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Seirdy |
O SHIT 5.3.0! |
01:22 |
Seirdy |
waiting till the flatpak is out |
01:25 |
Seirdy |
iirc, wasn't there once an unstable minetest in flathub-beta? |
01:30 |
Seirdy |
any mod issues with 5.3.0? |
01:32 |
Lone_Wolf |
Maybe for the ones that don't use the new entity moveresult (Meaning they'll possibly be laggier than they should be) |
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SoylentCow |
awesome news sfan5 :D |
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Emerald2 |
Wow nice netsplit. XD |
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07:26 |
Noclip |
Are floatlands still experimental (as shown in the client)? |
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10:13 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Bump animation frame count from u8 to u16 (#10054) d80def5 https://git.io/JJmdk (2020-07-10T10:12:19Z) |
10:13 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Remove std::shared_ptr use in TileLayer (#10090) c6422e0 https://git.io/JJmdI (2020-07-10T10:11:44Z) |
10:13 |
MinetestBot |
[git] v-rob -> minetest/minetest: Formspec: Make dropdowns optionally return event based on index, not … b1ff04e https://git.io/JJmdL (2020-07-10T10:11:26Z) |
10:26 |
silwol |
It's been a while since I operated a minetest server, but now I'm installing one for my kids once again. It's debian testing. Last time I installed mods by cloning the git repos into the required paths. Now that the client UI has integration with the contentdb, is there already command-line tooling to integrate this when operating the server? |
10:27 |
silwol |
oh, and congrats on the 5.3.0 release btw :-) |
10:28 |
sfan5 |
command line tooling is on the TODO list |
10:29 |
silwol |
ok, so I'll keep on cloning repos like I used to. |
10:29 |
silwol |
at least for now. |
10:30 |
silwol |
is there any documentation about what is planned in terms of tooling? |
10:32 |
sfan5 |
https://github.com/minetest/minetest/issues/7358 |
10:34 |
silwol |
that looks exactly like what I would love to have. sadly (at least for me) minetest has a strong affinity to cpp, if it was rust I would be happy to help out with this, as I already have enough trouble with cpp at work ;-) |
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17:28 |
hisforever |
Hi I'm setting up the tunnel maker /grant <player> tunneling this statment is bot working, I'm pasting the grant command in. it is saying unknown player. how can I correct this? |
17:29 |
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17:32 |
swift110 |
the flatpak for minetest hasnt been updated yet |
17:32 |
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17:36 |
Krock |
hisforever: don't put < or > |
17:36 |
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17:40 |
begui |
https://www.gamingonlinux.com/2020/07/open-source-voxel-game-engine-minetest-has-a-new-release |
17:40 |
begui |
awesome everybody |
17:42 |
Krock |
that was quick |
17:44 |
rubenwardy |
yay |
17:47 |
Krock |
tbh the focus should be largely on Android, which has seen a complete rework |
17:48 |
rubenwardy |
gamingonlinux is largely desktop focused |
17:50 |
Krock |
fair enough |
18:08 |
hisforever |
thanks Krock |
18:09 |
cheapie |
Hmm, Minetest runs kinda slow when using software rendering on an emulated CPU. Imagine that. |
18:11 |
cheapie |
But... even though I gave up waiting after about 5 frames, the riscv64 Minetest package that Debian ships *does* seem to work. |
18:11 |
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18:12 |
swift110 |
yay |
18:12 |
swift110 |
is the new version of minetest available for debian yet? |
18:13 |
swift110 |
also I would like it for android as well |
18:13 |
cheapie |
Not yet, still on 5.2.0: https://tracker.debian.org/pkg/minetest |
18:13 |
swift110 |
oh ok thanks |
18:31 |
Seirdy |
minetest 5.3.0 has just been built for flathub and will be published soon |
18:32 |
Seirdy |
successfull build: https://flathub.org/builds/#/builders/32/builds/23521 |
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19:02 |
Seirdy |
will be auto-published in 24 hours if not manually published. |
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19:38 |
Andrey |
hi |
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19:40 |
Andrey |
could anybody please find out in my code why vehicles don`t move properly? |
19:41 |
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19:42 |
Andrey |
if vehicle moves forward, it does with constant velocity and only after a while it immediately stops |
19:42 |
bdju |
Is there a way to update all the mods I got from the contentdb at once? I see some have an update button next to them. I'm not even sure how to filter to just installed ones on the "browse online screen" so I can update them all that way |
19:43 |
Andrey |
backward the vehicle will move very slow and only after you released the key it will accelerate normally |
19:43 |
Andrey |
please help: https://github.com/Andrey2470T/adv_vehicles2 |
19:45 |
Andrey |
maybe in 'on_step' function incorrect algorithm I use |
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20:09 |
jonadab |
Vehicles are just a lost cause in general. The engine really can't handle moving at faster than walking speed, other than by instantaneous teleportation. Even elevators are problematic. |
20:15 |
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20:15 |
Wuzzy |
anyone seen Tinbete (player from JT2)? |
20:15 |
Wuzzy |
or Liukiller? |
20:21 |
Andrey |
jonadab: but I think all problem is caused by impropriety of my algorithm, because e.g. advtrains or bike mods work much better than mine, despite of the engine issues availability |
20:22 |
jonadab |
Andrey: Well, I haven't compared to your mod, but linux-forks has both advtrains and bikes, and I find it's best to be at least a couple hundred blocks away from any of them, for a smooth playing experience. |
20:32 |
rubenwardy |
bdju: unforuntately, that didn't make it into 5.3.0. Update all will be in 5.4.0 though |
20:37 |
Wuzzy |
Hello everyone! |
20:37 |
Wuzzy |
VERY Soon there will be a soccer tournament on the JT2 server. Come join us! |
20:39 |
bdju |
rubenwardy: okay, glad to hear that it will come eventually. thanks. |
20:48 |
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21:04 |
SoylentCow |
hi everyone i have a fun question: |
21:04 |
SoylentCow |
is there a node property to make walking on it faster or slower? |
21:05 |
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21:05 |
SoylentCow |
also, anyone knows a good, non-crashy vehicles mod? being stable is way more important than anything else |
21:09 |
SoylentCow |
lol jonadab Andrey i didn't even see that vehicle discussion when i asked my question |
21:11 |
SoylentCow |
jonadab: carts seem to work okayish |
21:11 |
SoylentCow |
also horses |
21:12 |
SoylentCow |
but they don't move super-fast |
21:12 |
SoylentCow |
and stamina mod running is very solid |
21:13 |
SoylentCow |
all of this fastness increases the chance of hitting the loading wall, but it's still pretty stable and fun |
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21:44 |
appguru |
SoylentCow: there is not, but you could easily implement that yourself |
21:44 |
appguru |
You could also use a liquid for slowing the player down |
21:45 |
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21:45 |
Seirdy |
might also help to have a postgresql world if you have memory to spare |
21:48 |
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21:52 |
SoylentCow |
celeron55: i am working on the wiki article |
21:52 |
SoylentCow |
did 0.0.1 release include source code? |
21:52 |
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21:54 |
SoylentCow |
i am assuming it was always copylefted, but i figured, who knows... |
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21:58 |
SoylentCow |
i guess, what i am interested in is the history of release |
21:59 |
SoylentCow |
the link to official release seems dead, but it would be very encyclopedic to point out the licensing terms at release |
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22:24 |
celeron55 |
SoylentCow: for some time the initial releases were just windows and linux binaries |
22:25 |
celeron55 |
so, just freeware |
22:25 |
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23:03 |
SoylentCow |
oh interesting |
23:04 |
SoylentCow |
when did it go gpl (lesser)? this would be real neat to reference :) |
23:05 |
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23:06 |
xachman |
Hey guys how do I respawn if im walking around dead? |
23:06 |
sfan5 |
that's not supposed to happen but try /killme |
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23:07 |
xachman |
yea /killme works |
23:07 |
xachman |
thanks! |
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