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Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 10:31
by runs
The same "issue" in petz, now a semitransparency.

I had some transparency issues with blocks too in 5.4.

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 15:03
by goats
At least earlier 5.4 builds, any texture with transparency throws a warning:

Code: Select all

WARNING[Main]: Texture "something.png" of mod:something has transparent pixels, assuming use_texture_alpha = true.
Where "true" = blend or clip depending on drawtype. Also, the Boolean is deprecated already, so it is a funny warning. It seems it might be that in a node definition the use_texture_alpha = (type) may need to be explicitly set, or you may have an unexpected result.

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 15:06
by rubenwardy
Gundul wrote:
Sun Feb 07, 2021 09:50
I think I found a bug with the entity nametag:
This is a new future called "Semi-transparent background for nametags" by Zughy.

There will probably be a nametag attribute to customise the background color in the future. If you have any complaints about this, please open an issue or post them here and I will
goats wrote:
Sun Feb 07, 2021 15:03
At least earlier 5.4 builds, any texture with transparency throws a warning:

Code: Select all

WARNING[Main]: Texture "something.png" of mod:something has transparent pixels, assuming use_texture_alpha = true.
Where "true" = blend or clip depending on drawtype. Also, the Boolean is deprecated already, so it is a funny warning. It seems it might be that in a node definition the use_texture_alpha = (type) may need to be explicitly set, or you may have an unexpected result.
The changelog contains a section for deprecations with instructions on how to fix them. This warning only appears for nodebox and mesh nodes which have transparent textures but no use_texture_alpha property

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 15:24
by goats
rubenwardy wrote:
Sun Feb 07, 2021 15:06
The changelog contains a section for deprecations with instructions on how to fix them. This warning only appears for nodebox and mesh nodes which have transparent textures but no use_texture_alpha property
Thanks!

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 16:02
by Gundul
rubenwardy wrote:
Sun Feb 07, 2021 15:06
Gundul wrote:
Sun Feb 07, 2021 09:50
I think I found a bug with the entity nametag:
This is a new future called "Semi-transparent background for nametags" by Zughy.

There will probably be a nametag attribute to customise the background color in the future. If you have any complaints about this, please open an issue or post them here and I will
Oh it is a feature :) Maybe it is only me and runs, but that really looked not very convincing having
a sudden semicolored box around your mob nametag.
I'am ok with customisation, but could default be transparent as it is now ?

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 07, 2021 21:41
by runs
Gundul wrote:
Sun Feb 07, 2021 16:02
rubenwardy wrote:
Sun Feb 07, 2021 15:06
Gundul wrote:
Sun Feb 07, 2021 09:50
I think I found a bug with the entity nametag:
This is a new future called "Semi-transparent background for nametags" by Zughy.

There will probably be a nametag attribute to customise the background color in the future. If you have any complaints about this, please open an issue or post them here and I will
Oh it is a feature :) Maybe it is only me and runs, but that really looked not very convincing having
a sudden semicolored box around your mob nametag.
I'am ok with customisation, but could default be transparent as it is now ?
Yes, it is not cool. Precisely because of the problem that there is no method (yet) to hide distant player nametags (not only mobs). And on top of that now it will be more visible, please an attribute to make the background transparent.

I love the nametag concept, but not the always visible Minetest ones.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 08, 2021 15:01
by Wuzzy
Minetest Game is now fully ready to be translated.
See <https://dev.minetest.net/Translating> for details.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 08, 2021 19:54
by homthack
I did not realize that release the version that arrived. I hope to have the update for my server that is crash skyblock mods but who knows if there are bugs in mods or official page that I have will registed.

Checked all the updates and there was no one but I was waiting for you to try the new setting you have.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 08, 2021 22:11
by AiTechEye
seems like set_animation's blend is messing up models

like the earlier posted image all wierd meshes became fixed when i set blend to 0/nil

using win10 64


Image

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 09, 2021 10:00
by Andrey01
It is written in the milestone on the github what the release will take place due by 13th February. In your first post on 6th February that is already over, please update the date not to mislead.

Re: Minetest 5.4.0 release candidate 1

Posted: Wed Feb 10, 2021 02:37
by ronoaldo
Wuzzy wrote:
Mon Feb 08, 2021 15:01
Minetest Game is now fully ready to be translated.
See <https://dev.minetest.net/Translating> for details.
I am working on pt-BR translations, and hope it is finished now. I did some adjustments of what it was missing/required attention.

I could not find a way to translate MTG. It seems "locked" in the translation site (https://hosted.weblate.org/projects/minetest/mtg_i18n/)

Re: Minetest 5.4.0 release candidate 1

Posted: Wed Feb 10, 2021 19:48
by Wuzzy
@ronoaldo: The MTG translation on hosted.weblate.org is outdated and should not be used. It should have been deleted years ago, but that did not happen so far.
Read this section specifically:
https://dev.minetest.net/Translating#Tr ... _and_games

Basically, the only way translate MTG is by downloading MTG and manually dealing with all the files in the "locale" directories, as described in the link above. There is no fancy tool or website for that, sorry.

Re: Minetest 5.4.0 release candidate 1

Posted: Wed Feb 10, 2021 22:37
by Festus1965
Wuzzy wrote:
Wed Feb 10, 2021 19:48
@ronoaldo: The MTG translation on hosted.weblate.org is outdated and should not be used. It should have been deleted years ago, but that did not happen so far.
WTFun ... hope you force that now, after published that mistake now

Re: Minetest 5.4.0 release candidate 1

Posted: Fri Feb 12, 2021 23:23
by cuthbertdoublebarrel
w10 64
2021-02-12 22:13:57: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'underch' in callback environment_OnGenerated(): not enough memory
2021-02-12 22:13:57: ERROR[Main]: Current Lua memory usage: 57 MB
2021-02-12 22:13:58: ACTION[Server]: singleplayer leaves game. List of players:
2021-02-12 22:13:58: ACTION[Main]: Server: Shutting down.
the above is just one example
also in the game-xenviroment (loads but crashes when running about or there is high activity). other larger mod packages borked, crashing with the same report . past comments on this suggests its not at my end .

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 14, 2021 08:09
by Adnunano
Can you update the release date of 5.4.0 in the topic?It is misleading now.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 15, 2021 16:33
by ronoaldo
Wuzzy wrote:
Wed Feb 10, 2021 19:48
@ronoaldo: The MTG translation on hosted.weblate.org is outdated and should not be used. It should have been deleted years ago, but that did not happen so far.
Read this section specifically:
https://dev.minetest.net/Translating#Tr ... _and_games

Basically, the only way translate MTG is by downloading MTG and manually dealing with all the files in the "locale" directories, as described in the link above. There is no fancy tool or website for that, sorry.
Oh, my mistake! I was pointed out twice to the docs but missed the portion that explains about mods and games. Thanks!

Re: Minetest 5.4.0 release candidate 1

Posted: Sun Feb 21, 2021 09:05
by hex
AiTechEye wrote:
Mon Feb 08, 2021 22:11
seems like set_animation's blend is messing up models

like the earlier posted image all wierd meshes became fixed when i set blend to 0/nil

using win10 64


Image
I cannot reproduce this.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 22, 2021 10:02
by AiTechEye
hex wrote:
Sun Feb 21, 2021 09:05
I cannot reproduce this.
if you change this line https://github.com/minetest/minetest_ga ... pi.lua#L85 to something like
player:set_animation(anim, speed or model.animation_speed, 1 or animation_blend)

you can get this result

Image

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 22, 2021 19:48
by LMD
Blend is known to be broken.

Re: Minetest 5.4.0 release candidate 1

Posted: Mon Feb 22, 2021 20:23
by Krock
AiTechEye wrote:
Mon Feb 22, 2021 10:02
if you change this line https://github.com/minetest/minetest_ga ... pi.lua#L85 to something like
player:set_animation(anim, speed or model.animation_speed, 1 or animation_blend)
The very same file states on the top that values other than 0 do not work due to some Irrlicht bug. I'm not familiar with this either, but if you think it could be solved in Minetest, please open a new issue.

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 23, 2021 10:04
by hex
Huh, blending works for me.
Image
There was a time around 0.4 when it did behave oddly but I recently enabled it again and it works, I thought you guys fixed something.
Note that I do my best to keep my model scenes clean and free of any odd transformations. Blender plugins can be lazy and mess up your exported scene.

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 23, 2021 19:10
by Linuxdirk
Too bad the commits/PRs are not linked.

What does “Load media from subfolders” mean? Can we use subfolders for sounds and textures in mods now instead of just ./sounds, ./textures, etc.?

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 23, 2021 19:12
by rubenwardy
Linuxdirk wrote:
Tue Feb 23, 2021 19:10
What does “Load media from subfolders” mean?
You can place subfolders in any media path to organise media, and minetest will load from them. A media path is a mod's media folder (textures/models/sounds) or a texture pack. I believe the root of the texture pack takes priority, meaning that you can safely still put variants in subfolders

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 23, 2021 19:40
by Linuxdirk
rubenwardy wrote:
Tue Feb 23, 2021 19:12
You can place subfolders in any media path to organise media, and minetest will load from them. A media path is a mod's media folder (textures/models/sounds) or a texture pack.
For one level deep this already works for texture packs …

But now I can have ./mods/my_cool_mod/textures/cool_things/of_type_a/my_cool_mod_foobar.png and then use my_cool_mod_foobar.png to use the texture file?

And organize my texture pack files like this and have it “overwrite” the mod’s defined texture? ./textures/my_cool_pack/mods/my_cool_mod/my_cool_mod_foobar.png

That would be pretty much awesome.

Re: Minetest 5.4.0 release candidate 1

Posted: Tue Feb 23, 2021 20:20
by rubenwardy
Linuxdirk wrote:
Tue Feb 23, 2021 19:40
rubenwardy wrote:
Tue Feb 23, 2021 19:12
You can place subfolders in any media path to organise media, and minetest will load from them. A media path is a mod's media folder (textures/models/sounds) or a texture pack.
For one level deep this already works for texture packs …

But now I can have ./mods/my_cool_mod/textures/cool_things/of_type_a/my_cool_mod_foobar.png and then use my_cool_mod_foobar.png to use the texture file?

And organize my texture pack files like this and have it “overwrite” the mod’s defined texture? ./textures/my_cool_pack/mods/my_cool_mod/my_cool_mod_foobar.png

That would be pretty much awesome.
Yes, exactly