ContentDB - now with package translation support
- rubenwardy
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ContentDB - now with package translation support
Minetest now has an in-menu mod/game/texture pack installer. This is powered by a website backend.
Much of package creation is automatic. If you have a GitHub repo for your package, the website will use it to find details and also import screenshot.png.
Users of the Editor rank or above can create and edit packages on behalf of other people.
They're also responsible for approving packages and releases.
A release is a single downloadable version of a package, and is needed so that Minetest detect package updates.
open it here: content.minetest.net
Source Code | Roadmap
Much of package creation is automatic. If you have a GitHub repo for your package, the website will use it to find details and also import screenshot.png.
Users of the Editor rank or above can create and edit packages on behalf of other people.
They're also responsible for approving packages and releases.
A release is a single downloadable version of a package, and is needed so that Minetest detect package updates.
open it here: content.minetest.net
Source Code | Roadmap
- Linuxdirk
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Re: Content database for in-menu installer - add your things
Looks neat.
I just registered via GitHub account. Creepy that it automatically knew my Forum link, my nick, etc.
Then I wanted to add my cement mod. It properly fetched some of the data and was able to detect the description, title, type, the URLs, etc. but dependencies are blank, and when typing in the dependencies (default and bucket) none shows up. You [c/sh]ould parse depends.txt for that.
Oh, and having the colors inverted would look just awesome but that’s just my personal opinion :)
One question: How are mod updates are handled? Will it work automatically?
I just registered via GitHub account. Creepy that it automatically knew my Forum link, my nick, etc.
Then I wanted to add my cement mod. It properly fetched some of the data and was able to detect the description, title, type, the URLs, etc. but dependencies are blank, and when typing in the dependencies (default and bucket) none shows up. You [c/sh]ould parse depends.txt for that.
Oh, and having the colors inverted would look just awesome but that’s just my personal opinion :)
One question: How are mod updates are handled? Will it work automatically?
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Re: Content database for in-menu installer - add your things
Everyone who has made at least one mod/game/etc already has an account on website, although it's deactivated. This is done to make it harder for users to grab the accounts of a notable modder, and also to allow editors to create packages on behalf of users that won't ever log in.Linuxdirk wrote:I just registered via GitHub account. Creepy that it automatically knew my Forum link, my nick, etc.
You didn't actually register with github, you logged in with github and it saw that the linuxdirk user had a matching github username. If there wasn't an account with a matching github username you would have been redirected to the /user/claim/ page to link your forum account.
That is planned, however for MTG mods it's a bit tricky. They're not shipped separately, and it doesn't make sense to install them if you're using another subgame. So the current approach should be to just depend on "Minetest Game", imo, I'm up for suggestions though.Linuxdirk wrote:dependencies are blank, and when typing in the dependencies (default and bucket) none shows up. You [c/sh]ould parse depends.txt for that.
Currently releases have to be made manually, but I'd like to add the ability for releases to be created automatically based on tags or daily if rolling release.Linuxdirk wrote:One question: How are mod updates are handled? Will it work automatically?
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Re: Content database for in-menu installer - add your things
Cool, nice idea!rubenwardy wrote:Everyone who has made at least one mod/game/etc already has an account on website, although it's deactivated. This is done to make it harder for users to grab the accounts of a notable modder, and also to allow editors to create packages on behalf of users that won't ever log in.
They might still be needed by them. Especially the giant default “blob” might be needed ... Maybe just don’t overcomplicate it and list the dependencies as they are? Depending on Minetest Game might be a bit over-the-top if the mod just needs “bucket” for example.rubenwardy wrote:That is planned, however for MTG mods it's a bit tricky. They're not shipped separately, and it doesn't make sense to install them if you're using another subgame.
Since approximately 99 percent of all mods in the database are on GitHub maybe have a look at GitHub’s webhooks?rubenwardy wrote:Currently releases have to be made manually, but I'd like to add the ability for releases to be created automatically based on tags or daily if rolling release.Linuxdirk wrote:One question: How are mod updates are handled? Will it work automatically?
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Re: Content database for in-menu installer - add your things
Excellent work. Can we call it something more exciting in the end though? I like "Mesehub" :D
Re: Content database for in-menu installer - add your things
Wow this looks awesome !
The grid display, the screenshots and the tags/search make it very easy to navigate and look for mods, that's great!
The grid display, the screenshots and the tags/search make it very easy to navigate and look for mods, that's great!
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Re: Content database for in-menu installer - add your things
This just makes me want to see the release of 0.5.0 even MORE! :D
everything can be a learning experience...
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Re: Content database for in-menu installer - add your things
I just noticed that the license information is not correct.
The mod is licensed with GPL version 3 but the content database says it’s GPL version 2.1.
The mod is licensed with GPL version 3 but the content database says it’s GPL version 2.1.
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Re: Content database for in-menu installer - add your things
It doesn't currently infer the license, you have to select it yourself
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Re: Content database for in-menu installer - add your things
I'll be deleting all dependency information and re-importing from each mod's depends.txt in the next week or so, so don't worry about adding dependency information to any mods.
Also, I've added a poll to help me assess priorities
Also, I've added a poll to help me assess priorities
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Re: Content database for in-menu installer - add your things
Sounds great. The information is already available and there is no need to care about this a second time. So the change is useful.rubenwardy wrote:I'll be deleting all dependency information and re-importing from each mod's depends.txt in the next week or so
I voted “other”. My idea: Automate mod updates when fetching mods from a Git source. Maybe in combination with GitHub’s “webhooks” functionality or by manually fetching the latest commit in the given branch and check if it differs from the current commit in the database every X days.rubenwardy wrote:Also, I've added a poll to help me assess priorities
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Re: Content database for in-menu installer - add your things
Fixed.Linuxdirk wrote: The mod is licensed with GPL version 3 but the content database says it’s GPL version 2.1.
As rubenwardy said, there is a dropdown to change the license (this should really be automatic with the rest of it, @rubenwardy).
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Re: Content database for in-menu installer - add your things
The dependency system has been replaced now. Dependencies are automatically read from depends.txt and such, and you can depend on default.
It's based around meta-packages, here's the farming one for example which can be satisfied by either MTG or farming redo: https://content.minetest.net/metapackages/farming/
It's based around meta-packages, here's the farming one for example which can be satisfied by either MTG or farming redo: https://content.minetest.net/metapackages/farming/
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Re: Content database for in-menu installer - add your things
YES! (×100,000,000)
I have immediately added my account and posted my Orienteering mod to test how adding a “thing” works in this system. However, I will refuse to make further additions until further notice (see below).
First, my quick review:
The Good:
Right now, I will avoid adding any more of my things in this website.
Reason: First I would like to hear an official statement about commitment to free software and/or open source software. Is this repository meant for free software / open source software only or not?
This website has a logo? I haven't even seen it. XD
I have immediately added my account and posted my Orienteering mod to test how adding a “thing” works in this system. However, I will refuse to make further additions until further notice (see below).
First, my quick review:
The Good:
- Central official place to host all the stuff
- Great chance to unite the modding community
- Connected with Minetest, was long overdue
- Website is very simple, no pointless distractions
- Easy to navigate
- Core tags with defined meanings
- Fast respone times
- Links, links everywhere
- All important infos at one place
- Apparently works without JavaShit (If this is intentional and not just by accident, then THANK YOU! You are a rare species of pure awesomeness)
- Search doesn't work at all
- Apparently can't enter mods as dependencies which don't exist in the system. If you try, the system silently drops all dependencies it doesn't know
- Homepage falsely claims to “all available under a free and open source license.”
- It's not a license, but many different licenses, depending on upload
- Users are allowed to select CC BY-NC-SA, which is NOT a free software license and NOT a open source license (both OSI and FSF rejected!). There's already one texture pack with this license in the system
- Users are allowed to select “Other” license, which opens the door to any proprietary license or no license at all (=fully copyrighted, all rights reserved).
- No clear message to authors whether this repo is about 100% free software/open source
- No clear distinction between the fields “name” and “title”. Is “name” the “technical name”/“shortname”/“folder name”/“the name you write into mod.conf” (OMG, we really need a proper term for this, it's so sad!)? And how does this differ from “title”?
- Texture packs and games apparently have dependencies …?
- Datetime is displayed without time zone (use UTC, please)
- Entering e-mail into profile does not work, after submitting, the field stays empty, no UI response
- Some fields are redundant and should be avoided:
- Screenshot can be parsed from screenshot.png
- “Technical name” can be parsed from mod.conf (maybe make this file a requirement)
- Dependencies can be parsed from depends.txt (if not existing, assume zero dependencies, but add warning)
- No obvious way to depend on default
- Entering dependencies is finnicky, both with and without JavaShit enabled. Is it comma-separated list, clicking on every mod with the mouse, …?
- Tagging system allows anything to be added as tag, but without definition. Beware of such systems, the tendency to flood the system by thausands of useless or obscure/hard-to-grasp tags is high
- Forced GitHub account
- Tag input field lacks link to list of definitions of core tags
- Input fields for things lack explanation
- Tags are valid globally, i.e. tags which only make sense for texture packs can also be used for games and mods
- Datetime precision is absurd
- Name “Content DB” is too generic, does not have any connection to Minetest
- Copyright notice at the bottom makes this look as if rubenwardy is copyright holder of ALL of the content. ;-)
- Help is incomplete, should include: How to register, one-two sentence explanations of input fields, links to useful related webpages, markup rules (if there are any), …
- No guidelines for long description (this encourages poor, incoherent styles)
- Apparently no length cap for short description
Right now, I will avoid adding any more of my things in this website.
Reason: First I would like to hear an official statement about commitment to free software and/or open source software. Is this repository meant for free software / open source software only or not?
I couldn't care less. The website does not look terrible IMO. It's simple and gets its job done. This is most important. Websites are not pieces of art, they are there to get job done. Anything artistic is unimportant.The background and logo are terrible and also temporary, they were needed to get coursework marks for photoshopping
This website has a logo? I haven't even seen it. XD
Last edited by Wuzzy on Sun May 27, 2018 22:23, edited 1 time in total.
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Re: Content database for in-menu installer - add your things
Please re-review, I've just changed the dependency system. You can now depend on default. Now it's a comma-separated list for the info, although with JS it doesn't support pasting yet.
Fields are also now hidden if they're not needed.
Also it reads mod.conf and such if you use Github, which the majority of mods do. Adding support for other repos and getting meta from archives isn't going to happen. Not using Github just makes your life harder.
There is length caps on all meta except the long description, it's just done server side currently (there's an issue for that)
There's a bug where search is currently case-sensitive, I'll be fixing that soon.
-------------------------
Here's all the stuff that can be imported automatically from Github (except the screenshot which is imported later):
Fields are also now hidden if they're not needed.
Also it reads mod.conf and such if you use Github, which the majority of mods do. Adding support for other repos and getting meta from archives isn't going to happen. Not using Github just makes your life harder.
There is length caps on all meta except the long description, it's just done server side currently (there's an issue for that)
There's a bug where search is currently case-sensitive, I'll be fixing that soon.
Whilst I don't require JavaScript to use the system, using it will make things a lot easier for you. I'm not going to spend any effort making it better without JS beyond working at allWuzzy wrote:JavaShit
False, you can only enter predefined tags.Wuzzy wrote:Tagging system allows anything to be added as tag, but without definition. Beware of such systems, the tendency to flood the system by thausands of useless or obscure/hard-to-grasp tags is high
Both already removed.Wuzzy wrote:I couldn't care less. The website does not look terrible IMO. It's simple and gets its job done. This is most important. This website has a logo? I haven't even seen it. XD
It sends a verification email. There should be a flash about this (green message at the bottom).Wuzzy wrote:Entering e-mail into profile does not work, after submitting, the field stays empty, no UI response
-------------------------
Here's all the stuff that can be imported automatically from Github (except the screenshot which is imported later):
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Re: Content database for in-menu installer - add your things
Dependencies seem to work now as expected. Can you also depend on other particular mods from Minetest Game? What about mods from other subgames?
A good design would be tailored towards git, not one particular git repository hoster. Hosters may come and go (even GitHub), but git is probably going to stay. Remember Sourceforge?
I don't understand why this is not possible. Git repositories work the same no matter who hosts them. Minetest Bower works great and manages to automatically extract description and screenshot, no matter where the repository is hosted. So why can't Content DB?
Even ignoring this, it's never good to save fields in the Content DB redundantly to the mod-stored metadata.
I know you love your GitHub, but GitHub is not without its problems. It's one of many possible hosters, other hosters are perfectly valid choices and should not be discriminated against.
For committing to making the service work without JS, you are my hero forever. :-)
Long description?
License?
Forum topic ID?
There is no standard way to specify these right now.
I have the suspicion that Content DB has a magic crystal ball called “Heuristics”. ;-)
In the long run, mod.conf could be extended to include (some of) these things, so those things don't need dark magic. Note it's no big deal if I have to type those in by hand in the end, my list of mods is finite. Redundancy is the bigger deal here.
That's like saying “This website is best viewed with Internet Explorer 6.0”. ;-)Not using Github just makes your life harder.
A good design would be tailored towards git, not one particular git repository hoster. Hosters may come and go (even GitHub), but git is probably going to stay. Remember Sourceforge?
I don't understand why this is not possible. Git repositories work the same no matter who hosts them. Minetest Bower works great and manages to automatically extract description and screenshot, no matter where the repository is hosted. So why can't Content DB?
Even ignoring this, it's never good to save fields in the Content DB redundantly to the mod-stored metadata.
I know you love your GitHub, but GitHub is not without its problems. It's one of many possible hosters, other hosters are perfectly valid choices and should not be discriminated against.
As long you commit to keep the website make fully usable without JS, I'm perfectly fine with that. It's OK if some convenience is lost, as long it still works reasonably. There's a name for that: Progressive enhancement. This is the way to go.I'm not going to spend any effort making it better without JS beyond working at all
For committing to making the service work without JS, you are my hero forever. :-)
False, this texture pack (https://content.minetest.net/packages/s ... erfection/) still shows the field “Dependencies”. It's very minor, but still pointless.Fields are also now hidden if they're not needed.
Good, but why would you break it with JS? Just keep it simple and stupid, don't try to invent “clever” non-standard widgets which may be finnicky to use.Now it's a comma-separated list for the info, although with JS it doesn't support pasting yet.
Very good.False, you can only enter predefined tags.
Not without JS, apparently. :-(It sends a verification email. There should be a flash about this (green message at the bottom).
Title?Here's all the stuff that can be imported automatically from Github (except the screenshot which is imported later):
<huge image>
Long description?
License?
Forum topic ID?
There is no standard way to specify these right now.
I have the suspicion that Content DB has a magic crystal ball called “Heuristics”. ;-)
In the long run, mod.conf could be extended to include (some of) these things, so those things don't need dark magic. Note it's no big deal if I have to type those in by hand in the end, my list of mods is finite. Redundancy is the bigger deal here.
Last edited by Wuzzy on Sun May 27, 2018 23:21, edited 1 time in total.
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Re: Content database for in-menu installer - add your things
Because it's more of a hassle security wise.Wuzzy wrote:A good design would be tailored towards git, not one particular git repository hoster. Hosters may come and go (even GitHub), but git is probably going to stay. Remember Sourceforge?
I don't understand why this is not possible. Git repositories work the same no matter who hosts them. Minetest Bower works great and manages to automatically extract description and screenshot, no matter where the repository is hosted. So why can't Content DB?
Performance - you don't want to fetch the content every time someone wants a package list, plus the above.Wuzzy wrote:Even ignoring this, it's never good to save fields in the Content DB redundantly to the mod-stored metadata.
Sure they should be, why should I bother adding support for other hosts which barely any one uses?Wuzzy wrote:I know you love your GitHub, but GitHub is not without its problems. It's one of many possible hosters, other hosters are perfectly valid choices and should not be discriminated against.
It doesn't require JS, there's probably some other reason.Wuzzy wrote:Not without JS, apparently. :-(
Long description comes from description.txtWuzzy wrote: Title?
Long description?
License?
Forum topic ID?
There is no standard way to specify these right now.
I have the suspicion that Content DB has a magic crystal ball called “Heuristics”. ;-)
In the long run, mod.conf could be extended to include (some of) these things, so those things don't need dark magic.
Forum topic ID is from Krock's mod search
Title is a well capitalised version of the mod name
License isn't fetched yet, although in future it'll read LICENSE.txt
Yes, yes, and *gamesWuzzy wrote:Dependencies seem to work now as expected. Can you also depend on other particular mods from Minetest Game? What about mods from other subgames?
There is no default widget which is a searchable multiple select and also allows arbitrary creationWuzzy wrote:Good, but why would you break it with JS? Just keep it simple and stupid, don't try to invent “clever” non-standard widgets which may be finnicky to use.
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Re: Content database for in-menu installer - add your things
???rubenwardy wrote:Because it's more of a hassle security wise.Wuzzy wrote:A good design would be tailored towards git, not one particular git repository hoster. Hosters may come and go (even GitHub), but git is probably going to stay. Remember Sourceforge?
I don't understand why this is not possible. Git repositories work the same no matter who hosts them. Minetest Bower works great and manages to automatically extract description and screenshot, no matter where the repository is hosted. So why can't Content DB?
Minetest Bower is an example of a WORKING solution, whatever problems there might be, they have been solved already. I don't get it. Care to elaborate?
Have you actually looked at how Minetest Bower does this? I like to hear your thoughts.
https://github.com/cornernote/minetest-bower
https://minetest-bower.herokuapp.com/
What about caching, and saving this data internally only?Performance - you don't want to fetch the content every time someone wants a package list, plus the above.Wuzzy wrote:Even ignoring this, it's never good to save fields in the Content DB redundantly to the mod-stored metadata.
I don't like your attitude. If you don't want to add code for that, fine, but at least show respect.Sure they should be, why should I bother adding support for other hosts which barely any one uses?Wuzzy wrote:I know you love your GitHub, but GitHub is not without its problems. It's one of many possible hosters, other hosters are perfectly valid choices and should not be discriminated against.
There are reasons to avoid GitHub, namely, it's full of proprietary JavaShit, which is one of the biggest ironies in free software right now. xD Anyway, trying to push GitHub (or any other particular git hoster) upon modders because of your personal preferences is … not nice to say the least.
I admit I have not fully freed myselves from the tentacles of the octocat, but maybe one day, I will.
But I realize you don't really make GitHub mandatory (well, at least you plan to), so it could be worse.
???Long description comes from description.txt
Isn't this file intended for short descriptions?
Crystal ball …Forum topic ID is from Krock's mod search
Hey, wait, this is actually quite clever.
More crystal ball. I would suggest to keep it empty, just in case.Title is a well capitalised version of the mod name
License as metadata really ought to be standardized.License isn't fetched yet, although in future it'll read LICENSE.txt
I guess I just wait for a few days and look at it again after a few versions. ;-)There is no default widget which is a searchable multiple select and also allows arbitrary creation
Oh noooooo! I have used the S word!!! I'm so sorry.Yes, yes, and *games
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Re: Content database for in-menu installer - add your things
I will probably have to add support for git eventually in order to get the depends and mod names from mod packs, but adding support for just github was very simple as it's just making HTTP requests to a URL per file: https://github.com/minetest/contentdb/b ... #L147-L218
I did originally want to just get the info for the packages from the mod.conf (there's a demo of this on my GH profile somewhere), and not even offer a way to edit it, but this doesn't work well when the person adding the package can't edit its source - so it means you can't have the Editor system.
I did originally want to just get the info for the packages from the mod.conf (there's a demo of this on my GH profile somewhere), and not even offer a way to edit it, but this doesn't work well when the person adding the package can't edit its source - so it means you can't have the Editor system.
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Re: Content database for in-menu installer - add your things
rubenwardy wrote:but adding support for just github was very simple a hack as it's just making HTTP requests to a URL per file:
FTFY because that is not how to use Git (even if maybe 99% of all MT mods use GitHub).
Maybe use one of the sevaral available PHP libraries for fetching Git repository data.
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Re: Content database for in-menu installer - add your things
I don't use PHP and I will never use PHP. Using a well defined HTTP API is not a hack.
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Re: Content database for in-menu installer - add your things
Well, I like minetest because it's opensource and free software(well some community parts may be CC-BY-SA indeed but the core is gpl compatible AFAIK), indeed I see free software as a form of respect(since if something goes in any way against other's value, the offended person can simply change the code and help some other ppl ;) ) so I do agree with Wuzzy in this case, but I also appreciate your working for doing such a thing. Just wondering, if someone made it work well with git, would you accept it as a PR?(in other words: Are you open for PRs?)
I don't have anything important to say.
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Re: Content database for in-menu installer - add your things
Yes, I'd accept that although it would need to have good security (download with depth=1 and have a size/time limit).
I've used GitPython for this in the past, although I never found out how to limit downloads by size or time.
Currently it's probably best to go with the forum guidelines in terms of non-free stuff viewtopic.php?f=11&t=1271
I meant to ask about that and change the jumbotron description before releasing. I'll make sure to add a non-free warning if non-free software is allowed, and also a setting to hide them.
I've used GitPython for this in the past, although I never found out how to limit downloads by size or time.
Currently it's probably best to go with the forum guidelines in terms of non-free stuff viewtopic.php?f=11&t=1271
I meant to ask about that and change the jumbotron description before releasing. I'll make sure to add a non-free warning if non-free software is allowed, and also a setting to hide them.
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Re: Content database for in-menu installer - add your things
I think the Content DB should be FOSS-only, no matter what the forum policy says.
The forum is just the forum, but the Content DB will be very official and probably deeply integrated into Minetest, so policy does matter.
More rationale/discussion about this here: viewtopic.php?f=3&t=20193
The forum is just the forum, but the Content DB will be very official and probably deeply integrated into Minetest, so policy does matter.
More rationale/discussion about this here: viewtopic.php?f=3&t=20193
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Re: Content database for in-menu installer - add your things
It would be very good if different licenses for code and media could be chosen.
My mods: ts_furniture | ts_doors
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