Time |
Nick |
Message |
00:38 |
leo_rockway |
stormchaser3000: you can see the cmake options here: https://github.com/minetest/minetest |
00:38 |
leo_rockway |
I see ENABLE_GLES |
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06:23 |
BuckarooBanzai |
Mapserver release v3.0.0: https://github.com/thomasrudin-mt/mapserver/releases/tag/3.0.0 (param2 support, street/city labels, improved item-search) |
06:27 |
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08:51 |
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08:55 |
Nigel |
Hi, I'm trying to generate a formspec from a node's on_rightclick, as the formspec is different depending on the user who clicks, so I can't use the nodes meta.formspec. |
08:56 |
Nigel |
how do i specify the context in the list[] part of the formspec? |
08:57 |
Nigel |
list[current_player... shows the player's inventory ok, but which first argumment do I use to show the inventory in meta.inventory? |
08:59 |
Nigel |
(the meta of the node, not the player's meta ;-) |
09:06 |
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10:54 |
BuckarooBanzai |
Nigel: something like this: "list[nodemeta:" .. pos.x .. "," .. pos.y .. "," .. pos.z .. ";main;3,1;1,1;0]" |
10:55 |
BuckarooBanzai |
See: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2283 |
10:57 |
BuckarooBanzai |
Also: listring[] is pretty cool (https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1985) to use with shift+click |
10:58 |
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12:36 |
Daisae |
Is new account creation disabled ? https://wiki.minetest.net/ I see a dead link needing updating. |
12:37 |
sfan5 |
https://forum.minetest.net/viewtopic.php?f=3&t=10473 |
13:06 |
Nigel |
BuckarooBanzai: Thanks a lot, that's sorted it. I was hunting through api.txt & missed it entirely... |
13:08 |
Nigel |
I kinda expected the docs for the options of the List[] element to be next to the list element... silly me :-) |
13:10 |
BuckarooBanzai |
There is a modding "book" by rubenwardy, it should be better readable than the txt file ;) |
13:10 |
BuckarooBanzai |
!book inventory |
13:10 |
MinetestBot |
BuckarooBanzai: SFINV: Inventory Formspec - https://rubenwardy.com/minetest_modding_book//en/players/sfinv.html |
13:10 |
BuckarooBanzai |
Nice... :D |
13:12 |
Nigel |
First place I looked, but it doesnt seem to mention it either in the formspec section, and I dont wanna depend on enything (no rubenwardy there's nthing wrong with sfinv :-) /s |
13:12 |
rubenwardy |
Sfinv is in minetest game, but doesn't sound like what you want anyway |
13:13 |
Nigel |
Anyway, thans a lot for the help, and thanks for the xp_redo & mission mods, they work a treat on my server ;-) |
13:14 |
Nigel |
rubenwardy: I thought so too, so didnt check out the docs for it, but great work too :-) |
13:15 |
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13:15 |
Nigel |
^thanks |
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13:47 |
Daisae |
In order to apply the anisotropic filter, must bilinear or trilinear be selected, or can 'no filtering' be selected? |
13:53 |
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14:03 |
benrob0329 |
The First Piece Of Furniture! - SCP 3008, But In Minetest - Episode 2: https://youtu.be/yo28P6ZHXmE |
14:13 |
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14:32 |
yw05 |
hi (new to IRC), can does anyone know what "Topic was set by ..." is about? |
14:33 |
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14:34 |
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14:36 |
yw05 |
orwell96_mt: it seems like poshud is still not enabled on LinuxWorks server yet (afaik) |
14:37 |
orwell96_mt |
it doesn't have to be, that stuff is not yet finished |
14:38 |
yw05 |
orwell: ok, I though it was done. |
14:39 |
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14:40 |
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14:42 |
yw05 |
orwell96_mt: so, if RWT is complete, will it be possible to let trains depart at a specific time? (e.g. at every ;0 or ;30 mark)? |
14:42 |
orwell96_mt |
yes, that's the plan |
14:43 |
yw05 |
orwell96_mt: is it possible to add rwt feature to statiob/stop tracks? (both are in line_automation, I remember) |
14:43 |
yw05 |
station* |
14:44 |
orwell96_mt |
that would be the next step to do |
14:44 |
orwell96_mt |
lua atc bindings are already implemented |
14:45 |
yw05 |
I can see that, but it seems like station/stop tracks doesn't really have enough features at the moment, and I often have to ask a moderator to use luaatc |
14:48 |
CopenBra[m] |
SCP in minetest?? :o |
14:49 |
yw05 |
CopenBra: what's scp? |
14:50 |
yw05 |
orwell96_mt: feature request: make the train show something like "Waiting for signal..." when the train stops in front of a red light. |
14:54 |
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15:42 |
BuckarooBanzai |
benrob0329: congrats! :D can't wait to see a SCP-3008-Server... |
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18:21 |
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18:25 |
orome_ |
I have a red dot appaering on the minimap. What does that mean? Sometimes this marker just dissapear. Here a screenshot: https://imgur.com/a/0J9wEF9 |
18:26 |
orome_ |
I tried to `grep` throu the installed mods and searched in the dev-wiki and normal wiki. But alas, I could not find any explanation . |
18:32 |
rubenwardy |
orome_: a mob or player |
18:35 |
Krock |
orome_: that's "Feu" who just joined |
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18:41 |
orome_ |
hum. I just tried it. Feu left and joined again. Dot is not appaering. the position of the dot seem to be random. But thanks rubenwardy and Krock. I will observe it a bit more. |
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19:56 |
lllI1I |
some elements of the GUI in-game fade away but that isn't exposed to the API; is this intentional or |
19:56 |
rubenwardy |
what are you referring to? |
19:56 |
lllI1I |
rather it doesn't appear to be exposed to the API |
19:56 |
Krock |
that's probably the default HUD text |
19:57 |
Krock |
and yes, it's client-side only. the server does not have control about it |
19:57 |
lllI1I |
yeah the default text, like "Client side scripting is disabled" |
19:57 |
rubenwardy |
ah, status text |
19:57 |
Krock |
that too. done entirely local |
19:58 |
Krock |
you cannot expose that to the (server) API without SSCSMs (long long long term imagination) |
19:58 |
lllI1I |
is that intentional or just isn't much of a demand for it |
19:58 |
lllI1I |
what's SSCSM |
19:58 |
Krock |
https://github.com/minetest/minetest/issues/7043 |
19:58 |
Krock |
https://github.com/minetest/minetest/issues/8057 |
19:59 |
Krock |
https://github.com/minetest/minetest/issues/5393 |
19:59 |
lllI1I |
oh you mean like javascript |
19:59 |
lllI1I |
serverside clientside mods |
19:59 |
Krock |
https://www.youtube.com/watch?v=oT3mCybbhf0 |
19:59 |
Krock |
yes. the server provides scripts to the client |
20:01 |
lllI1I |
okay so follow up question, is there a standard way to "enforce" a certain clientside mod onto the clients |
20:01 |
lllI1I |
such that you can't login to the server without a mod implementing certain features |
20:01 |
lllI1I |
or at least claiming to |
20:01 |
Krock |
no, that's also SSCSM |
20:02 |
Krock |
the only thing you can do right now is to suggest the client to not load client mods at all |
20:02 |
Krock |
"suggest" because that restriction can be evaded very easily |
20:03 |
lllI1I |
seems like at the very least you could test to see if they have a "pong" to your "ping" that would require having that mod |
20:03 |
lllI1I |
and if the client doesn't respond properly within X seconds of joining then kick them |
20:04 |
Krock |
possible with modchannels |
20:06 |
lllI1I |
but no standard way to do that though as yet |
20:06 |
lllI1I |
how powerful are mod channels btw |
20:06 |
lllI1I |
I've never played around with them |
20:07 |
lllI1I |
like what can be sent between clients and servers |
20:07 |
Krock |
from what I know they're like IRC channels, but have to be opened server-side for communication |
20:08 |
Krock |
you can send binary data or just text messages |
20:08 |
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20:08 |
lllI1I |
so for e.g. could you send textures and sound and then refer to them clientside |
20:08 |
Krock |
so maybe in a hacky way (involves a mod security exception) you could send mods though that pipe to load on the client |
20:09 |
Krock |
issue is that you have very few API functions to do that |
20:09 |
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20:09 |
Krock |
textures and sounds will be useless anyway. the client does not load any media from CSMs |
20:13 |
lllI1I |
one thing that bugs me is that all the media that potentially is used is sent at the beginning of the connection |
20:14 |
lllI1I |
I play on a server with a music mod and the admin doesn't like compressing music |
20:14 |
lllI1I |
so there's like a gigabyte of music data that I won't even hear if I hop on for a few minutes only |
20:14 |
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20:15 |
Krock |
there's a feature request for that |
20:15 |
lllI1I |
I can't even join on my android client |
20:15 |
Krock |
greetings from OOM |
20:15 |
lllI1I |
wondering how tough that would be to implement in a sane way |
20:15 |
lllI1I |
media after start |
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21:39 |
yw05 |
lllI1I: media files: I think that's probably not such a big problem on most servers. |
21:40 |
lllI1I |
wouldn't want to limit people's ability to join huge thousand-mod servers though I'm sure |
21:44 |
yw05 |
Yes. One of the ways would be letting the server ask the client if it already has the necessary textures or media, or (another way would be) sending media files on-demand |
21:47 |
yw05 |
Also, a lot of servers aren't that heavily modded because more mods = 1) (potentially) more lag, 2) more storage esp. for media files and 3) higher requirement for the client |
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