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 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) 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 ;-) 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 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 Nigel ^thanks 13:47 Daisae In order to apply the anisotropic filter, must bilinear or trilinear be selected, or can 'no filtering' be selected? 14:03 benrob0329 The First Piece Of Furniture! - SCP 3008, But In Minetest - Episode 2: https://youtu.be/yo28P6ZHXmE 14:32 yw05 hi (new to IRC), can does anyone know what "Topic was set by ..." is about? 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. 14:42 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. 15:42 BuckarooBanzai benrob0329: congrats! :D can't wait to see a SCP-3008-Server... 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 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. 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 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 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 20:15 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 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