Time |
Nick |
Message |
00:37 |
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01:06 |
MTDiscord |
<MisterE> sfan, or other gurus, I have a bug. When a client tries to connect from a new computer, they get stuck at either 8 or 100% media and never advances to logging on to the game |
01:07 |
MTDiscord |
<MisterE> try logging on to Centeria Survival server I think you will experience it |
01:18 |
MTDiscord |
<Warr1024> worked for me |
01:18 |
MTDiscord |
<MisterE> IDK, I restarted the server and that seems to have fixed it |
01:18 |
MTDiscord |
<MisterE> sorry to bother you |
01:19 |
MTDiscord |
<MisterE> Im running the dev version on the server so Maybe theres a bug somewhere but its fixed now |
01:20 |
MTDiscord |
<Warr1024> The problem is probably that you have 75M worth of media, and what looks like a single file that's 10M on its own or something... |
01:21 |
MTDiscord |
<MisterE> yeah its a large server |
01:21 |
MTDiscord |
<MisterE> but its working now... what do you think causes the change? |
01:21 |
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MTDiscord |
<MisterE> the 10M might be a sound file |
01:24 |
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01:25 |
MTDiscord |
<MisterE> well thx for testing |
01:25 |
MTDiscord |
<MisterE> I has restarted the erver by the time you joined and that seems to have fixed it |
01:26 |
MTDiscord |
<Warr1024> I don't know for sure, but maybe the burden of transferring all that media to the client could be more than the server is willing to handle once it's had enough mapblocks loaded. Maybe a separate media server could help... |
01:26 |
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01:26 |
MTDiscord |
<Warr1024> I dunno, you've got 75x as much media as I usually have so it's beyond my experience XD |
01:26 |
MTDiscord |
<MisterE> thats something to look into |
01:27 |
MTDiscord |
<Warr1024> haha, nope, I was wrong, my servers are all bloated now, I got 2MB of media when I connected... |
01:27 |
MTDiscord |
<MisterE> lol |
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07:55 |
independent56 |
https://imgur.com/a/1DV8mUM |
07:55 |
independent56 |
Here is the new map |
07:56 |
independent56 |
https://i.imgur.com/yCxcrUm.png Forthose who dont want to download the website |
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11:06 |
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11:54 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Allow lib/irrlichtmt to work for server builds (headers-only) a72d130 https://git.io/JEfzG (2021-08-21T11:53:59Z) |
11:54 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Show status message when changing block bounds (#11556) 6fd8aed https://git.io/JEfzZ (2021-08-21T11:53:49Z) |
11:54 |
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11:55 |
sfan5 |
independent_: surely your map doesn't need to be 10000 pixels wide does it |
11:55 |
independent_ |
Im sorry, i just wanted to ensure the largest possible map. |
11:56 |
sfan5 |
also in the legends the the text (and symbols?) could use consistent spacing + alignment |
11:56 |
sfan5 |
probably hard to do by hand |
11:56 |
independent_ |
I wish text would snap to grid in default inkscape |
11:56 |
independent_ |
And the dash guides are inequal due to how paths work. Maybe i should use quadelaterals. |
11:57 |
independent_ |
What do you reccomend as the size? |
11:58 |
sfan5 |
2000 should be plenty |
12:01 |
independent_ |
I am trying my best using crtl to get the text to be aligned, in superzoom. It should be easy. The best thing? "enhance" in movies works for vector graphics! |
12:06 |
independent_ |
https://imgur.com/a/TSSov53 |
12:07 |
independent_ |
text is now aligned |
12:13 |
Noclip[m] |
How does Minetest modding compare to (a) Minecraft modding and (b) Minecraft plugin writing? My question only regards the coding experience and not anything else (like install external modding APIs). I'm asking out of curiosity. |
12:19 |
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12:31 |
calcul0n |
Noclip[m], i don't know much about minecraft but it looks much more complicated and hacky |
12:31 |
calcul0n |
afaik the first mods were just hacks because there was nothing in the game for that |
12:31 |
Noclip[m] |
calcul0n: You are referring to Minecraft, right? |
12:32 |
calcul0n |
yep |
12:32 |
calcul0n |
and the main difference is minetest provides an api which makes things much cleaner but also limits the possibilities |
12:32 |
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12:33 |
Noclip[m] |
calcul0n: Had Minetest it's modding API from the beginning or has it been adding during some sort of restructuring later? |
12:34 |
calcul0n |
hmm no idea, i discovered it much later |
12:34 |
sfan5 |
it was added later (and that shows if your look at how certain things work) |
12:34 |
sfan5 |
but "later" is still pretty early in its' lifetime |
12:35 |
Noclip[m] |
What will get released first, an official Minecraft modding API or GNU Hurd? xD |
12:38 |
MTDiscord |
<Sublayer plank> mojang probably considers its unweidly command block mcfunction syntax to be their modding api for the java edition |
12:38 |
Noclip[m] |
lol |
12:38 |
calcul0n |
and they don't seem to care much about modders |
12:39 |
MTDiscord |
<Sublayer plank> they only care if they make money off it, see bedrock edition's marketplace |
12:39 |
MTDiscord |
<Sublayer plank> although the stuff on the marketplace aren't really mods per se |
12:39 |
Noclip[m] |
Has bedrock edition an official modding API? |
12:40 |
MTDiscord |
<Sublayer plank> well you can edit some json data files to do... something |
12:40 |
MTDiscord |
<Sublayer plank> pretty sure you can add mob variants you can model into something new |
12:40 |
Noclip[m] |
So it's more limiting than Minetest's API? |
12:41 |
MTDiscord |
<Sublayer plank> yeah, definitively |
12:43 |
Noclip[m] |
How limiting is Minetest's API? I saw already a lot of people complaining about it's limitations. |
12:45 |
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12:46 |
MTDiscord |
<Sublayer plank> well you have more or less full control over the game as soon as a world is launched |
12:50 |
MTDiscord |
<Sublayer plank> if you want to create something extremely advanced you'll probably start to hit the ceiling of the api or the lua scripting language though |
12:51 |
Noclip[m] |
Could you give examples of what isn't possible? |
12:53 |
sfan5 |
I think more important to highlight is the difference that Minecraft (java edition) mods modify the client directly and could e.g. delete the game code and turn MC into tetris instead |
12:53 |
specing |
Noclip[m]: Minetest is libre. If you ever hit a limitation, you can just remove it from the engine code |
12:54 |
sfan5 |
while with Minetest mods are given APIs to work with that do a lot, but not everything. difference here is that things not provided by the API are not doable by ordinary mods |
12:54 |
specing |
might be hard or not, depends on the limitation |
12:54 |
sfan5 |
specing: irrelevant, Minecraft mods modify the code despite its proprietarity |
12:56 |
specing |
I don't care about minecraft |
12:56 |
sfan5 |
the person asking the question does |
12:56 |
sfan5 |
so if you don't care, don't reply |
12:56 |
Noclip[m] |
sfan5: I know that's not what you meant as it doesn't delete any engine code but we do have a sudoku game xD https://content.minetest.net/packages/1248/sudoku/ |
12:56 |
specing |
the question was > How limiting is Minetest's API? I saw already a lot of people complaining about it's limitations. |
12:56 |
MTDiscord |
<Sublayer plank> Noclip[m]: I personally haven't really hit any engine limitation, but the current GUI formspec implementation could be a bit difficult to get to do what you want sometimes, and of course the lack of multithreading (although I think that issue is blown way out of proportion) |
12:57 |
sfan5 |
Noclip[m]: true, perhaps that isn't the best example. It's hard to convey the difference between being able to do *literally* everything and *almost* everything |
12:57 |
Noclip[m] |
sfan5: Minecraft modding is probably more like forking than actual modding. |
12:58 |
sfan5 |
hm |
12:58 |
sfan5 |
yes that's a good way to put it |
12:59 |
MTDiscord |
<Sublayer plank> also mojang generally turns a blind eye to minecraft modding. you could probably consider java edition to be source available at this point |
12:59 |
Noclip[m] |
If you would fork minetest the limitations would only be limited through skills and imagination of course. |
13:00 |
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13:07 |
Noclip[m] |
Is it possible to change the density of ore nodes inside an ore vein? |
13:25 |
Krock |
probably by defining a noise? |
13:26 |
Noclip[m] |
Ahh okay. |
13:26 |
Krock |
also clust_size + clust_num_ores |
13:26 |
Krock |
low size + high ore count -> very dense I'd say |
13:26 |
Noclip[m] |
Yea, that seems to make sense. |
13:32 |
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15:30 |
Noclip[m] |
So I just watched some videos for Minetest and Minecraft modding and noticed a huge difference: The first minutes of the Minecraft videos were only about installing stuff, renaming files/variables and overall preparing the coding environment. The Minetest videos on the other hand were as straight forward as it can get: Create a new directory and put your code + media files into it, that's it. |
15:31 |
Noclip[m] |
I guess that answeres my initial question about the difference between Minetest and Minecraft modding pretty well. |
15:32 |
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15:47 |
MTDiscord |
<Jordach> Minecraft modding is more like core dev work |
15:48 |
MTDiscord |
<Jordach> In a sense that you’re starting a software project to target forge or fabric |
15:48 |
MTDiscord |
<Jordach> It also means you get full hardware access but all clients for multiplayer needs the same version of the mod to play together |
16:00 |
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16:04 |
celeron55_ |
you can mod minetest in the same if you want to... it's called a fork |
16:04 |
celeron55_ |
same way* |
16:09 |
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16:23 |
Noclip[m] |
celeron55_: I was mainly curious about how beginner friendly they are in comparison. |
16:23 |
Noclip[m] |
In Minecraft modding seems to be far less beginner friendly. |
16:24 |
Noclip[m] |
Which was also what I expected. |
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18:06 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: HUD: Reject and warn on invalid stat types (#11548) 0c1e960 https://git.io/JEURc (2021-08-21T18:04:04Z) |
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19:00 |
MTDiscord |
<Warr1024> When I started modding Minecraft, I had been modding games for about 15 years, and can confirm that the unfriendliness of the experience is not limited to beginners. |
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20:43 |
BuckarooBanzai |
if anyone has some free time and motivation, i'd like some input on this one: https://github.com/minetest-mods/moreblocks/pull/182 |
20:43 |
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