Time |
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00:00 |
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01:33 |
Gustavo6046 |
hello! |
01:33 |
Gustavo6046 |
what's the name for the process that turns thermal differential into electricity (and back?) |
01:34 |
Hawk777 |
The thermoelectric effect? |
01:34 |
Gustavo6046 |
oh? |
01:34 |
Hawk777 |
https://en.wikipedia.org/wiki/Thermoelectric_effect |
01:34 |
Gustavo6046 |
like there is a plate that, when powered, becomes cold on one end and hot on the other |
01:34 |
Hawk777 |
Yes. |
01:35 |
Hawk777 |
I believe a Peltier device is a common way to do that in practice, though I’m not super-familiar with the field. |
01:35 |
Gustavo6046 |
ah |
01:35 |
Hawk777 |
Also not sure what that has to do with Minetest, but :shrug: |
01:48 |
Gustavo6046 |
yeah, I just thought it could be the basis for sort of like a more versatile version of the geothermal generator from Technic |
01:49 |
Gustavo6046 |
so (anything hot) + (anything cold) = energy + neutered forms of both inputs |
01:49 |
Hawk777 |
Ah, yes, a reasonable idea. |
01:49 |
Gustavo6046 |
though a relatively small amount of energy |
01:49 |
Hawk777 |
I kind of thought the Technic generator was meant to work with any hot and cold items already? |
01:49 |
Gustavo6046 |
uh, don't think so |
01:50 |
Hawk777 |
I mean, any items it knows about, which is not very many, but… |
01:50 |
Hawk777 |
Oh, hm, it does say only lava/water. |
01:50 |
Hawk777 |
I think I must be thinking of something else then. |
02:01 |
Gustavo6046 |
water? |
02:01 |
Gustavo6046 |
wait |
02:01 |
Gustavo6046 |
it has the (literally) cool part too? |
02:01 |
Gustavo6046 |
cool! |
02:13 |
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03:17 |
Gustavo6046 |
oh yeah I forgot technic machines don't like hoppers :< |
03:20 |
Gustavo6046 |
maybe they do with pipeworks though |
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10:50 |
MTDiscord |
<exe_virus> try techpack/techage too |
11:08 |
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12:06 |
macaw |
It's sad that minetest never got close to the popularity of minecraft. Imagine the modding scene we'd have then... |
12:06 |
* macaw |
got lost in daydreams. |
12:07 |
MTDiscord |
<SnowBall444> Minecraft is Microsoft |
12:07 |
MTDiscord |
<SnowBall444> Microsoft is popular |
12:07 |
macaw |
SnowBall444: Minecraft was hugely popular before Microsoft's acquisition. |
12:08 |
MTDiscord |
<SnowBall444> Oh |
12:08 |
MTDiscord |
<SnowBall444> Not Microsoft |
12:08 |
MTDiscord |
<SnowBall444> But Microsoft sells it |
12:08 |
MTDiscord |
<SnowBall444> and other popular companies |
12:08 |
MTDiscord |
<Sublayer plank> minecraft was the first of its kind |
12:09 |
MTDiscord |
<Sublayer plank> or... well, not really, but the first to really take off |
12:09 |
macaw |
I have a feeling we never got similar popularity because the base game lacks some (small amount of) needed gameplay elements. |
12:09 |
MTDiscord |
<Sublayer plank> yeah minecraft and minetest has completely different goals |
12:09 |
macaw |
For this, I'd give the example of Skyrim. |
12:10 |
MTDiscord |
<Sublayer plank> minecraft is a full and complete game out of the box, minetest is a voxel engine with a boring game bundled with it |
12:10 |
MTDiscord |
<Sublayer plank> or well, I find some amount of enjoyment out of it without even any mods but I'm weird so there's that |
12:10 |
macaw |
(Skyrim) The base game is weak, but the fantasy element is executed well enough to attract a big audience (willing to work with a propietary engine though an API). |
12:11 |
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12:12 |
macaw |
As you (Sublayer plank) said - the base gameplay is a bit lacking to attract enough people who would play even without mods. |
12:12 |
MTDiscord |
<Sublayer plank> yeah |
12:13 |
macaw |
The goals may be different, but not making the base game a great experience is what keeps minetest from shining (creating a modding scene and exploding in popularity). |
12:14 |
macaw |
IIRC, some time after Minecraft was acquired by Microsoft, they cracked down on modding, yet people still mod it, because it's the only "good" minecraft-like they can play with their friends. |
12:14 |
macaw |
Such a shame... :/ |
12:15 |
macaw |
And minetest has a good API and is 100% FOSS! It's mind-boggling it's not popular. |
12:15 |
macaw |
And performant! |
12:15 |
MTDiscord |
<Sublayer plank> it sure as hell isn't |
12:16 |
MTDiscord |
<Sublayer plank> which is unfortunate |
12:19 |
macaw |
Kind of a chicken-and-egg problem, isn't it? Popularity brings community = brings mods = variety. Base gameplay brings popularity. Minetest's goals are to be a good engine, but bringing good gameplay is somebody else's problem. Because of no popularity, noone is willing to take the torch and build good base gameplay. |
12:19 |
sfan5 |
that's true |
12:19 |
macaw |
People try, but the best attempts are hampered by the lack of good content to put in a base game. |
12:25 |
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12:29 |
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12:56 |
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12:57 |
celeron55 |
anyone is free to make a good base game |
12:59 |
celeron55 |
i know, that's stupid comment, but it's shorter than all the questions that it brings to mind to anyone who reads it |
12:59 |
celeron55 |
thi way i don't have to type the questions 8) |
12:59 |
MTDiscord |
<SnowBall444> I read it |
12:59 |
celeron55 |
this* |
13:03 |
celeron55 |
well let's think for a bit |
13:04 |
celeron55 |
i think making a good game requires a creative director of sorts, that is trusted by the team and who is very active in deciding non-technical things |
13:06 |
celeron55 |
that comes naturally to independent projects |
13:06 |
celeron55 |
but if an official game is made, the creative director has to be appointed |
13:06 |
celeron55 |
i belive we all agree creativity by committee doesn't work |
13:07 |
celeron55 |
or design by committee as it's more usually said |
13:08 |
mmuller |
yes, though it's useful to have an engaged beta-test community providing feedback. |
13:10 |
celeron55 |
well, it should happen at the creative director's discretion, but that would be a modern method for a creative director to use |
13:10 |
celeron55 |
if you mean creative feedback |
13:11 |
mmuller |
yes, and agreed. |
13:12 |
celeron55 |
anyway, for this reason an official game is dependent on the right person to be found |
13:14 |
celeron55 |
once upon a time i was doing those things in MT, but i dropped it when i wanted to explore the technical aspect in 0.4 and haven't picked it up since then |
13:14 |
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13:17 |
celeron55 |
if enough people directly said to me they wanted me to get back to it, i might have to consider. but it gets very personal, as time is very personal and i have projects lined up |
13:19 |
MTDiscord |
<Warr1024> A "good base game" would require you to define a specific target audience. |
13:20 |
celeron55 |
it is an arbitrary decision from a technical standpoint, thus a thing for the creative director to choose |
13:20 |
celeron55 |
of course we could cast a vote and lock the design to that audience beforehand |
13:21 |
MTDiscord |
<Warr1024> I don't see a reason why the MT project should limit itself to some specific segment of the potential audience, especially since not being a part of that audience was a big part of why I left MC modding in the first place. |
13:21 |
celeron55 |
but trying to design a game by voting along the way is going to be a disaster. there will be so many things to disagree on |
13:22 |
MTDiscord |
<Warr1024> I rather like the "free marketplace of competing benevolent dictators" model, but that would require MTE to be more flexible especially in terms of packaging, maybe. |
13:22 |
celeron55 |
i like it too, but it doesn't produce the end result many people would like to see |
13:23 |
celeron55 |
and besides, both could coexist |
13:23 |
MTDiscord |
<Warr1024> It could, but there are few enough people putting real work into anything that the signal gets buried in noise right now. |
13:29 |
MTDiscord |
<Warr1024> I don't think MT could just appoint a creative director at this point. A few have arisen on the fringes, but there are a lot of limiting factors that keep their projects from moving fast. |
13:30 |
sfan5 |
does MT really need a creative director? I thought we were talking about games |
13:31 |
MTDiscord |
<Warr1024> There was talk about a "base game." A creative director is needed for games. I don't think it's possible to have a successful single "base" game at this point. |
13:31 |
MTDiscord |
<Jordach> more like a director with good suggestions |
13:31 |
MTDiscord |
<Jordach> just instead of including the games why not just have them as ghost buttons that become real buttons if the game is installed via cdb |
13:32 |
celeron55 |
sfan5: the engine not, but an official game would. that was my point |
13:32 |
sfan5 |
what I'm thinking is that: suppose MTG is resurrected, then MTG would need a director but not MT |
13:32 |
sfan5 |
yea |
13:32 |
mmuller |
is MTG |
13:32 |
mmuller |
"dead"? |
13:32 |
MTDiscord |
<Warr1024> I've had the idea brewing for a while of reworking how my own game is distributed and publish a version with the engine bundled, instead of having to tell players to get the engine and then install the game using it. |
13:33 |
celeron55 |
that's not very difficult even though there's no official way. basically you just make a light fork with a modified main menu (if even that) |
13:34 |
sfan5 |
mmuller: essentially yes, it's frozen for any feature changes |
13:34 |
MTDiscord |
<Jordach> the most "notable" (not wikipedia definition of notable) and most "infamous" (outside of clone2/5) |
13:34 |
MTDiscord |
<Warr1024> I'm tempted to try it, and maybe even do no C+( modifications either so I can use existing compiled binaries... |
13:34 |
sfan5 |
and coredev interest is so low that even bugfixes have a hard time |
13:34 |
MTDiscord |
<Jordach> do i have to start throwing coins at you |
13:36 |
MTDiscord |
<Warr1024> I wonder if light forks should be encouraged. Maybe the engine could do things to make it easier. This would allow us to get instead of unproven PRs, features actually tested in the field. We could be a central Integration and exchange point for features to support an ecosystem instead of having to bikeshed over a bunch of stuff that nobody has any real world evidence of it's actual value... |
13:37 |
MTDiscord |
<Jordach> or how about we accept that we really need to start actually eating the dogfood rather than storing it for the nuclear winter |
13:39 |
MTDiscord |
<Warr1024> A lot of ideas actually get killed off by the "that would require an engine change and there's no way they'd accept that" phase. If people felt more free to try their features out on their own then we could be merging mature and proven features instead of nascent ideas. |
13:40 |
MTDiscord |
<Jordach> at the end of the day academic discussions have already run this projects contributor morale into the ground |
13:40 |
MTDiscord |
<Warr1024> Shadows for example could have gotten a lot of refinement circulating among some forks before they got upstreamed, and maybe some of the problems could have already been fixed by then. |
13:41 |
MTDiscord |
<Warr1024> Eh, morale may be low but those things wax and wane. |
13:41 |
MTDiscord |
<Jordach> i've seen these same arguments crop up |
13:41 |
MTDiscord |
<Jordach> continously |
13:41 |
celeron55 |
i'm not sure most light forks would manage their changes in such a way that they could be extracted as PRs |
13:41 |
MTDiscord |
<Warr1024> Most of the discussions we have are things that we have discussed before, yes. |
13:42 |
celeron55 |
50% change it'd be a giant mess |
13:42 |
celeron55 |
chance* |
13:42 |
MTDiscord |
<Warr1024> A light fork that doesn't manage it's changes well is not a light fork anymore. They'll lose their ability to pull from upstream and that will probably be their doom in the longer run. |
13:42 |
sfan5 |
the chance that forks make changes that make them incompatible with normal MT is also high |
13:42 |
sfan5 |
not sure if you consider that a problem |
13:43 |
MTDiscord |
<Warr1024> 50% chance of a fork becoming a train wreck would be an improvement. |
13:43 |
MTDiscord |
<Warr1024> It's a problem for any specific fork, but not necessarily one for MT as a whole. |
13:43 |
celeron55 |
i don't oppose trying. altough i'm not sure what exactly is the thing MT needs to do for that |
13:43 |
celeron55 |
it's super easy already |
13:44 |
celeron55 |
seems more like a cultural issue than a technical issue |
13:45 |
celeron55 |
write a wiki page about it explaining what's possible? |
13:45 |
MTDiscord |
<Warr1024> I don't think the obstacles are so much technological as cultural. I'm not sure what or how to change there, though. I just know that if I were to embark on a fork project I would probably expect nothing but derision from the MT community because "forks bad" or something. |
13:45 |
MTDiscord |
<Jordach> core devs don't even read the damned wiki |
13:46 |
celeron55 |
if i were to make a game for minetest, i'd certainly try packaging a light fork and see how it fares |
13:46 |
celeron55 |
i mean, no binary changes at all |
13:47 |
celeron55 |
(C++ binary) |
13:48 |
celeron55 |
well, one might want to change the window title |
13:48 |
celeron55 |
maybe it should be a setting |
13:49 |
celeron55 |
ok, 1 technical thing. but only 1 |
13:52 |
MTDiscord |
<Jordach> take it from me, a lot of the supposed problems from these features are a lack of KISS principle |
13:54 |
MTDiscord |
<Warr1024> A lack of simplicity doesn't imply someone lacked simplicity as a principle. |
13:54 |
MTDiscord |
<Jordach> why would we want to introduce simplicity where it's really not needed |
13:54 |
MTDiscord |
<Warr1024> Simplicity is itself very complex, so it generally has to be built over time. |
13:54 |
MTDiscord |
<Jordach> i meant complexity |
13:55 |
MTDiscord |
<Warr1024> You don't introduce complexity, you have to work to remove it. |
13:55 |
MTDiscord |
<Jordach> sinus' being blocked makes me a crayon eater |
13:56 |
MTDiscord |
<Warr1024> Go for the cheaper crayons, they're more waxy, less pigmenty and easier to pass. |
13:56 |
celeron55 |
often complexity comes from stupid decisions made elsewhere that you have to work around. one of such things are how complex building for many platforms gets, which results in ready-made binaries being very advantageous |
13:57 |
MTDiscord |
<Warr1024> The most complex engine is one that has no code at all, since you can do literally anything with it but you have to program everything from the ground up. |
13:58 |
celeron55 |
in an ideal world the literal C++ standard would say how programs are built and any compiler could build a working executable for any platform |
13:58 |
celeron55 |
we're pretty far from that |
13:58 |
celeron55 |
and the proprietary folks are really enjoying it |
13:58 |
celeron55 |
the harder, the better |
13:59 |
mmuller |
I don't know that anyone really _wants_ that problem :-) |
14:00 |
MTDiscord |
<Warr1024> The "proprietary folks" are in the same boat we are, just hobbled by the fact that they rely on people to do the work who are only in it for the money. |
14:01 |
celeron55 |
i mean the authors, not the users |
14:02 |
celeron55 |
users have no idea what's going on so you can only blame them for ignorance |
14:06 |
mmuller |
it seems like the initial hurdle here is finding someone with the motivation to make a complete game, though. |
14:06 |
mmuller |
I mean, if engine changes are needed, that's a secondary matter. |
14:13 |
MTDiscord |
<Warr1024> Complete games are rare, but it's not like there aren't any out there. I myself maintain at least one. |
14:13 |
MTDiscord |
<Warr1024> It's actually one of the reasons why I'm thinking about light fork packaging, since being buried in the Content tab is sort of limiting its exposure. A lot of people who try MT just assume that MT is MTG. |
14:14 |
MTDiscord |
<Warr1024> There's a main menu redesign in the works but that still leaves us with a question of what to do in the meantime. |
14:15 |
mmuller |
we need an MT-launcher ;-)/2 |
14:17 |
MTDiscord |
<Warr1024> MT itself is sort of acting like a launcher, but I think the current design is still in the process of adapting to the new realities of the ecosystem. |
14:17 |
celeron55 |
well, the main menu design is progressing slowly enough that you could fit a few more in between |
14:19 |
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14:19 |
celeron55 |
that's one good point, the menu could be split into a launcher and a menu |
14:20 |
celeron55 |
some design options are kind of like that |
14:20 |
celeron55 |
nobody has suggested having a separate launcher window though, like many big games do |
14:21 |
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14:21 |
celeron55 |
these days they of course integrate all kinds of shops and stuff into it |
14:21 |
celeron55 |
well, all of this is kind of bikeshedding |
14:22 |
MTDiscord |
<Warr1024> It's not super hard to MAKE an external 3rd party launcher either, so maybe it's a problem we don't have to solve ourselves anyway. I mostly use --go shortcuts to launch MT myself, and have thought about making an actual UI for it. |
14:23 |
mmuller |
well, in the course of exploring games and mods, I've often thought "gee it would be nice to have a simple front-end that managed all of this" |
14:23 |
mmuller |
and thought about writing one (for about two seconds, before remembering all the other shit I need to do...) |
14:24 |
mmuller |
and even if the main binary absorbs it, I could certainly see something like that being very useful in the interim - if only as an experiment for the ultimate goal. |
14:27 |
celeron55 |
if someone has the time it's definitely worth experimenting with |
14:28 |
celeron55 |
you're immediately faced with the world's most annoying software development choice: which language, which toolkit, which target platforms |
14:29 |
celeron55 |
and then the second most annoying software development choice: the name |
14:29 |
celeron55 |
after those there's only design and implementation left - easy |
14:30 |
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14:35 |
MTDiscord |
<Warr1024> huh, minetest.net is timing out |
14:35 |
MTDiscord |
<Warr1024> seems to be an "affecting multiple people at least" scale issue. |
14:36 |
celeron55 |
oh i guess that one is redirected by the vps still |
14:36 |
celeron55 |
the ip changed lately |
14:37 |
MTDiscord |
<Warr1024> Oh, does that mean the DNS was stale and I'll need to wait for my local DNS cache to expire before it works again? |
14:38 |
celeron55 |
and i can't use cname for this because the domain's mail server is at a different host |
14:38 |
celeron55 |
yes, after i've changed this now |
14:39 |
celeron55 |
now it's good |
14:39 |
celeron55 |
the TTL for these is 5 minutes |
14:39 |
MTDiscord |
<Warr1024> nice, thanks! |
15:09 |
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19:27 |
beanzilla |
When was the waypoint HUD element added to Minetest? (I have a mod that uses it and want to know the version ranges I should use for ContentDB) |
19:29 |
Krock |
beanzilla: definitely before 0.4.16 |
19:29 |
Krock |
just select 5.0.0 |
19:29 |
beanzilla |
Figured that, thank you very much. |
19:29 |
Krock |
!next |
19:29 |
MinetestBot |
Another satisfied customer. Next! |
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22:46 |
MTDiscord |
<MisterE> idea for discussion before opening an issue on github for it: To move minetest further in the direction of a game engine, stop distributing minetest-engine clients directly. Do continue to distribute them, but only as one of several options. Distribute the client with a template main menu, that games can easily convert. Make it easy to set up a custom server list for a specific game. Make it easy for games to send media and SSCSMs to the |
22:46 |
MTDiscord |
client for that game in a seperate "update" that does not involve joining the server, and make it easy to check if a client is uptodate, prevent joining servers until updated (singleplayer still works) The idea is that each unique game will take the minetest client, define a serverlist (or serverlist subsection) for it, customise the main menu, and distribute its own client with optionally singleplayer only or server only. On the main minetest |
22:46 |
MTDiscord |
page, instead of giving a download of the minetest-engine client, give a page of downloads for games made with the minetest engine, including minetest game. The majority of servers on the serverlist would fit into the category of minetestgame, therefore we convert the serverlist as it stands to the minetest-game serverlist. Nodecore gets its own serverlist, its own client, and its own download on minetest.net, or a link to its main webpage. Ofc |
22:46 |
MTDiscord |
server owners can choose which server to broadcast their game on, or which serverlist section I guess, but they would do well to broadcast as the game that they are hosting. Mineclone would get its own serverlist section and special client, Exile would also... etc etc... benefits: 1)it makes minetest seem more like a game engine |
22:47 |
MTDiscord |
<MisterE> 2) it makes client load times much quicker and allows preloaded media |
22:47 |
MTDiscord |
<MisterE> 2) it makes it so unique games arent lost in the serverlist |
22:47 |
MTDiscord |
<MisterE> 3)* |
22:47 |
MTDiscord |
<MisterE> Problems: It decentralizes minetest, might break up the community |
22:50 |
MTDiscord |
<MisterE> if the idea is naysayed by coredevs then I wont bother opening an issue for it to reduce clutter |
22:53 |
MTDiscord |
<MisterE> ping celron55, @Warr1024 , sfan5 |
22:55 |
erlehmann |
lol MisterE |
22:55 |
erlehmann |
why would you want to replace mix & match style of minetest with separate silos? |
22:56 |
erlehmann |
or is this about deprecating minetest_game more? |
22:56 |
MTDiscord |
<MisterE> to push it as a game engine, separate more completely with the idea of minetest as a game based on minecraft. I wasnt thinking about deprecating minetest_game more, if fact, if we do this, it should have its own silo |
22:57 |
MTDiscord |
<MisterE> the idea is so that game devs can see that they can make publishable games with minetest |
22:57 |
MTDiscord |
<MisterE> games that can go on itch.io or steam |
22:58 |
erlehmann |
oof |
22:59 |
erlehmann |
yeah thanks i kinda hate it already |
22:59 |
MTDiscord |
<MisterE> the reason to replace the mix and match style is that "mix and match" is a good feature for an easily moddable game, not for a game engine |
22:59 |
erlehmann |
optimizing for steam or itch.io stuff is has creepy capitalism vibes |
22:59 |
erlehmann |
-is |
22:59 |
MTDiscord |
<MisterE> nah tahts not the point |
23:00 |
MTDiscord |
<MisterE> we should not optimise for steam or itch, but we should make it so games can be published standalone as a "game": thats what a game engine is for right? |
23:01 |
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23:01 |
erlehmann |
you can already do that though? |
23:01 |
MTDiscord |
<MisterE> I would not care to optimise for any specific platform, or cater to their demands particularly. Its up to game creators to do that |
23:02 |
MTDiscord |
<MisterE> you can already do that |
23:02 |
MTDiscord |
<MisterE> but its hard |
23:02 |
MTDiscord |
<MisterE> the menu api is hard to get into, and seems made just for the current menu |
23:03 |
MTDiscord |
<MisterE> and minetest distributes a minetest-engine client, its doesnt do much point to individual games as it could |
23:03 |
MTDiscord |
<MisterE> *do > so |
23:03 |
MTDiscord |
<MisterE> so as others have said its in limbo |
23:03 |
MTDiscord |
<MisterE> stuck between a game and an engine |
23:04 |
MTDiscord |
<MisterE> maybe thats a good thing, but many people seem not to think so |
23:04 |
MTDiscord |
<MisterE> this idea would shove it in the "game engine" direction |
23:04 |
erlehmann |
so what is the actionable thought you want to put in the ticket? |
23:04 |
erlehmann |
better menu API? |
23:06 |
MTDiscord |
<MisterE> a few: yes, better menu api, different approach to distribution, add game_id checking to make sure that the client is the correct client, and also check that the client is up-to-date with the server, Have an "update" function that fetches all media and SSCSM and caches them (then make the client as "updated" anyhow its a rough idea that should be discussed and a better actionable ideas worked out from it |
23:07 |
erlehmann |
game_id checking to make sure that the client is the correct client?? |
23:08 |
MTDiscord |
<MisterE> if the server chooses to enable that |
23:08 |
MTDiscord |
<MisterE> an idea |
23:08 |
MTDiscord |
<MisterE> doesnt mean its a good one |
23:08 |
MTDiscord |
<MisterE> ? |
23:08 |
erlehmann |
wdym correct client |
23:08 |
MTDiscord |
<MisterE> the clinet for that game |
23:09 |
MTDiscord |
<MisterE> so, say I want to make a game that uses lots of media, and much of that media is client side |
23:09 |
MTDiscord |
<MisterE> also a whole bunch of client side mods |
23:09 |
MTDiscord |
<MisterE> also some extra libraries that I as the game dev decide to include in the client, such as voice chat for example. |
23:10 |
MTDiscord |
<MisterE> I would want to distribute a client that can only connect to my game |
23:10 |
MTDiscord |
<MisterE> because... otherwise a bunch of stuff wouldnt work |
23:10 |
MTDiscord |
<MisterE> also I can then enforce certian client settings (or at least set their defaluts |
23:11 |
MTDiscord |
<MisterE> to set the right style (such as font), or max_view_distance |
23:11 |
MTDiscord |
<MisterE> it actually solves a bunch of problems with the server being able to control client settings: it make it so the game creator can set all the defaults for their game |
23:12 |
MTDiscord |
<MisterE> it makes it so the client no longer is a minetest client, but now a "legends of voxels" client |
23:12 |
MTDiscord |
<MisterE> or wahtever |
23:12 |
MTDiscord |
<MisterE> with minetest as the engine |
23:21 |
MTDiscord |
<MisterE> If interested, also check out the chat for this topic on element |
23:29 |
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23:34 |
MTDiscord |
<MisterE> otehr peoples' thoughts, especially minetest engine devs? I would prefer to have a goahead from aomeone who has been working on the engine before making an issue on the minetest repo goahead meaning lets talk about this on the issue tracker ? |
23:41 |
MTDiscord |
<MisterE> Actually, a better idea is to post this in the partlyofficialenginedevelopment forum topic on the minetest forums. If core devs like the idea they can make an issue for it or any part of it |
23:52 |
MTDiscord |
<MisterE> ok the forum discussion is here: https://forum.minetest.net/viewtopic.php?f=7&t=27360&p=401159#p401159 |
23:58 |
erlehmann |
> erlehmannBOT |
23:58 |
erlehmann |
i am |
23:58 |
erlehmann |
not |
23:58 |
erlehmann |
a bot |