Time |
Nick |
Message |
00:06 |
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00:53 |
tango_ |
I dislike adding pngs to my repo, are there other formats supported, such as xpm2? |
01:01 |
tango_ |
oh wow xpm2 is supported apparently |
01:46 |
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01:49 |
MTDiscord |
<Benrob0329> What's wrong with PNGs? |
01:54 |
MTDiscord |
<Lone_Wolf> <s>JPEG ftw</s> |
01:58 |
MTDiscord |
<IhrFussel> PNGs cannot contain malware from what I read once...not sure if this also applies to other image formats but that is a huge plus |
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02:17 |
SteveT |
Hi Everyone. Is this the correct channel to ask about the configuration of a dedicated minetest-server install on Ubuntu? |
02:46 |
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02:57 |
MTDiscord |
<Lone_Wolf> If it isn't c55 will have to ban a bunch of his community. Fire away |
03:03 |
SteveT |
I've installed Minetest 5.3.0 on Ubuntu 20.04 from the minetestdev ppa. I have the server running fine, and know the config files are best put in /etc/minetest, but where do I put games, worlds and mods? |
03:03 |
SteveT |
I'm running the server only... ie, minetest-server |
03:06 |
MTDiscord |
<IhrFussel> /etc requires root access (by default) do NOT run MT as root Put your config in your MT folder and mods in .minetest/mods ... games in .minetest/games |
03:07 |
MTDiscord |
<IhrFussel> Worlds in .minetest/worlds |
03:08 |
MTDiscord |
<IhrFussel> If you want to have mods-per-world or you don't want to have to enable each mod sepatetly put your mods in .minetest/worlds/yourworld/worldmods |
03:09 |
MTDiscord |
<IhrFussel> If you have no world yet go into your home directory and put 'minetest --world .minetest/worlds/worldname' as command (IIRC) |
03:09 |
MTDiscord |
<IhrFussel> separately* |
03:19 |
SteveT |
Thanks for that..... to confirm, the aabsolute path for the morlds, mods and games folders should be /var/games/minetest-server/.minetest? |
03:21 |
MTDiscord |
<IhrFussel> No, just leave it inside your home folder |
03:22 |
MTDiscord |
<IhrFussel> Create an extra user for MT if you can't do that |
03:34 |
MTDiscord |
<srinivas> normally, on ubuntu atleast, i find that it adds in a systemd service, and is run by the user games |
04:27 |
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05:59 |
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06:31 |
tango_ |
benrob0329: the problem with PNG is that it's a binary format, not really versionable |
06:32 |
tango_ |
Benrob0329[m]: a XPM2 is textual, easy to visualize even on console, and even slightly more compact despite the lack of compression |
06:33 |
tango_ |
the only thing missing in XPM2 is an RGBA specification, so a pixel is either fully transparent (color 'none') or fully opaque (any color, with colors in 8-bit-per-channel RGB) |
06:57 |
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07:16 |
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07:16 |
Quiark |
lol I want to see people resolving conflicts in text editor in XPM2 |
07:17 |
tango_ |
Quiark: oh that'd be fun, but stil easier than with any other format! |
07:18 |
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07:18 |
Quiark |
of course it'd be silly, normal people would use an image editor |
07:18 |
tango_ |
true |
07:18 |
tango_ |
and that might actually be the biggest issue, because who knows how the color table gets remapped to symbols every time you save |
07:19 |
tango_ |
so someone editing in an image editor would probably mash up the file completely even if it only changes one pixel |
07:20 |
tango_ |
also to my frustration I noticed vim doesn't “syntax highlight” xpm2 files correctly 8-/ |
07:20 |
tango_ |
it does with the other XPM formats apparently |
07:26 |
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08:00 |
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09:24 |
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09:42 |
tango_ |
Quiark: another advantage of XPM2 is that you can generate them programmatically, which is quite useful when you have groups of pictures that are just palette juggling of the same image |
09:43 |
tango_ |
thing e.g. all ingots or wood variants |
09:44 |
Quiark |
imagemagick |
09:50 |
tango_ |
Quiark: sure, but with textual formats you don't even need external tools |
09:54 |
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09:54 |
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09:58 |
Calinou |
XPM is a nice novelty format but in 2020, it's not really relevant anymore |
09:58 |
Calinou |
optimized PNGs are really small when used for pixel art, making binaries a non-issue at this point for Git history size |
09:58 |
Calinou |
praise https://github.com/shssoichiro/oxipng :) |
09:58 |
MTDiscord |
<wwar> Yup ^^ |
09:59 |
Calinou |
(--strip --zopfli will give you the best sizes) |
10:35 |
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10:37 |
tango_ |
Calinou: IME XPM2 is still smaller than optimized PNG |
10:37 |
tango_ |
at least for the 16x16 icons I'm writing |
10:38 |
tango_ |
but again, for me the issue isn't even so much size as it is the fact that they are more easily diffable |
10:38 |
tango_ |
and scriptable |
10:38 |
tango_ |
heck if the ingots were in XPM I would already be done with the textures for the other rods |
10:38 |
Calinou |
the scripting part is a good point, I guess it works if you don't have access to a library to output images |
10:38 |
Calinou |
but again, most languages have such a library :P |
10:38 |
tango_ |
instead I have to open each PNG, check the color, and copy it over |
10:39 |
tango_ |
yes, I could script that too by using imagemagick to query the color of a specific pixel, but I have to try and rememeber the incantation |
10:39 |
tango_ |
with text format it's trivial |
10:42 |
tango_ |
in fact, with this approach you wouldn't even need to store the textures in the mod, you could generate them on-the-fly using lua |
10:42 |
tango_ |
template + color |
10:50 |
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10:50 |
jjohngreensr[m] |
Help, Minetest doesnt actually boot for me. I'm on Android 10, using the F-Droid version, and the loading bar just goes straight from left to right, ending with something in shaders/COLEGO2TextureBlend or something like that |
10:51 |
jjohngreensr[m] |
And then it goes to black for a split second before starting the loading again |
10:51 |
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10:53 |
Follpvosten[m] |
The F-Droid version hasn't yet been updated for Android 10 |
10:54 |
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10:54 |
Follpvosten[m] |
You need 5.3.0, I got it via Aurora Store |
10:56 |
sfan5 |
you can also download the apk |
10:57 |
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11:00 |
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11:07 |
tango_ |
jjohngreensr[m]: yep I had to use the play store version because of that |
11:08 |
tango_ |
not too happy, but at least it boots |
11:08 |
tango_ |
does anybody know why the f-droid version isn't being updatd, btw? |
11:20 |
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11:22 |
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11:23 |
MTDiscord |
<IhrFussel> How can PNG be binary but safe from 'hidden malware'? At least that is what I read |
11:25 |
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11:27 |
MTDiscord |
<srinivas> hmm, does it get executed? |
11:30 |
tango_ |
safety doesn't depend on binary vs textual, it depends on clarity of specification |
11:31 |
tango_ |
the only potential issue with PNG would be some kind of undocumented packet that contains executable code and a decoder that understands and executes those packets |
11:53 |
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11:56 |
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12:35 |
zughy[m] |
hey VanessaE could you please have a look at the move request section? It's kind of flooded https://forum.minetest.net/viewtopic.php?f=11&t=10418 |
12:51 |
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13:17 |
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13:24 |
MTDiscord |
<Jordach> PNG has been out for nearly 24 years supported in windows from early as 98 without issue or malware |
13:25 |
MTDiscord |
<Jordach> GIF has caused more problems for Windows users because they could actually overflow the IE based renderer and get kernel access |
13:29 |
niwla23[m] |
I think my problem with local timeouts is about the interface. |
13:30 |
niwla23[m] |
Can I somehow see on what interface mt binds? |
13:32 |
sfan5 |
it doesn't bind to an interface, it binds to the wildcard IP 0.0.0.0 |
13:32 |
niwla23[m] |
hm , but 0.0.0.0 is public on the whole network or not? |
13:32 |
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13:33 |
niwla23[m] |
so when i just click start game it makes a server for the whole LAN? |
13:33 |
sfan5 |
only a single connection is allowed in singleplayer mode |
13:34 |
niwla23[m] |
but why does it not bind to localhost? |
13:34 |
niwla23[m] |
and can i check what device will be used for 0.0.0.0? |
13:34 |
niwla23[m] |
like 127.0.0.1 is always lo1 |
13:34 |
sfan5 |
0.0.0.0 is *every* interface |
13:34 |
niwla23[m] |
oh |
13:36 |
niwla23[m] |
okay it seems to be some problem with the system |
13:36 |
* niwla23[m] |
sent a long message: < https://matrix.org/_matrix/media/r0/download/matrix.org/FeWNVtIrTqYtBiZkUzPQebRO/message.txt > |
13:36 |
niwla23[m] |
but when i nmap localhost it does not show 8888 as open |
13:38 |
* niwla23[m] |
sent a long message: < https://matrix.org/_matrix/media/r0/download/matrix.org/XGIOckRfTisnjNfBsatYDBdk/message.txt > |
13:39 |
niwla23[m] |
but remote servers are working |
13:39 |
sfan5 |
nmap scans tcp, not udp |
13:40 |
sfan5 |
even if you switch it to udp I don't know if it can detect minetest |
13:40 |
niwla23[m] |
uh, ok that explains the nmap problem |
13:40 |
niwla23[m] |
but for some reason i still get a timeout |
13:49 |
tango_ |
jordach: to be fair, PNG has had issues with IE too because of the lack of support of proper transparency |
13:52 |
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14:21 |
Vagabond[m] |
niwla23: have you tried running Minetest as root? |
14:21 |
niwla23[m] |
yes |
14:24 |
Vagabond[m] |
I also noticed you're running `./minetest`, so you're running the binary directly. Do you have a `minetest` application installed? If so, it should be on your PATH somewhere. Could you try running just `minetest` from a terminal? |
14:24 |
niwla23[m] |
i tested all that stuff already |
14:24 |
Vagabond[m] |
Ah, ok |
14:26 |
niwla23[m] |
Foudn something! I can connect to a dedicated local server when using the LAN Ip (192.168.....), but not using 127.0.0.1 or localhost |
14:27 |
sfan5 |
are you sure it's not a firewall or sandbox? |
14:29 |
niwla23[m] |
i think it is some sort of fucked network settings ? |
14:35 |
Vagabond[m] |
And to verify, and pardon my laziness for reading back through the history: you're running the server and the client on the same machine? |
14:35 |
niwla23[m] |
yes |
14:35 |
Vagabond[m] |
* And to verify, and pardon my laziness for not reading back through the history: you're running the server and the client on the same machine? |
14:38 |
Vagabond[m] |
If you're playing in single player, the client should spin up everything without you needing the start a server, right? |
14:39 |
niwla23[m] |
yes but logically it has to start a server |
14:39 |
niwla23[m] |
but connecting to that one times out |
14:40 |
Vagabond[m] |
(again, pardon me not reading back; sorry if you're explaining this again) So if you start the client by itself, without the server running, it brings up the initial menu/UI, then you try to connect to a new single player game, and it crashes and reports the timeout? |
14:41 |
niwla23[m] |
yes |
14:41 |
Vagabond[m] |
then if you start a dedicated server, and point the client to your local IP address (but not `localhost` or `0.0.0.0`), you can connect and play as expected? |
14:42 |
Vagabond[m] |
* then if you start a dedicated server on your machine, and point the client to your local IP address (but not `localhost` or `0.0.0.0`), you can connect and play as expected? |
14:42 |
niwla23[m] |
yes |
14:42 |
niwla23[m] |
and 127.0.0.1 also times out |
14:48 |
Vagabond[m] |
Yeah, that sounds like something wrong with the loopback interface |
14:59 |
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15:05 |
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15:07 |
sfan5 |
!op |
15:07 |
|
Topic for #minetest is now The official Minetest channel | Latest version: 5.3.0 (2020-07-09) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: https://irc.minetest.net/minetest |
15:07 |
sfan5 |
to whoever asked last time: irc.minetest.net now has HTTPS |
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17:40 |
clavi |
wasn't me but nice |
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18:17 |
clavi |
sfan5: would be cool if it 301 redirected to https too |
18:17 |
Calinou |
and look into enabling HSTS, ideally |
18:28 |
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19:04 |
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19:07 |
pere |
hi. can minetest show its 3d screen in a VR/AR type setup, where the left half of the screen go to one eye, and the right half go to the other? |
19:07 |
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19:07 |
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19:13 |
pere |
Found <URL: https://forum.minetest.net/viewtopic.php?f=3&t=11921 > and a 3d option sidebyside in the menu, and it kind of renders side by side, but the world loading did not work right and I could not move. :( |
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22:33 |
tango_ |
gah, apparently xpm2 are NOT supported as textures, it was a fluke in my testing 8-/ |
22:36 |
tango_ |
oh this is so stupid, they support ppm 8-/ |
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