Minetest 5.4.0 release candidate 1
Re: Minetest 5.4.0 release candidate 1
The same "issue" in petz, now a semitransparency.
I had some transparency issues with blocks too in 5.4.
I had some transparency issues with blocks too in 5.4.
Re: Minetest 5.4.0 release candidate 1
At least earlier 5.4 builds, any texture with transparency throws a warning:
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.
Code: Select all
WARNING[Main]: Texture "something.png" of mod:something has transparent pixels, assuming use_texture_alpha = true.
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Re: Minetest 5.4.0 release candidate 1
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
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 propertygoats wrote: ↑Sun Feb 07, 2021 15:03At least earlier 5.4 builds, any texture with transparency throws a warning: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.Code: Select all
WARNING[Main]: Texture "something.png" of mod:something has transparent pixels, assuming use_texture_alpha = true.
Re: Minetest 5.4.0 release candidate 1
Thanks!rubenwardy wrote: ↑Sun Feb 07, 2021 15:06The 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
Oh it is a feature :) Maybe it is only me and runs, but that really looked not very convincing havingrubenwardy wrote: ↑Sun Feb 07, 2021 15:06This 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
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
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.Gundul wrote: ↑Sun Feb 07, 2021 16:02Oh it is a feature :) Maybe it is only me and runs, but that really looked not very convincing havingrubenwardy wrote: ↑Sun Feb 07, 2021 15:06This 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
a sudden semicolored box around your mob nametag.
I'am ok with customisation, but could default be transparent as it is now ?
I love the nametag concept, but not the always visible Minetest ones.
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Re: Minetest 5.4.0 release candidate 1
Minetest Game is now fully ready to be translated.
See <https://dev.minetest.net/Translating> for details.
See <https://dev.minetest.net/Translating> for details.
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Re: Minetest 5.4.0 release candidate 1
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.
Checked all the updates and there was no one but I was waiting for you to try the new setting you have.
Server-Available: [HM-Skyblock] Contact-Discord: [homthack#9917]
Re: Minetest 5.4.0 release candidate 1
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
like the earlier posted image all wierd meshes became fixed when i set blend to 0/nil
using win10 64
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Re: Minetest 5.4.0 release candidate 1
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.
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Re: Minetest 5.4.0 release candidate 1
I am working on pt-BR translations, and hope it is finished now. I did some adjustments of what it was missing/required attention.Wuzzy wrote: ↑Mon Feb 08, 2021 15:01Minetest Game is now fully ready to be translated.
See <https://dev.minetest.net/Translating> for details.
I could not find a way to translate MTG. It seems "locked" in the translation site (https://hosted.weblate.org/projects/minetest/mtg_i18n/)
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Re: Minetest 5.4.0 release candidate 1
@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.
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.
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Re: Minetest 5.4.0 release candidate 1
WTFun ... hope you force that now, after published that mistake now
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)
If urgend, you find me in Roblox (as CNXThomas)
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Re: Minetest 5.4.0 release candidate 1
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 .
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 .
Project BrutalTest...hide your Petz
Re: Minetest 5.4.0 release candidate 1
Can you update the release date of 5.4.0 in the topic?It is misleading now.
NfAPhpmGaVphBjK8NIr9Mit5xNW2emD2
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Re: Minetest 5.4.0 release candidate 1
Oh, my mistake! I was pointed out twice to the docs but missed the portion that explains about mods and games. Thanks!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.
Re: Minetest 5.4.0 release candidate 1
I cannot reproduce this.
Re: Minetest 5.4.0 release candidate 1
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
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Re: Minetest 5.4.0 release candidate 1
Blend is known to be broken.
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Re: Minetest 5.4.0 release candidate 1
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.AiTechEye wrote: ↑Mon Feb 22, 2021 10:02if 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)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: Minetest 5.4.0 release candidate 1
Huh, blending works for me.
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.
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.
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Re: Minetest 5.4.0 release candidate 1
Too bad the commits/PRs are not linked.rubenwardy wrote: ↑Sun Jan 31, 2021 11:43Changelog: https://dev.minetest.net/Changelog#5.3. ... 6.92_5.4.0
What does “Load media from subfolders” mean? Can we use subfolders for sounds and textures in mods now instead of just ./sounds, ./textures, etc.?
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Re: Minetest 5.4.0 release candidate 1
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
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Re: Minetest 5.4.0 release candidate 1
For one level deep this already works for texture packs …rubenwardy wrote: ↑Tue Feb 23, 2021 19:12You 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.
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.
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Re: Minetest 5.4.0 release candidate 1
Yes, exactlyLinuxdirk wrote: ↑Tue Feb 23, 2021 19:40For one level deep this already works for texture packs …rubenwardy wrote: ↑Tue Feb 23, 2021 19:12You 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.
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.
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