Time |
Nick |
Message |
00:00 |
p_gimeno |
well, you need a base game, something that provides the basic functions (be it minetest game or any other) |
00:01 |
p_gimeno |
but yes, you can copy the base game, then add the mods to the mods folder of the game |
00:04 |
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00:04 |
FlyingGarlic |
but i still wouldnt be able to have multiples with overlaping sets of mods, without the symlink you mentioned ? |
00:04 |
p_gimeno |
while the mods are in the mods directory, you'll have problems |
00:05 |
FlyingGarlic |
kk. |
00:05 |
p_gimeno |
MT is designed so that only one mod with one particular name exists, and when that doesn't happen, it tries to resolve the conflict and sometimes it does it wrong, or it just doesn't |
00:09 |
FlyingGarlic |
i checked out subgame mineclone2. it has a diferent type of inventory window that has tabs with different categories of items. Very nice feature. would be so nice if i could have that in dreambuilder. Anyone know why dreambuilder doesnt have this and what mod provides this functionality ? |
00:12 |
p_gimeno |
minetest game doesn't define any item categories; mods made for it don't have any categories either, so it's not possible to have that in MT game or mods based on it |
00:12 |
FlyingGarlic |
ok i see. |
00:13 |
FlyingGarlic |
is dreambuilder generaly used with mt subgame or is it often used with various other sub games ? |
00:13 |
p_gimeno |
I don't think it will work with anything other than MT but VanessaE can answer that better |
00:16 |
FlyingGarlic |
ok i see. are most mods generaly only used with the mt sub game ? |
00:16 |
p_gimeno |
yes |
00:17 |
FlyingGarlic |
Ah |
00:18 |
p_gimeno |
Wuzzy has created a thread dedicated to mods that can be used with MCL2: https://forum.minetest.net/viewtopic.php?f=47&t=20935 |
00:19 |
Wuzzy |
no |
00:19 |
Wuzzy |
i did not create this thread :P |
00:19 |
p_gimeno |
apologies |
00:24 |
FlyingGarlic |
ah ok i see, i will take a look, lots more research to do, thanks so much for pointing me in fruitfull directions! |
00:31 |
p_gimeno |
you're very welcome :) |
00:32 |
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00:42 |
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00:56 |
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01:01 |
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01:27 |
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01:33 |
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01:41 |
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01:44 |
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01:47 |
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02:12 |
p_gimeno |
cheapie: where should I send bug reports about digistuff? |
02:24 |
p_gimeno |
anyway it's simple, I get a crash in in init.lua, the http line should be: local http = minetest.request_http_api and minetest.request_http_api() |
02:36 |
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02:47 |
VanessaE |
p_gimeno: you are correct re: dreambuilder. it's only meant to run on top of mtg, and 5.x at that. |
02:47 |
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02:56 |
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03:31 |
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04:23 |
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05:08 |
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05:31 |
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05:47 |
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06:02 |
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06:16 |
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06:27 |
Emerald2 |
Is it possible to make the moreblocks circular saw cut planks from other tree mods? |
06:28 |
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07:10 |
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07:11 |
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07:19 |
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07:30 |
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07:33 |
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08:15 |
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08:15 |
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08:21 |
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08:21 |
Niwla23 |
How to write in dev channel? |
08:22 |
ANAND |
Get a real IRC client - web clients are not allowed to speak in #-dev |
08:22 |
ANAND |
Real, as in installed clients. e.g. HexChat, HexChat, and HexChat |
08:23 |
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08:25 |
Niwla23 |
hello |
08:25 |
Niwla23 |
can you see the message? |
08:28 |
ANAND |
No I can't. :^) |
08:30 |
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08:55 |
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08:57 |
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08:57 |
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08:59 |
Emerald2 |
wb Niwla |
09:00 |
Niwla |
Hello |
09:00 |
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09:00 |
Niwla |
How to use the mod translations? |
09:03 |
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09:04 |
Niwla |
who can give me write permission on hub and dev? |
09:06 |
Emerald2 |
You need to ask one of the moderators in those channels. |
09:08 |
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09:09 |
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09:16 |
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09:17 |
Emerald2 |
I'd say ask Shara or ruben. |
09:17 |
Emerald2 |
At this time of day. |
09:19 |
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09:21 |
ANAND |
Anyone can write in #-dev if they're using a normal desktop IRC client |
09:23 |
Emerald2 |
Ahhh. In hub at least they have to ask. |
09:23 |
ANAND |
But chatting in #-hub requires voice, and $hara is the one to go to. |
09:23 |
ANAND |
Yea |
09:24 |
cheapie |
[21:24:43] <p_gimeno> anyway it's simple, I get a crash in in init.lua, the http line should be: local http = minetest.request_http_api and minetest.request_http_api() |
09:25 |
cheapie |
Are you running this on some old MT version or something? |
09:25 |
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09:26 |
Niwla |
How to change the nickname list in hexchat |
09:27 |
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09:30 |
ANAND |
/nick <new_nick> |
09:32 |
Niwla23 |
Now i can write in dev, i had to login in irc |
10:22 |
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10:26 |
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10:46 |
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10:50 |
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11:14 |
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11:17 |
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11:21 |
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11:31 |
p_gimeno |
cheapie: 5.1.0-dev master with MTG master. Also happens in 5.0.0. |
11:32 |
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11:34 |
p_gimeno |
cheapie: it might be related to the fact that I'm compiling with cURL disabled |
11:55 |
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12:16 |
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12:16 |
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12:37 |
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12:56 |
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13:24 |
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13:37 |
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14:06 |
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14:18 |
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14:43 |
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14:46 |
p_gimeno |
cheapie: definitely it's because I have curl disabled, https://notabug.org/pgimeno/minetest/src/master/src/script/lua_api/l_http.cpp#L38 disables it when USE_CURL is false |
14:58 |
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14:59 |
Daisae |
Where did https://github.com./minetest-mods/blox go ? Or what happened to it? Did something change for it because of Minetest 5 ? |
15:00 |
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15:01 |
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15:02 |
rubenwardy |
Daisae: https://gitlab.com/VanessaE/blox |
15:03 |
Daisae |
Thanks |
15:47 |
sofar |
Wuzzy: I just need some time this weekend to go over line by line and take out the text changes I do like (which is a bunch of them) |
15:47 |
Wuzzy |
heh |
15:48 |
sofar |
and the sort ordering, heh, I never knew lol |
15:48 |
Wuzzy |
didn'T you write the creative mod? |
15:48 |
sofar |
it's derivative though |
15:49 |
Wuzzy |
from MTG? |
15:49 |
sofar |
well, it's mostly trivial api usage |
15:49 |
Wuzzy |
i see |
15:49 |
sofar |
it's maybe half-half if I remember it |
15:51 |
Wuzzy |
btw QA-block is very helpful for finding bugs like missing sounds :) |
15:51 |
sofar |
I use the inspector a lot |
15:51 |
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15:51 |
Wuzzy |
can it edit nodes or is it read-only? |
15:52 |
sofar |
I've wanted to make it more interactive, never had the time |
15:53 |
Wuzzy |
i also wrote a half-arsed mod like this a while ago but its very bare bones |
15:53 |
Wuzzy |
doesnt even support meta yet XD |
15:53 |
sofar |
inspector dumps meta, node inventory and formspecs |
15:54 |
sofar |
it also does work on entities but doesn't show much yet |
15:54 |
sofar |
I should really make a tabbed interface that allows editing |
15:54 |
Wuzzy |
itb seems very paranoid about entities |
15:54 |
sofar |
it is :) |
15:55 |
sofar |
it was one of the early design constraints I put in place |
15:55 |
Wuzzy |
entities in MT still suck so much imo |
15:55 |
sofar |
we basically said: only entities for text signs |
15:55 |
Wuzzy |
and i dont just mean the performance. the entire api is such ... wtf |
15:56 |
Wuzzy |
i think the reason why all mobs mod suck is because entities suck |
15:57 |
rubenwardy |
entities do suck |
15:57 |
Wuzzy |
for instance, entities and players are very similar yet so different. there are many features that would make sense for both but its only available for one of them |
15:57 |
rubenwardy |
easily my least favourite part of the API |
15:57 |
rubenwardy |
that or detached inventories |
15:58 |
Wuzzy |
those are strong contenders |
15:58 |
sofar |
lol |
15:58 |
sofar |
brb espresso |
15:59 |
Wuzzy |
but detached inventories are a neccessary evil, they're useful for magic chests |
15:59 |
Wuzzy |
but i agree the api is pretty wtf |
15:59 |
Wuzzy |
i think collision of entitiy seems also kind of broken. not sure about that |
15:59 |
p_gimeno |
Wuzzy: magic chests? |
16:00 |
Wuzzy |
ender chests... |
16:00 |
Wuzzy |
i.e. chests that give you access to a global inventory |
16:00 |
p_gimeno |
well, http://irc.minetest.net/minetest/2019-04-06#i_5525394 |
16:00 |
Wuzzy |
anyway |
16:01 |
Wuzzy |
hmmmm |
16:01 |
Wuzzy |
wait a minute |
16:01 |
Wuzzy |
haha |
16:01 |
Wuzzy |
oh wait |
16:02 |
Wuzzy |
no, in MCL2 I don't use detached inventory for enderchests either. i am dumb |
16:02 |
Wuzzy |
when i think about it, it makes more sense to just use it as a new player inventory list |
16:02 |
Wuzzy |
ender chest was the wrong analogy |
16:02 |
p_gimeno |
detached inventory is useful for e.g. creative inventory |
16:03 |
Wuzzy |
yeah or a truly global inventory not "attached" to a node or player |
16:03 |
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16:03 |
p_gimeno |
I'm curious though, what would you change in entities, besides vectors (which I think are a huge issue)? |
16:03 |
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16:03 |
Wuzzy |
idk, i dont know how they work internally |
16:04 |
Wuzzy |
but the player<->entity discrepancies is one of the first things to attack |
16:05 |
Wuzzy |
the reason why mods are so annoying to implement is that entities lack crucial features that players have, like gravity, breath, etc. a mob mod must re-implement that all |
16:05 |
Wuzzy |
i'm not saying all entities should be automatically subject to gravity, however, just pointing out a restriction |
16:06 |
rubenwardy |
breath and health are two things that are annoyingly hardcoded in the engine |
16:06 |
Wuzzy |
please don't steal them :( |
16:07 |
Wuzzy |
I don't want laggy health and breath handling. that would be a major step backwards |
16:08 |
rubenwardy |
if moving such things into Lua would make them slow, then we've failed as an engine |
16:08 |
sofar |
I wonder if it's not easier to just forego the entire built in health/breath and soft-code your own health |
16:08 |
Wuzzy |
i am worried that you core devs are too aggressive in removing core functionality because "mods can implement them". sorry, thats not always as simple as that |
16:08 |
rubenwardy |
removing core functionality is the best way to allow more functionality |
16:08 |
kurtzmusch |
i agree in removing health |
16:09 |
sofar |
well, let me explain |
16:09 |
kurtzmusch |
also remove bubbles |
16:09 |
rubenwardy |
because by moving it to a mod, you're necessating that core hooks being exposed to allow the feature be implemented in the first place |
16:09 |
sofar |
take mobs |
16:09 |
sofar |
right now if you kill a mob |
16:09 |
rubenwardy |
Minetest doesn't do this enough really |
16:09 |
sofar |
poof, gone |
16:09 |
sofar |
no corpse animation, dying |
16:09 |
rubenwardy |
well, it does it wrong |
16:09 |
sofar |
just some hard coded smoke |
16:10 |
rubenwardy |
it says "do it in a mod" but then doesn't expose enough hooks for it |
16:10 |
Wuzzy |
you can remove the hardcoded smoke, however |
16:10 |
sofar |
but you'd have to spawn a new corpse entity |
16:10 |
Wuzzy |
why not keeping the builtin health/breath but making it optional? |
16:10 |
Wuzzy |
health is just to important to remove it from minetest |
16:11 |
Wuzzy |
also, such a step needs to be done with great care because you risk creating dependency hell |
16:11 |
sofar |
the concept is important, but I don't see why you couldn't handle it better in lua |
16:11 |
sofar |
with much more possibilities |
16:12 |
Wuzzy |
what i mean with "dependency hell" is that if its done wrong, a mod can no longer simply call "set_hp" but must now hard-depend on a game or mod which destroys flexibility |
16:12 |
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16:12 |
rubenwardy |
yeah, that is true |
16:12 |
Wuzzy |
i would favor a solution that relies on implementing something like Java interfaces |
16:13 |
Wuzzy |
something like that is already done with minetest.is_protected |
16:13 |
Wuzzy |
this is good as you can safely support protection without having to worry at all about the underlying protection system |
16:13 |
rubenwardy |
or minetest.get_auth_handler() |
16:14 |
rubenwardy |
minetest.is_protected() is a bad API imo |
16:14 |
sofar |
we've talked about replacing it |
16:14 |
rubenwardy |
would be better to have minetest.get_protector() which returns a table with methods like is_protected, get_owners, get_primary_owner, get_info, etc |
16:14 |
Wuzzy |
maybe, but the idea behind the "reimplement that function" is still ok, no? |
16:15 |
Wuzzy |
so what wwould be the default health handling? no health at all? |
16:15 |
rubenwardy |
the problem with health is that it needs client-side prediction a lot more than the other things |
16:15 |
Wuzzy |
What really should be killed off in the engine would be the settings "damage_enabled" and "creative_mode". its very annoying those are global settings, and not per-player |
16:15 |
rubenwardy |
I agree with that |
16:16 |
sofar |
and switch to a newer, maintained version of lua |
16:17 |
Wuzzy |
Lua 5.3???? YESSSSSssssssssssssss |
16:17 |
sofar |
and fix shaders, z sorting |
16:17 |
Wuzzy |
YESSsssssssssssSSSsssssSSSsssss |
16:17 |
rubenwardy |
LuaJit doesn't support 5.3 :) |
16:17 |
Wuzzy |
NoooooooOooOoo |
16:17 |
rubenwardy |
we really need someoen that can do graphics |
16:17 |
sofar |
hmm, we probably should stick to luajit |
16:17 |
p_gimeno |
switch to Lua 5.3 and you've killed servers |
16:17 |
sofar |
maybe deprecate lua and require luajit |
16:17 |
Wuzzy |
you mean, to replace the horrible main menu? :) |
16:17 |
rubenwardy |
but then OOM |
16:18 |
rubenwardy |
and LuaJit isn't maintained |
16:18 |
rubenwardy |
Wuzzy: well, that doesn't need a graphics person |
16:18 |
rubenwardy |
I could do it |
16:18 |
rubenwardy |
but I won't, because I'm not a masochist :) |
16:18 |
sofar |
jp did that |
16:18 |
rubenwardy |
sapier's code is kinda horrible |
16:19 |
rubenwardy |
although, tbh - it wouldn't be that hard to improve it a lot |
16:19 |
Wuzzy |
i had several ideas for a main menu floating in my head but i never finished |
16:19 |
rubenwardy |
just add a new intro screen with buttons, and then a background and theming |
16:19 |
Wuzzy |
imo main menu would be best done from scratch. there is jsut too much wrong |
16:19 |
Wuzzy |
i dont even know where to start! |
16:21 |
rubenwardy |
somewhere |
16:21 |
rubenwardy |
start somewhere |
16:21 |
Wuzzy |
a lot of precious screen space is wasted. its just empty. many buttons are crammed. the controls menu is based on code that is YEARS old. the theme colors are kind of ugly. tabbed interface. incorrect font (no monospace). tiny font. and so on... |
16:22 |
rubenwardy |
a lot of those can be fixed fairly easily |
16:22 |
Wuzzy |
the whole menu structure is kind of messy, too. its unlike most other games (bad inconsistency) |
16:22 |
rubenwardy |
I agree |
16:22 |
Wuzzy |
not the tabbed interface thing, however. |
16:22 |
Wuzzy |
that would mean a major redesign |
16:22 |
rubenwardy |
you can hide the tabs and add a new intro page |
16:22 |
Wuzzy |
the main menu cannot be fixed just by a few minor tweaks, sorry |
16:23 |
Wuzzy |
what Freeminer did was pretty nice |
16:23 |
rubenwardy |
that was pre-Lua mainmenu, no? |
16:23 |
Wuzzy |
no |
16:23 |
Wuzzy |
Freemienr actually did their homework and made a good main menu |
16:23 |
Wuzzy |
too bad Freeminer is dead and still GPLv3'ed |
16:24 |
Wuzzy |
tbh i am not really surprised that Freeminer died |
16:24 |
Wuzzy |
i never were convinced the project will go anywere. I gave it a try multiple times but I was always underwhelmed |
16:24 |
Wuzzy |
i was astonished by the amount of game-breaking errors |
16:24 |
rubenwardy |
Freeminer changed to LGPLv2.1 |
16:25 |
rubenwardy |
in the end |
16:25 |
Wuzzy |
haha |
16:25 |
sofar |
probably too late |
16:25 |
rubenwardy |
proller and etc gave permission to merge things back |
16:25 |
Wuzzy |
riiight, now i remember |
16:25 |
Wuzzy |
after the project died, however :D |
16:25 |
rubenwardy |
yeah |
16:26 |
Wuzzy |
i believe proller only chose GPLv3 only to mess with you :D |
16:26 |
rubenwardy |
definitely |
16:27 |
Wuzzy |
another thing i dislike a lot about current menu is the way how games are selected in singleplayer. its really annoying |
16:28 |
Wuzzy |
i have like dozens of games, so I always have to click 100 times on the arrow buttons XD |
16:28 |
Wuzzy |
and each time i return to singleplayer page, the games lists returns to start, so i must click 100 times again >_> |
16:28 |
Wuzzy |
i have never ever seen such an useless widget in any other software program |
16:29 |
Wuzzy |
i mean the "game icon bar" |
16:29 |
sofar |
view persistence |
16:29 |
rubenwardy |
the game icon bar is stupid |
16:29 |
Wuzzy |
view persistence doesnt really help that much because "scrolling" is still a painful process if the list is long |
16:30 |
Wuzzy |
maybe i should draw up a mockup of a better main menu someday and post it in the forums |
16:30 |
rubenwardy |
that would be good |
16:30 |
Wuzzy |
i wonder, is there anything that is *good* about current design? |
16:31 |
Wuzzy |
i think the credits list is okayish. it could stay like that |
16:31 |
sofar |
I should ask our UI designer |
16:31 |
sofar |
maybe she would be willing to take a stab at it |
16:32 |
Wuzzy |
advanced settings is annying to use imo |
16:32 |
Wuzzy |
i mean, its good we can access advanced settings, but its still a lot of work |
16:33 |
Wuzzy |
i think the main problem here is the window is tiny |
16:33 |
Wuzzy |
so you can only see like 11 entries at once even with ultra-super-duper-HD resoltuon :( |
16:36 |
rubenwardy |
yay, formspecs? |
16:36 |
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16:37 |
sofar |
maybe a more mozilla about:config like list is better |
16:38 |
sofar |
just a long list. Click on one and you can edit it |
16:38 |
sofar |
filter at the top, without any of the nesting |
16:38 |
rubenwardy |
would be good to make the thing responsive full screen |
16:39 |
rubenwardy |
should maybe add a new container type for that, idk |
16:40 |
kurtzmusch |
what about steal it from a website, dont overthink it, jut keep it simple and game agnostic, .w3schools.com/ hsa a bunch of templates, most of those are even mobile responsive |
16:40 |
rubenwardy |
Minetest doesn't use HTML |
16:41 |
kurtzmusch |
im talking about design decisions |
16:41 |
rubenwardy |
container_relative[0,-1] --> 1 unit above bottom |
16:41 |
rubenwardy |
hmm |
16:41 |
kurtzmusch |
you were saying that its more about design than the actual programming |
16:41 |
rubenwardy |
nah |
16:41 |
rubenwardy |
I didn't say that |
16:42 |
kurtzmusch |
not you, you guys |
16:42 |
kurtzmusch |
in general |
16:49 |
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16:50 |
p_gimeno |
<rubenwardy> proller and etc gave permission to merge things back <--- if the main menu is what MT wants, maybe that's one way to go |
17:01 |
p_gimeno |
the main problem of MT is that it's like a car without a steering system, it needs a single person with a clear vision taking the decisions. Most efforts go into small features that cover the interests of reduced groups of people, while there's a lot of elephants in the room that everyone pretends don't exist. About zero effort goes into improving maintainability, and so the snowball keeps getting bigger. |
17:02 |
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17:05 |
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17:07 |
kurtzmusch |
An open source voxel game engine. Play one of our many games, mod a game to your liking, make your own game, or play on a multiplayer server. i wouldnt add anything to the engine that doesnt fits this, health and bubbles beeing one of them, its too specific for a type of game |
17:08 |
p_gimeno |
good example |
17:08 |
kurtzmusch |
p_gimeno i havent been around here for long, but i bet this is something that has been said/discussed over and over again |
17:09 |
p_gimeno |
yeah I guess so too. I guess the main problem is who bells that cat |
17:10 |
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17:43 |
proller |
fm have tons of useful improvements much more important than main menu... |
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18:02 |
Daisae |
So, now torches extinguish under water. Is the only other light source in the stock game mese lamps? or what else can practically be used? with a mod? |
18:06 |
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18:06 |
kurtzmusch |
Daisae, i think you can put fireflys in a bottle now |
18:08 |
Daisae |
Thanks. |
18:08 |
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18:08 |
Daisae |
Flying around a world with the Carpathian mapgen, i keep reaching the end of the world. Is that a feature of the Carpathian mapgen? |
18:22 |
Wuzzy |
lol |
18:23 |
Wuzzy |
i think you suffer from a severe case of minetest addiction lol |
18:24 |
rubenwardy |
lol |
18:25 |
Wuzzy |
i usually get bored faster than i reach the edge of the world |
18:25 |
Daisae |
I am flying around looking at the mapgen rather than playing. |
18:26 |
p_gimeno |
the end of the world is about 30 km away from the spawn point |
18:26 |
Daisae |
Hmmm. I saw it at a little over 2000. |
18:26 |
p_gimeno |
are you sure it's the end of the world as opposed to areas that haven't been generated yet? |
18:27 |
Daisae |
I waited and it did not generate. |
18:27 |
Wuzzy |
o_O |
18:27 |
Wuzzy |
on a server? |
18:27 |
Daisae |
MT 5.0.1 |
18:27 |
Daisae |
Singleplayer |
18:27 |
Wuzzy |
did you touch mapgen_limit? |
18:27 |
Daisae |
possible. Let me check. |
18:28 |
Daisae |
I have not used minetest for many months or over a year. |
18:28 |
Wuzzy |
click on "All Settings" and enter mapgen_limit |
18:30 |
Daisae |
Yes. That was it. I had forgotten that setting existed and I had changed it. |
18:30 |
p_gimeno |
Wuzzy++ |
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19:45 |
MinetestBot |
[git] pauloue -> minetest/minetest: Add node field to PlayerHPChangeReason table (#8368) 22ad820 https://git.io/fjqyk (2019-04-11T19:45:39Z) |
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20:54 |
kurtzmusch |
what is the mainstream program to record games on linux ? |
20:54 |
kurtzmusch |
so i can show me mod on the forums |
20:56 |
rubenwardy |
OBS or SimpleScreenRecorder |
20:56 |
rubenwardy |
latter is good because it's simple |
20:56 |
rubenwardy |
former is good for streaming |
20:58 |
galaxie |
I second SimpleScreenRecorder. It Just Works(tm). |
20:58 |
kurtzmusch |
noice |
20:58 |
kurtzmusch |
thanks |
20:58 |
rubenwardy |
i'd only use the former for streaming tbh |
20:59 |
kurtzmusch |
no interest in streaming |
20:59 |
kurtzmusch |
are those on the ubuntu repo? |
21:03 |
kurtzmusch |
ah found it, no hifens |
21:05 |
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21:05 |
kurtzmusch |
should i go for 60 fps or thats overkill: |
21:05 |
kurtzmusch |
: |
21:05 |
kurtzmusch |
? ** |
21:07 |
galaxie |
Depends on how fast your machine is. |
21:08 |
kurtzmusch |
no gpu, i5 2.4ghz |
21:09 |
Calinou |
OBS is a good option on Windows too |
21:09 |
Calinou |
(for recording) |
21:12 |
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21:13 |
galaxie |
kurtzmusch: If you keep dropping frames, consider a smaller FPS. |
21:14 |
Calinou |
60 FPS is love, 60 FPS is life :P |
21:14 |
Calinou |
but yes, if you can't keep it up, you have to either decrease the resolution, the framerate, or the encoding quality (you could record at near-lossless quality and perform a second encoding pass afterwards) |
21:16 |
kurtzmusch |
wow, my cpu cant handle minetest and the ssr |
21:16 |
kurtzmusch |
super stuttery |
21:17 |
Calinou |
kurtzmusch: try OBS then |
21:17 |
kurtzmusch |
guess ill have to do some reading on encoding |
21:17 |
Calinou |
(it supports GPU encoding too, specifically NVENC or Quick Sync Video) |
21:17 |
kurtzmusch |
i dont have gpu, just stock intel integrated graphics |
21:17 |
Calinou |
you may be interested in https://www.mistergoodcat.com/post/screencasts-with-open-broadcaster-software, it's targeted at screencasts but can still be of relevance for recording games |
21:18 |
Calinou |
yeah, that's going to make it difficult |
21:18 |
Calinou |
(Quick Sync Video is offered on Intel IGPs still, but video quality will be worse) |
21:18 |
kurtzmusch |
i did record it downscaled to 720p |
21:18 |
kurtzmusch |
i think downscaling it takes cpu effort, maybe i should downscale afterwards? |
21:19 |
kurtzmusch |
i play with this one more |
21:20 |
kurtzmusch |
or ask nathans21 to do a showcase :p |
21:20 |
Calinou |
downscaling takes more effort too, yes |
21:21 |
Calinou |
if it's too much for your machine, encoding in a second pass will be a better choice |
21:21 |
Calinou |
your first pass just has to record in "veryfast" preset with an high bitrate, so you'll re-encode later |
21:22 |
kurtzmusch |
oks |
21:23 |
kurtzmusch |
its also vsynced |
21:23 |
kurtzmusch |
not sure how that plays with the recorder |
21:24 |
Calinou |
I don't remember if that's a good thing or not |
21:24 |
Calinou |
if you want to disable vsync, run Minetest in a terminal with `vblank_mode=0 minetest`| |
21:25 |
Calinou |
(in other words, set the `vblank_mode` environment variable to 0 before running it) |
21:27 |
kurtzmusch |
yeahm i know about that trick |
21:28 |
kurtzmusch |
its vsynced by default, yet i get tearing without a compositor |
21:29 |
kurtzmusch |
on this subject: motion blur is something that makes a game playable at 30 fps, so its a nice thing to have in the engine |
21:31 |
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21:31 |
Calinou |
not really, it can't smooth out *everything* and the issue of high input lag at low framerates is still there |
21:32 |
Calinou |
and well-made motion blur has a cost on its own :) |
21:32 |
Calinou |
(and it's not going to be 100% representative of what you'd see in real life too) |
21:32 |
Calinou |
https://www.youtube.com/watch?v=VXIrSTMgJ9s |
21:32 |
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21:44 |
kurtzmusch |
consoles did it for a long time( maybe even do? ) |
21:44 |
kurtzmusch |
still do * |
21:47 |
kurtzmusch |
oh yeah, the vid just explains this lol |
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22:49 |
makayabou |
I'm working on a subgame, containing several mods i'm developping at the same time, do you think git submodules is the best way to achieve it properly? |
22:50 |
makayabou |
and to link to rolling mods made by others (that I don't intend to modify) what would be your advice? |
22:50 |
sofar |
git submodules can be a major pain |
22:50 |
sofar |
but if you're not forking mods and using them unmodified, it may be a reasonable solution |
22:50 |
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22:50 |
sofar |
however, please don't just tell people to clone git |
22:50 |
sofar |
make a proper release zip file that includes *all* mods |
22:50 |
makayabou |
yes sure |
22:51 |
sofar |
and put *that* zip file on contentdb |
22:52 |
makayabou |
I saw https://git-scm.com/book/en/v2/Git-Tools-Submodules that explains a lot about using it |
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