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IRC log for #minetest, 2018-02-19

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All times shown according to UTC.

Time Nick Message
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00:17 wilkgr I'm having some trouble with anticheat, it moves the player back to (0,0,0) after I move them with setpos: https://github.com/wilkgr76/egg​wars/blob/master/init.lua#L220
00:17 wilkgr Is there any way I can prevent this?
00:20 red-001 fireglow, I made a mod for blocking clients that connect from IPs that look like VPNs or hosting
00:26 wilkgr There are multiple mods that do that.
00:26 wilkgr One of them also uses an API to check
00:26 red-001 which one is that?
00:27 wilkgr shivajiva's
00:28 wilkgr Don't have the link on me, sorry
00:28 wilkgr actually
00:28 wilkgr I do haha: https://gitlab.com/shivajiva101/noproxy
00:28 red-001 ah yeah, thought of also adding the API he used but the rate limit on that one seemed ridiculously low
00:29 wilkgr it may have resulted in someone getting IP banned bc of rate limit... hehe
00:30 red-001 yeah his mod ignored the rate-limit right?
00:30 wilkgr it did before
00:30 wilkgr it does do caching now
00:30 wilkgr https://gitlab.com/shivajiva101/​noproxy/blob/master/init.lua#L56
00:30 red-001 it doesn't check the return value
00:35 red-001 if you receive a 429 you are expected to stop trying to make requests looking at their docs
00:35 shivajiva reds mod is better without a doubt
00:36 wilkgr alright :P
00:37 * red-001 accepts the complement
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00:38 red-001 wilkgr, what mods are there for this that don't use any external API?
00:38 red-001 do they use a local blacklist or something?
00:38 wilkgr don't have the link on me but there was another one
00:38 red-001 I know I tried that approach before but couldn't get a decent data source for it
00:39 wilkgr honestly didn't look too closely as it wasn't too interesting for me personally
00:39 shivajiva wasn't there one that used some closed source asset
00:41 wilkgr There was one by the guy who made the robots server
00:41 wilkgr in the end it was decompiled haha
00:42 red-001 oh that anticheat mess?
00:42 wilkgr yes haha
00:42 wilkgr but that wasn't the one I meant
00:42 wilkgr I actually can't find it
00:43 red-001 I mean it was easy to decompile, there is a lot of tools for decompiling LuaJIT bytecode, and they even format it nicely so it looked better then the source
00:44 shivajiva have you considered setting the static spawn point in conf to the correct coords?
00:45 red-001 not sure how most of those tools would be affected by the weird sort of stuff that can be done with bytecode to exploit lua
00:48 Sketch2 your function uses the parameter "player"  but you're using the variable "player_i"
00:48 Sketch2 line 152:   -- Upon respawning, move players back to their island.   minetest.register_on_respa​wnplayer(function(player)   if player_i[player:get_player_name()] then
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00:51 wilkgr Oops
00:51 Sketch2 :)
00:51 wilkgr haha
00:55 wilkgr thanks :)
00:56 Sketch2 yup, glad to be of service
00:57 wilkgr Wow
00:57 wilkgr Now I break respawning xD
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01:51 mutant hi
01:52 mutant is anybody online
01:55 Sketch2 partly.  I'll 'prolly pass out soon
01:57 mutant oh hello, what time is it there? anyways, i can't install mods
01:58 Sketch2 what OS?
01:59 mutant linux ubuntu on macbook pro
02:01 Sketch2 I'd look in  /home/username/.minetest/mods/
02:02 Sketch2 if mod was downloaded from GitHub you have to rename it so it doens't have  "-master"  in the dir name
02:03 Sketch2 all mods, or just one, in particular?
02:17 mutant tried renaming. doesn't work for mesecons or homedecor
02:57 wilkgr Do you get any errors?
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04:47 mutant yeah muchos errors
04:47 mutant well, actually sometimes yes, sometimes no, but i have no evidence that the mod was successfully installed either way
05:12 Sketch2 if it was a portable install, it might be reading from the program dir
05:12 Sketch2 where did you install minetest to?
05:17 Sketch2 try-    sudo updatedb
05:17 Sketch2 then-   locate -r /minetest$
05:20 Sketch2 if it shows up in something other than   /etc/minetest  then you'll need to look in that dir for the /mods folder
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07:18 MinetestBot [git] paramat -> minetest/minetest_game: Schematics: Various improvements 094ad00 https://git.io/vA8x7 (2018-02-19T07:16:24Z)
07:18 MinetestBot [git] paramat -> minetest/minetest_game: Rainforest: Add emergent jungle tree and sapling b90aabe https://git.io/vA8x5 (2018-02-19T07:16:16Z)
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07:23 tm3 Hello, guys :) can i get all registered node names from a mod. like 'minetest.registered_nodes'. For example let us say if i apply it to mymonths mod; then 'mymonths.registered_nodes'. Can i get them like this?!
07:26 MinetestBot [git] ThomasMonroe314 -> minetest/minetest: Add a refresh button to the serverlist (#6957) 5ef9056 https://git.io/vA8pm (2018-02-19T07:25:57Z)
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07:42 tm3 hello :)
07:43 MinetestBot [git] dopik -> minetest/minetest: /shutdown can't do countdown when using reconnect and/or shutdown mes… cf98f5b https://git.io/vA8pj (2018-02-19T07:41:44Z)
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11:43 Sketch2 meh.  I forget the trick in HexChat to make it auto-identify you upon login
11:44 Sketch2 oh, this might be it
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11:48 Sketch2 oh wait, it did it.  ugh dangit.  I just changed stuff.  need to swap it back.  what was it?
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11:50 Sketch2 k.  think that's it.   had to change login method to  /msg NickServ <password>  then type password in the *** box
11:51 Sketch2 that's one of those set-it-and-forget-it kinda things, that you only have to do once every 5 years
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12:13 fireglow red-001: cool, I'd be very interested in that mod!
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13:01 fireglow !mod darkages
13:01 MinetestBot fireglow: Could not find anything.
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13:27 Sketch2 was playing around with .mtl files for .obj meshes
13:28 Sketch2 it does something, but not as expected.  I'd look for irrlicht docs, but they're swapping webservers or something
13:36 NathanS21 I don't think Minetest cares about the .mtl files. I've never included them, and haven't had any problems.
13:40 Sketch2 I know you can do without 'em.  It was my understanding that you could bring in meshes that have colors already applied
13:40 Sketch2 instead of realying on textures
13:40 Sketch2 perhaps it only with certain formats
13:41 NathanS21 hmm, never tried that.
13:42 NathanS21 From what I remember when I looked at an .mtl file it just listed the textures that were used for the uvs on the mesh
13:43 fireglow !mod darkage
13:43 MinetestBot fireglow: DarkAge [darkage] by MasterGollum - https://forum.minetest.net/viewtopic.php?t=3213
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13:48 Sketch2 yeah, it's uh...  ambient, diffuse, specular, "dissolve" - which is sort of like a reversed transparency value
13:49 Sketch2 I think Ns is how sharp the highlight is
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13:50 NathanS21 Oh, so it's all information about how the textures should be used by the engine, makes sense.
13:50 Sketch2 https://en.wikipedia.org/wiki/Wavefron​t_.obj_file#Material_template_library
13:51 Sketch2 yeah, uh.  maybe itsn't being used in-game
13:51 Sketch2 I thought it was, 'cuz when I changes settings the eyes looked different
13:51 Sketch2 I don't think it's really accessing it tho, 'cuz aluminum's not changing
13:52 NathanS21 Well Minetest only uses a color/texture
13:53 NathanS21 there is no specular or reflection, just bare bones.
13:53 NathanS21 I think we still have bump maps
13:53 NathanS21 but those are done with a separate texture file with a trailing _bump I think
13:53 NathanS21 though I don't believe bump maps work for entities, but I could be wrong on that.
13:54 NathanS21 In a fancier engine all those options in the .mtl file would make differences.
14:10 Sketch2 .x files export a jumbled mess of parts
14:11 Sketch2 as far as I can tell, other formats don't seem to read
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14:19 Sketch2 well, .b3d exports with this script-  http://www.rtsoft.com/forums/showthread.​php?7509-Blender-B3D-2-6x-Export-script
14:19 Sketch2 but no color, so eh
14:20 Sketch2 guess it's not a biggie.  It would simplify things
14:21 Sketch2 ya wouldn't have to do the whole UV unwrap thing
14:21 Sketch2 you could just apply colors to vertices, and that be that
14:21 Sketch2 that'd be so much easier
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16:42 Sketch2 Wait-  https://wiki.minetest.net/Using_Blender  this is what I was thinking
16:42 Sketch2 that Minetest *should* be able to use all these formats
16:42 Sketch2 is the info up-to-date?
16:45 sfan5 yes
16:46 sfan5 irrlicht hasn't changed much in the last 5 years
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18:19 Sketch2 It just sux, 'cuz UV unwrapping and texture baking is like half-a-day of work per model,
18:19 Sketch2 whereas painting vertices can be done in 15 mins
18:22 Sketch2 there's gotta be an easier way
18:23 Sketch2 like paint the texture, then use it to generate a nodemap
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18:36 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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18:43 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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19:19 Calinou how does it take half a day of work to UV unwrap a voxel-style model?
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19:38 Sketch2 Oh, it's not that long.  It just felt like it today.
19:39 Sketch2 I can do it, just dreading that I gotta do it for the next 50 objects.  Was hoping to find an easier way
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19:56 Sketch2 hmm, you know what?  Blender has a vertex paint tool that automatically applies a UV, methinx
19:57 Sketch2 gonna play w/ that.  see what it does
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20:08 fireglow !c tuple(e*16 for e in (5,1,0))
20:08 MinetestBot (80, 16, 0)
20:11 rud0lf python?
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20:37 Sketch2 Bite my shiny metal--  https://i.imgur.com/vWQw4v5.png
20:47 progysm no arm?
20:48 Sketch2 Still gotta do 'em.  Was just texting out the texture paint tool
20:48 Sketch2 *testing
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20:50 Sketch2 Dunno what I'll do with him once he's modeled.  Just getting in the mood to render robots, and he came to mind
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21:22 progysm bender in blender...
21:23 rud0lf gender bender
21:23 progysm go together
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22:00 xerox123_ What is this warning and how do I stop it it's quite spammy. WARNING[Server]: ServerEnv: Trying to store id = 1 statically but block (-2,1,7) already contains 130 objects. Forcing delete
22:00 rubenwardy having less entities
22:01 rubenwardy or raising the entity limit
22:01 rubenwardy not sure what the setting is called
22:01 xerox123_ Is that in minetest.conf?
22:01 xerox123_ Oh.
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22:11 xerox123_ Also theres something that makes dropped objects float up into the sky
22:11 xerox123_ Which im starting to think is related to that warning in some way
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23:52 Message Test
23:52 progysm Test
23:52 rud0lf [test failed]
23:52 rud0lf [please insert coin to continue]
23:52 * Message inserts Wakadan coin
23:53 progysm woah, that was written in the latest video I saw on youtube
23:53 Message Wakandan *
23:57 Message Lots of people here, but I don't see Vanessa. Pass a message on to her, please. Tell her that I explained things to Arion VPS. They offered me a different IP address; this one isn't it, of course.
23:57 Message Add that there's always a flip side to things. As a related note, mention to Sofar (Auke Kok) that I took two weeks off from working on the attorney document, but I promise to try to finish it in the short term. It's expected to be about 15 pages in length and will go by snailmail to about 50 to 75 people.
23:58 Message Thank you. I trust that all is well.
23:58 Message was kicked by rubenwardy: Message
23:59 VanessaE ^^ anything he sends to me will either go directly into the trash, or possible into my "file box", unread in any case.

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