APT Repository for Minetest Mods and Subgames
Re: APT Repository for Minetest Mods and Subgames
Ok no problem. I'll turn packaging back on when I see something posted in the releases forum.
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- TheReaperKing
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Re: APT Repository for Minetest Mods and Subgames
cd2 in my opinion that seems like the perfect mod to have on there since he has it set to update weekly so people can test, post feedback and get the weekly changes/updates. Maybe a WIP at the beginning or end of the name would help make it clearer? Your choice of course but me for one would love to get the auto updates to your mod.
Become A Real Life Superhero - http://SuperheroHill.com
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Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
Re: APT Repository for Minetest Mods and Subgames
WOW!mogray5 wrote:mmod is an APT repository available to users of Debian based Linux distributions.
Do you code mods dependencies?
Do you automate the package creation/update or all the work is handmade?
I would really loves to know if I could reuse some of your repository sources for an automated equivalent RPM repository. I know the alien[1] tool exists but results are not clean enough (i.e.: it create directory ownership conflicts).
In the nightmare of minetest mods dependencies your repo seems like an oasis of peace :-)
[1] https://joeyh.name/code/alien/
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Re: APT Repository for Minetest Mods and Subgames
@olea Thanks!
I've open-sourced all of this here: https://github.com/mogray5/debmod so feel free to hack away at it and make it better.
The process of collecting mod changes and creating new packages once defined in the database is automated but there is the occasional manual intervention needed when the upstream mod devs take their mod source offline or move/merge projects.
Adding new mods/subgames to the database is a manual process at the moment and requires adding data to a back-end RDBMS database using SQL.
It's Debian centric (even the name) but if you end up making it work with RPM as well then feel free to create a pull request and I'll be happy to merge it in.
I've open-sourced all of this here: https://github.com/mogray5/debmod so feel free to hack away at it and make it better.
The process of collecting mod changes and creating new packages once defined in the database is automated but there is the occasional manual intervention needed when the upstream mod devs take their mod source offline or move/merge projects.
Adding new mods/subgames to the database is a manual process at the moment and requires adding data to a back-end RDBMS database using SQL.
It's Debian centric (even the name) but if you end up making it work with RPM as well then feel free to create a pull request and I'll be happy to merge it in.
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Re: APT Repository for Minetest Mods and Subgames
One year later and I actually packaged the nodeboxeditor :)
The initial work is here: https://github.com/JBBgameich/nodeboxeditor-packaging
I don't know if the traditional debian packaging is compatible with your build process, but I hope you can include it.
Please reply if you find any bugs, but as far as I tested everything works.
The initial work is here: https://github.com/JBBgameich/nodeboxeditor-packaging
I don't know if the traditional debian packaging is compatible with your build process, but I hope you can include it.
Please reply if you find any bugs, but as far as I tested everything works.
Minetest runs better on Linux. So I'm using Linux.
Re: APT Repository for Minetest Mods and Subgames
Nice work, happy to include it if I can get it built but I'm not familiar with packaging C++ apps so any help is appreciated. Here's what I've done so far.
I tried a test a build on my Ubuntu 16.04 LTS laptop and on my version of Ubuntu package libjpeg62-turbo-dev wasn't available so I changed it to libjpeg62-dev.
Running debuild -us -uc the package was created but appears to be empty.
I can try it on Debian in pbuilder or something similar that has libjpeg62-turbo-dev if that's my problem. Below is the build log.
https://pastebin.com/uAcRjtBX
I tried a test a build on my Ubuntu 16.04 LTS laptop and on my version of Ubuntu package libjpeg62-turbo-dev wasn't available so I changed it to libjpeg62-dev.
Running debuild -us -uc the package was created but appears to be empty.
I can try it on Debian in pbuilder or something similar that has libjpeg62-turbo-dev if that's my problem. Below is the build log.
https://pastebin.com/uAcRjtBX
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Re: APT Repository for Minetest Mods and Subgames
You need to download the source and rename it to a special naming sheme. The orig.tar.gz file has to be in the parent directory of the packaging.
Additionally you have to extract the tarball so that the debian folder is in the root of the nodeboxeditor repository. It should work then.
dpkg-buildpackage warns you about the files from the tarball not being extracted to your build directory.
Code: Select all
- folder
- nodeboxeditor-packaging
- debian
- control
- changelog
- ...
nodeboxeditor_0.9.0.orig.tar.gz
Code: Select all
wget https://github.com/rubenwardy/NodeBoxEditor/archive/master.tar.gz -O nodeboxeditor_0.9.0.orig.tar.gz
dpkg-buildpackage warns you about the files from the tarball not being extracted to your build directory.
Minetest runs better on Linux. So I'm using Linux.
Re: APT Repository for Minetest Mods and Subgames
Thanks that worked. I've built it for Jessie and Ubuntu LTS (with the dependency change) and added them both to the repository. Package is called nodeboxeditor. Below are the sources list links you'll need to add depending on your system. Source packages should be in the repo as well.
The Ubuntu version is working for me but I don't have a Debian instance handy to test.
Sources:
deb http://mmod.infinitypfm.org/ mmrepo-ubuntu main
or
deb http://mmod.infinitypfm.org/ mmrepo-jessie main
The Ubuntu version is working for me but I don't have a Debian instance handy to test.
Sources:
deb http://mmod.infinitypfm.org/ mmrepo-ubuntu main
or
deb http://mmod.infinitypfm.org/ mmrepo-jessie main
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Re: APT Repository for Minetest Mods and Subgames
is there an update for the mmod repo destination directories? the stable builds from minetestdev ppa aare installed to /usr/minetest not /usr/games/minetest
or is there a way to configure minetest to look in /usr/games/minetest for mods?
thanks
mat
or is there a way to configure minetest to look in /usr/games/minetest for mods?
thanks
mat
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Re: APT Repository for Minetest Mods and Subgames
Note that the recommended way to get mods and games is from contentdb, which you can use from within the client. I plan to add support for a common package manager format which can be embedded into Minetestmaxiecool2 wrote:is there an update for the mmod repo destination directories? the stable builds from minetestdev ppa aare installed to /usr/minetest not /usr/games/minetest
or is there a way to configure minetest to look in /usr/games/minetest for mods?
thanks
mat
Don't know about your actual question though
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Re: APT Repository for Minetest Mods and Subgames
this will be for offline server and an offline laptop, contentdb would be unsuitable for either thats why i was looking at the infinitypfm repositories! which should be suitable for both!
ps: i copied the directories to the ~/.minetest/mods/ and when i ran minetest in the creation of a new world and loading of existing world i got dependency errors, couldnt find the error log 5.1.0dev and stable (ubuntu disco)
havent tried testing the server (debian jessie) yet
ps: i copied the directories to the ~/.minetest/mods/ and when i ran minetest in the creation of a new world and loading of existing world i got dependency errors, couldnt find the error log 5.1.0dev and stable (ubuntu disco)
havent tried testing the server (debian jessie) yet
Re: APT Repository for Minetest Mods and Subgames
Hi
Sorry for the late response, I usually do the below steps when playing the game to link in mods and games installed from mmod.infinitypfm.org which works for me. I'm not usually setting up servers though so if there's something else that needs to be done for servers I can try to accommodate.
That said, this solution I came up with for mods is going on five years old now (come August). I'm happy to keep supporting it but if the game creators have something better in the works as mentioned then you should use that.
Sorry for the late response, I usually do the below steps when playing the game to link in mods and games installed from mmod.infinitypfm.org which works for me. I'm not usually setting up servers though so if there's something else that needs to be done for servers I can try to accommodate.
Code: Select all
cd ~/.minetest/
ln -s /usr/share/games/minetest/mods
ln -s /usr/share/games/minetest/games
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Re: APT Repository for Minetest Mods and Subgames
thanks ill give it a go
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Re: APT Repository for Minetest Mods and Subgames
How can I add my repository to it??
Re: APT Repository for Minetest Mods and Subgames
If you provide a link from the mods section of this forum or to github/gitlab page containing the source of your mod I can add it.
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