Time |
Nick |
Message |
00:12 |
Calinou_ |
Krock: I created the account requested, just to clarify :) |
01:26 |
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01:34 |
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02:14 |
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02:17 |
VanessaE |
TIL: Dreambuilder has over 23000 nodes now. wow. |
02:17 |
VanessaE |
(much nodes. very RAM. wow.) |
02:22 |
MTDiscord |
<Jordach> https://cdn.discordapp.com/attachments/749727888659447960/826642540891340870/unknown.png |
02:30 |
rubenwardy |
https://twitter.com/rubenwardy/status/1218257313003458561?s=19 |
02:35 |
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11:14 |
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11:15 |
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11:17 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Irrlicht support code maintenance 1e4913c https://git.io/JYgeb (2021-03-31T11:15:47Z) |
11:31 |
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12:01 |
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12:30 |
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12:36 |
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13:18 |
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13:32 |
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13:47 |
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13:54 |
mohanwavale |
Hello, how to generate dungeon in mod? Where i can read about it? |
13:56 |
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14:04 |
MTDiscord |
<Jonathon> dungeons are made by mapgen typically |
14:04 |
MTDiscord |
<Jonathon> i suppose you could make a lua implementation |
14:04 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/blob/master/src/mapgen/dungeongen.cpp |
14:07 |
mohanwavale |
Is it right to do it with abm? |
14:09 |
MTDiscord |
<Jonathon> well it depends if you want to use mapgen dungeons, make your own lua mapgen, or make a scheme adder based on some params |
14:11 |
MTDiscord |
<appguru> mohanwavale: usually you don't want ABMs for this, you rather want on_generated |
14:11 |
mohanwavale |
Thanks, where i can read more about modding then official modding book? |
14:14 |
rubenwardy |
lua_api.txt is the reference |
14:16 |
mohanwavale |
Thank you |
14:21 |
celeron55 |
if you don't like browsing a text file, this is pretty good https://minetest.gitlab.io/minetest/ |
14:22 |
celeron55 |
(a rendition of lua_api.txt into a reasonable browser format) |
14:26 |
mohanwavale |
Thanks |
14:30 |
mohanwavale |
Is there any API mod for mapgen structures? |
14:42 |
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14:55 |
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15:18 |
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15:20 |
tech_exorcist |
where can I ask a question about a thing that could be abused by cheaters? |
15:21 |
tech_exorcist |
a thing in the client's code |
15:21 |
tech_exorcist |
*about |
15:21 |
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15:22 |
tech_exorcist |
not like I want to use it myself eh :-) |
15:40 |
sfan5 |
here |
15:50 |
tech_exorcist |
ok |
15:51 |
tech_exorcist |
apparently, in src/client/client.h, if you modify something::checkPrivilege to always return true, you can use the fly, fast and noclip modes without the necessary privileges, along with the wireframe feature, on survival servers |
15:51 |
tech_exorcist |
it's just 1 line of code to change, and then several minutes of recompilation time |
15:51 |
MTDiscord |
<Jonathon> yup |
15:52 |
MTDiscord |
<Jonathon> altho about the only thing minetest anticheat is good at detecting is fast, so it will reset you if you try and use it |
15:52 |
tech_exorcist |
I noticed |
15:52 |
tech_exorcist |
but it only works horizontally, iiuc |
15:53 |
tech_exorcist |
and, with several other modifications, it is possible to have everything (except particles, apparently) be lightened by the maximum possible amount of light |
15:53 |
MTDiscord |
<Jonathon> yup |
15:53 |
MTDiscord |
<Jonathon> see df |
15:53 |
tech_exorcist |
"df"? |
15:53 |
MTDiscord |
<Jonathon> dragonfire |
15:54 |
tech_exorcist |
ok |
16:00 |
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16:07 |
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16:08 |
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16:09 |
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16:09 |
MTDiscord |
<appguru> Everything rendering-wise is possible |
16:21 |
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16:22 |
eugenefil |
hi, /rollback command has 2 syntaxes: "<name> [<seconds>]" and ":<actor> [<seconds>]" |
16:22 |
eugenefil |
first syntax is to revert player's actions |
16:22 |
eugenefil |
what about the 2nd syntax and the actor? can actor be something other than player name? |
16:22 |
eugenefil |
i looked at engine code and i saw the actor set with RollbackScopeActor and it was used only with player names, i.e. only player can be an actor. am i missing something? |
16:26 |
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16:44 |
sfan5 |
it's entirely possible that what you're thinking of was never implemented |
16:46 |
eugenefil |
like reverting entities' actions? |
16:49 |
eugenefil |
i got the impression, that only player's direct actions (e.g. digging a node, taking smth out of a chest) are registered |
16:50 |
eugenefil |
but launching a grenade or detonating a tnt is non-reversible |
16:52 |
eugenefil |
i mean the destruction made by a grenade or tnt |
16:53 |
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17:29 |
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17:34 |
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17:34 |
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18:32 |
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18:32 |
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18:34 |
DivideByZero |
I'm trying to build the latest git version of Minetest client, and I'm havig an issue with the irrlicht. Steps taken: remove system irrlicht, git clone minetest fork of irrlicht, make and build, then git clone Minetest and make and build. If gives an error about finding the wrong irlicht (even though the system irrlicht was removed), and doesn't find the correct irrlicht. |
18:34 |
sfan5 |
did you tell it where your local copy of irrlicht is? |
18:35 |
DivideByZero |
No, where is that done? |
18:35 |
DivideByZero |
from minetest folder it is ../irrlicht |
18:35 |
DivideByZero |
Not sure what file to place that info in though. thanks. |
18:35 |
sfan5 |
invoke cmake with -DIRRLICHT_LIBRARY=$PWD/../irrlicht/lib/Linux/libIrrlichtMt.so -DIRRLICHT_INCLUDE_DIR=$PWD/../irrlicht/include |
18:36 |
sfan5 |
(yes that should be in the README) |
18:36 |
DivideByZero |
Ah thank you. |
18:36 |
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18:38 |
VanessaE |
if MT requires its own version of Irrlicht now, why is it not simply included within, and built along with MT the usual way? |
18:39 |
rubenwardy |
Fetchcontent or submodules would be better |
18:39 |
VanessaE |
submodules suck. |
18:39 |
sfan5 |
submodules suck and build systems downloading dependencies themselves (by default, that is) is the worst misfeature ever invented |
18:39 |
rubenwardy |
Including a massive amount of third party code is messy and makes backporting harder |
18:40 |
rubenwardy |
Most modern languages have integrated tools for managing dependencies |
18:40 |
VanessaE |
rubenwardy: which begs the question - what's so critical that MT just *has* to have its own Irrlicht fork now, when it's been fine up till now? |
18:40 |
rubenwardy |
Rust, for example, allows you to give a git URL |
18:41 |
rubenwardy |
VanessaE: it's not been fine. Input is broken across many platforms, and there are so many graphics bugs that are unfixable |
18:41 |
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18:41 |
VanessaE |
unfixaable when using upstream I guess you mean |
18:41 |
rubenwardy |
macOS is completely broken. Linux clipboard is broken. Non qwerty doesn't work |
18:41 |
sfan5 |
was* |
18:41 |
sfan5 |
(clipboard is still broken but I know the fix) |
18:42 |
rubenwardy |
I mean with upstream irrlicht |
18:42 |
sfan5 |
yes |
18:42 |
sfan5 |
you're correct then, I mean |
18:42 |
VanessaE |
well fine, if that's how it has to be but DBZ's issue isn't the first time it's come up |
18:43 |
sfan5 |
that's because we're lacking documentation |
18:43 |
VanessaE |
n o\ |
18:43 |
VanessaE |
no. |
18:43 |
VanessaE |
it's because you're packaging it wrong |
18:43 |
VanessaE |
to put it bluntly. |
18:43 |
sfan5 |
the average does not know how to discover existing cmake options from the CLI and the error message or doesn't tell them. |
18:43 |
rubenwardy |
With a unique name, you can globally install our irrlicht and not need to specify the location |
18:43 |
sfan5 |
how is that not a documentation problem? |
18:43 |
VanessaE |
it's like splitting out a function to a separate file and then...adding nothing else. |
18:43 |
sfan5 |
average user* |
18:44 |
sfan5 |
or README* (shoulda proofread that) |
18:44 |
VanessaE |
this MT irrlicht should be packaged with Minetest and should be built with one command (in essence), the same way MT already ios |
18:44 |
VanessaE |
is* |
18:44 |
VanessaE |
that's how it's not a documentation issue |
18:46 |
VanessaE |
sorry if I'm a little coarse.. |
18:46 |
MTDiscord |
<Ronoaldo> I second the VanessaE opinion here, already talked about that and managed to build statically irrlitch to build minetest |
18:47 |
VanessaE |
the user should not HAVE to "discover" new cmake variables at all |
18:47 |
MTDiscord |
<Ronoaldo> Unless in the short term you guys plan to get other people building on top of your Irrlitcth fork, incorporating as part of the codebase makes more sense to me. |
18:47 |
VanessaE |
it should just default to the copy that ought be included with the engine (note I say "with", not "in") |
18:47 |
MTDiscord |
<appguru> Am I the only one who didn't have his build process broken? |
18:47 |
MTDiscord |
<Ronoaldo> Not sure. |
18:48 |
MTDiscord |
<appguru> VanessaE: Irrlicht is even heavier than Dreambuilder |
18:48 |
sfan5 |
including it inside the engine repo is out of question, everything else can be discussed |
18:48 |
MTDiscord |
<Ronoaldo> I'm working in Debian and it wasn't easy to make it work, the issue is not only building, also delivering |
18:48 |
MTDiscord |
<appguru> We don't want to include that inside the engine repo |
18:48 |
sfan5 |
what would be possible e.g. is to have minetest detect if you have cloned irrlicht to ./minetest/irrlicht/ and automatically import that |
18:48 |
VanessaE |
appguru: so? it still has to be built whether included with the engine or not |
18:49 |
sfan5 |
@Ronoaldo I expect that at least some distributions will make a separate package out of irrlicht-mt |
18:49 |
MTDiscord |
<Ronoaldo> sfan5: having that makes a lot of sense to me, sort of how it is documented that you can clone minetest_game too |
18:50 |
MTDiscord |
<Ronoaldo> I sincerely doubt Debian will... |
18:50 |
VanessaE |
also DB is 168MB.. oof |
18:50 |
rubenwardy |
That's essentially manual submodules, and also allows systemwide installs |
18:50 |
MTDiscord |
<appguru> oof |
18:50 |
MTDiscord |
<appguru> that means Irrlicht is most likely smaller than DB |
18:50 |
MTDiscord |
<Ronoaldo> I strongly suggest static linking... |
18:51 |
DivideByZero |
I'm getting other build errors now: |
18:51 |
DivideByZero |
[ 24%] Built target GenerateVersion |
18:51 |
sfan5 |
@Ronoaldo why not? I haven't read them but I'm pretty sure Debian policies mandate shared linking whereever possible |
18:51 |
DivideByZero |
make[2]: *** No rule to make target '/home/rick/irrlicht/lib/Linux/libIrrlichtMt.so', needed by 'bin/minetest'. Stop. |
18:51 |
DivideByZero |
make[1]: *** [CMakeFiles/Makefile2:454: src/CMakeFiles/minetest.dir/all] Error 2 |
18:51 |
sfan5 |
did you check that the file actually exists? I just made an educated guess |
18:51 |
MTDiscord |
<Ronoaldo> It would create two separate shared libraries that have a lot in common, given irrlitch upstream is already packaged |
18:51 |
VanessaE |
I'm sorry, whoever made the decision to fork irrlicht and cause users these ^ kinds of issues instead of just including it with the engine made a DUMB decision. |
18:52 |
sfan5 |
I don't think there's anything else using Irrlicht so distros could just drop that ;) |
18:52 |
VanessaE |
wrong. |
18:52 |
VanessaE |
I've run into a couple of other games that use it |
18:52 |
DivideByZero |
Thanks sfan5. I see the issue: libIrrlichtMt.so is now libIrrlichtMt.a |
18:53 |
VanessaE |
I keep thinking Supertuxkart is one, not that anyone plays that :P |
18:53 |
sfan5 |
whether it's .so or .a depends on your settings |
18:53 |
DivideByZero |
I'll re-make and try again. |
18:53 |
sfan5 |
VanessaE: supertuxkart has forked irrlicht a long time ago, it's not even named the same anymore |
18:53 |
VanessaE |
my point stands. |
18:53 |
rubenwardy |
Does the findirrlicht support IRRLICHT_ROOT? That's usually the more automatic way to find stuff |
18:53 |
sfan5 |
you mean IRRLICHT_SOURCE_DIR? not anymore and that didn't really work before either |
18:54 |
rubenwardy |
The old way, though. The new way is to not have find files, and use IRRLICHTDIR to the Config |
18:54 |
sfan5 |
hm, ubuntu doesn't seem to have a "who uses this package" list |
18:54 |
rubenwardy |
LIB_ROOT was fairly standard naming |
18:54 |
sfan5 |
on Arch Linux however there is exactly one (1) package that depends on it: minetest |
18:54 |
DivideByZero |
changing to .so to .a seems to have worked. |
18:57 |
MTDiscord |
<Ronoaldo> You can apt or dpkg rdepend, or just look on online packages.ubuntu.com |
18:57 |
sfan5 |
I looked there: https://packages.ubuntu.com/groovy/libirrlicht1.8 |
18:57 |
sfan5 |
don't see any reverse-deps |
18:58 |
MTDiscord |
<Ronoaldo> Ubuntu is weird, there were a page in Debian for this. |
18:58 |
rubenwardy |
Cloning into the root folder, and also supporting a different target name installed system wide makes sense to me as a solution |
18:58 |
MTDiscord |
<Ronoaldo> Let me check |
18:59 |
rubenwardy |
The error message can direct users to git clone |
19:02 |
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19:09 |
MTDiscord |
<Ronoaldo> sfan5: it could be my memory failing about the web version. I did on my debian testing install a recursive reverse depends and indeed only minetest seems to use it, along with another tool I guess: https://paste.debian.net/1191851/ |
19:09 |
sfan5 |
I see |
19:09 |
sfan5 |
interesting |
19:11 |
MTDiscord |
<Ronoaldo> That said, for debian, they would usually go either way: dropping the cegui-mk2-0.8.7 support for the next/next release or creating an "alternative" system where you can install one of the forks at a given time... less likelly they will allow both to be installed with different names but that is also a possibility. |
19:12 |
MTDiscord |
<Ronoaldo> What I'm saying is based on a few discussions on mailing lists and package bug reports I saw, plus my reading of the policy as well as how I see how they support other packages in a similar fashion (like ffmpeg and libav, or imagemagick implementations) |
19:13 |
sfan5 |
irrlicht and irrlichtmt don't claim to expose a compatible API so I don't think that applies |
19:13 |
MTDiscord |
<Ronoaldo> Also, this particular library looks like exactly what you guys forked irrlitch (based on the package description from Debian): https://www.cegui.org.uk/ |
19:13 |
MTDiscord |
<Ronoaldo> > irrlicht and irrlichtmt don't claim to expose a compatible API so I don't think that applies |
19:13 |
MTDiscord |
<Ronoaldo> fair enoght |
19:14 |
MTDiscord |
<Ronoaldo> but security issues derived from both do... this is usually where the policy hits harder depending on how much work the maintainers expect to have to maintain both packages |
19:15 |
MTDiscord |
<Ronoaldo> Perhaps renaming the library everywhere possible? (if it's not done, I may have missed that) |
19:16 |
sfan5 |
hm |
19:17 |
MTDiscord |
<Ronoaldo> Food for tough: minetest claims itself to be a voxel game engine, and the fork puts you guys more in that direction. I don't see with bad eyes but incorporating and fiction and improving the internals is good; kindly consider making users lives easier so we all can contribute to that goal |
19:25 |
rubenwardy |
Irrlicht is a rendering library. Having it included or separate doesn't make a difference |
19:25 |
rubenwardy |
In terms of definitions |
19:27 |
rubenwardy |
The problem with including it directly is that is makes the repo much heavier with code we didn't write, makes it harder to backport changes, loses history, and makes it harder to go back to upstream irrlicht |
19:27 |
rubenwardy |
The majority of users use binaries of Minetest. It can be made easier to build without being directly included |
19:28 |
sfan5 |
the users who don't use binaries are the most present on IRC though so if process doesn't improve we'll hear many more complaints/support requests |
19:34 |
MTDiscord |
<Warr1024> You don't have to lose history to merge it into MT. But making it a submodule or something would probably make it a lot easier to build, even if you want to keep them separate. |
19:36 |
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19:40 |
VanessaE |
[03-31 15:27] <rubenwardy> The problem with including it directly... |
19:40 |
VanessaE |
If upstream is as broken as you say it is, do you really think they're gonna accept changes from MT's fork (or anyone else)? |
19:40 |
VanessaE |
s/you/you guys/ |
19:41 |
VanessaE |
as for the size of the repo, no one cares if it's 50 or 500 MB. |
19:41 |
VanessaE |
it's not like users have to re-clone the entire thing every time they update, if they're not stupid anyway :P |
19:47 |
freshreplicant[m |
I just noticed - the minetest_game Github page still says: " Minetest Game - The default game for the Minetest engine". I suppose it still is right now> |
19:48 |
freshreplicant[m |
* I just noticed - the minetest_game Github page still says: " Minetest Game - The default game for the Minetest engine". I suppose it still is right now? |
19:49 |
sfan5 |
yes |
19:51 |
VanessaE |
Dreambuilder should be everyone's go-to ;) |
19:54 |
freshreplicant[m |
Out of curiosity, is there any chance at all the feature freeze for MTG will be lifted at some point, or is it permanent? |
19:58 |
MTDiscord |
<Warr1024> If someone wants MTG to be actively developed again then they should fork it and actively develop it. |
20:01 |
Noisytoot |
freshreplicant[m: your name contains an unmatched bracket |
20:02 |
MTDiscord |
<Warr1024> https://xkcd.com/859/ |
20:02 |
MTDiscord |
<Ronoaldo> > VanessaE: supertuxkart has forked irrlicht a long time ago, it's not even named the same anymore sfan5: and they have bundled the lib inside their repo ? |
20:02 |
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20:02 |
freshreplicant[m |
<MTDiscord "<Warr1024> If someone wants MTG "> Makes sense I suppose. |
20:02 |
katp32 |
hi, this is a bit of an odd question, but is it possible to see somewhere how long a world has been running for? |
20:02 |
MTDiscord |
<Ronoaldo> https://github.com/supertuxkart/stk-code/tree/master/lib |
20:02 |
freshreplicant[m |
My name has no brackets in it, to my knowledge, could be some odd Matrix > IRC thing. |
20:03 |
katp32 |
like, total playtime for a world |
20:03 |
MTDiscord |
<Warr1024> In effect MTG already HAS been forked and actively developed, multiple times. A lot of the games that are out there now for MT are built on top of an MTG base. |
20:03 |
MTDiscord |
<Ronoaldo> Matrix adds [m] at the end, but seems like you reached a character limit \o/ |
20:03 |
MTDiscord |
<Warr1024> katp: there is a "game time" value in the env_meta.txt file in a world |
20:03 |
katp32 |
awesome, thanks |
20:03 |
MTDiscord |
<Warr1024> I think it's measured in seconds, and represents the total amount of time that the game world has been "ticking" |
20:04 |
katp32 |
out of curiosity, is it possible for a mod to access that value? |
20:04 |
MTDiscord |
<Warr1024> though it's obviously not necessarily a good measure of how much time has "passed" in a particular locality since time is "frozen" when mapblocks are unloaded. |
20:04 |
MTDiscord |
<Warr1024> minetest.get_gametime() |
20:04 |
katp32 |
great |
20:04 |
MTDiscord |
<Warr1024> It's an integer value so if you need sub-second precision then you'll have to do something else, like using the dtime parameter in globalsteps or something. |
20:05 |
katp32 |
sorry, to clarify, is this per-world or per-mapblock, and how does it behave if the server is up but there are no players on it? |
20:06 |
MTDiscord |
<Warr1024> it's per-world, and it keeps ticking regardless of players |
20:06 |
katp32 |
ah, great |
20:06 |
MTDiscord |
<Ronoaldo> It looks like most games using irrlicht had to fork it ... |
20:06 |
MTDiscord |
<Ronoaldo> In Deiban package, supertux not even depends on it... nor it shows anything related to it from a first look |
20:07 |
katp32 |
well, making a completely generalized game engine is difficult, and introduces inefficiency |
20:07 |
VanessaE |
so just bundle the damn thing with the engine. make it easy on us old pharts :) |
20:07 |
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20:09 |
MTDiscord |
<Warr1024> That's the kind of use-case that submodules are designed for. |
20:09 |
ar10ch |
my boy released a mod yesterday but we dont know how to use github or the forum so no idea if he's done it right. |
20:10 |
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20:11 |
VanessaE |
Warr1024: like I said, submodules suck. but in all fairness they suck way less than not including it at all (and hence having no preconfigured, predictable location to #include it from) |
20:11 |
MTDiscord |
<Ronoaldo> > That's the kind of use-case that submodules are designed for. Agreed, but seems like this practice has a lot of hate rather than love. Regardless, having a local vendored copy makes sense to me, specially if there are changes linked. Anyways, it would be nice if a local checkout can be detected and used. |
20:11 |
MTDiscord |
<Warr1024> VanessaE: yeah, that's about how I feel about submodules too. They suck, but just less than most alternatives. |
20:12 |
MTDiscord |
<Ronoaldo> Taking from supertuxkart example, they have a copy, and from time to time update/sync with it. Their build always include it. If it is not a big of a coding hassle, detecting a local checkout in the lib folder would make a lot of sense and updating the REAMDE to clarify that would also be helpful. |
20:14 |
MTDiscord |
<Ronoaldo> With or without submodules, it would make compiling straightforward. The only advantage I see over a submodule is that you can be more clear as of what dependency version a given checkout refers to. If a user reports an issue, it could be harder to identify it. Like, what irrlichtmt + minetest engine commits are involved. |
20:15 |
ar10ch |
it's called mario_parkour on github if anyones interested |
20:15 |
MTDiscord |
<Ronoaldo> Harder without the submodules I mean. |
20:15 |
MTDiscord |
<Ronoaldo> ar10ch: do you have a Github link? |
20:15 |
ar10ch |
hold on - its not my account but ill find it |
20:16 |
MTDiscord |
<Ronoaldo> I suggest you post it on the Games sub-forum as well! The topic could help you share it with the community - https://forum.minetest.net |
20:16 |
ar10ch |
Ronaldo: https://github.com/kingowainturbo/minetest-mario_parkour |
20:17 |
ar10ch |
Ronaldo: Ok thanks - Is that here or on mt forum? |
20:17 |
ar10ch |
oh sorry i saw it |
20:18 |
VanessaE |
the textures appear to be ripped directly from a commercial Mario property.. |
20:18 |
ar10ch |
He put it in WIP because there was no buton for new topic in mod releases |
20:18 |
VanessaE |
(some do anyway) |
20:19 |
ar10ch |
*button |
20:24 |
MTDiscord |
<Jonathon> Katp32, either builtin or mtg has a command for it, i dont recall which atm |
20:25 |
katp32 |
a command for what? |
20:25 |
MTDiscord |
<Jonathon> World days |
20:25 |
katp32 |
oh, there's /days, yeah |
20:26 |
MTDiscord |
<Ronoaldo> ar10ch: thanks for sharing! |
20:27 |
* VanessaE |
wanders off, kicks some dust at irrlicht :P |
20:27 |
ar10ch |
:) |
20:42 |
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21:05 |
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21:06 |
DS-minetest |
is it just me or are checkboxes in the main menu no longer working? |
21:08 |
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21:21 |
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21:23 |
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21:29 |
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21:30 |
doubtman |
I have a mouse with side button |
21:30 |
doubtman |
How can I bound them to some action on minetest? |
21:31 |
doubtman |
Side buttons |
21:31 |
doubtman |
Sometimes called mouse 4 and mouse 5 |
21:36 |
doubtman |
Is it possible to bind these buttons for actions like run, dig, toggle map? |
21:37 |
ar10ch |
maybe in minetest.conf ? |
21:38 |
ar10ch |
if u know the key binding for the mouse |
21:40 |
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21:40 |
doubtman |
How can I know it? |
21:43 |
sfan5 |
http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 here's the list |
21:44 |
sfan5 |
could be KEY_XBUTTON1 or KEY_XBUTTON2 but not sure |
21:52 |
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22:04 |
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22:43 |
ar10ch |
Hmm .. I did a mod a while ago (unreleased) but I couldn't satisfy the rotation issue. My "magic wand" places a mts, how do I do get the direction in which the schem is placed to match, say the facedir? |
22:46 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5540 see rotation |
22:48 |
ar10ch |
static rotation ? |
22:49 |
ar10ch |
I can write in the rotation but it's not what a player wold want |
22:50 |
ar10ch |
*would |
22:54 |
ar10ch |
it's some kind of dir to facedir thing (i think) - ill have to try and remember where ive seen something similar |
22:56 |
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23:10 |
ar10ch |
ok i could write in rotations and say something like: "cobble / acacia house - north facing door", or "stone_brick / pine house - west facing door". If there's no better way. |
23:40 |
ar10ch |
nvm i must be a genius for thinking of something nobody has done before :) |
23:41 |
DivideByZero |
Shaders don't seem to be working in the latest git dev-build. |
23:41 |
DivideByZero |
They are enabled in options. |
23:50 |
DivideByZero |
with shaders off the canvas of NPC and mobs are white, with it enabled the canvas is black, but the graphic textures do not display. |
23:51 |
DivideByZero |
Well most of them dont. I see about one texture per NPC or mob, displaying, and the rest of the canvas is black. |
23:52 |
DivideByZero |
Is this a known issue? Have I somehow done a bad build? |