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IRC log for #minetest, 2016-03-10

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All times shown according to UTC.

Time Nick Message
00:00 Fritigern joined #minetest
00:01 rubenwardy hmmmm, singleplayer isn't working for me on android
00:01 rubenwardy oops
00:02 rubenwardy 2016-03-09 23:59:22: ERROR[ServerThread]: ERROR: An unhandled exception occurred: SQLite3 database error (jni/../jni/src/database-sqlite3.cpp:182): attempt to write a readonly database
00:02 kaadmy :|
00:02 rubenwardy the server then appears to hang, commands aren't accepted
00:02 rubenwardy I use an SDCard
00:03 rubenwardy /storage/emulated/0/minetes​t/worlds/singleplayerworld
00:03 kaeza isn't /storage/emulated/0 is the internal storage?
00:03 rubenwardy yeah, it is
00:03 rubenwardy it's being weird
00:04 rubenwardy deleting the world (from file manager) doesn't help
00:05 rubenwardy maybe it's due to being connected to adb?
00:06 rubenwardy nope
00:06 rubenwardy will unmount sdcard to test
00:12 rubenwardy deleting the folder didn't work, so it's not an ownership problem
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00:45 Fixer o_0
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00:56 Fixer microsoft linux, anyone?
00:57 Fixer yes, i know about xenix, but funny anyway
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02:54 LazyJ When creating normalmap png's for nodes that use layered textures, like dirt_with_grass, is a separate normal map required for the dirt and a separate normal map require for the grass_side or should a normal map created from an image where the dirt and grass_side are already combined be used? I know Minetest has problems with transparencies that overlap each other and am wondering if the transparency used in grass_side and the 2 normal
02:54 LazyJ maps used for the sides would cancel each other out.
02:54 LazyJ
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02:59 * sofar attempts to reply to Wuzzy on the forum
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07:42 srifqi ... thats hard to spell
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07:58 nm0i Use tab completion
08:09 LazyJ Use proper spelling.
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10:47 germanuel24 Is there a way to do a LUA function that registers on player movement?
10:47 everamzah yes, using register_on_globalstep, perhaps
10:48 everamzah https://github.com/GunshipPenguin/​sprint/blob/master/esprint.lua#L41
10:48 germanuel24 Will that only be called when a player moves or do i have to check positions?
10:48 everamzah but that is checking the player's position on step, not registering technically "on player move"
10:49 germanuel24 Okay well i'm trying to "fight" hacked c lients that fly by checking if x amount of nodes are air below player and if so send a warning in chat
10:50 everamzah https://github.com/GunshipPenguin/serv​eressentials/blob/master/init.lua#L310 <-- this wone is an AFK checker
10:50 everamzah https://github.com/tenplus1/playerplus < -- this one checks head/foot position if inside a node.
10:51 everamzah it's a big challenge and i wish you the best of luck, i believe it's possible.  check and compare positions, if air below, and they're going upwards, they must be flying yes?
10:52 germanuel24 Yes but I'm very new to mods and dont know which register function to use to get the current node below player
10:53 everamzah sprint mod checks for !air to spawn particles
10:53 everamzah playerplus checks node types/names at feet and at head
10:54 everamzah afk check from server essentials checks and compares input/position based on the past
10:54 germanuel24 I've been experimenting with minetest.get_node_or_nil(pos) but didn't succeed...thanks i will look at those
10:54 everamzah good luck!
10:54 everamzah (have fun :)
10:57 germanuel24 Can i call the player object functions like getpos() everywhere inside globalstep?
10:59 everamzah yes
11:00 everamzah use the for loop to grab minetest.get_connected_players()
11:02 germanuel24 So i put the position check inside the loop?
11:03 everamzah ye i think so
11:03 everamzah for _, player in minetest.get_connected_players()
11:03 everamzah and then player:getpos()
11:03 everamzah pairs() i think too
11:04 everamzah for _, player in pairs(minetest.get_connected_players()) do
11:04 everamzah then get the player's position with player:getpos()
11:09 DFeniks is there any particular design reason why buckets of same kind doesnt stack ?
11:09 everamzah buckets filled wth liquid don't stack!
11:10 everamzah :D  they stack only when they're empty
11:10 germanuel24 And it would be terrible if they did
11:10 everamzah and messy.  imagine spilling all that lava all over yourself trying to carry a whole stack
11:11 everamzah sorry
11:11 germanuel24 Or griefing a server with 64 lava buckets
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11:11 DFeniks if griefing is reason , then i think you can grief perfectly fine with only about half inventory of lava . i think
11:12 germanuel24 Well i think it is one reason... i disabled buckets completely on mine
11:12 germanuel24 I wish i could also disable lava
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11:13 DFeniks just need to spill right so it flows
11:13 DFeniks again i never griefed so i dont know
11:13 germanuel24 Yes but lava doesn't spill very far even if infinite
11:14 germanuel24 With 64 buckets the damage would be way greater
11:15 DFeniks i see . so we cant have nice things because of some people might do , even if its only theoretical . like always
11:21 germanuel24 Griefing is almost present on every public server
11:22 germanuel24 And I'd guess creative servers are more likely to grief
11:22 germanuel24 to be*
11:23 germanuel24 griefed*
11:24 germanuel24 But I'm no dev so i don't actually know the real reasons why you can't stack those..but I#M pretty sure griefing was at least one of the factors
11:26 DFeniks i suppose if griefer was dedicated enough then stacked buckets would be force multiplier
11:28 DFeniks i still think i could cover many hundreds of nodes in many directions with lava if sky is unprotected , with only 1 inventory and craft grid of cobble and lava buckets
11:29 germanuel24 Yes but the potential damage you could do at once is not as big
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11:58 germanuel24 Can someone tell me why players nil is? minetest.register_globalstep(function(dtime)
11:58 germanuel24 for players in ipairs(minetest.get_connected_players()) do
11:58 germanuel24 local player = minetest.get_player_by_name(players)
11:59 germanuel24 player is nil not players, sorry
11:59 everamzah for _, players
11:59 everamzah or for _, player in
11:59 germanuel24 The underscore is required?
11:59 everamzah the first arg is required
11:59 everamzah since ipairs() i think
11:59 germanuel24 Ah i get it thanks
12:00 everamzah you can use the underscore to mean "not used lateron"
12:01 germanuel24 Okay hope it works now
12:02 germanuel24 bad argument #1 to 'get_player_by_name' (string expected, got userdata)
12:02 everamzah u want :get_player_name()
12:02 everamzah minetest.get_player_by_name() is to get an objectref with a player name
12:02 everamzah u already have the objectref (player[i])
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12:03 germanuel24 So just delete the player part? for _, players in ipairs(minetest.get_connected_players()) do
12:03 germanuel24 local player = minetest.get_player_by_name(players)
12:03 germanuel24 local playerName = player:get_player_name()
12:04 everamzah you may want to paste code somewhere else and link to it from here
12:04 everamzah local name = player:get_player_name()
12:04 everamzah you already have player, no need to localize a new var for it
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12:08 germanuel24 I see
12:09 germanuel24 It works now! Is there a way to limit chat messages sent by an event?
12:10 germanuel24 Like add a timer between sending them
12:11 germanuel24 Oh i have an idea
12:11 everamzah local count = 0; count = count + dtime; if count > n then; print("tick"); end ?
12:11 everamzah i haven't done much with timing
12:12 germanuel24 So dtime is always a tick?
12:12 everamzah dtime is the server step amount
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12:12 everamzah you're registering something to be done each server step
12:12 everamzah dtime is the amount of time it took between steps (?)
12:13 everamzah or the amount of time for the last step (?)
12:13 germanuel24 And if i add that into the loop will it be called as much as players are connected?
12:13 everamzah whatever you register will be called each server step
12:14 germanuel24 Yes but i mean if i add the counter inside the ipairs loop
12:14 everamzah i'm afraid i'm a bit lost.  you could try using print("info") to find out.
12:14 everamzah or print(dtime)
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12:15 everamzah bleep bloop blip
12:16 germanuel24 Look i check the next 3 nodes below each players plus the side nodes of player and if they are all air plus the players doesn't have fly priv it says minetest.chat_send_all("[Server]: WARNING! "..playerName.." is surrounded by air without having the fly priv.") but i don't want it to show up each server step
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12:23 germanuel24 I'll just increase a number each step and if it reached x i send the chat message and reset it to 0
12:23 edakiri I placed a mine shaft top.  How can I remove it or pick it up?
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12:31 germanuel24 Is it safe to edit the player files (privs) while the server is offline?
12:31 srifqi_mobile I think it's safe
12:32 germanuel24 Good cause i need to revoke a priv from all and that would take lots of time ingame
12:32 Calinou yes, it is
12:34 germanuel24 And hacked clients can NOT give themselves fly priv right? So i should be able to detect those who fly and have no privs for that
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12:36 srifqi_mobile Sometimes, hacked client doesn't obey privs from server
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12:39 Calinou they can, germanuel24
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12:39 Calinou it's very easy to ignore privilege checks, movement is entirely client-side
12:39 germanuel24 I mean they cannot manipulate the privs on the server side
12:39 Calinou they can't but they can make their client ignore the fly priv
12:40 germanuel24 I know thats why I'm trying to prevent that by checking surrounding nodes and letting everyone know in chat if someone without fly priv seems to be up in air
12:40 Calinou players being in air for a long time are not necessarily flying
12:41 everamzah players moving upwards with only air ever below them should be flying, no?
12:41 Calinou you could detect if a player is going up in air after jumping
12:41 germanuel24 Well i can investigate and see for myself then what they are doing
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12:41 germanuel24 I check the first 3 nodes below players plus 2 on each side
12:42 germanuel24 If all equal air the message appears
12:42 everamzah if feet are surrounded by air, and the positions of the air nodes are increasing vertically, playing could be said to be in flight?
12:42 everamzah player* could be said to be in flight.
12:43 everamzah (thinking out loud)
12:43 germanuel24 Well at least i can look for myself what is happening
12:43 everamzah the million dollar question, germanuel24, is whether the player is flying or falling
12:44 germanuel24 Yeah but i didn't find a way to check the speed
12:44 everamzah compute the difference in time by the distance ?
12:45 germanuel24 I'm not good at math
12:45 Calinou players don't have a server-side velocity (the downside of having client-side physics)
12:45 everamzah i think the speed isn't so important:  if feet are inside a radius of air nodes, and continue to be over some time, and the pos.y value of these air nodes is increasing, then they could be said to be flying.  that's my thought
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12:46 germanuel24 Calinou, so you mean each client could set their own walking/running/flying speed?
12:46 Calinou sure
12:46 Calinou there are basic checks against speedhacking but they suck so much that most servers end up disabling it
12:46 Calinou (it's not tolerant of lag at all)
12:47 srifqi (also connection speed)
12:47 germanuel24 How would i implement a timer inside a loop for each player?
12:48 germanuel24 So that i can count seconds or whatever when the player is surrounded by air
12:48 everamzah i gave a one-liner earlier for a counter loop, i think it would work
12:48 everamzah otherwise i should have to refer you to Programming in Lua website: http://www.lua.org/pil/
12:49 everamzah (me is a novice)
12:49 germanuel24 But i think your timer is for the entire loop so each player has the same one
12:50 germanuel24 Is it slow to remember the counts via files?
12:51 germanuel24 Cause i could create a file for each player and check the contents against the global timer
12:53 everamzah i think a table would hold the data alright
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12:59 everamzah there is io.write and io.read for reading and writing to files, if you prefer
13:18 everamzah https://www.youtube.com/watch?v=d20tEPP0Mmw
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13:46 germanuel24 But is writing/reading files fast enough?
13:50 everamzah i couldn't say.  storing data in a table should be all that's needed for most cases, i think.
13:51 germanuel24 Will the table be in RAM?
13:52 everamzah oh gosh now we've reached a level of technicality that i'm completely uncomfortable with
13:52 everamzah i can only imagine that it would
13:52 germanuel24 Okay I'll look into it
13:55 everamzah Taoki: playing with creatures and structures right now, always loved this mod.  it seems to complain about the doors tho, and the structures seem to be missing them.  (using newer minetest_game sans player.lua)
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15:17 everamzah https://www.youtube.com/watch?v=d9pUwjHDzPU
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16:31 archer-girl hi
16:32 srifqi hi archer-girl
16:32 archer-girl hows everything going
16:32 archer-girl i am at a best buy trying out the computer lol
16:33 srifqi you use the computer to connect here? lol
16:33 archer-girl its unlocked
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17:12 Fixer hmm, new "security" update for windows 7 adds popup into IE about "please please update to win10", ffs
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17:42 Out`Of`Control Fixer:  haha
17:43 Out`Of`Control is it posible to limite castle:ropebox ?
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20:34 SaKeLWorld ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Timeout was reached) (response code 0)
20:34 SaKeLWorld hate this error :(
20:34 SaKeLWorld is there any fix for it yet ?
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20:40 WookieWarlock Hi IRC
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20:54 Fixer https://i.imgur.com/EyhqAVb.png
20:57 Fixer https://i.imgur.com/2rRNGAA.png
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21:20 kaadmy fly mode?
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22:47 Elinvention hi, how do I compile minetest with compiler optimizations like -march=native?
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22:54 bashterm hello?
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22:59 nm0i Elinvention: make CXX=whatever
22:59 bashterm Anyone seen sofar?
23:01 sofar I'm around
23:01 Elinvention nm0i: thanks
23:01 Elinvention can I verify if a binary is optimized?
23:02 sofar not very easily
23:02 nm0i dizassemble it and look for pmull variants or other architecture specific stuff
23:03 nm0i s/diz/dis/
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23:27 Elinvention I found this way https://stackoverflow.com/questions/12112338/get​-the-compiler-options-from-a-compiled-executable
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23:38 sofar that doesn't work on binaries you didn't compile
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