Time |
Nick |
Message |
00:03 |
oil_boi_ |
Verticen: It's like how I used to play Minecraft beta 1.3, only I put my own spin on it basically. Here is the main Github https://github.com/oilboi/Crafter Here is the clientside mod https://github.com/oilboi/crafter_client The forum post won't load, here's a few videos: https://youtu.be/w88BgvHJpRY https://youtu.be/LL68MNfdX1Y https://youtu.be/wwLIxopGVIA https://youtu.be/zs3BHRymxlw |
00:04 |
oil_boi_ |
I have to make a website using github.io soon though because it's getting pretty out of control trying to show people when they ask about it :T |
00:05 |
oil_boi_ |
You can run the main game without the clientside mod but the weather particles won't load also I'm currently in the middle of putting in rain along with transfering the FOV hook to the clientside mod so the server can tell the client when the player is running making the FOV transistion smooth |
00:07 |
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00:13 |
Verticen |
oil_boi_ I watched some of your videos, you've added some sweet stuff! I hope you plan to keep working on this, it looks like it could get minetest close to the Minecraft level of polish that it ought to be at. I'll give it a shot when I get time. |
00:13 |
Noclip |
oil_boi_: Shouldn't both features (weather particles and FOV) be possible without cllientside mods if mintest's api would support optional particles and game controlled FOV regulation? |
00:17 |
oil_boi_ |
Noclip: I had them clientside, lag causes them to completely bug out. IE you can walk outside of the weather area, FOV will go negative and instantly turn on fully instead of smoothly transitioning. Also weather particles and FOV should be calculated by the client as that's a LOT of load to put onto the server on top of running the normal game. Look at first person shooters, online MMORPGs, etc, the server will tell the |
00:17 |
oil_boi_ |
client what is going on, where the objects are, and such. Then the client will show the user the special effects and move objects and players around accordingly |
00:17 |
oil_boi_ |
Err, I had them server side, thinking too many steps ahead here :P |
00:18 |
oil_boi_ |
Also Verticen thank you! I just wish I could send a clientside mod to the client and have it run as if you installed a clientside mod as the current method that minetest uses |
00:20 |
oil_boi_ |
The moment entity rotation becomes available clientside, IE you can keep an entity in a static yaw, pitch, and roll as according to what the server thinks but the client sees something else based on what the mob is doing I will jump for joy |
00:21 |
oil_boi_ |
Whoops, literally did the same thing again hahaha |
00:21 |
Verticen |
oil_boi_ yeah, that would be really ideal if you could do that, would definitely make the game more accessable. |
00:21 |
Verticen |
to include it in the content browser that is |
00:23 |
oil_boi_ |
I will do that at Alpha 0.5 because I'm not happy with how the code base is yet to release it into the wild like that and have a new user able to download it only to have the game crash on some bug that I haven't found yet after they've seen the game running great on Youtube. Aka the first judgement crash. Also I need to make the mobs auto rotate until they hit their goal rotation based on the direction they're trying to go |
00:23 |
oil_boi_ |
into so they don't swivel when they're jumping over a node |
00:28 |
Noclip |
So the serverside mod api actually does support changing the FOV? Didn't know that. |
00:28 |
Noclip |
However your performance argument seems valid. If clientside scripting gets a thing in Minetest your concept should be as easy as every other serverside installed mod right now, but at the moment your setup unfortunately is a bit tricky. |
00:30 |
oil_boi_ |
Yes Noclip, it's pretty cool! And I just learned I can't set the FOV clientside yet :( |
00:34 |
Noclip |
Ok, so after leaning that the FOV can be set clientside I now learned that this is wrong :D |
00:37 |
oil_boi_ |
Noclip: The server can tell the client what FOV to set, it seems that the client cannot modify it's own FOV while in a server |
00:39 |
Noclip |
Mhh, that should allow creating some really interesting trolling mods ... |
00:43 |
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00:43 |
Noclip |
For example a mod which adds a drug that makes your FOV trigger between to states after you've taken it. |
00:49 |
oil_boi_ |
Hahaha that's a good idea. EXTREME fov |
00:58 |
oil_boi_ |
Dude |
00:58 |
oil_boi_ |
https://minecraft.net/en-us/attribution/sound/ |
00:58 |
oil_boi_ |
JACKPOT |
00:58 |
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00:59 |
Verticen |
Nice find oil! |
01:00 |
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01:06 |
oil_boi_ |
Verticen: Antvenom called them out https://youtu.be/nDnDbIG6GRg |
01:06 |
oil_boi_ |
They hid that for years, it's still not documented in the game itself |
01:07 |
oil_boi_ |
I was sitting there and I was like, "Where can I get some cool sounds" and then I remembered that video. Apparently a few weeks later they made that page to show all the sounds they used |
01:10 |
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01:11 |
oil_boi_ |
It's time to go crazy |
01:15 |
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01:25 |
Noclip |
What's the status of clientside scripting developement? Is it something that could be part of the engine soon or might it take a longer time? |
01:39 |
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01:46 |
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01:46 |
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01:47 |
yrungr |
anyone else have a problem with the android app not working with the keyboard? i can't enter username and password. |
01:53 |
swift110 |
hey all |
01:54 |
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01:58 |
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02:05 |
oil_boi_ |
Verticen: https://freesound.org/people/C418/downloaded_sounds/ |
02:08 |
oil_boi_ |
Oh here's the new tnt sound https://freesound.org/people/alienbomb/sounds/39067/ |
02:08 |
oil_boi_ |
Some of the sound Minecraft is using are licensed as non commercial :O |
02:10 |
oil_boi_ |
Like this one https://freesound.org/people/acclivity/sounds/13552/ |
02:11 |
oil_boi_ |
And the sound of water dripping :O :O https://freesound.org/people/acclivity/sounds/25879/ |
02:17 |
oil_boi_ |
Oh I found the original creeper and tnt ignite sound, unedited: https://freesound.org/people/Ned%20Bouhalassa/sounds/8320/ |
02:18 |
oil_boi_ |
I was wondering why the sound of igniting TNT changed in Minetest and I guess no one could find the original source :L |
02:35 |
Noclip |
Will Minetest still write to debug.txt if I specify an other logfile with `--logfile`? |
02:46 |
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03:01 |
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03:06 |
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03:41 |
nephele |
Noclip, Clientside mods are already implemented, The big chunk that is missing is a way for servers to send those mods to clients to execute, and an efficient comms channel for them |
03:42 |
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03:43 |
Noclip |
It looks like the cloundlands mod isn't compatible with Minetest 5.2: `Unknown node: mcl_core:vine` |
03:44 |
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03:48 |
nephele |
Missing nodes is not neccesarily an engine incompatibility, more likely that the mod (or it's dependencies) failed to register it for some reason... you may want to find out where the mcL_core mod is and check why it does not register that node |
03:49 |
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03:50 |
Noclip |
The mcl_core mod is not in use as it is only an optional dependency. |
03:50 |
nephele |
You apparently need it |
03:50 |
nephele |
Or used it before |
03:50 |
nephele |
so enable it :/ |
03:53 |
Noclip |
The mod had no official update in the last 1-2 month (contentdb) and it definitely worked before Minetest 5.2 even in Minimal developement test without any other mods. |
03:53 |
nephele |
So... create a new world, and see if it complains then? |
03:54 |
nephele |
If it depends on a node it never defines that sounds like a mod bug to me though |
03:54 |
nephele |
Can't tell you for sure without seeing code though |
03:55 |
Noclip |
This is the file that seems to be responsible: https://github.com/Treer/cloudlands/blob/master/cloudlands.lua |
03:57 |
Noclip |
<nephele "If it depends on a node it never"> That's what I meant with "isn't compatible". |
03:59 |
nephele |
Noclip, that makes no sense, the engine does not define any node in that namespace ever |
03:59 |
nephele |
builtin only defines some very narrow nodes, like ignore and air |
04:00 |
nephele |
also, please refrain from using riot's replies, the irc bridge mangles them so badly they are basically unreadable on irc |
04:02 |
Noclip |
Do I understand you right that you did look at the code and couldn't find any issues? |
04:03 |
nephele |
I said your argument doesn't make sense, i don't know yet if the mod has issues, i only skimmed it |
04:03 |
nephele |
you might want to change your minetest settings to error out on deprecated functions though, that should show you quite quickly if this mod depends on functions that are deprecated or removed |
04:07 |
Noclip |
Wait, how can my argument not make sense? I just said the exact same version of this mod worked before Minetest 5.2 but doesn't work in Minetest 5.2. I don't know the reason for that but I know that it keeps crashing. |
04:08 |
nephele |
>That's what I meant with "isn't compatible". |
04:09 |
nephele |
I was reffering to this, that a node isn't available is not an indication of incompatibility by itself |
04:09 |
nephele |
it does not work with the same setup, woudl be |
04:12 |
Noclip |
Isn't that the same? If the mod api from Minetest 5.2 and the mod don't work together (without crashing) isn't that then an incompatability? |
04:14 |
nephele |
Sure, but a node not beeing available isn't an engine incompatibility, the problem is likely earlier in the code |
04:15 |
nephele |
In any case, you can probably contact the author and ask them for an update, 5.2 isn't that old yet anyhow |
04:20 |
Noclip |
If I use the mod with Mineclone 2 it crashes with the following reason: `Unknown node: vines:vine_end` |
04:20 |
Noclip |
The mod is compatible with several different vines-mods and now those optional dependencies have somehow "bugged" themselves into hard dependencies. |
04:23 |
Noclip |
This is the full crash-message while using the mod in Minetest Game without any other mods: https://pastebin.com/raw/vGsmk1Tn |
04:35 |
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04:45 |
nephele |
I don't think the problem is deps at all, just my 2 cents |
04:48 |
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05:09 |
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06:14 |
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06:30 |
Elouin |
Are there any plans to fix the current state of the forum anytime soon? |
06:32 |
Extex |
It's being worked on |
06:33 |
Extex |
There are some hardware issues and C55 is trying to fix them |
06:37 |
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06:45 |
Elouin |
Extex: thanks for the info, thats good to hear. |
06:51 |
misspapa1a |
water can cause fall damage? |
06:54 |
Noclip |
Yes |
06:54 |
misspapa1a |
oh okay oops |
06:56 |
Noclip |
It's basically very simple: If you hit the ground too hard you get fall damage. Water slows you down but as in real life you can still get damage if the water isn't deep enough. |
06:57 |
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07:00 |
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07:01 |
misspapa1a |
we're falling 750 meters and hitting the water and dying on impact |
07:02 |
misspapa1a |
at least that what I think happens |
07:03 |
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07:04 |
Noclip |
For a 750 meter fall the water might have to be more than 100 meters deep ... |
07:05 |
Noclip |
Is your spawnpoint somewhere high in the air or what's going on? |
07:05 |
misspapa1a |
don't want to use a ladder to get to the mine |
07:05 |
Noclip |
(It could be also several hundred meters.) |
07:06 |
Noclip |
So you prefere dying over climbing the ladder? :joy: |
07:07 |
Noclip |
*? |
07:07 |
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07:11 |
misspapa1a |
:) |
07:15 |
calcul0n |
you can add a couple ladders to slow your fall |
07:15 |
calcul0n |
like 50 empty blocks, 5 ladder, and so on... |
07:17 |
Noclip |
misspapa1a: My tip: Dig a 2*1 tunnel straight down (as deep as you want) and let water constantly flow down at the first node while the other node has to keep dry. If you then want to get down to the mine you just keep switching between the air and the water spot to alternately speed up and slow down. This way you should get down still very fast but without getting damage. |
07:18 |
misspapa1a |
Noclip: we have that but we want to free-fall all the way to the mine |
07:18 |
misspapa1a |
it's fun to wathc |
07:18 |
misspapa1a |
s/wathc/watch/ |
07:22 |
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07:22 |
Noclip |
Use the coordinates to find out (by trying) at which hight you have to switch to the water stream to get down as fast as possible without taking damage. You can slow down faster in water by holding space. |
07:29 |
misspapa1a |
yeah apparently this isn't minecraft and water doesn't slow you down nearly as much lol |
07:30 |
nephele |
yeah, probably make your water deeper... has to be quite deep in minetest compared to mc |
07:31 |
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07:31 |
Noclip |
I don't think water slows you down much faster in Minecraft. In Minecraft it's just impossible to get falldamage in water. |
07:31 |
misspapa1a |
oh |
07:32 |
nephele |
in mc you can recover from a long fall with a set ammoutn of water, in mt the ammount of water just keeps increasing |
07:32 |
nephele |
which i guess means there is a missing upper limit on fall speed like you would have irl :) |
07:33 |
Noclip |
In Minecraft one block of water will always compensate all your fall damge no matter from how high you were falling. |
07:35 |
nephele |
it won't stop you from hitting the ground of the water though |
07:36 |
Noclip |
I think the amount of water doesn't matter so less than one block should also be perfectly fine ... |
07:38 |
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07:40 |
Noclip |
nephele: Yea, in MC water doesn't really likes physics ... |
07:40 |
nephele |
In reality you would break your legs and die, so take your pick :) |
07:40 |
misspapa1a |
Yeah I prefer to injure myself in video games than real life |
07:51 |
Noclip |
Just tried it: Falling from higher than 1000 blocks and landing on the edge of 2 pixel deep water flow gives you no damage at all in Minecraft. |
07:52 |
nephele |
how would you determine that something is 2px deep |
07:53 |
Noclip |
I looked at it ... very very closely ?. |
07:59 |
nephele |
If you were at it closelsy, i am going to assume it took more than 2px of your screen ;) |
08:00 |
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08:02 |
Noclip |
I didn't mean screen pixels I meant pixels of the default MC texturepack. |
08:03 |
nephele |
so 2/16 blocks high :) |
08:06 |
Noclip |
Exactly |
08:07 |
Noclip |
Or 125 mm |
08:13 |
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08:18 |
Noclip |
Mhh you can still die in Minetest from touching the wall while falling so the 5.2 update didn't fix that ☹︎. |
08:27 |
nephele |
you can also die when hitting a chunk boundary before it loaded :P |
08:29 |
Noclip |
Sure? I think that never happend to me. I think I always just stopped falling or slowed down without getting any damage. |
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10:38 |
sfan5 |
orbea: yea I don't expect a sapling to actually burn for any helpful duration |
10:48 |
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10:50 |
Guest5274 |
hey |
10:50 |
Guest5274 |
Helly people |
10:50 |
Guest5274 |
I am going insane |
10:50 |
Guest5274 |
I just downloaded minetest, and it looks great, and Iw anna play it with people from a whatsapp group |
10:51 |
Guest5274 |
but for the life of me, I can not host a server, and get it to display in the list of servers in the join window or on servers.minetest.net |
10:51 |
Guest5274 |
I do tech support for a living |
10:51 |
Guest5274 |
I have a 100mbit up and down synchronous business grade internet connection |
10:51 |
Guest5274 |
it doesnt work in ubuntu, or windows 10 |
10:51 |
Guest5274 |
what am I doing wrong? |
10:51 |
Guest5274 |
I just wanna play!! |
10:52 |
Guest5274 |
(yes its allowed to the firewall. And dedicated doesnt work either T_T) |
10:52 |
Guest5274 |
I can see other servers juuuuust fine, just not my own, and neither can my friends! |
10:53 |
rubenwardy |
You need to portforward UDP on your router to your computer |
10:53 |
rubenwardy |
port 30000 UDP |
10:53 |
Noclip |
Did you double-check the firewalls? |
10:53 |
rubenwardy |
set server_announce = true in the settings (or check public server) |
10:54 |
Elouin |
Guest5274: did you set announce to true, gave it url etc. first few fields for server here: https://wiki.minetest.net/Minetest.conf |
10:54 |
Elouin |
also can people connect directly? |
10:54 |
Guest5274 |
announce is true |
10:54 |
rubenwardy |
also see https://wiki.minetest.net/Setting_up_a_server |
10:54 |
Guest5274 |
those instructions mostly say "click new server and play" |
10:54 |
Guest5274 |
I dont want a dedicated one, well only play when were online anway :D |
10:55 |
rubenwardy |
you need to read " Allowing external players to connect " |
10:55 |
Guest5274 |
Okay, I am ashamed to admit my degree is university so theory, and my clients never need that, so how do I portforwards that? |
10:55 |
Noclip |
Can you connect from the same computer that is hosting the server to the server? |
10:55 |
Guest5274 |
ah okay |
10:55 |
Guest5274 |
I am just running it non-dedicated so yes by defintion |
10:57 |
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10:59 |
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10:59 |
UkeFudanshi |
Sorry T_T |
10:59 |
UkeFudanshi |
I am the guy trying to setup the server |
10:59 |
UkeFudanshi |
out of sheer desperation I had tried doing it via my unlimited mobile data |
11:00 |
UkeFudanshi |
I switched back to regular internet and it dropped the connection here off course |
11:00 |
UkeFudanshi |
okay, I will try the port forwaring then :d |
11:01 |
Noclip |
Did you try hosting the server via your mobile internet connection? |
11:02 |
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11:03 |
UkeFudanshi |
yes |
11:03 |
UkeFudanshi |
didnt make a difference |
11:03 |
UkeFudanshi |
still nothing |
11:03 |
UkeFudanshi |
T_T |
11:03 |
UkeFudanshi |
I feel like a boomer XD |
11:06 |
Noclip |
Yes it does. As far as I know all the incomming internet traffic for mobile phones gets blocked by the ISP so it's completely impossible to host any kind of server over a mobile internet connection. |
11:06 |
UkeFudanshi |
ah |
11:07 |
UkeFudanshi |
well, it ddoesnt work on desktop either |
11:07 |
UkeFudanshi |
now I am trying to get into the rother |
11:07 |
UkeFudanshi |
router* |
11:07 |
UkeFudanshi |
... did I ever set up a password and username for this bish? Seems so :'( |
11:09 |
UkeFudanshi |
okay I forgot |
11:09 |
UkeFudanshi |
idea |
11:09 |
UkeFudanshi |
isnt there some part that is forwarded by default? |
11:11 |
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11:12 |
nephele |
UkeFudanshi: no, there can't be :) |
11:12 |
UkeFudanshi |
ah I see, this is the one thing about IT I DONT know much about |
11:12 |
UkeFudanshi |
I was like "le fuk it I WANNA PLAY lets dump it on a totally unprotected port instead of 30000" but I must be misunderstanding somethign here XD |
11:13 |
Noclip |
First you should make sure that the internet connection that your router is using isn't subject to a ISP firewall, because if that's the there is no way you can host your server. |
11:13 |
nephele |
the idea behind port forwarding is, that if you use ipv4 you sit behind a NAT an "network adress translation" layer, computers outside the NAT see your ip as the one of your router, it forwards packages to your computer and so |
11:13 |
nephele |
a port forward means that an external port is send straight to your computer instead, but for that the router needs to actually know /which/ computer to send it to |
11:13 |
nephele |
The easiest solution around this is to simply use ipv6 if you can, no NAT for ipv6 :) |
11:13 |
UkeFudanshi |
Noclip In that case I will accept the challenge of explaining 5 fujoshis with no computer skills how to installl hamachi over whatsapp :) |
11:14 |
nephele |
Hamachi is pretty shit tbh |
11:14 |
UkeFudanshi |
but it works |
11:14 |
nephele |
Not in my experience :) |
11:14 |
UkeFudanshi |
I dont care if it gives me 69 internet stds |
11:14 |
nephele |
don't you have an ipv6 adress? |
11:14 |
UkeFudanshi |
or has five gazillion security holes |
11:14 |
UkeFudanshi |
it allows me to play games XD |
11:15 |
nephele |
yeah, but there are much better softwares if you just want a vpn, like FreeLAN or wireguard |
11:15 |
UkeFudanshi |
lemme check :D |
11:16 |
Noclip |
VPN as alternative for port forwarding is always a dirty solution but in the case of a ISP firewall there isn't much else you could do. |
11:16 |
UkeFudanshi |
T_T |
11:16 |
UkeFudanshi |
I dont have ipv6 |
11:17 |
UkeFudanshi |
according to test-ipv6 site |
11:17 |
nephele |
Noclip: "ISP firewall"?? |
11:18 |
UkeFudanshi |
well, I KNOW I can use hamchi with people |
11:18 |
nephele |
do you mean carrier grade NAT? |
11:18 |
UkeFudanshi |
so that shoudl work |
11:18 |
nephele |
UkeFudanshi: oof, sometimes you just have to turn it on in your router :D |
11:18 |
UkeFudanshi |
Except, I totally forgot the password and username I set for my router a year ago |
11:18 |
UkeFudanshi |
haha, rip |
11:18 |
UkeFudanshi |
hamachi it is :d |
11:19 |
nephele |
or FreeLAN :P |
11:19 |
nephele |
in any case, have fun with the game hehe :) |
11:20 |
Noclip |
nephele: I mean the case where the ISP just blocks all incomming traffic, no matter what are the technical details and reasons. |
11:20 |
UkeFudanshi |
ooorrrr |
11:20 |
UkeFudanshi |
one of you could make a server for us? T_T |
11:20 |
UkeFudanshi |
All we want is a server ot play on for few hours thats simply the vanilla base game |
11:20 |
UkeFudanshi |
thats literally it XD |
11:21 |
UkeFudanshi |
we can all SEE servers just fine, just not make our own XD |
11:21 |
Noclip |
Deosn't he need a public server for the VPN? Hamachi has one but does FreeLAN also have one? |
11:22 |
Elouin |
nephele: never heard of it, but serverless vpn for gaming sounds pretty nice. :D but not as easy to set up as i can see. |
11:22 |
Noclip |
UkeFudanshi: Are you sure you want to play vanilla Minetest Game? |
11:22 |
nephele |
Noclip: that makes no sense |
11:22 |
Elouin |
it = freelan |
11:23 |
nephele |
how would they block all incoming trafic? |
11:23 |
UkeFudanshi |
why not? :D |
11:23 |
UkeFudanshi |
I never played minecraft before |
11:23 |
UkeFudanshi |
we just wanna build stuff |
11:23 |
nephele |
udp is stateless (normally) so how do you expect to get udp traffic back? |
11:23 |
UkeFudanshi |
XD |
11:23 |
UkeFudanshi |
and chat XD |
11:23 |
UkeFudanshi |
I am new to this game, is there something wrong with the vanille game? XD |
11:23 |
nephele |
Noclip: a VPN does not need a server neccesarily |
11:24 |
nephele |
you only need a VPN server if you need double sided NAT punching |
11:24 |
nephele |
Elouin: if you have an ipv6 adress i would just use that tbh :P |
11:24 |
nephele |
minetest does not require a LAN enviroment at all |
11:25 |
Elouin |
yeah, but old lan games do |
11:25 |
nephele |
UkeFudanshi: Some people dislike it :) |
11:25 |
Elouin |
and i just really dislike hamachi |
11:25 |
Noclip |
UkeFudanshi: It has just a very small amount of features and has never been meant to be a full featured game. It's mostly a modding base. |
11:25 |
nephele |
Elouin: I was going to try and use wireguard to play saints row 2 heh |
11:25 |
UkeFudanshi |
ah okay :D but we can build stuff in it :3 |
11:25 |
nephele |
If you need a lan like enviroment that might also be an option |
11:25 |
UkeFudanshi |
could someone host us a server? :D |
11:25 |
nephele |
does not need you to generate x.509 certs anyway... |
11:26 |
UkeFudanshi |
it doesnt need to be permanent XD |
11:26 |
UkeFudanshi |
we just wanna play for a gew hours XD I have spend 2.5 hours trying to make that happen now XD |
11:26 |
Elouin |
UkeFudanshi: you could just join one of the many empty servers. would be the same as someone here hosting one... |
11:26 |
UkeFudanshi |
true, but dont they have passwords? XD |
11:26 |
UkeFudanshi |
also they all run fivethousand mods, I dont know what those do? XD |
11:27 |
nephele |
oh, it usually means, you should "register" an account |
11:27 |
Elouin |
there are no passwords in the traditional way |
11:27 |
nephele |
not that it is a server password |
11:27 |
nephele |
I would host a server, but my gamemode isn't finished yet haha |
11:28 |
Elouin |
nephele: yeah, but i would not want to host a vpn server for all the people i want to play old games with... and freelan seems to have a serverless option. |
11:31 |
UkeFudanshi |
aaah okay |
11:31 |
UkeFudanshi |
well, theyre setting up hamachi now |
11:31 |
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11:32 |
Noclip |
nephele: That's what I meant with "ISP firewall / port blocking": https://www.quora.com/How-do-I-forward-ports-if-my-ISP-blocks-all-inbound-connections |
11:32 |
nephele |
>Most ISPs that block all inbound ports are shadier ones (mostly see these in south asia) where they are actually sharing a public IP with many customers. |
11:33 |
nephele |
I assume this reffers to carrier-grade NAT, not sure what's "shady" about that though... there simply are not enough ipv4 adresses |
11:40 |
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11:40 |
Noclip |
It might not be very common but if you have that problem there is nothing you can do about it. |
11:40 |
Noclip |
Elouin: How could you host a vpn server if you're behind a firewall? |
11:41 |
Elouin |
Noclip: open the required port? |
11:41 |
Astrobe |
I've been looking at the "SAO breakage" thing and how MobsRedo was fixed in order to fix my old version. |
11:42 |
Astrobe |
It seems to me that there could be a way to better fix it by making MobRedo queueing removal requests |
11:42 |
Astrobe |
instead of testing everywhere if the object still exists. |
11:43 |
Astrobe |
Or am I missing something ? |
11:43 |
Noclip |
But if you can do that you could just directly open a port for minetest and wouldn't need the vpn. |
11:44 |
Elouin |
yeah, but iwas talking about playing old lan only games with people over the internet. |
11:45 |
Elouin |
like saints row 2 as nephele just wrote |
11:46 |
Elouin |
Noclip: for Minetest i just opened the corresponding port in the servers firewall. |
11:46 |
Noclip |
Oh okay. What's the technical reason for those games to be restriced to a lan network? |
11:47 |
Elouin |
i have no idea. |
11:50 |
Astrobe |
AFAIK thechnically the distinction between LAN and WAN does not really exist. |
11:50 |
Elouin |
those games most of the time only have a server browser and dont allow direct ip based connections. i guess they do some broadcasting stuff or so to check if any fitting server answers... |
11:50 |
nephele |
Elouin: if you are behind a NAT (or a firewall that drops inbound traffic) you can't host the NAT server inside it |
11:51 |
nephele |
but the other end may be able to host it if they don't have a NAT |
11:51 |
Elouin |
nephele: yeah, but who is? |
11:51 |
nephele |
anyone with an ipv6 adress :P |
11:52 |
Noclip |
So for the client and server software the different IP-adress-areas are the only difference between LAN and WAN? |
11:52 |
Elouin |
o.O |
11:52 |
nephele |
Astrobe: there is a destinction, many old games send broadcast packages for local networks to negotiatie lobbies and stuff, that normally doens't pass through the router :) |
11:52 |
sfan5 |
you can test if a server is reachable from the outside using !up <ip address> <port>, IPv6 supported too |
11:52 |
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11:53 |
Elouin |
yeah, almost all my servers have ipv6 addresses next to ipv4 and i dont have any problems with inbound traffic over ipv6. that would be stupid if so. |
11:53 |
nephele |
Noclip: mostly it's ip adresses, for ipv6 its a bit different, you can expect almost all ipv6 devices to have a public ipv6 adress, but you can additionally have a local ipv6 adress aswell for routing in a LAN |
11:53 |
nephele |
but most games, afaik, dont take advantage of that |
11:53 |
UkeFudanshi |
we colonized the german server and found a place where we can still build :D |
11:53 |
UkeFudanshi |
were playing now :D |
11:53 |
UkeFudanshi |
later! thanks for the help :) |
11:54 |
Elouin |
UkeFudanshi: ? |
11:54 |
sfan5 |
Astrobe: the issue was that mobs_redo did not return from on_step, sure you could delay the removal until it was done doing things to a dead object but I consider that behaviour wrong either way |
11:55 |
Noclip |
UkeFudanshi: Which server are you playing on? |
11:55 |
UkeFudanshi |
german vanilla server |
11:55 |
UkeFudanshi |
it was empty |
11:55 |
sfan5 |
"did not return from on_step after destroying the object"* |
11:55 |
UkeFudanshi |
two people joint |
11:55 |
sfan5 |
!server german vanilla |
11:55 |
MinetestBot |
sfan5: German-Vanilla-server | ronnix.ddns.net:30002 | Clients: 5/64, 0/5 | Version: 5.2.0 / minetest | Ping: 100ms |
11:55 |
UkeFudanshi |
now they tell us where we can still build :D |
11:55 |
sfan5 |
hm |
11:59 |
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11:59 |
Astrobe |
what do you mean "did not return from on_step"? That is does not exit on_step as soon as it deletes the object? |
12:00 |
* Noclip |
sent a long message: < https://matrix.org/_matrix/media/r0/download/matrix.org/HqgZwxxEQuAtuBVtlHewAuDL > |
12:00 |
Noclip |
(source: https://forum.minetest.net/viewtopic.php?t=22359) |
12:01 |
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12:02 |
sfan5 |
Astrobe: yes |
12:03 |
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12:03 |
Noclip |
3d_armor, travelnet, mobs, bows ... |
12:03 |
Noclip |
I would definitely not consider this as a Vanilla Mintest Game server. |
12:03 |
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12:08 |
nephele |
yeah, only minimal allowed :D |
12:08 |
nephele |
git checkout has no mtg ;)) |
12:11 |
UkeFudanshi |
okay |
12:12 |
UkeFudanshi |
stupid question time |
12:12 |
UkeFudanshi |
how to make stufff |
12:12 |
UkeFudanshi |
I am working on a small house |
12:12 |
UkeFudanshi |
I know I can make things in inventory |
12:12 |
UkeFudanshi |
but how does it work? |
12:12 |
UkeFudanshi |
the German doesnt help |
12:12 |
UkeFudanshi |
XD |
12:12 |
twoelk |
what do you want to make? |
12:12 |
UkeFudanshi |
door, windows, glass, bed |
12:12 |
UkeFudanshi |
roof |
12:13 |
UkeFudanshi |
giant wooden d*ck |
12:13 |
UkeFudanshi |
but first a house :D |
12:13 |
twoelk |
for door put 6xplanks in 3 rows of two in the crafting grid |
12:14 |
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12:14 |
UkeFudanshi |
okay |
12:14 |
UkeFudanshi |
but |
12:14 |
UkeFudanshi |
how to make planks |
12:14 |
UkeFudanshi |
how does the crafting grid work |
12:14 |
UkeFudanshi |
which button to push? XD |
12:14 |
twoelk |
for furnace put 8 blocks of cobble around empty middle in crafting grid |
12:14 |
Noclip |
Wait, unified_inventory is also on the mod list, so you should be able look up all recipes ingame. |
12:14 |
UkeFudanshi |
I never plaued minecraft either XD |
12:15 |
twoelk |
punch a tree, put wood tree trunk block in crafting grid |
12:15 |
nephele |
UkeFudanshi, just put the items into the grid, and take the item out of the result field |
12:15 |
UkeFudanshi |
okay |
12:16 |
nephele |
wood block to plank is a bit of an easier recipe |
12:17 |
Elouin |
UkeFudanshi: http://wiki.minetest.com/wiki/Crafting |
12:17 |
Noclip |
UkeFudanshi: Does your inventory look like this?: https://raw.githubusercontent.com/minetest-mods/unified_inventory/master/screenshot.png |
12:17 |
Noclip |
(Press "I" to open it.) |
12:17 |
UkeFudanshi |
yes |
12:17 |
UkeFudanshi |
but in german |
12:19 |
Noclip |
If you click on the items (which you can see on the right side of the inventory) the game should automatically show you how you can craft this item and if you also have the resources to do it, it should be able to craft it for you. |
12:21 |
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12:21 |
UkeFudanshi |
yes |
12:21 |
UkeFudanshi |
I think I just saw |
12:21 |
UkeFudanshi |
so then, what are good reasources to start with except wood |
12:22 |
UkeFudanshi |
Wood is everywhere, and earth and grass |
12:22 |
UkeFudanshi |
maybe wool? Kill some roaming kebab? |
12:22 |
twoelk |
get wood, make pick, get stone also some sand for baking to glas |
12:23 |
Noclip |
Stone |
12:23 |
twoelk |
also replant trees nearby and punch some grass to find wheat seeds |
12:24 |
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12:24 |
UkeFudanshi |
ah baking nice |
12:24 |
UkeFudanshi |
I want to make a glass window |
12:24 |
UkeFudanshi |
do I also need to make an oven first? |
12:24 |
Noclip |
If you want to upgrade from stone tools, steel would be a good choice. |
12:24 |
twoelk |
get wool from sheep or punch junglegrass to find cotton |
12:25 |
twoelk |
bake sand to get glass, use six glass blocks to get window panes |
12:27 |
UkeFudanshi |
fuck |
12:27 |
UkeFudanshi |
it disdonnected me |
12:27 |
UkeFudanshi |
and my friends keep chrasing |
12:28 |
Noclip |
!up ronnix.ddns.net:30002 |
12:28 |
MinetestBot |
ronnix.ddns.net:30002 is up (32ms) (IPv4) |
12:29 |
UkeFudanshi |
yes its up |
12:29 |
UkeFudanshi |
I can reconnect |
12:29 |
UkeFudanshi |
but its unstable T_T |
12:29 |
Noclip |
?️ |
12:30 |
Noclip |
!help |
12:30 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
12:31 |
UkeFudanshi |
later~ Well switch to minecraft T_T a friend has a , ... "free" version XD |
12:31 |
UkeFudanshi |
thanks for the help |
12:31 |
UkeFudanshi |
game looks great with a stable server though! |
12:33 |
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12:35 |
Noclip |
"free" version doesn't sound legal. |
12:36 |
Ingar |
depends on your definition of legal |
12:36 |
* twoelk |
got some very old "free" versions, somewhere |
12:37 |
Noclip |
? |
12:37 |
twoelk |
I sorta lost contact to mt around 2013 though :D |
12:37 |
twoelk |
argh mc of course |
12:38 |
rubenwardy |
it annoys me how he didn't even allow us to see the logs of the crashing friend |
12:39 |
Ingar |
mc is a two edged swords these days |
12:39 |
Ingar |
with ms at the helm, it's clearly more polished, streamlined and far more stable |
12:39 |
Ingar |
but for me, "real mc" died when bukkit quit |
12:39 |
twoelk |
ooooh, two sides, much advanced it seems |
12:40 |
nephele |
rubenwardy: send logs of a friend? oh boy, that is quite difficult for non-technical people :P, but would have been nice indeed |
12:41 |
nephele |
Ingar: The xbox version has stuff like a character generation and allows you to specify the character height and so, which i think is really neat :3 |
12:41 |
nephele |
i implemented a bit of a random height for joining players in my gamemode, but haven't done anything for the playmodel yet though (still that green alien from builtin...) |
12:42 |
twoelk |
making putting up a server too easy generates many unstable unproffesional servers on bad hardware - you just can't win |
12:42 |
Ingar |
nephele: I used to have teleporteres, machinse, solar panels, magic shit, volcanoes and what not. I'll gladly swith chargen for features |
12:42 |
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12:42 |
Ingar |
runecraft <3 |
12:42 |
Ingar |
not sure if there's a similar mod for mt |
12:43 |
nephele |
Hmm, can't say i have teleporters or magic or volcanos, but i have some machines and solar panels atleast |
12:43 |
Noclip |
rubenwardy: Sounds a bit as if you would be addicted to crash reports xD |
12:43 |
Ingar |
nephele: I gave up on modded mc. too much hasstle |
12:44 |
nephele |
Ingar: ah, no i have that in my minetest gamemode :P |
12:44 |
nephele |
not mc |
12:44 |
nephele |
I tried to play modded mc with some people, but after like 40 minutes of loading it ran like shit |
12:44 |
Ingar |
nephele: yeah I have those in mt too ;D |
12:44 |
nephele |
minetest has some api features missing sure, but atleast it isn't as crappy :) |
12:44 |
nephele |
Ingar: but, did you implement them yourself too? ;) |
12:45 |
twoelk |
what api features are you missing? |
12:46 |
Ingar |
nephele: I don't code mt |
12:46 |
nephele |
clientside support for setting camera, clientside support for getting keystrokes, touch input, and mouse input, support for serversend clientside mods, support for clientside lua prediction of block placement, support for a good network api between cs and ss mods |
12:46 |
nephele |
not an authoritive list, but those are the things that annoy me the most |
12:46 |
nephele |
this, coming from someone who used to mod on Garry's mod anyhow :) |
12:47 |
nephele |
Ingar: but i do :D maybe i should code a bit more today |
12:47 |
Ingar |
nephele: I wrote my own game that never got finished ;) |
12:48 |
Noclip |
rubenwardy: Do you want another crash report? I have one. |
12:48 |
nephele |
Also mt is missing support for any kind of lazy loading, late block registering, dynamic textures and so |
12:48 |
nephele |
sending meshes after the game started too :), i would totally make mostly realistic trees with L-tree system if i could send actuall tree meshes |
12:49 |
nephele |
but can't really the way it currently is |
12:49 |
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12:50 |
nephele |
twoelk, hope that gives some insight into what is missing, atleast for me :P |
12:51 |
Noclip |
... clientside support for getting microphone and webcam data ... |
12:51 |
nephele |
Noclip, pfft |
12:52 |
nephele |
What would you need that for? if you want to add voicechat you would be way better off implementing voip in the engine than trying that in lua |
12:53 |
Noclip |
I didn't mean that seriously I just had to think about it while reading "clientside support for getting keystrokes, touch input, and mouse input". |
12:53 |
Elouin |
maybe playing minetest eyetoy style. xD |
12:54 |
nephele |
Noclip, I do need that really, if i want to build a non-blocking gui to peak into chests and stuff |
12:54 |
twoelk |
mmh, nephele has clientside plans it seems |
12:55 |
nephele |
if i open a formspec then the mouse gets locked completely, I could draw on the normal screen but then i have no way to change the gui state based on inputs |
12:55 |
nephele |
twoelk, some things just should be done clientside to be effective |
12:55 |
Astrobe |
That an os.execute("start skype") away. will work for 99% of the people with which you don't want to voice chat. |
12:56 |
nephele |
like, my furnaces and stuff have animated formspecs, which currently means that the server animates all of them all the time by changing their formspec strings... and that gets replicated over the network |
12:56 |
twoelk |
@nephele, but would that be save? |
12:56 |
nephele |
but realistically, you only ever want one formspec to be animated, the one you are looking at at this very moment |
12:57 |
nephele |
I can't use force formspec open either, if i do that i need to keep forcing it to get an animation, and you get a race condition when you close it where the user closes it, and then gets a new force open, after which the server then stops sending them once it acks the close |
12:57 |
twoelk |
I mean should the client really know all things, like what's in closed chests? |
12:58 |
nephele |
clients already know this |
12:58 |
twoelk |
sort of |
12:58 |
nephele |
not sort of, completely |
12:58 |
nephele |
opening a chest reads the formspec client from the meta and renders the chest content, normally at that node |
12:59 |
nephele |
but the client has already recieved the chest content beforehand |
12:59 |
Noclip |
The devs definitely have to make sure that keyboard input can only be captured while the Minetest window is in the focus ... |
12:59 |
nephele |
Noclip, I certainly did not mean a os-api, just one in the event loop while the player is beeing controlled |
13:00 |
nephele |
a naive implementation would maybe allow capturing outside, but that is really not usefull if you want to know mouse location and stuff :) |
13:01 |
twoelk |
yet I think that a clientside diamond detector should not be able to scan other inventories - that opens too many doors to clientside cheating |
13:02 |
nephele |
... but it already can |
13:03 |
twoelk |
nothing is perfect - and that is one of the many reasons csm development has slowed down |
13:03 |
nephele |
that's not really a problem you can solve easily though... unless you have < 1ms pings : |
13:04 |
nephele |
twoelk: that it could be used for cheating is an inherent propert though |
13:04 |
nephele |
i don't see a problem with this personally, if someoen cheats i can deal with them |
13:04 |
nephele |
that's more of a socital problem and not a technical one imo |
13:07 |
Noclip |
Is there some type of serverside xray protection? In noclip-mode (while beeing inside the rock) I always had the feeling that my viewing range was restricted to around 50 nodes. Is that true? |
13:07 |
nephele |
there is no protection against xraying that i am aware of |
13:09 |
twoelk |
the old trick with using clientside transparent textures underground has been dealt with iirc |
13:10 |
nephele |
how exactly is a server supposed to protect against textures? |
13:10 |
rubenwardy |
it can't |
13:10 |
rubenwardy |
but the clien't won't allow you to use a transparent texture for stone |
13:10 |
rubenwardy |
you can then just hange the client |
13:10 |
rubenwardy |
by recompiling |
13:10 |
nephele |
Is that hardcoded or something? |
13:10 |
rubenwardy |
it raises the barrier |
13:11 |
rubenwardy |
no, it's based on node drawtype |
13:11 |
nephele |
ah, yeah |
13:11 |
rubenwardy |
and there may be a node def property like use_texture_alpha, not sure if it uses that |
13:12 |
nephele |
would make sense, i have had textures that were opaque without that with the "correct" drawtype |
13:13 |
nephele |
by the way... is there a way to propagate sunlight in a way that it illuminates solid blocks? I have a see made of ice with a transparent texture, but since there are no air nodes underneat you can basically look one node deep and that's it |
13:13 |
nephele |
I can make it almost look right if i make the nodes emit light themselves, but that would be awfully presumptious, that the moon is always shining ;) |
13:16 |
Noclip |
But with a hacked client activating debug mode should still be possible, correct? |
13:17 |
nephele |
easily, sure |
13:20 |
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13:51 |
lmat |
https://wiki.minetest.net/Mods/MOB_Framework looks like the best MOB mod for friendly mobiles, right? |
13:51 |
sfan5 |
mobf is sorta old |
13:52 |
lmat |
I want sheep. Chicken, Cow, Deepr and several others look great, too. Which mob mod should I go for? |
13:52 |
lmat |
Creatures MOB-Engine is another option with sheep and chicken. |
13:53 |
lmat |
Simple Mobs has sheep https://wiki.minetest.net/Mods/Simple_Mobs |
13:53 |
lmat |
(by the way, Creatuser MOB-Engine is https://wiki.minetest.net/Mods/Creatures_MOB-Engine ) |
13:54 |
sfan5 |
tried mobs_redo? |
13:54 |
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13:55 |
lmat |
I'll create a wiki account and add this https://wiki.minetest.net/Mods:Mobs#Mobs_Redo_.5B1.49.5D_.5Bmobs.5D to the sheep disambiguation page. |
13:56 |
lmat |
Oh...maybe I can't. |
13:56 |
rubenwardy |
ceatures mob engine, mobf, and simple mobs are all unmaintained and very outdated. Don't use them |
13:56 |
lmat |
mobs redo looks great. |
13:57 |
lmat |
rubenwardy: I should probably add that to the wiki, too! |
13:57 |
rubenwardy |
mobs redo is an adopted version of simple mobs, which is actually maintained |
13:57 |
rubenwardy |
it's terrible, but the best of bad options |
13:57 |
lmat |
xD |
13:58 |
Astrobe |
defering entity removal in MobsRedo seems to work so far, thought it takes a variable time for the mob to vanish. I didn't see a simple way to make the mob invisible. |
13:58 |
Astrobe |
nothing to do with the current talk, btw. |
13:58 |
lmat |
Oh, coincidence? That seems to happen fairly often on IRC (in general). |
14:01 |
lmat |
I was going to export this mod from github, download, and extract into the mods directory. Should I just clone it in the mods directory so that I can get updates with a flick of the wrist? |
14:03 |
orbea |
lmat: i use git subtree to add mods. :P https://www.atlassian.com/git/tutorials/git-subtree |
14:04 |
lmat |
orbea: Oh, not bad. |
14:04 |
twoelk |
keep in mind mobs-redo is a mobless api, you will need to download the mobs of desire in an extra step |
14:04 |
lmat |
Oh wait, I thought you said submodule. reading about subtree... |
14:04 |
lmat |
twoelk: Thank you, I was just trying to figure out how to get the dependency of mob-animal ! |
14:06 |
twoelk |
you may want to study this wiki page to get an overview https://wiki.minetest.net/Mods:Mobs |
14:06 |
* lmat |
bookmarks git subtree |
14:06 |
twoelk |
it might be a little outdated by now though |
14:07 |
lmat |
got it |
14:10 |
lmat |
This looks promising https://imgur.com/UHCdKvN.png |
14:15 |
lmat |
If I walk a long way away, how can I get back to the spawn point without dying? |
14:15 |
twoelk |
depends on settings :) |
14:16 |
lmat |
I think I have defaults...mostly :-) |
14:16 |
orbea |
lmat: sleep in a bed |
14:17 |
lmat |
orbea: I won't wake up in the bed? |
14:17 |
orbea |
if you sleep in a bed in game (at night) that will be your new spawn |
14:17 |
twoelk |
was the chat command /spawn in mtg yet? |
14:18 |
lmat |
twoelk: /help spawn says command not available. |
14:18 |
twoelk |
:( |
14:18 |
lmat |
orbea: How do I go to that spawn point? Dying will probably get me back, but what else? |
14:18 |
orbea |
you can also set your spawn with static_spawnpoint in minetest.conf |
14:19 |
orbea |
use F5 in game to find the coordinates |
14:19 |
twoelk |
if you are in singleplayer you can turn off damage and hunger |
14:22 |
Astrobe |
Caution with subtree, that tutorial is from 2015, probably from the era when submodule was not part of Git and had more quirks. |
14:23 |
lmat |
Astrobe: I'll use git help subtree; to learn anyway :-) |
14:31 |
orbea |
Astrobe: no, submodule was certainly part of git then (and I dislike submodiules) |
14:31 |
orbea |
the documentation hasn't had much reason to change for subtree as far as I know |
14:32 |
orbea |
submodules probably would work too for this purpose, its a matter of personal preference. |
14:32 |
Astrobe |
What I wanted to point out is that submodule is the most common method. |
14:33 |
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14:33 |
orbea |
i also think people would notice submodules more readily because form the perspective of the user subtrees look like any other directory. |
14:34 |
orbea |
but yes, submodules are popular for some reason... |
14:35 |
Astrobe |
Before the integration of submodules in Git, submodule and subtree had dual pros and cons, from what I remember. |
14:41 |
nephele |
submodules allow you to specifiy an exact commit of a dependant project, and allow to check that out easily, it's quite nice for that purpose |
14:45 |
orbea |
nephele: same with subtree, just tested and ths works: git subtree add --prefix mods/technic technic da95be53ec5703e808233d7b45fc42fb500863dd --squash |
14:46 |
orbea |
can also edit the directory manually later and then push your changes back to upstream from the subtree |
14:46 |
orbea |
one downside is that rebasing is much harder |
14:47 |
oil_boi_ |
Can any dev tell me where in the source code the double tap jumping is? Can't seem to find it :L |
14:47 |
oil_boi_ |
Err, double tap jump to fly, I mean |
14:48 |
nephele |
orbea: havent looked at subtree, but for the outlined purpose submodules work fine, not that i need them muc |
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14:59 |
orbea |
rubenwardy: Can you please review this relatively soon whe you have a chance? https://github.com/minetest/minetest/pull/8658 It would be nice if this annoying cosmetic issue in craftguide could be fixed. https://github.com/minetest-mods/craftguide/issues/102 |
14:59 |
rubenwardy |
#8658 |
14:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/8658 -- Add alignment options to FormSpec labels by v-rob |
14:59 |
rubenwardy |
ah yeah, it already has a single approval |
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16:43 |
adfeno |
Hi all, using WorldEdit, how do I know the dimensions, area, or radius of a regionthat is saved in a .WE schematic *before* loading/placing it? |
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18:14 |
BuckarooBanzai |
adfeno: use //allocate |
18:16 |
adfeno |
The //allocate inserts the schematics in the region, right? |
18:17 |
sfan5 |
allocate doesn't place any nodes |
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18:46 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Automated build changes (#9619) 12275e2 https://git.io/Jvp0E (2020-04-09T18:46:06Z) |
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19:31 |
nico52 |
Hi all, short Q, trying to setup a server for the kids playing minecraft, can they connect their minecraft clients to a minetest server ? |
19:32 |
misspapaya |
nico52: no |
19:32 |
misspapaya |
they have to play minetest to use a minetest server |
19:32 |
nico52 |
@mis |
19:33 |
nico52 |
misspapaya Thanks |
19:33 |
misspapaya |
nico52: there's plenty of minecraft server programs you can use to host minecraft |
19:33 |
nico52 |
yes, just stumbled across minetest as an ubuntu apt-get package, thought it might work |
19:34 |
sfan5 |
there are some open-source implementation of minecraft servers, minetest isn't one of them |
19:35 |
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19:35 |
Verticen |
nico52: yeah, minetest is completely different from minecraft, however I think that there is an official Minecraft launcher snap package in the ubuntu repos |
19:36 |
nico52 |
Thanks all |
19:38 |
substack |
do i need to do something special to get mobs and rats in the game? i haven't been able to figure out how to get them to spawn |
19:39 |
substack |
i remember it had these when i played a long time ago on a different computer |
19:39 |
DS-minetest |
mobs were removed |
19:40 |
sfan5 |
in roughly 2013 to be exact |
19:40 |
sfan5 |
hm that doesn't make any sense |
19:40 |
DS-minetest |
recently |
19:40 |
substack |
i have the minetest-mod-mobs-redo module installed (from debian bullseye) but it doesn't seem to do anything |
19:40 |
substack |
including when i enable that module in the ui |
19:40 |
sfan5 |
the few mods packaged in debian are quite outdated |
19:40 |
sfan5 |
I can recommend install this mod: |
19:41 |
sfan5 |
!mod mobs_redo |
19:41 |
MinetestBot |
sfan5: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 - https://notabug.org/TenPlus1/mobs_redo |
19:41 |
substack |
thnx |
19:41 |
DS-minetest |
oh, nice, MinetestBot shows a link to the git repo |
19:43 |
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19:49 |
sfan5 |
it does if it has that info yes |
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20:31 |
Extex |
How do I get the position of an offline player? |
20:33 |
sfan5 |
not possible I believe |
20:34 |
Extex |
Ah.. |
20:44 |
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20:45 |
adfeno |
Hi there, how to tell the server that all the players (including those which already are online, offline, and those which already have an account) that they should be forced to respawn at a new location? |
20:46 |
adfeno |
Is there a mod or setting to do that? |
20:46 |
adfeno |
The respawn should be done as soon as the player joins the server or the admin does the command. |
20:53 |
twoelk |
sounds like you might want to install the classroom mod |
20:59 |
adfeno |
!mod classroom |
20:59 |
MinetestBot |
adfeno: Classroom [classroom] by rubenwardy - https://forum.minetest.net/viewtopic.php?t=23715 - https://gitlab.com/rubenwardy/classroom |
21:00 |
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21:01 |
adfeno |
twoelk: Does it work for offline playesr which are already registered? |
21:03 |
twoelk |
now that would be something - a mod that forces offline players to the game by a chat command :D |
21:04 |
adfeno |
Not exactly to be ingame |
21:05 |
adfeno |
But to set their spawn point for the player when the command is called, so that the next time the player joins he is teleported to the spawn. |
21:05 |
adfeno |
For all players, I mean. |
21:06 |
twoelk |
https://gitlab.com/rubenwardy/classroom might be usefull |
21:07 |
rubenwardy |
note that the mod is WIP. A more stable mod would be edutest, I don't personally like its GUI or design |
21:07 |
rubenwardy |
!mod edutest |
21:07 |
MinetestBot |
rubenwardy: EDUtest [edutest] by zeuner - https://forum.minetest.net/viewtopic.php?t=18988 - https://github.com/zeuner/edutest-chatcommands |
21:08 |
adfeno |
I wonder if I could accomplish this instead by manipulating the SQLite table. |
21:12 |
twoelk |
I would rather not manipulate the database but suggest some "on join" triggered teleporting |
21:19 |
oil_boi_ |
Extex: If you can get the meta of an offline player you can store their offline position when they leave into their meta using minetest.pos_to_string and inverse to get it is minetest.string_to_pos |
21:21 |
oil_boi_ |
Also sfan5, I remember yesterday you said doubletap sprint wasn't possible in the engine so I made it possible clientside |
21:22 |
sfan5 |
ah that's great |
21:22 |
oil_boi_ |
Also: Bunnyhopping |
21:22 |
twoelk |
sounds like easter is near |
21:23 |
oil_boi_ |
Hahaha, maybe I'll make it so on easter the players drop eggs when they bunnyhop |
21:24 |
twoelk |
should be painted eggs though |
21:26 |
twoelk |
I always thought games missed movements expressing joy such as skipping |
21:28 |
adfeno |
twoelk, oil_boi_: OK, thanks for the information, I'll make mod to aid my mate who needs this function. |
21:32 |
twoelk |
sigh, forum timed out while I was searching for page that might add info - too late anyway |
21:34 |
orbea |
spent a lot of effort getting mg_villages to not crash and https://i.imgur.com/falnlYO.png *sigh* |
21:42 |
misspapaya |
sungazing |
21:42 |
misspapaya |
B) |
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