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Ganome |
i am running into a problem while compiling MT5.01 on a debian based raspberry pi (minibian) - "cmake ." returns no errors, successful 100% - but when i run "make -j4" at the 100% mark, while its copying or symlinking the minetest bin, it fails - libtinfo.so.5 |
00:26 |
Ganome |
https://drive.google.com/file/d/1UP-oquC-iLowAEr_xGlU30i-q582UPsd/view |
00:26 |
Ganome |
any pointers?? |
00:27 |
Ganome |
i am currently tyring a "make -j1" just on the off chance i am running out of ram - this distro at login only uses 30mb of ram, leaving over 800mb available to system |
00:33 |
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02:20 |
NathanS21 |
Ganome are you working via SSH or with a monitor hooked up to the PI? |
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03:37 |
robdrake |
VanessaE, are you still awake? |
03:39 |
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03:55 |
trom_ |
hmm. I'm adding mg_flags = nolight in minetest.conf in my game but have no effect - all around still fills with light depend to daytime |
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05:38 |
ANAND |
trom_: The parts of the map that have already been generated won't be affected by this flag. |
05:45 |
robdrake |
ok, in my mod.conf I need technic, but do I add technic's dependencies also? |
06:02 |
ANAND |
robdrake: technic will take care of its dependencies, adding technic itself would suffice |
06:08 |
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06:13 |
robdrake |
Tjaml upi ANAND |
06:14 |
robdrake |
blasted hands off of homerow |
06:14 |
robdrake |
Thank you ANAND |
06:16 |
ANAND |
Yw :_ |
06:16 |
ANAND |
Err... *:) |
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06:51 |
trom_ |
ANAND: thanks ) and I have another question. Have MT any trick to set level of node light and affect it and of course disable world daytime lighting ? |
07:02 |
ANAND |
trom_: I'm not aware of any such thing, sorry. :) |
07:05 |
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07:11 |
trom_ |
hmm, I rephrase my qustion ( I'm sorry but I still don't belive MT have not a way to set a node custom light dynamically) |
07:11 |
trom_ |
is there any mod that override vanilla MT daytime illuminate law ? |
07:18 |
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08:00 |
trom_ |
what exactly mg_flags = nolight does ? |
08:01 |
ANAND |
It sets the initial param1 of all generated nodes to 0 |
08:01 |
ANAND |
(Emphasis on initial) |
08:02 |
ANAND |
Placing a torch will still trigger lighting updates, for example, illuminating the nearby nodes. |
08:05 |
trom_ |
ANAND: but do day night cycle trigger lighting updates too ? |
08:06 |
trom_ |
MT illuminating logic really mess my mind. sorry |
08:07 |
ANAND |
trom_: Not sure about that... But I'm sure there's no way to disable lighting updates. |
08:14 |
trom_ |
ANAND: how fast lighting updates per second ? |
08:29 |
ANAND |
No idea :) |
08:41 |
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08:48 |
cheapie |
trom_: I don't think day/night cycles ever trigger light updates. |
08:49 |
cheapie |
MT, for some reason I still don't understand, seems to calculate daytime and nighttime light levels separately, store both, and leave it up to the client to make some sense out of it. |
08:52 |
trom_ |
cheapie: for example, if I stay and look at the node then I see how its illumination grow or fall during sunrise or evening |
08:52 |
cheapie |
Yeah... as far as the server's concerned, nothing's changing. |
08:53 |
cheapie |
Here, try this mod: https://cheapiesystems.com/git/daynight/ |
08:53 |
trom_ |
thaks ) |
08:53 |
cheapie |
You can have different clients showing different ambient light levels at the same time :P |
08:53 |
cheapie |
(because the server doesn't really care) |
08:58 |
ANAND |
^ I suppose that's to be expected, bc stuff like lighting and rendering are completely client-side. Keeping track of these server-side is absolutely impossible. |
09:00 |
ANAND |
Day-night cycles do trigger lighting updates. It's just that this happens completely client-side, and the server doesn't know (or care) about what going on, with respect to lighting and other rendering stuff. |
09:17 |
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09:27 |
p_gimeno |
I've always wondered how the wieldlight mod worked (though I never cared enough to look) |
09:30 |
ANAND |
p_gimeno: It adds an invisible node with a light level, and updates (i.e. remove old one and add new one) it as the player moves, using a globalstep |
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09:32 |
ANAND |
The invisible node is clearly visible if you hop onto a laggy server that has the wieldlight mod installed, as the updates are far from instantaneous. ;) |
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11:52 |
p_gimeno |
ah thanks ANAND |
11:53 |
p_gimeno |
so that recalculates light at every step... maybe it's a good way to manually fix lighting issues |
11:54 |
rubenwardy |
Minetest doesn't recalculate light during day time change because that would be rather inethicient |
11:56 |
p_gimeno |
rubenwardy: I was talking about the wieldlight mod. ANAND said it consists of a moving invisible node. And I assume that such node does cause light recalculation. |
11:58 |
p_gimeno |
wieldlight -> wielded_light |
11:59 |
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13:43 |
ANAND |
All set_node calls trigger lighting recalculations |
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15:40 |
cimbakahn |
Has anyone seen Lumberjack around lately? |
16:09 |
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16:14 |
mmuller |
p_gimeno, VanessaE - hey, I just wanted to follow up on that avatar rendering problem I asked about yesterday |
16:15 |
mmuller |
it turns out that reinstalling minetest_game was not sufficient, I had to remove the directory from the installation location |
16:15 |
mmuller |
there were leftover files from the last install |
16:15 |
p_gimeno |
uh, weird |
16:15 |
mmuller |
is there any reason not to remove the directory as part of "make install"? |
16:29 |
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16:35 |
cimbakahn |
Has anyone seen Lumberjack around lately? |
16:36 |
rubenwardy |
!seen Lumberjack |
16:36 |
MinetestBot |
rubenwardy: Sorry, I haven't seen lumberjack around. |
16:36 |
rubenwardy |
on the forums: Last visited: Sat Apr 20, 2019 6:17 am |
16:38 |
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16:39 |
cimbakahn |
rubenwardy: Thank you! |
16:42 |
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16:50 |
lllI1I |
having trouble finding documentation related to this, but is there a way to cleanly limit the rate at which a player can build, i.e. a cooldown of 1/3 second or so between placing blocks? |
16:59 |
sofar |
essentially no limit |
17:02 |
p_gimeno |
maybe you can limit with a timer and using on_place |
17:02 |
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17:06 |
robdrake |
is there a minetest mod with working catapults, to go with the castle mod? |
17:06 |
robdrake |
ddg didn't find any |
17:08 |
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17:08 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: CMakeLists.txt: Remove references to Minecraft and Infiniminer (#8487) 66ecfb5 https://git.io/fjsQ8 (2019-04-26T17:07:32Z) |
17:08 |
twoelk |
lllI1I: iirc there was some playeraction speedcheck used as anticheat tool |
17:11 |
lllI1I |
twoelk: not too worried about anticheat (it is a factor for my usecase) but I'm more concerned about general building speed as well |
17:12 |
lllI1I |
thinking of a class-based game where fighter classes will have limited build abilities compared to dedicated worker classes |
17:13 |
rubenwardy |
Capture the flag may be adding something like that |
17:13 |
twoelk |
I meant a tool normally used for anticheat might by chance also solve your problem or give a hint to a possible solution |
17:13 |
rubenwardy |
potentially |
17:14 |
lllI1I |
yeah I figured, but if the anticheat was more "you built too fast, so we're kicking you/restricting you after the fact" then it might not apply here, but I'd like to take a look at it in either case |
17:15 |
twoelk |
actually you might find more about mining too fast, which you would have to adjust to building too fast |
17:17 |
twoelk |
maybe limiting a soldier's scope of reach to place a block might also be an option |
17:18 |
lllI1I |
all of it could help, though speaking of mining how would "mining" with a different purpose than removing blocks be handled |
17:20 |
lllI1I |
as in I have a thought for an automatically-unpacking node of some kind, where the builder plops it down and "mines" it with a special building hammer, and it'll progress while being mined and at stages put down more of the building being "built" |
17:20 |
lllI1I |
if that made sense? |
17:21 |
twoelk |
another idea might be the type of node that can be placed, like only builders can place stone blocks that need to be crafted like the brick type, while fighters can still place dirt, sand or cobble but not sandstone etc |
17:22 |
twoelk |
like -on-punch-add-node-at-place? |
17:23 |
lllI1I |
thinking that fighter types can still build in a pinch, but have smaller inventories and in general are less suited to it |
17:24 |
lllI1I |
like the builder plops down the node, then spends the next 10 seconds "mining" it with their hammer |
17:24 |
lllI1I |
it'll plop down the foundation of the thing they're building |
17:25 |
lllI1I |
they keep mining and at 20 seconds since plopping down the node the first time it'll add more walls |
17:25 |
lllI1I |
but at 18 secs they're interrupted, but they can still come back after and do 2 more seconds to get to the next phase |
17:26 |
twoelk |
thinking of the roman legions, the simple soldiers were fast at putting up a makeshift fort but needed professionals to create a stone castellum |
17:26 |
lllI1I |
and in total after 30 seconds for this particular build the building's complete and the buildernode becomes air/part of the building normally |
17:26 |
lllI1I |
yes kinda like that |
17:29 |
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17:30 |
twoelk |
you might want to study sokomines place_schematics tool. you could let it place schematics from a library, something like each punch another layer or make several schematics, each only a layer |
17:32 |
lllI1I |
probably will have something like each stage is a schematic, the first one being very little, the next one being a skeleton, the last one being the complete thing |
17:32 |
lllI1I |
something like that? |
17:32 |
twoelk |
mobs have a cooling period at getting damage when being punched, you could use that for the intervals |
17:33 |
twoelk |
could look interesting with timberframed buildings |
17:38 |
lllI1I |
will probably look at all that thanks |
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18:01 |
robdrake |
now that channel traffic has slowed down, anyone know of a minetest mod with catapults? |
18:02 |
robdrake |
or at worst, cannons |
18:08 |
robdrake |
I did ddg catapults, now cannons |
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18:26 |
twoelk |
robdrake: https://forum.minetest.net/viewtopic.php?id=7744 for example |
18:29 |
twoelk |
or here https://forum.minetest.net/viewtopic.php?f=9&t=17426 |
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robdrake |
thank you twoelk |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Correct the checkbox selection box position (#8246) f409f44 https://git.io/fjsNp (2019-04-26T23:56:31Z) |
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