Time |
Nick |
Message |
00:02 |
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01:24 |
Kimapr |
I'm trying to write a reverse proxy for Luanti that understands a small portion of the luanti protocol in order to maintain an appearance of an online luanti server even when the real server is offline, starting the server when a client tries to connect and keeping the client on hold while the server is starting. I'm having problems with the "keep the client on hold" part. |
01:27 |
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01:27 |
Kimapr |
the luanti client seems to have a hardcoded 10 seconds timeout for the full handshake, including authentication, and my minetest modsoup takes longer than 10 seconds to start. |
01:33 |
Kimapr |
that means my proxy needs to be fully aware of luanti auth to properly work and share the auth database with the real server, which is not ideal |
01:38 |
Kimapr |
alternatively i think can kick the client with a do_reconnect flag after some time but that is also not ideal |
01:39 |
Kimapr |
actually i think that might be good enough |
01:42 |
Kimapr |
is it even possible to kick before auth though |
01:51 |
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01:52 |
MTDiscord |
<greenxenith> Have you looked at the existing multiproxy? |
01:54 |
Kimapr |
no, i had no idea it exists |
01:54 |
MTDiscord |
<greenxenith> https://github.com/HimbeerserverDE/mt-multiserver-proxy |
01:55 |
Kimapr |
it seems to have quite different goals from that of mine, not sure how useful it will be |
01:56 |
Kimapr |
> All internal servers need to allow empty passwords and must not be reachable from the internet! |
01:57 |
Kimapr |
i suppose that is one solution |
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11:14 |
Guest53 |
when will wayland be natively supported? |
11:15 |
[MatrxMT] |
<Blockhead256> I play on sway-wm all the time, any problems for you? |
11:20 |
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11:31 |
MTDiscord |
<wsor4035> Iirc it just works if you pass the sdl2 param for it |
11:32 |
MTDiscord |
<rollerozxa> yes SDL2 supports wayland but doesn't default to it |
11:33 |
MTDiscord |
<rollerozxa> SDL_VIDEODRIVER=wayland when launching luanti |
11:47 |
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13:13 |
Guest53 |
MTDiscord |
13:13 |
Guest53 |
I still get |
13:13 |
Guest53 |
SDL_VIDEODRIVER=wayland |
13:14 |
Guest53 |
2025-06-22 14:13:09: ERROR[Main]: Irrlicht: Error: Need running XServer to start Irrlicht Engine. |
13:14 |
Guest53 |
2025-06-22 14:13:09: ERROR[Main]: Irrlicht: Could not open display, set DISPLAY variable |
13:14 |
Guest53 |
2025-06-22 14:13:09: ERROR[Main]: Could not initialize the device with any supported video drive |
13:14 |
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Guest53 was kicked by ShadowBot: Message flood detected. Use a pastebin like pastebin.mozilla.org. |
13:29 |
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13:46 |
ireallyhateirc |
would be nice if Luanti supported that one shader that allows making outlines/lineart |
13:47 |
ireallyhateirc |
the only alternative for now is duplicating mesh, making it thicker, reversing normal and enabling backface culling |
13:47 |
ireallyhateirc |
but this doubles the number of triangles |
13:48 |
ireallyhateirc |
which should be fine for low-poly models I guess but would only affect entities and mesh nodes and would need to be added manually each time |
13:52 |
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13:53 |
Guest53 |
MTDiscord |
13:53 |
Guest53 |
I passed SDL_VIDEODRIVER=wayland |
13:53 |
Guest53 |
BUt i still get https://bpa.st/2ATA |
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14:10 |
orkan_guy |
I have enabled set SDL_VIDEODRIVER=wayland envvar |
14:10 |
orkan_guy |
But i still get errors regarding irrlicht engine demanding X11 to run |
14:14 |
[MatrxMT] |
<grorp> you probably compiled with the wrong Irrlicht device then |
14:15 |
[MatrxMT] |
<grorp> -DUSE_SDL2=1 |
14:15 |
[MatrxMT] |
<grorp> when running cmake |
14:20 |
orkan_guy |
MTDiscord I'm on 5.11 btw, is sdl only fully supported on 5.12? |
14:20 |
orkan_guy |
Also i'm using gentoo's source based package manager to compile it, |
14:20 |
orkan_guy |
i could try clone and compile it myself i guess |
14:22 |
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14:37 |
[MatrxMT] |
<grorp> SDL is the default starting with 5.12 |
14:39 |
[MatrxMT] |
<grorp> also, "MTDiscord" is for messages bridged from Discord, not an actual user. Actual nickname is in angle brackets <> |
14:40 |
orkan_guy |
oh, so this should work if i was on 5.12? @grorp |
14:41 |
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14:41 |
MTDiscord |
<wsor4035> yes |
14:42 |
[MatrxMT] |
<grorp> what roller said should work (without custom compile options) starting with 5.12, yes |
14:51 |
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14:57 |
Krock |
alternatively, xwayland should fix it too, or wouldn't it? |
14:58 |
MTDiscord |
<wsor4035> the orginal question was native wayland support tho |
15:26 |
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15:36 |
Krock |
mhm. No idea what SDL supports |
15:38 |
Krock |
according to the example in https://jan.newmarch.name/Wayland/SDL/ sdl2 apparently supports, and the environment variable used is correct. |
15:38 |
MTDiscord |
<jordan4ibanez> SDL supports us with positive terminal messages and an unwaivering ability to render a window |
15:39 |
Krock |
official documentation: https://wiki.libsdl.org/SDL2/FAQUsingSDL |
15:39 |
Krock |
@jordan4ibanez Nice to see that it takes care of your attention |
15:55 |
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17:57 |
Bombo |
what kind of addon for blender does one use to be able to import+export a .b3d from a luanti mod? |
17:58 |
Bombo |
this https://github.com/GreenXenith/io_scene_b3d seems to kind of work, but the bones are not connected, not moving the mesh |
17:58 |
Bombo |
did not try exporting yet |
18:00 |
Krock |
3d_armor provides a few models. Have you compared your model with these yet? |
18:00 |
Krock |
player_api also has a model that you could use as reference |
18:02 |
Bombo |
trying this https://github.com/ElCeejo/draconis/tree/main/models |
18:03 |
MTDiscord |
<wsor4035> there is no importer, what you linked is the official/recommended/etc way to export. generally good people keep the blends around |
18:03 |
MTDiscord |
<wsor4035> more modern mods should use gltf |
18:04 |
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18:06 |
Bombo |
oh the .obj says # Made in Blockbench 4.2.4 |
18:07 |
Bombo |
maybe i should use that |
18:07 |
MTDiscord |
<luatic> if you just need static models, obj is a good option |
18:08 |
Bombo |
no it's a moving animated dragon i want to mod |
18:17 |
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18:17 |
MTDiscord |
<luatic> then you need b3d or gltf (theoretically x is also an option, but please don't) |
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18:48 |
[MatrxMT] |
<Bracket> x? |
18:48 |
MTDiscord |
<wsor4035> lives in texas :p |
18:49 |
MTDiscord |
<wsor4035> https://learn.microsoft.com/en-us/windows/win32/direct3d9/x-files--legacy- |
18:49 |
Krock |
Bracket: https://irrlicht.sourceforge.io/?page_id=45#supportedformats |
18:49 |
Krock |
> Microsoft DirectX (.x, r) (binary & text, skeleton) |
18:50 |
Krock |
Minetest did in fact also have Direct3D support until the Irrlicht engine was forked, and trimmed to our needs. |
18:50 |
[MatrxMT] |
<Bracket> directX? |
18:50 |
Krock |
however, it's easier to maintain OpenGL (ES) as (more or less) one backend than to care about those |
18:50 |
MTDiscord |
<wsor4035> support is a bit to generous, it usually had various bugs |
18:51 |
[MatrxMT] |
<Bracket> is that linux support |
18:51 |
[MatrxMT] |
<Bracket> or win only |
18:51 |
Krock |
you could use WineD3D or DXVK to run it through Wine on Linux but eeh no |
18:51 |
Krock |
it's a Windows thing |
18:51 |
MTDiscord |
<wsor4035> directx is windows native, can be emulated on other platforms. the file format works across platforms |
18:52 |
Krock |
HOWEVER, the mesh part (that we are talking about) is a format that can be written and parsed on any platform given a proper implementation |
18:53 |
Krock |
and Irrlicht's implementation is not perfect (or is it the format's fault?) - anyway, I do remember a few issues regarding bone names |
18:54 |
Krock |
#7619 was apparently caused by Blender |
18:54 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/7619 -- Entity attached to a bone on a .x model is incorrectly transformed |
18:55 |
[MatrxMT] |
<Bracket> can you edit node textures per node |
18:56 |
[MatrxMT] |
<Bracket> to like make it green when producing grern dye |
18:56 |
Krock |
use palettes |
18:56 |
[MatrxMT] |
<Bracket> whats that? |
18:56 |
Krock |
documented in doc/lua_api.md |
18:57 |
[MatrxMT] |
<Bracket> ok |
18:57 |
Krock |
base image of the texture multiplied by another color provided by the palette texture |
18:57 |
Krock |
param2 defines the color |
18:57 |
[MatrxMT] |
<Bracket> but what if i only want a region to change color |
18:57 |
[MatrxMT] |
<Bracket> not the whole node |
18:58 |
[MatrxMT] |
<Bracket> like a window |
18:58 |
Krock |
then you need to get very creative |
18:58 |
[MatrxMT] |
<Bracket> entitys it is theb |
18:58 |
[MatrxMT] |
<Bracket> s/theb/then |
18:59 |
Krock |
or registering 10k different nodes (also very inefficient and prone to hit the max node limit) |
18:59 |
[MatrxMT] |
<Bracket> Never! |
18:59 |
[MatrxMT] |
<Bracket> There is a node limit? |
18:59 |
Krock |
2^15 |
19:00 |
[MatrxMT] |
<Bracket> why half a short |
19:01 |
Krock |
the other half is to have space for unknown nodes |
19:01 |
[MatrxMT] |
<Bracket> Huh? |
19:02 |
[MatrxMT] |
<Bracket> Does every node get a id or what |
19:02 |
[MatrxMT] |
<Bracket> Wait I remember something 'bout that i think |
19:03 |
Krock |
content id |
19:03 |
Krock |
ctrl+f in lua_api.md |
19:04 |
Krock |
write a Lua mapgen for your nodes. that'll also teach you to use vmanip :P |
19:05 |
[MatrxMT] |
<Bracket> I don't know how to generate a map |
19:06 |
[MatrxMT] |
<Bracket> I think normal mapgens are enough |
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MinetestBot |
[git] MiguelPL4 -> luanti-org/luanti: Update links and names in the documentation (#16153) 49f48e0 https://github.com/luanti-org/luanti/commit/49f48e0a7c91964333ad8e9369dd5d1cc735836f (2025-06-22T20:04:42Z) |
20:07 |
MinetestBot |
[git] lhofhansl -> luanti-org/luanti: Add test benchmark for Map d41de3d https://github.com/luanti-org/luanti/commit/d41de3da79ea282ad9e3f4b6b2eacaedafeabe55 (2025-06-22T20:06:17Z) |
20:07 |
MinetestBot |
[git] SmallJoker -> luanti-org/luanti: Formspec: Show a player inventory using core.show_formspec (#15963) fdc149f https://github.com/luanti-org/luanti/commit/fdc149f31606a2f9c2bf572a7ecc9176c7b19476 (2025-06-22T20:06:47Z) |
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