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SoylentCow |
omg how did my photo end up at the forums???? https://forum.minetest.net/viewtopic.php?p=198294#p198294 |
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SoylentCow |
3question: how bad is backing up minetest world without stopping server? i feel like if a few nodes get borked, it's worth it |
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search_social |
what minetest needs is a package manager! kappa |
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SoylentCow |
and a good internal editor, with syntax highlight & native lua scripting |
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04:52 |
SoylentCow |
9on a serious note, i am having trouble finding wallpaper-quality logo, so i am just gonna blow up the official logo, why not, works for xonotie |
04:52 |
freelikegnu |
Build the logo in game, screenshot and bewm |
04:54 |
freelikegnu |
people that want to code in game have mesecons/technic etc... |
04:56 |
SoylentCow |
i rly like this one :) https://forum.minetest.net/viewtopic.php?p=104134#p104134 |
04:56 |
SoylentCow |
no license though :( |
04:57 |
SoylentCow |
i can't do that, freelikegnu, i can't design my way out of a paper box |
04:57 |
freelikegnu |
are you planning to redistribute? |
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04:57 |
SoylentCow |
wor wikipedia |
04:57 |
SoylentCow |
for |
04:57 |
freelikegnu |
ask politely, could not hurt |
04:57 |
SoylentCow |
yeah, it's in the works :) |
04:59 |
freelikegnu |
good luck! |
05:01 |
SoylentCow |
actually... when you blow it up, the official logo looks just right: https://en.wikipedia.org/wiki/Draft:Minetest |
05:04 |
freelikegnu |
look there is a mob in the cave... |
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05:49 |
SoylentCow |
ikr this logo shreds |
05:50 |
SoylentCow |
gee review may take 7 weeks they say |
05:51 |
SoylentCow |
i like it how they seem to be going in random order, so it's an exponentially distributed waiting time for everyone, i <3 wikipedia |
06:21 |
SoylentCow |
what is the default avatar's name? |
06:21 |
SoylentCow |
in minetest? |
06:22 |
Emerald2 |
Sam. |
06:32 |
SoylentCow |
awesome sauce |
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15:56 |
DrFrankenstone |
SoylentCow, the opening line "Minetest is a sandbox video game developed by the Minetest team." sounds like a truism/circular, would "developed by open-source volunteers." be better, or "developed by a volunteer community". You can read the first two paragraphs and not know it's open source instead of commercial. |
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16:49 |
freelikegnu |
more fitting may be "Minetest is a multiplatform voxel game engine developed by the community with contributions curated by a core team of ruthless, iron-fisted but otherwise benevolent dictators" |
16:51 |
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16:53 |
rubenwardy |
it's more the a oligocracy than a dictatorship |
16:53 |
rubenwardy |
well, I guess it is a dictatorship as celeron55 has ultimate power |
16:53 |
freelikegnu |
maybe from your point of view :D |
16:54 |
freelikegnu |
to me it looks like a bunch of decorated generals with large mustaches and folded arms |
16:55 |
freelikegnu |
with some missing a limb or two |
16:57 |
freelikegnu |
but I'm happy to frolic on lovely hills, in thick forests and deep caverns so lovingly maintained |
16:58 |
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17:00 |
freelikegnu |
yes oligocracy is more fitting |
17:02 |
freelikegnu |
perhaps oligarchal meritocracy ? |
17:05 |
freelikegnu |
I guess one thing worries me about the deprecation of MTG is how my own projects will fit in with other games |
17:06 |
Lone_Wolf |
Mods supporting other games would be quite nice |
17:07 |
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17:08 |
freelikegnu |
my goblins use a bit of "default" mod references do I now pack them into my mod? |
17:09 |
freelikegnu |
how do I know what nodes exist in other games? |
17:09 |
Lone_Wolf |
With lavastuff I have separate lua file for each game I support, containing the code to do stuff using that game's features. Then I just detect the game mod I need and run the corresponding lua file |
17:10 |
freelikegnu |
will crafting recipes work? |
17:10 |
Lone_Wolf |
Not with Nodecore, maybe with other games though |
17:10 |
Lone_Wolf |
crafting recipes require at least similar groups across games anyway |
17:10 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Cleanup ClientLauncher structure (#10160) 4fa1e03 https://git.io/JJsvi (2020-07-14T17:10:37Z) |
17:10 |
freelikegnu |
I think I would leave it up to the game author or players willing to add support somehow |
17:11 |
Lone_Wolf |
If you don't want to be bothered with cross-game support just say you only support Minetest Game |
17:12 |
Warr1024 |
crafting recipes will work with nodecore ... but obviously you'd have to use nodecore's crafting system for that. There are a handful of other games out there that also do in-world crafting, but I doubt they use the same crafting API. |
17:12 |
freelikegnu |
I'd take a PR from another games author or player as I have done with other mods |
17:13 |
Warr1024 |
To make a mod work cross-game, you basically need to remove all non-optional depends from it, and detect at runtime whether you have at least one of the optional depends, and then if you don't detect ANY supported game, things get a bit tricky. |
17:13 |
MinetestBot |
[git] LoneWolfHT -> minetest/minetest: Add object crosshair and disable entity selectionboxes by default (#9… 94619d8 https://git.io/JJsv9 (2020-07-14T17:12:17Z) |
17:13 |
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17:13 |
Warr1024 |
After all, if you support MTG and Voxel Knights but then someone tries to install the mod in IKEA, then you can't rely on the dependency system to catch that for you |
17:13 |
Lone_Wolf |
heh, that's probably one of my biggest PRs, feels nice to have it done now lol |
17:14 |
Warr1024 |
So you'll either need to (1) warn the user/admin that the mod was installed but can't be used and its functionality was disabled because no supported game was detected, or (2) just throw an error() at loadtime so that users can be alerted to the problem but aren't given the impression your mod just doesn't do anything. |
17:14 |
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17:14 |
freelikegnu |
goblins is quite dependant on mobs_redo and I like how TenPlusOne maintains it |
17:14 |
Warr1024 |
Is mobs_redo dependent on MTG though? |
17:15 |
freelikegnu |
I think it depends on a number of things in default mod |
17:15 |
MinetestBot |
[git] LoneWolfHT -> minetest/minetest: Add object crosshair, disable entity selectionboxes by default (#9523) 88ffd64 https://git.io/JJsvj (2020-07-14T17:13:04Z) |
17:15 |
Warr1024 |
I mean, I guess you CAN have non-optional depends so long as they're not game-dependent themselves. |
17:15 |
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17:15 |
Krock |
CAN or LIN, that's the question |
17:15 |
freelikegnu |
LIN? |
17:15 |
Warr1024 |
If you're dependent on a thing that's dependent on MTG then you're locked in. You'll either need to find a different framework then, or convince the author to remove THEIR dependency. |
17:16 |
Krock |
freelikegnu: https://en.wikipedia.org/wiki/Local_Interconnect_Network |
17:16 |
Krock |
commonly used with CAN |
17:16 |
Warr1024 |
CAN, obviously, being a LAN except where you have soda cans around your wifi antennas to try to boost their range. |
17:16 |
freelikegnu |
I forked mobs_redo for a standalone goblins but its too much to maintain |
17:17 |
freelikegnu |
Krock I'm too easily distracted to click on that rabbit hole |
17:18 |
Krock |
freelikegnu: as long you don't work in the automotive industry you don't need to dig into that :P |
17:18 |
Warr1024 |
mobs_redo has a harddep on default and a bunch of softdeps on other mods. You'd have to convince 10+1 to move default into softdeps and just disable whatever it is that actually requires default upon it not being present. It might be something like spawn-on-node rules, in which case those could be detected, disabled, and then your mod would just |
17:18 |
Warr1024 |
need to provide your own spawn rules. |
17:19 |
freelikegnu |
Krock, I'm really wanting to dig in to CAN bus, to take more control of my car |
17:19 |
Lone_Wolf |
~~mobkit and its lack of dependencies ftw~~ |
17:19 |
freelikegnu |
yeah mobkit looks tempting |
17:20 |
Lone_Wolf |
If you don't mind some extra code it's pretty good |
17:20 |
Lone_Wolf |
Allows more unique behavior too |
17:20 |
Warr1024 |
"-- detect if using minetest 5.0 by searching for permafrost node" ... D-: |
17:20 |
freelikegnu |
I also like Oil_Boi's mob engine |
17:20 |
Warr1024 |
just a quick perusal of mobs_redo makes me already not want to use it :-/ |
17:20 |
Krock |
freelikegnu: you need quite special driver ICs to properly deal with the resistor-terminated signals |
17:21 |
Krock |
but yes, would be interesting. don't cause an accident, though! |
17:21 |
freelikegnu |
Krock: I would not want to bother with hardware outside an OBDII interface, whatever CAN signals I get get there are usually enogh |
17:21 |
Warr1024 |
mobs_redo's dependencies look like they're probably incorrect anyway... |
17:22 |
Warr1024 |
For example it has a comment about checking for certain default nodes, but has a check for "fire:basic_fire" but doesn't list fire as either kind of dependency. |
17:23 |
freelikegnu |
steach dependency |
17:23 |
freelikegnu |
stealthh dependency |
17:23 |
freelikegnu |
:P |
17:24 |
Warr1024 |
Dunno about a stealth dependency, but there is an "invisibility" softdep :-D |
17:25 |
Warr1024 |
I dunno if mobkit has a "migration guide for mobs_redo users" sort of thing, but if they don't, adding one might be a good way to increase adoption... |
17:26 |
freelikegnu |
too bad CMI did not take off |
17:35 |
freelikegnu |
how do you see mobs interacting with your game Warr1024 ? |
17:35 |
Warr1024 |
very sparesely. |
17:36 |
Warr1024 |
Entities are not really "part of the world". Most things can exist as entities transiently, but are nodes in native form. |
17:36 |
Warr1024 |
Players are a bit exceptional in that they are always entities and never nodes, so they also aren't "first class citizens" of the world and don't follow the same rules. Nodes live in the world, players just visit. |
17:37 |
Warr1024 |
There are a few de facto consequences of this design that have cropped up, like that entities are all non-pointable and can't directly interact. Players don't collide with one another, can't punch each other, etc. |
17:38 |
Warr1024 |
Any mob that's a true entity-based mob would probably be expected to follow those conventions if it didn't want to feel duct-taped in. |
17:38 |
Warr1024 |
We can have things that move and can be interacted with, but they generally are nodes. There's a mod that adds snakes as nodes as an example of this, though it's not on CDB yet. |
17:39 |
Warr1024 |
I mean, there's no rule that you CAN'T make mods for it that add things like mobs in the same sense that other games have. It just might feel a little weird to players who are very familiar with the game's standard mechanics. |
17:40 |
freelikegnu |
yeah goblins are interaction heavy |
17:41 |
freelikegnu |
probably would be out of place |
17:44 |
Warr1024 |
well, you could always try it and see, esp if it's just a matter of adding checks for different nodes. Probably you'd have to reconsider using mobs_redo though. |
17:45 |
Warr1024 |
Or at least find out if not-MTG could be supported |
17:58 |
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18:02 |
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18:07 |
SoylentCow |
DrFrankenstone: Minetest is a free and open source video game developed by a team of volunteers. |
18:07 |
SoylentCow |
i agree, that sounds better :) |
18:07 |
SoylentCow |
mmmmm |
18:07 |
SoylentCow |
don't like the sound of that "team of volunteers" |
18:08 |
SoylentCow |
this is where the name of the company would go |
18:09 |
SoylentCow |
DrFrankenstone: Minetest is a free and open source video game developed by a team of volunteers, with contributions from the community. |
18:10 |
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18:10 |
Warr1024 |
I'd think less focus on who's doing it and more focus on what it does sounds better to me. "Developed by the community" is something that's SUPPOSED to be implied to some extent by "open source" |
18:10 |
SoylentCow |
yeah lol looks we have 7 friggin' weeks to make this article better before they even start reviewing it, so let's do it :D |
18:12 |
freelikegnu |
I would hesitate to call it game considering the direction of its development moving away from a standalone experience |
18:13 |
freelikegnu |
I think that's where anyone reading this article would end up being frustrated if they decide to try minetest out |
18:14 |
freelikegnu |
"Why is this not more like Minecraft!?" Where are the mobs, acheivements etc... |
18:15 |
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18:18 |
SoylentCow |
i understand what you are saying, i think, but i personally find the Minetest Game to be rather feature-full |
18:18 |
SoylentCow |
no mobs makes it "peaceful" lol |
18:18 |
SoylentCow |
it's a feature |
18:19 |
SoylentCow |
i also think if people actually read this article as far as "customizations", they will know exactly what to expect |
18:19 |
SoylentCow |
at any rate, this is a semantic black hole |
18:20 |
SoylentCow |
it pays to just call it "game" and run |
18:20 |
SoylentCow |
Warr1024: "Developed by the community" in no way implies community development |
18:21 |
SoylentCow |
just look at original adblock+ |
18:21 |
SoylentCow |
sorry |
18:21 |
freelikegnu |
wut? |
18:21 |
SoylentCow |
Warr1024: "open-source" in no way implies community development |
18:22 |
SoylentCow |
actual factual community development is a fantastic feature enabled by the core dev team, and should be lauded |
18:22 |
freelikegnu |
agreed on that point |
18:22 |
SoylentCow |
it is all to easy to make an open-source project no one will want or have no ability to contribute to |
18:24 |
SoylentCow |
so far i went with: 3Minetest is a free and open-source sandbox video game developed by a team of volunteers, with significant contributions from the community. |
18:26 |
freelikegnu |
libre(with footnote) license with active development community with contributions moderate by a core team of volunteers |
18:28 |
freelikegnu |
I think Free Software or Libre Software is better than conflating "free open-source" |
18:28 |
SoylentCow |
that's more of development section fodder, imho |
18:28 |
Lone_Wolf |
Minetest Game isn't going to be bundled with Minetest releases soon |
18:28 |
Lone_Wolf |
So 'game engine' or something similar would be more fitting |
18:29 |
rubenwardy |
SoylentCow: minetest isn't a game |
18:29 |
Lone_Wolf |
IIRC Mindustry is open source but has paid compiled binaries for certain OSes |
18:30 |
Lone_Wolf |
So open source doesn't always mean something is 'fully' free |
18:31 |
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18:32 |
freelikegnu |
Really MT seems to have a cathedral+bazaar combo of cathedral engine and bazaar of games and mods to create a complete expereince for end users |
18:33 |
Warr1024 |
Community development by itself is not really a feature for users, only for developers. MT's assumption that a |
18:33 |
Warr1024 |
ll users will be developers is |
18:33 |
Warr1024 |
sometimes an obstacle |
18:33 |
Warr1024 |
Much like an overzealous onscreen keyboard can be |
18:34 |
freelikegnu |
someday I'll have to tell someone that they are overly attached like a NFS mount point |
18:35 |
rubenwardy |
We have two user bases though, both developers and users |
18:35 |
Warr1024 |
Also, "developed by the community in no way implies community development" is actually sorta correct when you see how many projects there are out there where devs solicit help from the community but end up stuck doing the work themselves anyway |
18:35 |
rubenwardy |
We offer the modding API to dev users, and we offer the client with ContentDB to player users |
18:37 |
freelikegnu |
I think anyone "using" MT is having some kind of development experience... the "game" practically requires putting mods together even if its in a nice GUI |
18:39 |
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18:46 |
SoylentCow |
rubenwardy: i know this seems to be a notion among the devs, but once again, i see it as a semantic trap |
18:47 |
Warr1024 |
That is no longer a foregone conclusion. With games on CDB it's possible to install one game package and have a pretty complete game experience without having to curate your own modpack. Main menu redesign will be another step in that direction. |
18:47 |
SoylentCow |
when i download minetest binary release, i get a very full-featured "video-game" as most people understand that word |
18:48 |
SoylentCow |
suppose that future release of minetest will JUST ship the engine, but the engine includes menu browser of "games" where users can one-click-pull Minetest Game: same conclusion, it's what gamers in their basements call a game |
18:49 |
SoylentCow |
we can, and perhaps should, explain the game/engine semantics in the development section of the article though |
18:52 |
Warr1024 |
The way I understand it, it will be a one (or maybe 2) click pull of MTG, or any other game. There will be a curation process for recommending games to new users who don't yet have preconceptions about which games are good. Any game would be able to earn it's spot on the list by offering one of the best experiences for players. |
18:55 |
Warr1024 |
An MTG derivative that makes good changes to MTG, maintains compat with MTG's ecosystem, and somehow manages to navigate the inevitable controversy of anything they do change, could have a shot at knocking MTG itself off it's spot. There may be other games that have their own mod and other add-on ecosystems too. |
18:59 |
Warr1024 |
A lot of the trouble with the game/engine semantics is related to the fact that this is an evolving situation and I think people aren't sure how far it will go, i.e. the MT/MTG split. Even if MTG stops being the mandatory default player experience, it will still probably be a while before it stops being the go-to for reproducing bugs, for example |
18:59 |
Warr1024 |
(there's a separate project for that goal). |
19:01 |
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19:01 |
* SoylentCow |
looks into the crystal ball |
19:03 |
SoylentCow |
the way i see it, this naming controversy is not going away, but i find it inconceivable that minetest project will start shipping an engine without an easy way to get a ___ game going in seconds |
19:03 |
SoylentCow |
please correct me if you think this is where the development is headed |
19:04 |
bdju |
does minetest-server set up a database for me automatically or will I not have one if I didn't set one up? |
19:04 |
SoylentCow |
in which case minetest will remain what everyone outside of minetest community would not hesitate to call a "game", not merely an engine |
19:05 |
sfan5 |
bdju: database as in postgres? the default is to use sqlite which is just a file that Minetest will create itself |
19:06 |
SoylentCow |
i think now, rather than putting this into "Development" section, this needs to be in "Customizations", i mean, it's already brought up there, just need to make it clearer |
19:07 |
SoylentCow |
very good discussion, thanks all, things are really a lot clearer to me now |
19:08 |
Lone_Wolf |
In the games tab there is now a '+' button that allows you to instantly got to the games section of the ContentDB |
19:08 |
Lone_Wolf |
*go |
19:10 |
SoylentCow |
oh yeah.... |
19:11 |
SoylentCow |
fun question: what will minetest game be called when/if it's decoupled? |
19:13 |
Lone_Wolf |
It'll keep it's name, you'll just have to download from CDB AFAIK |
19:14 |
SoylentCow |
somehow i think i am not the first to point this out, but why in the world did you people call them "games" and not "modes"? good luck now lol |
19:15 |
Lone_Wolf |
'modes' and 'mods' are easy to inter-misspell. subgames/games sound fine for me though |
19:15 |
SoylentCow |
oh god you right... |
19:16 |
SoylentCow |
ruleset! |
19:16 |
SoylentCow |
too late, i know |
19:18 |
Lone_Wolf |
Minecraft Bedrock mods are called 'Behavior Packs' |
19:18 |
SoylentCow |
that sounds silly... |
19:22 |
bdju |
sfan5: well, I don't know much about DBs, but yes that kind. like default is sqlite, so do I have a sqlite db running? or is sqlite not like the other kinds of DB and it doesn't have to "run" as a service? I'm not really sure |
19:22 |
sfan5 |
sqlite doesn't run as a service but embedded inside the application, so you don't have to worry about anything there |
19:22 |
bdju |
I just saw on the wiki's DB page that there was a "dummy" option so I wondered if certain info wasn't being recorded by default if I hadn't set something up myself |
19:22 |
bdju |
ah, okay. thanks |
19:22 |
sfan5 |
nah the dummy backend is just for debugging |
19:32 |
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19:42 |
bdju |
I'm running the hudbars mod on a server. The forum thread shows you can have it show icons instead of the bars with numbers. How do I configure this? The readme mentions the advanced menu on the client. The mod dir has default_settings.lua but not a settings.lua to edit. |
19:42 |
bdju |
Should I copy default_settings.lua to settings.lua? and if so should I leave any default values I'm not changing in there or can I delete them and just have new stuff I'm overriding? |
19:45 |
rubenwardy |
Game made using lisp: https://content.minetest.net/packages/siegment/loria/ |
19:49 |
sfan5 |
wow |
19:50 |
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19:51 |
tyler-2 |
Running a Linux dedicated server... how can I sent commands to the server without connecting from the minetest client? |
19:54 |
rubenwardy |
you can compile the server with ncurses, -DENABLE_TERMINAL=1 |
19:54 |
rubenwardy |
then use --terminal |
19:54 |
rubenwardy |
alternatively, I prefer to use the IRC mod and the IRC Commands mods |
19:54 |
rubenwardy |
it lets you log in from IRC, and issue commands |
19:55 |
sfan5 |
is there a mod that implements a discord bridge yet? |
19:55 |
rubenwardy |
there's a few |
19:55 |
tyler-2 |
Woah @ irc mod |
19:56 |
rubenwardy |
there's this one, but it requires Java: https://content.minetest.net/packages/LMD/adv_chat/ |
19:56 |
tyler-2 |
So if the server is running as a systemd unit, I'm assuming ncurses wouldn't be very useful. |
19:56 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?t=23166 |
19:56 |
rubenwardy |
probably not |
19:56 |
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20:00 |
tyler-2 |
Man that sucks. I just wanna fire stuff into minetest from bash scripts or ad-hoc. Ah well. |
20:00 |
sfan5 |
you can always write a mode that uses the filesystem to communicate |
20:00 |
sfan5 |
mod* |
20:01 |
tyler-2 |
_I_ can't, at least not in any reasonable amount of time. Heh. But I appreciate the modability! |
20:03 |
tyler-2 |
So I also have this other situation... I am on a really low bandwidth network, and have a few local minetest servers for the kids. The router is intercepting DNS queries for servers.minetest.net and sending them to a local instance of `master-server`. My servers send the first server-announce successfully at server start... but not the `update` ones that follow (at least, there's nothing in the apache lo |
20:03 |
tyler-2 |
gs), so they appear on the local server list for 5 minutes and then disappear. Restart the server, boom, it reappears for 5 minutes... The only thing particularly weird about the servers is that I have time_speed=1... |
20:03 |
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20:04 |
Lone_Wolf |
This won't work for you? Not fully sure what it does but IIRC it's used by the MineCity owner https://sourceforge.net/projects/minetest-utilities/ |
20:04 |
tyler-2 |
NICE. I'll look into that, thanks! |
20:16 |
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20:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Implement grouped mode for find_nodes_in_area (#9888) 4b4513a https://git.io/JJs3C (2020-07-14T20:36:53Z) |
20:39 |
MinetestBot |
[git] Zughy -> minetest/minetest: Formspecs: volume and key settings windows can now be closed by doubl… cfaef5b https://git.io/JJs34 (2020-07-14T20:37:28Z) |
20:40 |
Zughy |
yee |
20:43 |
sfan5 |
by the way, is that meant to work for the pause menu too? |
20:43 |
Zughy |
*panicking* |
20:43 |
Zughy |
yes? |
20:44 |
Zughy |
I mean, it worked even before, on the pause menu |
20:44 |
sfan5 |
oh, good then |
20:45 |
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20:49 |
Warr1024 |
tyler-2: if you want to be able to access an MT terminal from a command line, szutilpack's szutil_consocket exposes a console as a unix-domain socket. |
20:50 |
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20:55 |
bdju |
is there a command to restart the server or is the best way to C-c it and start again manually? |
20:55 |
H4mlet_ |
sfan5, or rubenwardy or any chan op, could you add #minetest-it to the topic? I've added it to the italian wiki |
20:55 |
H4mlet_ |
btw, if you could please add it to the English wiki as well... |
21:13 |
bdju |
how do texture packs work in multiplayer? how do I change mine while on a server? |
21:13 |
H4mlet_ |
you must activate it before entering a server |
21:14 |
bdju |
where do I do it from? |
21:14 |
H4mlet_ |
"contents" tab, main menu |
21:15 |
bdju |
ah, thanks. I was in the settings/all settings spot |
21:15 |
H4mlet_ |
from that tab you can download / activate / deactivate texture packs |
21:35 |
SoylentCow |
14:28 < freelikegnu> I think Free Software or Libre Software is better than conflating "free open-source" |
21:37 |
SoylentCow |
there's just no good solution to this, imo, and one has to choose between clarity or technical accuracy |
21:39 |
SoylentCow |
i personally feel mentioning open-source is worth it, because the word "free" is too vague, yet being literally open source is perhaps the main feature of "free" |
21:40 |
SoylentCow |
on the other hand, mentioning that it is "free" seems to me just as important, because it was developed within the free software community, which is a specific community built around rms' ideas |
21:40 |
SoylentCow |
"free" also implies zero-cost |
21:41 |
SoylentCow |
so however silly "free and open-source" may sound, i find it kind of a silver bullet for reference purposes |
21:42 |
SoylentCow |
i personally really like he word "libre", but i find it hard to justify its use in this context, because it's neither traditional, nor does it explain much to an english speaker |
21:44 |
SoylentCow |
let alone an "american", cuz they can't even speak english very well :D |
21:45 |
SoylentCow |
j/k lol 8california ftw |
21:49 |
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21:53 |
SoylentCow |
but actually, now that we have "free and open-source" in first sentence, i can replace it by just "free" in other places in the article without a loss in meaning |
21:58 |
dzho |
SoylentCow: I try to differentiate between the software, and the communities around them. |
21:59 |
dzho |
if we're talking about the works, the artifacts, the difference in terms matter less because you're talking about the same set of things. |
21:59 |
dzho |
if you're talking about the people, then it really matters a great deal, but then that is easy because it's like any other term you use for people: you can just ask them! |
22:01 |
dzho |
if you want to have an argument, then that's easy too: Be prescriptive as to how you describe people instead of asking them, and wring your hands about descriptions of inanimate objects that are a difference without distinction. |
22:06 |
SoylentCow |
this sounds very insightful, but i am not sure it's helping me with my own internal confusion :) |
22:07 |
SoylentCow |
as a reference writer, though, i feel obligated to present facts in a way that speaks to all kinds of people: people who just care about freedom, as well as people who just care about the type of software license, and let's not forget those who don't give a damn about either, like most gamers :) |
22:08 |
SoylentCow |
from that point of view, different parts of the article should probably stress different aspects of whatever is going on with licensing |
22:11 |
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22:19 |
SoylentCow |
------------ |
22:19 |
SoylentCow |
is there like a roadmap for devs? |
22:19 |
SoylentCow |
future changelog :D ? |
22:30 |
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22:50 |
bdju |
what's the recommended mod for in-game recipe lookup? something like notenoughitems from minecraft |
22:52 |
sfan5 |
!mod craftguide |
22:52 |
MinetestBot |
sfan5: Crafting Guide [craftguide] by jp - https://forum.minetest.net/viewtopic.php?t=14088 - https://github.com/minetest-mods/craftguide |
22:53 |
bdju |
thanks! |
23:06 |
freelikegnu |
SoylentCow: I'm not sure why you are soliciting opions when you have already convinced yourself of what to do... |
23:15 |
DrFrankenstone |
The free and open-source godot game engine has a wikipedia page, it could also be used as a reference/style guide |
23:25 |
bdju |
seems like based on the ores page on the wiki, you have to go down very far to get iron. is it normal to not have iron for a long time? |
23:27 |
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23:43 |
SoylentCow |
i am sorry if i sound preachy, i am extremely grateful for the info provided |
23:44 |
SoylentCow |
i am currently trying to iron the engine/game issue away: https://en.wikipedia.org/wiki/Draft:Minetest#Games |
23:44 |
SoylentCow |
i am also looking over the entire article making sure it does not refer to minetest as a "game", though i left "video game" for now |
23:55 |
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