Time |
Nick |
Message |
00:10 |
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02:53 |
MTDiscord |
<MisterE> anyone know why I can see thru a transparent node into the world below? |
02:57 |
luk3yx |
Can https://github.com/minetest/minetest/issues/8316 please be reconsidered? It was closed about one and a half years ago due to a lack of core dev support |
02:57 |
MTDiscord |
<MisterE> https://pastebin.mozilla.org/Hp6r207L |
02:58 |
MTDiscord |
<MisterE> why not have players' model set to nonpointable and texture to invisible instead? To avoid a dirty workaround? |
02:58 |
MTDiscord |
<MisterE> or so you can have it visible to some clients but not to others? |
02:59 |
luk3yx |
Hacked clients |
02:59 |
MTDiscord |
<Jonathon> @luk3yx https://github.com/minetest/minetest/pull/9863 |
03:00 |
luk3yx |
The issue itself was closed and nothing seems to be happening with that PR |
03:01 |
MTDiscord |
<Jonathon> anyways, seems like a dev irc thing |
03:29 |
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14:00 |
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14:08 |
AndrewYu |
how do i, as an admin, take off players' armor |
14:31 |
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14:34 |
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14:45 |
sfan5 |
using a mod if at all, the only builtin way to interact with other people's inventory is /give |
15:00 |
specing |
AndrewYu: by asking nicely |
15:23 |
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15:59 |
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16:00 |
skippythekangoo2 |
Morning everybody |
16:07 |
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16:13 |
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16:16 |
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16:18 |
macaw |
Hi. What's up? |
16:21 |
skippythekangoo2 |
nice, thx |
16:23 |
skippythekangoo2 |
But when I run minetest client, I have a big police and big interface, like an 800x600 pixels :( |
16:25 |
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16:28 |
definitelya |
police? |
16:29 |
definitelya |
also hi |
16:29 |
skippythekangoo2 |
Big fonts... |
16:29 |
skippythekangoo2 |
I don't know how explaincorrectly in english. |
16:29 |
skippythekangoo2 |
I'm so french... :p |
16:30 |
definitelya |
I think you need to set "GUI scaling" setting to your resolution. |
16:31 |
definitelya |
might be wrong |
16:32 |
sfan5 |
Windows? Linux? Minetest version? |
16:34 |
skippythekangoo2 |
sfan5 >> Sorry, Archlinux, V 5.4.1 |
16:35 |
sfan5 |
hm |
16:41 |
erlehmann |
skippythekangoo2 please provide output of: xdpyinfo |grep dots |
16:41 |
erlehmann |
ideally it says ”resolution: 96x96 dots per inch” |
16:42 |
skippythekangoo2 |
resolution: 191x121 dots per inch |
16:42 |
skippythekangoo2 |
erlehmann >> I don't know what is it... |
16:42 |
erlehmann |
ok lol |
16:42 |
sfan5 |
well you have a high-dpi monitor |
16:42 |
sfan5 |
or it's set wrong |
16:42 |
erlehmann |
sfan5 look, this is funny |
16:42 |
erlehmann |
i never knew you could have two different values |
16:43 |
erlehmann |
in practice |
16:45 |
erlehmann |
skippythekangoo2 you should be able to change “font size” in “advanced settings”, whatever it is called in french. there might be a font size in which it is correct size. alternatively, if you run minetest 5.4.1 or earlier, choose an xml file from the fonts directory (that will always work regardless of DPI) |
16:45 |
erlehmann |
as the font |
16:46 |
definitelya |
erlehmann: they said big interface though, not only fonts |
16:47 |
erlehmann |
ah |
16:47 |
sfan5 |
erlehmann: xml fonts are also scaled |
16:49 |
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16:50 |
erlehmann |
sfan5, ah damn |
16:50 |
erlehmann |
definitelya sfan5 sorry, brain fart, i thought it was just fonts |
16:51 |
sfan5 |
well fonts are usually the biggest issue, so maybe choosing a lower size works for skippythekangoo2 |
16:51 |
erlehmann |
sfan5, how to deal with different x / y scaling anyway? |
16:51 |
sfan5 |
MT doesn't |
16:52 |
definitelya |
it's aight |
16:52 |
erlehmann |
this would be a funny curveball for the “just give our mods DPI” crowd |
16:52 |
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16:56 |
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16:59 |
skippythekangoo2 |
https://imgur.com/a/KJ3ho3h |
16:59 |
skippythekangoo2 |
in 1600x900 display... |
17:00 |
MTDiscord |
<Jonathon> turn up gui scaling slightly, turn down font size |
17:17 |
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17:52 |
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17:59 |
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18:12 |
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18:14 |
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18:15 |
n3o |
How do I have chat in Minetest? |
18:15 |
n3o |
May someone walk me through how Minetest works? |
18:15 |
n3o |
I'm new to Minetest |
18:18 |
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18:20 |
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18:22 |
Pexin |
n3o: step1, be patient |
18:24 |
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18:29 |
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18:29 |
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18:40 |
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19:06 |
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19:24 |
Menchers |
Xorg recently started reporting the screen's true DPI |
19:24 |
Menchers |
and some older software is broken and assumes that Xorg will always report 96 DPI |
19:24 |
Menchers |
this includes GTK2 and our dear friend Irrlicht |
19:25 |
Menchers |
if you're running this new Xorg, stuff will look very big (unless your screen is actually 96 DPI, which is really low) |
19:25 |
Menchers |
I think it's being reverted in a newer Xorg |
19:25 |
Menchers |
in the meantime in can be fixed with `xrandr --dpi 96` |
19:28 |
zehka[m] |
Menchers: I can confirm, i had that issue and mitigated it but with 21.1.1-3 (current version on archlinux) everything is back to normal |
19:30 |
MTDiscord |
<Sublayer plank> how recent was this xorg update? |
19:32 |
MTDiscord |
<Sublayer plank> oh, only a couple of days ago |
19:33 |
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19:33 |
zehka[m] |
I didn't note the dates but i think the issue occured and was gone within the last two weeks |
19:35 |
erlehmann |
“Xorg recently started reporting the screen's true DPI”, wait what did it report before, it wasn't *always* 96, was it? |
19:35 |
erlehmann |
96 is just the default |
19:35 |
MTDiscord |
<Sublayer plank> I guess it was |
19:37 |
erlehmann |
well there are actually two settings, DPI and font DPI |
19:38 |
erlehmann |
Xft.dpi |
19:38 |
erlehmann |
xfc4-appearance-settings can set that |
19:38 |
erlehmann |
to have separate font scaling |
19:41 |
MTDiscord |
<Sublayer plank> https://gitlab.freedesktop.org/xorg/xserver/-/issues/1241 |
19:41 |
MTDiscord |
<Sublayer plank> apparently this was the commit that changed it, although I can't make much sense of it https://gitlab.freedesktop.org/xorg/xserver/-/commit/05b3c681ea2f478c0cb941c2f8279919cf78de6d |
19:45 |
Bombo |
hi |
19:46 |
Bombo |
is there a limit for textures = { "texture.png", ... } i mean on how many textures the table can contain? |
19:47 |
Bombo |
i got 14 objects, 30 "texture.png", but still not every obj has a texture in MT |
19:49 |
erlehmann |
sfan5 Menchers zehka[m] Sublayer plank it seems to me that apps and toolkits actually do use Xft.dpi for font rendering, but minetest uses the global xserver-provided value for the X dpi. is this a bug? i think it is. |
19:50 |
sfan5 |
if anything that is a feature request |
19:50 |
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19:50 |
erlehmann |
well it would explain why minetest relies so much on it being 96 dpi |
19:51 |
erlehmann |
bc it seems other apps font rendering doesn't care at all |
19:52 |
erlehmann |
software was a mistake |
19:53 |
erlehmann |
further reading: https://linuxreviews.org/HOWTO_set_DPI_in_Xorg |
19:53 |
erlehmann |
> It used to be possible to configure font DPI in GNOME but that was a feature for people with poor eye-sight and GNOME developers hate actually user-friendly features so it had to go. |
19:54 |
erlehmann |
sounds about right lol |
19:54 |
erlehmann |
this is a mess |
20:20 |
Bombo |
ok got it, it works when i have 14 objects and 14 x 'textures = { "textureyak.png", ' but just when i make a new mob |
20:20 |
Bombo |
so the mob textures of existing mobs are not updated? |
20:21 |
Bombo |
are they cached? is it possible to reload/clean that cache for existing mobs? |
20:24 |
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20:31 |
sfan5 |
huh? |
20:31 |
sfan5 |
which methods are you calling? |
20:37 |
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20:51 |
Bombo |
sfan5: me? mobs:register_mob("animalworld:yak", { |
20:52 |
Bombo |
textures = { "textureyak.png", "textureyak.png", ... |
20:53 |
Bombo |
when i have just one textureyak.png, only one obj loads it, rest is white |
20:54 |
sfan5 |
what's an "obj"? a mob in the Minetest world? |
20:54 |
Bombo |
then i change it to 14 x textureyak.png, restart the game in the client, i still see the white yak, but when i spawn a new one its fully textured |
20:55 |
Bombo |
obj in blender == 1 cube of the mob |
20:55 |
sfan5 |
you are seeing this https://github.com/minetest/minetest/issues/11146 |
20:55 |
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20:55 |
Bombo |
this mob contains 14 cubes, 14 obj in blender |
20:56 |
sfan5 |
Minetest expects on texture for each material(?) in the model |
20:57 |
sfan5 |
I don't know how blender handles this but you might be able to create a model that has 14 cubes but only one material, then you'd only need to specify the texture once |
20:57 |
sfan5 |
regarding already spawned mobs I don't know how mobs |
20:57 |
sfan5 |
oops |
20:57 |
sfan5 |
...how mobs_redo handles that, it's best you observe the result when spawning a new one |
20:59 |
Bombo |
yes that's the issue, i'm using stable-5 5.4.1 without shaders |
21:00 |
Bombo |
cause on the android tabs shaders don't work |
21:01 |
Bombo |
i didn't figure that out, i mean how to get one texture out of blender for all obj |
21:01 |
Bombo |
obj/all cubes |
21:02 |
sfan5 |
I am not familiar with that either |
21:02 |
sfan5 |
but 14 textures if you have 14 cubes will work even on 5.4 |
21:02 |
Bombo |
and yes, spawning a new one seems to reload the texture, but the old mobs are not updated |
21:03 |
Bombo |
yes working it is ;) |
21:03 |
Bombo |
i just wondered why the old mobs are not updated |
21:03 |
Bombo |
i |
21:04 |
Bombo |
i'll try that with 5.5 tomorrow |
21:14 |
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22:08 |
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22:46 |
cheapie |
Gotta love it when real-life problems come to MT, like people waiting forever for the elevator because someone is pushing all of the buttons: https://cheapiesystems.com/media/images/screenshot_20211117_164136.png |
23:00 |
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23:59 |
cheapie |
Random screenshot of MT Paint from the back: https://cheapiesystems.com/media/images/screenshot_20211117_171056.png |