readme.md
EnlivenMinetest
(see also webapp/README.md) by Poikilos
- ENLIVEN is a subgame for minetest with the goals of providing immersion and lessons for humanity.
- The ENLIVEN project (aka EnlivenMinetest) includes tools for installing and maintaining the server and client for internet and LAN use, and now includes the mtanalyze (formerly minetest-chunkymap) project which includes many tools including chunkymap. The server and client are just the Minetest server and client repackaged (or just web installer scripts in the case of the server), and therefore 100% compatible with other copies of Minetest server and client of the same version--including using other subgames, which client will download from servers as usual.
Primary Features of EnlivenMinetest Project
- Server installer for ENLIVEN on linux server (Ubuntu so far)
- Client installer for single-player ENLIVEN, including on Windows
- automatically install Minetest client with a usable minetest.conf (for improved graphics)
The Issues page
of the repo's web interface is used to track issues in ENLIVEN, the
Center of the Sun server that uses it, Bucket_Game on which it is
based, and Final Minetest which runs it. In many cases the issues are
upstream and fixes can lead to pull requests, or resolve issues that
are ignored or tagged as wontfix
upstream. In several cases the
upstream mod related to the issue is no longer maintained or only works
with backward compatibility present in Final Minetest or MultiCraft2
code.
For notes on current development discussions, see the "Work in Progress" section at the bottom of this file.
Primary Features of ENLIVEN subgame
- birthstones, improved fork: https://github.com/poikilos/birthstones (also part of Bucket_Game)
- See also overrides/worlds/CenterOfTheSun/world.conf
Planned Features
There are several improvements I may implement in new or existing mods. See the Issues section of the GitHub project.
- See also install-ENLIVEN-minetest_game.sh for a full list of mods from the old ENLIVEN that will probably be added to the new ENLIVEN which is based on Bucket_Game (many of the mods are already present because they are in Bucket_Game!)
- Issues not yet added to the GitHub project's Issues are at Minetest Kanboard
Planned Removals
Disable or remove these Bucket_Game mods/features potentially (not matching theme):
- codermobs gems (see codermobs_gem_*.png such as codermobs_gem_fire.png)
- lmb_blocks
- mychisel
node.js server manager
- capture log
- do not store redundant messages such as hunger_ng debug mode (see https://pastebin.com/dDBg40vf) or saving playereffects
- detect restarts (even if no 'separator'--see https://pastebin.com/Jv3vkhFA)
DISCLAIMERS
- Please read the Sources and License section of this document. You must agree to the licenses mentioned in order to use and copy this program.
- Any script code related to redis has not been successfully tested.
- Make sure you convert your world to leveldb and place it in your server's worlds folder $HOME/.minetest/worlds/, as this set of scripts hasn't been tested with any other database nor worlds folder location, and nightly backup scripts cater to leveldb.
Install
Linux
- Open terminal, then:
if [ ! -d webapp ]; then
echo "ERROR: this will only work from the extracted or cloned EnlivenMinetest directory"
echo "Press Ctrl C, or this terminal will exit..."
sleep 1
echo "3..."
sleep 1
echo "2..."
sleep 1
echo "1..."
sleep 1
exit 1
fi
cd webapp
# the next command downloads the latest linux-build-kit, CLEARS the
# webapp/linux-build-kit/minetest directory, and compiles the libraries.
# Do not put anything important in that directory--the latter install
# script installs the game to $HOME/minetest and that is the copy of
# minetest you should use (such as via the icon).
bash reset-minetest.sh
bash install-mts.sh --client
- Icon will be added as:
$HOME/.local/share/applications/org.minetest.minetest.desktop
(your window manager should automatically detect the change--if not, you may need to restart your window manager. If it still doesn't show, contact the maintainer of your window manager. This works in KDE on Fedora 29. Workaround: copy the icon from there to your desktop.)
Linux Server Install or Upgrade
cd ~/git/EnlivenMinetest
./reset-minetest-install-source.sh && ./versionize && ./install-mts.sh
# You can leave out `&& ./versionize` if you don't want to keep old
# copies.
Using install-mts.sh
You must first run reset-minetest-install-source.sh to compile the
libraries automatically, or otherwise have run the compile libraries
script in ~/.config/EnlivenMinetest/linux-minetest-kit
, or at least
have already compiled Minetest there. If the minetest or
minetestserver binary (or just minetestserver if client is not enabled)
is not present there (in
~/.config/EnlivenMinetest/linux-minetest-kit/minetest/bin/
), the
script will try to compile the program before installing or stop if it
cannot.
Arguments
--clean
is the recommended option, and is the default. It erases Bucket_Game and causes ENLIVEN to be remade using Bucket_Game.- It backs up skins, but that is not necessary anymore since coderskins uses world storage (follow this issue at https://github.com/poikilos/EnlivenMinetest/issues/382).
--client
installs the client too. Since "install-mts.sh" stands for "Install minetestserver," the--client
option is off by default (See the "Configuration Files" section for how to change the default).
Configuration Files
You can place zero or more of the following variables in $HOME/.config/EnlivenMinetest/scripting.rc:
CUSTOM_SCRIPTS_PATH
MT_POST_INSTALL_SCRIPT_2 # relative to CUSTOM_SCRIPTS_PATH
REPO_PATH # Set this if your copy of the repo is not ~/git/EnlivenMinetest
ENABLE_CLIENT # =true if you want install-mts.sh to install the client.
- If ~/minetest/bin/minetest is present, that has the same effect as
ENABLE_CLIENT=true
.
You can place a script called mts.sh in your home (or CUSTOM_SCRIPTS_PATH) directory to run it after install (you can put archive-minetestserver-debug.sh there too to run first). A suggested use is to put a line in mts.sh that starts the server, so that the server starts after the installation or upgrade is complete.
How to use
Windows Client
Click "Releases" for the installer, which has the singleplayer and multiplayer client for ENLIVEN.
- alternate download site is expertmultimedia.com
- you must install to C:\Games\ENLIVEN (or possibly other path without spaces, as long as you don't move the launcher) in order for ENLIVEN to run.
ENLIVEN subgame is a subgame of Minetest
The ENLIVEN client runs Minetest, which can be used as a client for other Minetest servers with different subgames, but has these advantages:
- is able to be installed automatically
- comes with high quality OpenGL graphics settings in minetest.conf for modern computers
- is able to run ENLIVEN subgame in singleplayer mode without any changes
Server
Install on linux server
- open terminal (root NOT recommended)
- IF you are a decicated server, first run
touch $HOME/i_am_dedicated_minetest_server
then run:
if [ ! -d webapp ]; then
echo "ERROR: this will only work from the extracted or cloned EnlivenMinetest directory"
echo "Press Ctrl C, or this terminal will exit..."
sleep 1
echo "3..."
sleep 1
echo "2..."
sleep 1
echo "1..."
sleep 1
exit 1
fi
cd webapp
bash reset-minetest.sh
bash install-mts.sh
# If you want to install the client, you should instead run
# bash install-mts.sh --client
# (defaults to client if $HOME/Desktop/org.minetest.minetest.desktop
# file exists)
mtanalyze
(not maintained, kept for legacy use--if you fix anything, please submit a pull request)
- mtanalyze is a set of tools including a live map for Minetest servers and singleplayer if using LevelDB
- for more information, see README.md in mtanalyze folder.
Customization
- The farming plugin is overwritten with farming redo in the minetest_game based install script. Bucket_Game already has something good, apparently based on farming redo.
- Before using anything in the change_world_name_manually_first and subfolders, change the values of the variables in the folder name as noted before using.
- If you have a dedicated server, the value server_dedicated = false should be changed to server_dedicated = true in your SERVER's minetest.conf in the ENLIVEN folder that the installer creates.
Security and Performance Notes
- The root installer script (deprecated) changes owner and group for ENLIVEN's world.mt and world.mt.1st if present to $USER
- The included minetest.conf recommended for your clients
(patches/subgame/minetest.*client.conf) includes the line
enable_local_map_saving = true
, which will cache the world locally on their machines. You can feel free to change that according to your preference.
Naming conventions:
- The filenames without extensions
- The abbreviation "mts" is for minetest server-specific scripts or variables
- du-show-big searches your hard drive for big files, in case $HOME/.minetest/debug.txt fills your drive, or a log rotate utility fails (going into a cumulative copy loop, or not) in regard to debug.txt, filling up your drive
- The network folder contains some stuff for networks, which is usually only useful for using Minetest in a network cafe or school. (The purpose of minetest_userscript_localENLIVEN_server_only.vbs is to make sure the user only uses the hostname localENLIVEN, however this only changes the default, and cannot be enforced in any way as far as I know without recompiling the client.)
Changes
see CHANGELOG.md
Network Deployment
- minetest_userscript_localENLIVEN_server_only.vbs logon script in network folder only works if you make C:\games\Minetest writable to Authenticated Users, in order for minetest.conf to be created via this script (feel free to offer comments on how to avoid making the entire Minetest folder writable to Authenticated Users [I haven't experimented with which of the files and subfolders can be set to do not inherit])
- minetest_userscript_localENLIVEN_server_only.vbs does not read the recommended minetest.conf, so it echoes the lines manually. Ideally it would analyze the recommended one and change the server settings.
Building
- scripts and sources for recreating ENLIVEN subgame are at the EnlivenMinetest project page: https://github.com/poikilos/EnlivenMinetest
Further steps needed to recreate:
- extract entire zip from sfan5
- run postinstall.bat
- change version number in %USERPROFILE%\Documents\GitHub\EnlivenMinetest\winclient\install ENLIVEN.iss
- change version number in %USERPROFILE%\Documents\GitHub\EnlivenMinetest\winclient\launcher-src\ENLIVEN.pro
additional notes
- The recommended minetest.conf for subgame, including for server, is in the ENLIVEN subgame folder (also available at EnlivenMinetest on GitHub
Sources and License
Authors: poikilos (Jake Gustafson) ENLIVEN project (aka EnlivenMinetest), including launcher (ENLIVEN application) and ENLIVEN subgame, is released under the LGPL v2.1 license (see LICENSE), except media which is released under the CC BY-SA 3.0 license (see LICENSE). There are other exceptions to this license and authorship where specified below and in subfolders. Source code is available at https://github.com/poikilos/EnlivenMinetest.
Additional Media
subgame icon
- by erlehmann and Poikilos
- Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
- based on minetest/misc/minetest.svg by erlehmann
Minetest
Minetest is included with releases--for Minetest license, please read README.txt in Minetest's doc folder which is provided in releases.
- Included build is sfan5's build from https://minetest.kitsunemimi.pw/builds release: minetest-0.4.15-8729e7d-win64
Windows Releases
Differences from sfan5's build
(changed by EnlivenMinetest project)
- removed Voxelgarden subgame
- added minetest.conf similar to the one generated by ENLIVEN scripts for schools vbscript, except with public servers enabled
- added files specific to ENLIVEN, including launcher (ENLIVEN application), ENLIVEN subgame (including optional child-friendly changes for schools), other files, and licenses of added files.
Qt
- Qt 5.7.0 files are under the LGPLv3 unless required by licenses in qtlicenses folder.
- Sources for Qt 5.7.0 are available via http://www.qt.io
- The following files belong to Qt 5.7.0:
iconengines\*
imageformats\*
platforms\*
translations\*
D3Dcompiler_47.dll
libEGL.dll
libgcc_s_dw2-1.dll
libGLESV2.dll
libstdc++-6.dll
libwinpthread-1.dll
opengl32sw.dll
Qt5Core.dll
Qt5Gui.dll
Qt5Svg.dll
Qt5Widgets.dll
Developer Notes
Not tried yet
- icomoon.io: (generates a font using symbols you choose) has symbols for websites and applications (more consistent and bold than many in the noun project).
- LineAwesome: outline version of FontAwesome's symbols
- ForkAwesome: infinitely scalable vector graphics; 744 icons
- github.com/RyanZim/EJS-Lint: add it to a quality script
- How to save form data to MongoDB with Node.js [UPDATED] https://youtube.com/watch?v=rOfT83_eKWk
- getbootstrap.com/docs/4.3/components/badge/
- Review octacian's Per-player Gamemodes and see if still relevant.
- Link to database(s) directly:
https://itnext.io/express-knex-objection-painless-api-with-db-74512c484f0c
- handles PostgreSQL/MySQL/SQLite/others
- Fix attribution for Fireball: Copyright (c) 2010-2011 Perttu Ahola celeron55@gmail.com (CC BY-SA 3.0) according to https://github.com/minetest/minetest/blob/stable-0.3/README.txt
- MERN stack A to Z: Part 1
- Strapi: open-source headless Node.js CMS
- augmented-ui: "Futuristic, cyberpunk-inspired UI shaping for any element; Add the "augmented-ui" attribute to equip the augs"
- optimize or improve decoblocks
- Is it the same as the one from decoblocks game? See: https://minetest.org/forum/viewtopic.php?f=15&t=6420&sid=21c1c7e61a1b4e61661ceaae3b41519a
- recommend fork of misfit model 3d to modders, if it works
- https://github.com/zturtleman/mm3d/issues?q=is%3Aopen+is%3Aissue
- Blender 2.8 replaces 2.79 on Fedora 30 now, so export plugins for
Blender to b3d do not work yet
- See if Joric's is easier to port or already ported.
- Unblock launcher automatically during install
- make new non-magical items based on traxie21 potions if that is a good start.
- Review the state of More-creeps-and-weirdoes-blender-models and see if any more work is necessary
- Work on X import plugin. See Blender API Best Practice
- Read https://oldcoder.org/general/artwork/watercodia.html
- Review armor settings and ensure they don't interfere with Kinetic Combat plans.
- Review MineClone2's "Missing features in
Minetest..."
- See which were implemented in MineClone2 and how.
- Review user-submitted mob textures at Post your - Textures for Mobs and use any that are better.
- Review textures packs and consider using one instead of default,
or including one or more, or adding interface to add more
automatically.
- PixelPerfection - By XSSheep
- [16x] PixelBOX Reloaded
- Only on .net site: [16x] VILJA PIX 2.0 (modified by Jozet)
- mini8x
- Only on .net site: [16px] Isabella II - Minetest Community Edition
- Review free part of LinkedIn "The Composite Pattern" course: https://www.linkedin.com/learning/node-js-design-patterns/the-composite-pattern
- Try Jordach's [Game] Big Freaking Dig [0.5] on Final Minetest.
- (only on .net site) Review issues regarding damage_per_second
- Review notes from "Node.js Design Patterns" course: ~/ownCloud/Student/LinkedIn/Node.js-DesignPatterns/notes.md
minetest.org build speeds
linux-minetest-kit ~200527
- Intel i7-4770K
- libraries ~3m
- program ~4m
Regression Tests
- Use of input in python, where should never be used except in
poikilos.py (some/all of that may be moved to parsing.py in
https://github.com/poikilos/pycodetool) and minetestinfo.py for
first-time setup or when
interactive_enable
isTrue
C++ Debugging
These steps are only needed for debug builds:
- build minetest with --debug option
- cd to linux-minetest-kit/minetest/bin directory
- type (you must put ./ before minetest to ensure that gdb will use your
debug build instead of a version your system path):
gdb ./minetest
- After the symbols finish loading, complete the following within gdb:
run
- If the program terminates, gdb will tell you what debug symbol packages are needed for your distro.
- When you are done debugging, type: quit
- Try debugging again after the proper packages are installed.
Work in Progress
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>
there: bucket_game/mods/codercore/dye/textures
<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:
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).
Issues deferred pending a current issue:
copypasta
(This section provides out-of-context copypasta lines that have no meaning relevant to this document except to prevent retyping them over and over) This is resolved in bucket_game snapshot 220114.