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IRC log for #minetest, 2022-03-23

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All times shown according to UTC.

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10:37 MinetestBot [git] LoneWolfHT -> minetest/minetest_game: Allow mods to override animation globalstep f665382 https://github.com/minetest/minetest_game/commit/f66538201792fa64441e00efda2ed48da649a1cf (2022-03-23T10:36:46Z)
10:37 MinetestBot [git] LoneWolfHT -> minetest/minetest_game: Use a local for the globalstep function 268a884 https://github.com/minetest/minetest_game/commit/268a8844b614b08ea5c05188379c9cc6182269cd (2022-03-23T10:36:46Z)
10:37 MinetestBot [git] LoneWolfHT -> minetest/minetest_game: Fix bug and globalize `players` table 0110e01 https://github.com/minetest/minetest_game/commit/0110e01826329dc2f4757eed84f697a8fae5d900 (2022-03-23T10:36:46Z)
10:37 MinetestBot [git] LoneWolfHT -> minetest/minetest_game: Undo globalization ce82241 https://github.com/minetest/minetest_game/commit/ce82241ab207b2957099d5c18bbb15e9f3c565c8 (2022-03-23T10:36:46Z)
10:37 MinetestBot [git] LoneWolfHT -> minetest/minetest_game: Update game_api.txt 659895c https://github.com/minetest/minetest_game/commit/659895c3ed253dcbede45216bc8e8861341fb1a9 (2022-03-23T10:36:46Z)
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11:17 Guest455 im back! Any suggestions on innit.lua i don’t know what to do, i made a mod.cough folder, and i decorated it with details needed
11:18 MTDiscord <Carfalious> cough?
11:19 Guest455 yes, like a folder which contains the info about the mod, and stuff
11:20 MTDiscord <Carfalious> huh?
11:21 Guest455 if you still don’t understand it contains
11:23 Guest455 name = <modname>
11:23 Guest455 description = <descriptionofthemod>
11:23 Guest455 depends = <dependencies ~~unless it was independent~~>
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11:29 MTDiscord <Carfalious> can you give more info…..?Guest455
11:29 MTDiscord <ROllerozxa> er, what
11:29 MTDiscord <ROllerozxa> it's a file called mod.conf
11:29 MTDiscord <Carfalious> i think he is trolling
11:30 MTDiscord <ROllerozxa> oh, it's you isn't it
11:31 Guest455 thanks ROllerozxa, i don’t know much about minetest, so i made a mod.cough im a procoughgrammer
11:31 MTDiscord <Carfalious> BROO
11:31 MTDiscord <Carfalious> stop
11:31 Guest455 ok
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11:39 MTDiscord <ROllerozxa> @Carfalious the "innit.lua" thing pretty much gave it away
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15:39 ronoaldo Anyone knows if ExeVirus (author of markdown2formspec mod) is around here or Discord? I sent a pull request for his mod and would like to see if he likes it or not.
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16:12 MTDiscord <ROllerozxa> @ExeVirus
16:12 MTDiscord <ROllerozxa> he's offline right now but he'll probably get back to you as soon as he's online again
16:16 MTDiscord <Danil_2461> no british people allowed
16:18 MTDiscord <exe_virus> Hey someone actually cares about md2f! I'll take a look when I get a chance, thank you!   Just realize that it's a crap implementation and I am trying to find a non-homw grown solution. The hard part is UTF-8 support, as that's a LUA 5.3 feature
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16:49 ronoaldo @ExeVirus oh, thanks! Yes, I do care lol - I had not looked into the UTF-8 part but I'm wondering how bad it is as it seems to work for brazilian portuguese at least... I just attempted to "fix" image rendering, as I found it not working on current published version but I'm not sure my aproach was "right"
16:49 ronoaldo I'm on discord too if you want to chat about it perhaps I can help with it?
16:50 MTDiscord <exe_virus> Yeah, I work for another 7 hours though, so I won't be able to help at the same time until then
16:51 ronoaldo oh sure - no rush I'm working as well but after your work I may be still online so feel free to ping me
16:51 MTDiscord <exe_virus> Will do
16:55 MTDiscord <exe_virus> Just had a quick read through of the PR, I like it a lot. Will test and merge when I get the chance
16:56 ronoaldo cool, thanks! I'm using it on minenews and there is some test markdown here: https://github.com/ronoaldo/minenews
16:56 ronoaldo it worth testing with other files as well to make sure the way I'm positioning images or parsing the flags don't break them
16:57 ronoaldo it's live on mercurio server too if you want to see how it looked like
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17:15 MTDiscord <MisterE> The next minetest blog post is happening soon. If you have something you want to share on the blog post ping me if you don't know how or don't want to use the official issue tracker.
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19:17 Bombo i get this: -- Looking for _IRR_COMPILE_WITH_SDL_DEVICE_ - not found how do i enable SDL? added -D_IRR_COMPILE_WITH_SDL_DEVICE_=true but i get still 'not found'
19:21 Bombo (i want to run minetest in fullscreen on a raspi3 without X)
19:22 MTDiscord <Jonathon> not going to be able to, assuming you want to use wayland
19:22 MTDiscord <Jonathon> read the sdl2 pr to irrlicht
19:23 MTDiscord <Jonathon> https://github.com/minetest/irrlicht/pull/85 to be exact
19:24 MTDiscord <Jonathon> https://github.com/minetest/irrlicht/pull/85#issuecomment-1000594622
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19:28 Bombo hm no, just boot into text console
19:28 Bombo i guess sdl uses framebuffer then
19:29 Bombo i can run sdl stuff in fullscreen with no X no wayland
19:31 ROllerozxa you can't set irrlichtmt compile configs in cmake directly, you'll need to define it in IrrCompileConfig.h instead
19:33 Bombo oh i see //! _IRR_COMPILE_WITH_FB_DEVICE_ for framebuffer systems
19:33 Bombo ... there too
19:34 ROllerozxa huh, right. well I don't know how that works on desktop in regards to graphics rendering, it's primarily just the device used for irrlicht on Android and iOS
19:35 Bombo android uses framebuffers?
19:41 MTDiscord <Jordach> lmao what
19:41 MTDiscord <Jordach> Apple M1 with Linux is currently a framebuffer software renderer and i didn't need it
19:52 sfan5 I doubt FB_DEVICE even still works
19:52 sfan5 if you want to enable sdl edit the aforementioned .h file and uncomment or add #define _IRR_COMPILE_WITH_SDL_DEVICE_
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20:01 Bombo sfan5: will it then run without X/wayland?
20:01 sfan5 if SDL abstract that away properly, sure
20:01 sfan5 +s
20:01 Bombo ok i'll try that
20:10 celeron55 i can't imagine any kind of 3d acceleration would work in sdl framebuffer mode
20:11 celeron55 altough, rpis are special, their renderer is kind of able to just pop over anything
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22:07 Samson1 Hello! :)
22:09 Samson1 Erm, I haven't found any way of fixing the lighting. Is there anything at all I can do to fix it other than //fixlight?
22:09 MTDiscord <MisterE> probably you can implement it yourself in a mod...
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22:10 Samson1 For the entire map?
22:10 sfan5 did you make the area big enough? for fixlight to work the area needs to be cover not only the lighting bug itself but also a bunch of nodes around it
22:10 sfan5 -be
22:10 Samson1 I don't think that's possible.
22:10 Samson1 When I say the map I'm not kidding.
22:11 Samson1 I've gone way down and way up and still nothing, also new chunks that generate are black. I'm beginning to wonder if it isn't infinite.
22:11 sfan5 did you or a mod disable lightning for mapgen?
22:11 sfan5 -n
22:11 Samson1 Mod, I think.
22:12 sfan5 turn it back on?
22:12 Samson1 I can't.
22:12 Samson1 It was a mapgen.
22:12 sfan5 well fix the mod
22:12 Samson1 There's nothing wrong with the mod. If I enable it the world will be corrupted again.
22:13 MTDiscord <Benrob0329> "There is nothing wrong with my mod, but if I use it things break"
22:13 Samson1 Basically yes. :D
22:14 Samson1 It's a completely different mapgen.
22:14 Samson1 v6 and it are totally incompatible, it was never meant to be used anyway. I accidentally had it enabled...
22:15 Samson1 That was many years ago, I don't really remember. //fixlight does work it's just that the areas are to be to know how big they actually are and all new chunks are rendered black.
22:15 Samson1 That's the issue I'm facing.
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