunk generated after 30912. There should be room for 1 more chunk." core mapgen processes a mapchunk plus a 1 mapblock thick shell around it (which caves, dungeons and decorations often extend into), so 80 fits but 80+16 doesn't |
21:02 |
argyle77 |
Gotcha paramat, thanks! I ended up borrowing the code from calcMapgenEdges to make the proper calculation in my mod. |
21:05 |
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21:10 |
DrFrankenstone |
paramat, MapgenBasic::generateBiomes() looks like an elegant and reasonably self contained function, I'm assuming if it were exposed to lua (after the feature freeze) then lua mapgens could build a chunk out stone/water/river_water then transform it quickly into the real biomes. Do you know/imagine there will be complications? |
21:13 |
paramat |
good idea. we can already apply ore and decoration gen to a lua voxelmanip, biome gen is the one missing |
21:14 |
paramat |
no idea if problematic or not, i just have to work out how to do it |
21:17 |
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21:20 |
DrFrankenstone |
I guess I was asking if passes the smell test with someone who's worked in that area, and it sounds like it does. It seemed to me to be an ideal solution for getting most mods working in beerholder's multimap, but obviously good for lua mapgens going forward as well. |
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21:43 |
jas_ |
(Or just inventory movements in general, like that of grabbing full bones.) |
21:45 |
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21:56 |
rocky1138 |
I think the biggest problem with minetest is that it has no built-in game "store" where people can download and play games built with the minetest engine, like the default game. As a brand new user, I have no idea what games are out there and available for me to play |
21:56 |
rocky1138 |
Are minetest games hosted somewhere central? |
21:56 |
rocky1138 |
like nexusmods or something? |
21:56 |
benrob0329 |
rocky1138, there is an in-game content store that will be included in the next release |
21:56 |
rubenwardy |
that's coming in 5.0.0 |
21:56 |
rubenwardy |
rocky1138: https://content.minetest.net |
21:57 |
rubenwardy |
also see |
21:57 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?f=18&t=22078 |
21:57 |
MinetestBot |
rubenwardy: Minetest 5.0 release candidate 1 (5.0.0-rc1) - Minetest Forums |
21:59 |
rocky1138 |
omg thank you for telling me this |
21:59 |
rocky1138 |
and I am so happy someone has taken this on |
21:59 |
rocky1138 |
lemme look at it |
21:59 |
rocky1138 |
Can I provide some feedback? |
22:00 |
rocky1138 |
First question: what's the difference between a mod and a game |
22:00 |
rubenwardy |
note that most games havne't been updated for 5.0 yet |
22:00 |
rubenwardy |
sure |
22:00 |
rubenwardy |
heh |
22:00 |
rocky1138 |
PS: Expect to get that question 50 million times until some description or something is put up haha |
22:00 |
rubenwardy |
a video game is something you play |
22:00 |
rubenwardy |
:D |
22:00 |
rubenwardy |
https://www.minetest.net/customize/ |
22:00 |
rubenwardy |
https://www.minetest.net/downloads/ |
22:01 |
rubenwardy |
"You may also want to look at some games. Games provide basic game play for the engine to run using Lua scripts. Different games have different objectives, such as survival, building or Player vs Player. Usually Minetest comes with Minetest Game, to supply the default items and blocks. You can then add mods on top of a game in order to customize your experience further." |
22:01 |
rubenwardy |
The idea is that the game implements the game play |
22:02 |
rubenwardy |
gtg |
22:05 |
rocky1138 |
thanks |
22:07 |
rocky1138 |
Honestly this is amazing work rubenwardy |
22:07 |
rocky1138 |
I love it |
22:07 |
rocky1138 |
It kind of reminds me of itch.io but specifically for Minetest |
22:08 |
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22:11 |
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22:12 |
rocky1138 |
I can't seem to claim my forum account, even though I'm signed into the forum. When I click the link, it just takes me to the front page of the forums. |
22:12 |
rocky1138 |
I'll try the signature way. |
22:13 |
rubenwardy |
being signed in doesn't matter |
22:13 |
rubenwardy |
CDB has no access to the forum databas |
22:14 |
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22:14 |
rocky1138 |
That method worked |
22:14 |
rocky1138 |
I know, but I like being signed in :) |
22:14 |
galaxie |
When I set mapgen_limit to some low value, such as 63 (the lowest I believe), how do I expand the world later should I want to? |
22:15 |
rubenwardy |
being signed in *to the forums* doesn't matter *to CDB* |
22:18 |
rocky1138 |
Oh, I see. How is the "Claim forum account" button supposed to work? |
22:19 |
galaxie |
Otherwise, is the mapgen limit also the same for vertical? So 63x63x63 for mapgen_limit = 63 ? |
22:19 |
rubenwardy |
rocky1138: it isn't |
22:19 |
rubenwardy |
it's not a CDB sign up method |
22:19 |
rubenwardy |
the CDB sign up methods are the Options below |
22:20 |
rubenwardy |
I should probably replace that with a link, really |
22:21 |
rocky1138 |
I'm a dumbass. I was clicking the "Create a forum account" because I read it as "Claim" |
22:21 |
rocky1138 |
The signature method worked flawlessly |
22:22 |
rubenwardy |
yay |
22:22 |
VanessaE |
yeah, you dumbass ;) |
22:23 |
VanessaE |
(he said it first ;) ) |
22:28 |
rocky1138 |
LOL |
22:28 |
rocky1138 |
minetest has really come a LONNNNG way |
22:28 |
rocky1138 |
I remember making a video on it 8 or 9 years ago |
22:29 |
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22:31 |
rocky1138 |
Is there a patreon or liberapay? I wouldn't mind throwing money at it per month |
22:33 |
rubenwardy |
celeron55, for minetest.net hosting: https://www.minetest.net/get_involved/#donate |
22:33 |
rubenwardy |
paramat, for development: https://forum.minetest.net/viewtopic.php?f=3&t=14935 |
22:33 |
rubenwardy |
me, for development and content db: https://rubenwardy.com/donate/ |
22:33 |
rubenwardy |
plus your favorite modder/server owner/etc might accept it |
22:34 |
rubenwardy |
(content db being the hosting of content.minetest.net) |
22:34 |
rocky1138 |
Yeah I just threw 5 euro his way |
22:35 |
rocky1138 |
Is Perttu still around? |
22:35 |
rubenwardy |
celeron5* doesn't do any development anymore |
22:35 |
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22:36 |
rubenwardy |
but he hosts the forum and such, still has the highestamount of contribution, and occasionally appears and chats |
22:37 |
benrob0329 |
darnit, I can't use my Patreon balance to donate to other people (they require either a credit card or PayPal) |
22:38 |
rocky1138 |
that's cool |
22:48 |
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22:56 |
Emerald2 |
Wow carpathian mapgen is so cool! |
22:56 |
galaxie |
What's the best signs mod? I see there are quite a few.. |
22:58 |
Emerald2 |
Wow 5.0 is so cool. |
23:02 |
Emerald2 |
It's varied but flat enough to actually build cities on. Doesn't make me cry like v7. :p |
23:03 |
Emerald2 |
Oh cool but there are hill areas too. |
23:04 |
sveta |
sorry Emerald2, I was offline yesterday because my laptop was short of power supply |
23:04 |
Emerald2 |
Hi sveta, no worries. Did you manage to get an answer to your question? |
23:05 |
sveta |
I was inquiring about translations of names of the items in minetest, as they seem to be all in English even if my system isn't. i don't think i got an answer to this |
23:08 |
benrob0329 |
galaxie, probably signs_lib |
23:08 |
galaxie |
benrob: I suppose so. I was just playing with it and it looks more advanced than the others. |
23:09 |
Emerald2 |
sveta I hope you get an answer at some point |
23:09 |
VanessaE |
signs_lib and street_signs mod. |
23:09 |
Emerald2 |
I haven't managed to find anyone to help with that. |
23:09 |
VanessaE |
from my Gitlab repos. |
23:09 |
Emerald2 |
brb |
23:10 |
diemartin |
signs_lib is best signs lib |
23:11 |
galaxie |
What about node protection? areas mod? |
23:13 |
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23:18 |
VanessaE |
galaxie: yeah. |
23:18 |
VanessaE |
or cheapie's protection blocks (which depends on areas) |
23:18 |
VanessaE |
https://cheapiesystems.com/git/areasprotector/ |
23:19 |
VanessaE |
the two together cover most use cases. |
23:21 |
galaxie |
Can I make it so flat mapgen is completely and absolutely flat, no caves or holes or anything? Or do I need a mod like superflat for that? |
23:25 |
VanessaE |
singlenode mapgen does that |
23:25 |
galaxie |
But it looks completely empty? |
23:25 |
VanessaE |
or more precisely, it generates a world full of air and then you can hook into the mapgen calls to place whatever ground node you want. |
23:25 |
VanessaE |
there's a "flat" flag for mgv6 but idk what it actually does. |
23:26 |
galaxie |
I just saw there.. you said it's for v6? That might be it. |
23:26 |
VanessaE |
well, v6, surely v7 also |
23:26 |
VanessaE |
that's a feature I never mess with |
23:27 |
VanessaE |
here's a singlenode example: https://github.com/minetest/minetest/issues/8220#issuecomment-462462446 |
23:27 |
VanessaE |
places a single layer of all-white "cloud" blocks. (except you should omit the calc_lighting() call) |
23:29 |
VanessaE |
(or rather, omit the emin,emax params, pass nothing to it) |
23:29 |
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23:30 |
galaxie |
OK. Well, mg_flags = flat does not work apparently. |
23:30 |
VanessaE |
there are ready-to-run mods out there that should work with the singlenode mapgen, that'll generate a layer of grass and dirt at Y=0, with stone extending from there down to -30912, probably more to your liking. |
23:31 |
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23:31 |
galaxie |
Like? |
23:31 |
VanessaE |
I can't name any right now |
23:31 |
VanessaE |
maybe paramat can :) |
23:31 |
VanessaE |
he's the mapgen king around here |
23:31 |
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23:31 |
paramat |
yeah i saw mapgen talk in logs so ... |
23:32 |
Emerald2 |
paramat I love carpathian :D |
23:32 |
paramat |
galaxie "When I set mapgen_limit to some low value, such as 63 (the lowest I believe), how do I expand the world later should I want to?" edit the value in the world folder's 'map_meta.txt' file |
23:32 |
VanessaE |
paramat: dude. just get a bouncer already :) |
23:33 |
galaxie |
paramat: Figured that out, then realized flat isn't really flat. |
23:34 |
paramat |
"Can I make it so flat mapgen is completely and absolutely flat, no caves or holes or anything?" yes , hang on ... |
23:35 |
paramat |
mg_flags = nocaves,nodungeons,light,nodecorations,biomes and use the flat mapgen |
23:36 |
paramat |
https://github.com/minetest/minetest/blob/eea1fdaf2574fec38316527cfc463ff2427c5775/minetest.conf.example#L1648 |
23:36 |
paramat |
the 'flat' flag for mgv6 has been removed and shouldn't be used |
23:37 |
galaxie |
Wish the wiki was updated with that info. |
23:38 |
paramat |
i might be adding an option for rivers to carpathian after 5.0.0 |
23:38 |
VanessaE |
paramat: maybe just add some kind of "plain, flat" mapgen that already does all that's being discussed |
23:38 |
paramat |
wiki is often out of date, always look at lua_api.txt too |
23:39 |
VanessaE |
(which would just be the regular flat mapgen with all the other stuff hard-coded "no*" by default) |
23:40 |
p_gimeno |
I wrote a mod exactly for that, with paramat's help https://notabug.org/pgimeno/Gists/src/minetest--flat-biome |
23:40 |
p_gimeno |
@galaxie ^ |
23:41 |
p_gimeno |
I haven't tried flat, I guess it's post-0.4.15 |
23:42 |
paramat |
flat mapgen already does that, it's just that the default 'mg_flags' are set to have all features. i still expect most users of mapgen flat want all the usual features, you only hear from those who want different so it may give a different impression |
23:42 |
paramat |
the flags are easy enough to use |
23:43 |
argyle77 |
Is there any way to light up underground caverns like it was day for testing purposes? |
23:51 |
galaxie |
Anyone with experience cross-compiling from Linux to Windows? |
23:51 |
paramat |
there's a PR for fullbright mode, but not for 5.0.0 |
23:52 |
paramat |
editing the light table in light.cpp might do it |
23:53 |
argyle77 |
thanks, I'll check them out! |
23:54 |
galaxie |
Also, why is the player backend files by default, when it is deprecated?? |
23:55 |
paramat |
oh hm we don't have a light table anymore, it's generated by a formula |