This is an experimental copy for testing Poikilos' issue mirroring system. Note that Gitea's migration tool can import issues, but the "Issues" checkbox is disabled when "This repository will be a mirror" is enabled (it is for this repo).
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- [Ramping in Sandbox Games](https://poikilos.org/2019/08/17/ramping-in-sandbox-games/)
- [Use animalmaterials and basic_materials for Minetest mods: low-level dependencies for better architecture](https://poikilos.org/2022/05/04/use-animalmaterials-and-basic_materials-for-minetest-mods-low-level-dependencies-for-better-architecture/)
- and comments related to API stability at [A Technical Explanation of the Minetest.org and Minetest.net Split](https://poikilos.org/2019/05/06/minetest-org-and-minetest-net-split/)
## Related Projects
- https://github.com/Poikilos/b3view: My fork of b3view is required to use the utilities/blender/count_objects.py script.
The following subprojects were moved to other repos for clarity and better git practices:
- https://github.com/Poikilos/node-enliven-minetest: deferred, core feature replaced by in-game skin changing; uploading new skins may be re-added, but with a moderator approval system.
- mostly used for upgrading run-in-place installs of any Minetest version, but has some WIP code for live maps that should be upgraded to work with Leaflet.js or replaced by MTSatellite.
- also has some code for editing conf files using Python
- This part will be moved to https://github.com/Poikilos/voxboxor
## Project Status
The [Issues](https://github.com/Poikilos/EnlivenMinetest/issues) page
In some cases I may use maintained versions of unmaintained mods or ones where I have differences of direction such as:
- https://github.com/Poikilos/slimenodes
- https://github.com/Poikilos/prestibags
- https://github.com/Poikilos/mobs_sky
- https://github.com/Poikilos/metatools
- https://github.com/Poikilos/orichalcum
- https://github.com/Poikilos/throwing
- https://github.com/Poikilos/throwing_arrows
- https://github.com/Poikilos/titanium
- https://github.com/Poikilos/vines (still not working for me, forked or not, on any version of Minetest)
- https://github.com/Poikilos/compassgps
- https://github.com/Poikilos/whinny (mostly for Bucket_Game)
- https://github.com/Poikilos/travelnet -- see:
- https://github.com/Sokomine/travelnet/pull/45
- https://github.com/Sokomine/travelnet/pull/46
- https://github.com/Sokomine/travelnet/pull/47
- https://github.com/Poikilos/birthstones
- https://github.com/Poikilos/xtraarmor
- https://github.com/Poikilos/tsm_pyramids (mostly for Bucket_Game)
- https://github.com/Poikilos/ts_furniture
- https://github.com/Poikilos/filter (@MoNTE48 proposed it to comission me, but though it was exactly to his specifications it had ~547 lines instead of 500 so he rejected it :clown_face: )
- https://github.com/Poikilos/loot
- https://github.com/Poikilos/nether (provides nodes separately from the realm--See [Use animalmaterials and basic_materials for Minetest mods: low-level dependencies for better architecture](https://poikilos.org/2022/05/04/use-animalmaterials-and-basic_materials-for-minetest-mods-low-level-dependencies-for-better-architecture/))
For future plans and how you can contribute or build the game (Lua) or package (Lua+engine+conf) see [doc/development.md](doc/development.md) and [issues](https://github.com/Poikilos/EnlivenMinetest/issues).
This section is a temporary dev discussion record for the purpose of tracking meta (issues about issues). In other words, this section has version-specific points that clarify reasoning such as prioritization, difficulty, or impact of issues or solutions. It may clarify why some issues are undecided, need feedback, are lowered in priority (such as via "Bucket_Game-future", "non-trivial"), etc.
On 1/14/22 3:13 AM, Robert Kiraly wrote:
(except changed 0 to # so GitHub creates links to issue pages)
> #497 RJK could fix this but he has questions. TBD.
> #498 RJK could fix this but he has questions. TBD.
> #510 Poikilos needs to review next snapshot first
> #511 Poikilos needs to review next snapshot first
> #512 Doable but TBD
> #516 Poikilos needs to review next snapshot first
> #523 Q. Oily Patch: Can you put the patch in the ENI?
[see next e-mail below]
> #530 Q. Is the fix to modify the images or the models?
Modifying the models would be complicated. They were never designed to align with the pixels on different resolutions. This may require lots of model editing or image editing to use mobile-sized textures. The problem is that even if you make some edges right, the pixel, at a low res, may be shared with another face. We could try reverting to the old higher resolution then upscaling instead of downscaling and see if the pixels line up, and if not then hand editing would work since there would be enough pixels that they aren't used twice on more than one polygon. I can try it.
On 1/22/22 3:21 AM, Robert Kiraly wrote:
(except added # so GitHub creates links to issue pages)
>
> * ENI #486 Dye shapes:
>
> So, this is a simple incorrect-images issue. I'd thought that it might be the dingy-colors issue.
>
> Poikilos said: The actual images are in bucket_game/mods/codercore/dye/textures and either aren't all used by the dye mod code or unifieddyes reverts them to its image. The latter is probably the case. It is probably best to revert the images there to the ones in the dye mod in..."
>
> I follow that we can just change the images. However, I'm not certain of what "there" refers to. I assume that you mean "unifieddyes". Are you able to provide a patch?
`<Poikilos>` I'll provide a patch. A good compromise would be to to some resizing and editing to make a better dye pile rather than reverting the nice bowls to the 16x16 MTG dye piles. The patch would also have to cover unifieddyes since that seems to override some of them since they aren't uniform. In any case, dye and unifieddyes images should be uniform anyway.
> * ENI #487 Revert a change:
>
> Are you able to provide a patch relative to the latest snapshot that does the revert?
`<Poikilos>` Ok can do.
Issues where discussion was requested by RJK:
-#500
Issues where discussion was requested by Poikilos:
-#517 (see discussion below):
On 1/10/22 6:31 PM, Jake Gustafson wrote:
> > `<OldCoder>` 0517 Animal Materials: Should we just factor the mod out?
>
> Factoring it out would be like factoring out default or basic_materials. Factoring it out would make several mods much more complex to maintain. Such mods exist for good reasons: See my comments at the two links ...
Issues deferred pending a previous issue but ready to address:
On 1/10/22 6:31 PM, Jake Gustafson wrote:
>> `<OldCoder>` 0510 Animal materials
>> `<OldCoder>` 0511 Meat
>> `<OldCoder>` 0516 Meat
> `<Poikilos>` 510-511 & 516: I'm waiting on incremental change so I don't desync from you (same reasons as under 0508 above, including my suggestion to add animalmaterials).