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07:58 |
dfneee |
Hello, I have a problem. I want to host my server on the ygg network, but I get TimeOut in the client |
08:10 |
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14:28 |
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14:30 |
Dan56 |
Hey guys I have a question... I'm trying to set up a server on debian, and I've put the mod_name = true in the world.mt file, but it still doesn't enable. I have all my mods in the /var/games/minetest-server/.minetest/mods directory. |
14:32 |
sfan5 |
the naming is "load_mod_modname = true" |
14:32 |
Dan56 |
yes |
14:32 |
Dan56 |
I have that |
14:32 |
sfan5 |
but also the server precreates entries in world.mt for all mods it has found, so you won't have to add any on your own |
14:32 |
sfan5 |
so if you don't have them that means the server hasn't found your mods |
14:33 |
Dan56 |
Should it find them in the directory specified? |
14:33 |
Dan56 |
Also: I'm using the minetest-server package in the debian repos |
14:34 |
sfan5 |
not familiar with how debian does things, no idea |
14:34 |
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14:35 |
Dan56 |
hmm. It creates a new user called minetest and just places the home directory in /var/games/minetest-server/.minetest, and I have placed all of my mods (via FTP) in the /mods directory. As far as I can tell this should be the correct place... but I don't think minetest-server has any idea of how to locate the mods. Do you know if there is anywhere |
14:35 |
Dan56 |
to specify this? |
15:16 |
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17:28 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Serialize: Use numbers for refs to work around LuaJIT limits 6c24dc4 https://github.com/minetest/minetest/commit/6c24dc4e23892a4fee4cf670e5999e7b643a2265 (2022-09-11T17:27:02Z) |
17:28 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Serialize: Restore forward compatibility 7486f18 https://github.com/minetest/minetest/commit/7486f184c3c800d462cf783a0f10289dcf9ebec6 (2022-09-11T17:27:18Z) |
17:30 |
MinetestBot |
[git] TurkeyMcMac -> minetest/minetest: Fix potential use-after-free with item metadata (#12729) fe13f9d https://github.com/minetest/minetest/commit/fe13f9dfd12c0a7f08355b83e34e7dec1bfdd86d (2022-09-11T17:28:37Z) |
17:31 |
mazes_83 |
any way to disable shadows on entity textures only ? I think faces aren't properly aligned as block faces are, so it's not working (or maybe just an issue with my iGPU) |
17:32 |
mazes_83 |
*on all my iGPUs* |
17:38 |
MTDiscord |
<Jonathon> no |
17:39 |
Krock |
by recompiling Minetest, that should be possible to opt out |
17:40 |
Krock |
mazes_83: try to add #undef COLORED_SHADOWS to client/shaders/object_shader/opengl_fragment.glsl |
17:40 |
Krock |
or #undef ENABLE_DYNAMIC_SHADOWS to opengl_vertex.glsl |
17:41 |
MTDiscord |
<ROllerozxa> pretty sure you can modify client shader sources like that without having to recompile it from source |
17:41 |
appguru |
you don't need to recompile MT to change shaders |
17:41 |
Krock |
minetest might initialize materials differently, though. |
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17:56 |
mazes_83 |
cool, I'll test both later |
18:05 |
mazes_83 |
Undef both. Works very well. would be cool to have an option to allow to switch #define #undef dynamically |
18:06 |
Krock |
add yet another setting.... |
18:06 |
Krock |
seriously though, I don't think there's much demand for that |
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