Time |
Nick |
Message |
00:20 |
SoylentCow |
wait...... there's server-side ncurses terminal?????? |
00:22 |
SoylentCow |
gotta <3 a good changelog |
00:23 |
SoylentCow |
does it do ascii graphics rendering? |
00:23 |
SoylentCow |
you know, top-down view could be implemented very nicely in 10rogue/nethack style |
00:25 |
SoylentCow |
roofs would be a challenge |
00:26 |
rubenwardy |
no lol, it allows you to see chat and execute commends |
00:28 |
SoylentCow |
well, i assumed as much, but i was also hoping on controlling an avatar... or like an army of avatars, rts style |
00:34 |
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07:47 |
ReedWade |
Hello guys ! Anyone is using an azerty keyboard and fixed the 12345 keybinds ? |
07:47 |
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08:00 |
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08:07 |
Emerald2 |
Wow, GitHub is down. |
08:18 |
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19:47 |
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19:51 |
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19:52 |
momozor |
Hi. I wonder how could I make a subgame with a custom terrain that I made? |
19:54 |
sfan5 |
custom as in you want terrain to look like you specify? |
19:54 |
momozor |
yes exactly |
19:55 |
momozor |
and generated everytime a new world of the game is made. |
19:57 |
momozor |
ah nevermind |
19:57 |
momozor |
I've should have checked the FAQ |
19:58 |
momozor |
thanks |
19:59 |
sfan5 |
I don't know which FAQ entry resolved your question but it's good that you found an answer |
20:00 |
momozor |
To be exact - https://dev.minetest.net/Modding_FAQ#How_do_I_generate_a_custom_map.3F |
20:23 |
bdju |
is it a bad idea to copy my client mods folder to my server? |
20:23 |
bdju |
I had grabbed some stuff via contentdb and just thought I should avoid re-downloading individual mods if possible |
20:24 |
heavygale |
maybe you want to clone them via git for easy updating or something like that ^^ |
20:24 |
bdju |
oh wow that's a good idea |
20:24 |
bdju |
hm that does someone justify re-grabbing them all |
20:24 |
bdju |
s/one/what |
20:25 |
bdju |
thanks |
20:25 |
heavygale |
:) |
20:51 |
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20:57 |
SoylentCow |
where do artists get the nerve to start sharing their creations for free without first learning the arcane intricacies of the copyright law, so that they can annotate their releases appropriately????? |
20:58 |
* SoylentCow |
chews spastically |
21:06 |
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21:20 |
bdju |
do mods have to be manually enabled on a server or is git cloning to the mods dir enough? |
21:21 |
bdju |
and should /mods in game show all the mods? I am not seeing many so I suspect it's not working |
21:21 |
heavygale |
check the world.mt in your world dir |
21:21 |
heavygale |
you need to enable mods there |
21:22 |
rubenwardy |
you can also place mods at worlds/myworld/worldmods, and they'll be automatically enabled |
21:23 |
bdju |
ah okay |
21:25 |
bdju |
I'm worried now that the world generated without them being enabled. what are my options? can I delete part of the world dir contents but keep the world.mt file say they're enabled at generation? |
21:25 |
bdju |
otherwise I guess I can try the other thing and place them in that specific spot |
21:29 |
SoylentCow |
you can rm map.sqlite |
21:29 |
SoylentCow |
i do that over and over when i start new server, to make sure the spawn is not stupid :) |
21:30 |
bdju |
nice |
21:30 |
SoylentCow |
you can also delete blocks and they will regen with new mods |
21:30 |
SoylentCow |
like, with deleteblocks command, so that they are actually purged from database |
21:33 |
bdju |
oh that's very cool |
21:33 |
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21:40 |
bdju |
what is the gameid value for? is that server name or something else? |
21:41 |
bdju |
I said /mods in-game and they show up now, but how do I clear the text from my screen? |
21:42 |
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21:43 |
heavygale |
gameid refers to the games in your /gamesfolder |
21:43 |
heavygale |
* /games folder |
21:45 |
bdju |
ah okay |
21:47 |
SoylentCow |
f2 hide chat |
21:57 |
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22:05 |
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22:16 |
ReedWade |
Brainless poolparty ? http://dav.misterbanal.net/258d04c8-7fcc-447d-acec-39b092005627.flv |
22:40 |
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22:44 |
BruceMustache |
What is the best way to update all minetest mods? |
22:45 |
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22:45 |
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22:56 |
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22:57 |
SoylentCow |
i dunno if that's the best way, but i just git pull them all |
22:58 |
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22:58 |
SoylentCow |
i got 86 mods on survivor, for example (some of them actually modpacks, for ~200 mods total), and each one is gitted |
22:59 |
SoylentCow |
about 2 dozen of them i had to modify or bugfi: these ones have 3hightime branch, and to update those i pull master and then merge changes into hightime |
23:00 |
SoylentCow |
you talking server, right? |
23:00 |
SoylentCow |
it's a pain in the neck, but you probably don't want to update all mods at the same time, especially if you run a lot of big ones |
23:01 |
SoylentCow |
because compatibility issues do arise, and are much easier to fix if you encounter them one by one, and have only 1 or 2 mods to blame for each |
23:01 |
SoylentCow |
the above approach also allows me to push my modified branches onto gitlab |
23:08 |
SoylentCow |
also, if you brave, this will do it, run from mods/ |
23:09 |
SoylentCow |
for a in `ls` ; do ( cd $a ; git pul ) ; done |
23:09 |
SoylentCow |
i am assuming a lot of things, like real os & bash, but they are good assumptions, not bad :D |
23:11 |
SoylentCow |
mmmm yeah, though you may wonna erase mods_here.txt before you run that, or else it will try to update minetest dir, which may not be what you want |
23:18 |
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