Time |
Nick |
Message |
00:00 |
paramat |
there is no other solution |
00:00 |
octacian |
It's a fix (not a hack) because it is the only solution - aside from making the server deal with looking for nodes. |
00:00 |
Hijiri |
I think I would favor a stricter version of rubenwardy's suggestion: Just require the search only require nodes that are visible to the player already |
00:00 |
paramat |
ok now i know what the fuss was about, and opening an issue .. |
00:01 |
octacian |
Hijiri: That'd be great |
00:01 |
Hijiri |
I don't think it's any more of a solution than just disabling it though |
00:01 |
Hijiri |
they're both solutions, just one allows more mod use |
00:01 |
Hijiri |
And why can't "the only solution" be a hack? |
00:02 |
octacian |
Disabling removes the feature and makes it useless. Actually fixing the underlying problem (to as much extent possible), makes it still useful to players while relatively safe. |
00:02 |
Hijiri |
octacian: My yardstick has been, "does it make the cheat useless, while not making other mod features useless" |
00:02 |
Hijiri |
Originally I thought that reducing the radius would make it as useful to non-cheat mods as it is to cheat mods |
00:03 |
Hijiri |
But if it can only return things in the line of sight then that would be fine I think |
00:03 |
octacian |
Same. Only allowing visible nodes to be searched for would make the cheat useless, while not making other mods features useless as you said |
00:03 |
octacian |
So, I'm all for that concept |
00:04 |
Hijiri |
The real solution for ore-hiding would be to not send ores until they are visible, though |
00:04 |
Hijiri |
that would protect against modified clients as well |
00:05 |
Hijiri |
and visible can mean "exposed to air", or else it might be too expensive to do |
00:05 |
octacian |
The only solution is to not send nodes to the client whatsoever if they are not visible |
00:05 |
red-001 |
\o/ pushed non run_in_place win64 build to itch.io |
00:05 |
Hijiri |
(for ore-hiding, not CSM limits) |
00:05 |
octacian |
However, that would mean that every time you broke a node the node beneath it would have to be loaded - pretty inefficient |
00:05 |
Hijiri |
octacian: Yes, it would be expensive to hide every node |
00:05 |
Hijiri |
But you would get most of the value of node hiding by just hiding the ores |
00:06 |
octacian |
I think that only allowing searching for nodes that are visible is the best solution |
00:06 |
Hijiri |
You could even reveal a whole vein if one node gets visible, since the player would have found those anyway |
00:07 |
Hijiri |
octacian: I think it's the best solution involving only CSM, but not sending ores will prevent cheating by modified clients (I already said this) |
00:07 |
Hijiri |
And I don't think it would be expensive if you only apply it to certain nodes, and reveal an entire connected group when found |
00:08 |
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octacian_ joined #minetest-hub |
00:08 |
Hijiri |
(or maybe a block-aligned piece of the group, whatever is more efficient) |
00:08 |
|
Fixer joined #minetest-hub |
00:08 |
|
octacian joined #minetest-hub |
00:08 |
octacian |
Also, damn my horrible internet... |
00:08 |
Hijiri |
octacian: It doesn't have to be per-player, either |
00:08 |
octacian |
I gotta right a script to auto-ghost |
00:08 |
octacian |
Hijiri: True |
00:09 |
Hijiri |
If a player finds valuable ore they are likely to mine it straight away anyway |
00:09 |
Hijiri |
so it won't be too valuable to handle the case where another player finds ore that another player dug earlier |
00:09 |
Hijiri |
It might be possible to hack in a solution for this mod side in current API, even |
00:10 |
Hijiri |
replace ores with default:stone with private metadata |
00:10 |
Hijiri |
then transform them into ores if they are exposed to air |
00:10 |
octacian |
Still a bit complex. |
00:10 |
Hijiri |
But possible |
00:10 |
Hijiri |
not sure about performance |
00:11 |
Hijiri |
It would only need to be done once |
00:11 |
Hijiri |
by done once I mean coded once |
00:12 |
Hijiri |
The part I'm not sure of is how to efficiently check if it's exposed to air |
00:12 |
Hijiri |
It is easy to see if it's generated exposed to air, by LBM |
00:13 |
Hijiri |
And if someone digs something you could use a dig callback to check nearby nodes |
00:13 |
octacian |
Would be terrible performance wise though |
00:13 |
Hijiri |
but it could be a problem if things other than players modify nodes, like by moving sand |
00:13 |
Fixer |
yeah, leveldb is not influencing |
00:13 |
Hijiri |
octacian: It wouldn't be that bad, it would only happen once every dig |
00:13 |
octacian |
uhhh.... That'd be bad :P |
00:14 |
Hijiri |
that's like max once a tick per player, though |
00:14 |
Hijiri |
and usually you don't have every player on a server digging constantly |
00:14 |
Hijiri |
If you check on dig you only need to check the nodes around the dug node |
00:15 |
Hijiri |
a few searches in a tiny radius and metadata gets per tick is not that expensive |
00:15 |
Hijiri |
Minetest API overhead isn't THAT bad |
00:16 |
Hijiri |
I think less than once a tick per player, dig time was minimum like 0.15 seconds right? |
00:17 |
octacian |
Dig time can be immediate |
00:17 |
Hijiri |
yeah, but not for most nodes |
00:17 |
Hijiri |
you won't have most players constantly digging immediate dig time nodes |
00:17 |
octacian |
True. But there could be tools with immediate digtime |
00:17 |
Hijiri |
by immediate do you mean bypassing normal digging and digging through on_use? |
00:18 |
octacian |
No, you can make the tool capabilities so that it will dig all or some nodes instantly |
00:18 |
Hijiri |
oh |
00:18 |
Hijiri |
Is it literally immediate though? |
00:18 |
Hijiri |
does the line of nodes immediately disappear as soon as you click? |
00:18 |
octacian |
Yeah, literally immediate |
00:19 |
Hijiri |
Ok, but that's still limited by the tool range |
00:19 |
octacian |
Yes |
00:21 |
Hijiri |
Server operators could choose not to have mods that add things that do that for common nodes, though |
00:22 |
Hijiri |
And then add a further limitation to the mod that "exposed ore" means bordered by a non-ore non-stone node |
00:22 |
Hijiri |
then you just need to check when stone and ore is dug |
00:25 |
Hijiri |
do mapgen callbacks get called before or after ore generation? |
00:29 |
Fixer |
paramat: by using mesh_gen_interval at 15ms I've missed pretty big stutter improvement it seems, numbers confirm, not sure if celerons cache thing or fix of mem leak of it or whatever, but it does look much better and obvious, stutter still happens but less and much less annoying |
00:30 |
Fixer |
i can tune down my mesh gen lag to perhaps 5 ms |
00:31 |
paramat |
i use 0ms and c55s work smoothed it for me |
00:32 |
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00:33 |
octacian |
Is this the issue where sometimes when you click many times in a small time period with high latency you get seemingly teleported around? |
00:34 |
Fixer |
numbers confirm that stutter was reduced before 0.4.16 release |
00:35 |
* octacian |
will test later |
00:35 |
Fixer |
i'm very excited it went into release |
00:35 |
Fixer |
gn |
00:35 |
octacian |
It's always been incredibly annoying for me when harvesting crops |
00:35 |
|
paramat left #minetest-hub |
00:42 |
Calinou |
4 more karma, and I have 6,000 reddit link karma! :D |
00:43 |
Calinou |
but I'm going to sleep, night |
00:51 |
|
bigfoot547 joined #minetest-hub |
00:57 |
Shara |
Really can't play the game with 'new' sneak. |
00:58 |
Shara |
And already had one player ask if I am okay with him using old client just because he hates it too. |
00:59 |
|
rdococ joined #minetest-hub |
00:59 |
Shara |
I haven't updated the server yet, so didn't add in code to enable old move... I plan to when updating though. |
00:59 |
rdococ |
hi |
00:59 |
Shara |
Hi rdococ |
01:15 |
* octacian |
welcomes bigfoot547 to the backness |
01:16 |
* rdococ |
says hi |
01:16 |
* octacian |
has no clue what he's saying |
01:17 |
* rdococ |
eats cheese chickens |
01:17 |
* octacian |
eats a donut |
01:17 |
* rdococ |
eats a duocylinder |
01:17 |
* octacian |
eats noodles |
01:18 |
* rdococ |
drinks a 3-sphere |
01:18 |
* octacian |
eats rdococ |
01:18 |
octacian |
Or wait, is that going too far? |
01:18 |
* rdococ |
proceeds to eat octacian, resulting in a feedback loop where rdococ is in octacian is in rdococ is in octacian is in rdococ, and so on. |
01:18 |
* octacian |
is going to assume so seeing as rdococ didn't answer |
01:19 |
octacian |
Oh boy... |
01:19 |
* octacian |
didn't see that one coming |
01:19 |
* rdococ |
makes the universe implode on itself, taking the opportunity of everything else travelling towards it to eat bigfoot547. |
01:19 |
* octacian |
eats minetest |
01:20 |
* octacian |
goes *boom* |
01:20 |
* rdococ |
eats the interdimensional portal. |
01:20 |
rdococ |
tastes like magic. |
01:21 |
* octacian |
was able to get in a spacesuit before he went *boom* |
01:21 |
* octacian |
is therefore still alive |
01:21 |
* rdococ |
eats the spacesuit |
01:22 |
* rdococ |
suddenly turns into the universe |
01:22 |
* octacian |
escapes into bigfoot547's portal |
01:22 |
* rdococ |
is actually a gigantic creature whose interior is the alternate dimension that all portals link with |
01:24 |
|
lumidify_ joined #minetest-hub |
01:24 |
* octacian |
finds a dangerous space crystal in the alternate dimension, accidentally eats it, and is transformed into a *I give up* |
01:24 |
octacian |
I got more important things to do with my weekend now, so.... Yeah. |
01:25 |
rdococ |
aw. now I'm sad. |
01:26 |
octacian |
Practically same for me... |
01:26 |
rdococ |
I'm sad now |
01:27 |
rdococ |
oh god, not monday |
01:38 |
rdococ |
nope. I don't even have experience with ncurses. |
01:40 |
|
dtscode joined #minetest-hub |
01:44 |
rdococ |
hi. |
02:00 |
|
kaeza joined #minetest-hub |
04:08 |
|
KaadmY joined #minetest-hub |
04:29 |
octacian |
Night all! :D |
05:41 |
|
Raven262 joined #minetest-hub |
05:42 |
Raven262 |
Greetings everyone |
05:54 |
|
DS-minetest joined #minetest-hub |
06:47 |
|
CWz joined #minetest-hub |
06:50 |
|
KaadmY joined #minetest-hub |
06:52 |
|
lumidify joined #minetest-hub |
07:18 |
|
nerzhul joined #minetest-hub |
07:46 |
|
DS-minetest joined #minetest-hub |
07:53 |
|
dtscode joined #minetest-hub |
08:51 |
|
sniper338 joined #minetest-hub |
08:53 |
|
sniper570 joined #minetest-hub |
09:42 |
|
DS-minetest joined #minetest-hub |
09:44 |
|
IhrFussel joined #minetest-hub |
09:45 |
IhrFussel |
I'm freaking out!! It worked for a few hours and now it starts to disconnect again...and my hoster expects me to pay $ 10 / month JUST to get a 24/7 support |
10:20 |
|
sniper338 joined #minetest-hub |
10:25 |
|
nerzhul joined #minetest-hub |
10:59 |
|
Fixer joined #minetest-hub |
11:17 |
|
Zeno` joined #minetest-hub |
11:20 |
red-001 |
wb Zeno` |
11:22 |
Shara |
Hi Zeno` |
11:23 |
Zeno` |
thanks |
11:23 |
Raven262 |
Hello Shara Zeno` red-001 |
11:23 |
Shara |
Hi Raven262 |
11:30 |
CWz |
Zeno`, |
11:31 |
Zeno` |
hi |
11:32 |
CWz |
Zeno, minetest has compile issues |
11:32 |
CWz |
https://www.hastebin.com/kukiroruva.vbs |
11:33 |
CWz |
what the issue? |
11:34 |
red-NaN |
Calinou, your appimage exits just after displaying the window |
11:34 |
Calinou |
red-NaN: what's the console output? |
11:34 |
Calinou |
it might be because you have a bogus font_path |
11:34 |
Calinou |
but pastebin the console output anyway |
11:35 |
red-NaN |
the old appimage works btw |
11:35 |
|
tenplus1 joined #minetest-hub |
11:35 |
Shara |
Hi tenplus1 |
11:35 |
nerzhul |
CWz, use a C++11 compiler. |
11:35 |
tenplus1 |
hi folks |
11:36 |
tenplus1 |
hey Shara |
11:36 |
Shara |
Yay, beat you for once :P |
11:36 |
nerzhul |
0.4.16 was released, now we switch to C++11 |
11:36 |
tenplus1 |
ehehe |
11:36 |
red-NaN |
https://pastebin.com/fcSwRBEq |
11:36 |
tenplus1 |
hi nrz, wait... wasnt 0.4.16 compiled using c++11 ? |
11:36 |
tenplus1 |
hi red |
11:36 |
nerzhul |
tenplus1, no |
11:36 |
nerzhul |
we said we will do a break release after 0.4.16 and we will use C++11 |
11:36 |
tenplus1 |
then what did I install last night ? could have sworn that was c++11 |
11:37 |
nerzhul |
i don't know what you do, but if you follow master there can be breakage starting now, we are in the 0.5 cycle. The c++11 breakage is only for compiler, there will not be any functional change atm |
11:38 |
red-NaN |
btw is there something like appimage that doesn't pack all the data into a single file? |
11:38 |
red-NaN |
that would work better with itch.io |
11:38 |
Fixer |
nerzhul: btw i had success with building on MSYS2/mingw64 (win7), preC+11 minetest, GCC v6.3.0, had linking (?) problem for libleveldb |
11:38 |
tenplus1 |
hi fixer |
11:39 |
Fixer |
gonna try newest git with updated libraries |
11:39 |
nerzhul |
Fixer, update your leveldb lib |
11:39 |
Fixer |
hi tenplus1 |
11:39 |
nerzhul |
sfan5 updated it in the build process for our CI |
11:39 |
CWz |
how do i switch an 11 prosessor |
11:39 |
red-NaN |
but not the build bot? |
11:39 |
CWz |
*compiler |
11:39 |
Fixer |
nerzhul: ok, i'm writing manual for people who might want build on windows without installing that MSVC begemoth |
11:39 |
Fixer |
msys2/mingw64 is much smaller |
11:40 |
tenplus1 |
https://code.launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds/+packages built with c++11 |
11:40 |
nerzhul |
tenplus1, but trusty and vivid failed because no C++11 compiler |
11:40 |
nerzhul |
(by default) |
11:41 |
tenplus1 |
yeah was wondering about those :P |
11:41 |
nerzhul |
just update to 16.04 |
11:41 |
* tenplus1 |
is happy to be running latest under new compiler :pPpP |
11:41 |
nerzhul |
no reason to keep 14.04 LTS |
11:41 |
red-NaN |
Calinou, could my existing install if 0.4.15 be whats breaking the appimage? |
11:41 |
red-NaN |
of* |
11:43 |
Calinou |
red-NaN: maybe, not sure |
11:43 |
tenplus1 |
hi Cal |
11:43 |
Calinou |
nerzhul: AppImages should be made to run everywhere, not just on recent distros |
11:43 |
Calinou |
I'm aware many desktop users use 2016+ distros now, but not all, sadly |
11:44 |
|
Krock_ joined #minetest-hub |
11:44 |
Calinou |
anyway, 0.4.16 stable can be built on 14.04 fine |
11:44 |
Calinou |
but Git can't now, I guess |
11:44 |
tenplus1 |
hi krock with an underscore :P |
11:44 |
nerzhul |
appimage doesn't no run on old distro because they dont have appimage packages |
11:44 |
Calinou |
hi tenplus1 btw |
11:44 |
Calinou |
nerzhul: AppImage does not require any sort of runtime... |
11:44 |
Calinou |
the distro does not need to explicitly support it, this is exactly the point |
11:45 |
Calinou |
(since most distro developers have been uncooperative) |
11:45 |
tenplus1 |
am surprised that anyone is using anything prior to ubuntu 16.04 lts |
11:45 |
nerzhul |
then just build it with libstdc++ with c++11 support :p |
11:45 |
nerzhul |
unoffial images are not our problem |
11:45 |
nerzhul |
but if you have a simple and working process to generate appimage i can add it to gitlab CI |
11:46 |
nerzhul |
i'm starting to implement automated windows daily builds |
11:46 |
Calinou |
it's also a problem for server users, ie. RHEL/CentOS 7 users |
11:46 |
Calinou |
which was IIRC released in 2013 or so |
11:46 |
Calinou |
and will be supported for 10 years or so |
11:46 |
Calinou |
also Debian oldstable, which is still Debian 7 right now |
11:46 |
Calinou |
(soon 8) |
11:46 |
red-NaN |
nerzhul, could you build both run_in_place and non-run_in_place builds? |
11:47 |
tenplus1 |
how much bigger is the run in place builds ? |
11:47 |
Calinou |
most users don't use run-in-place actually |
11:47 |
Calinou |
they don't need portable builds |
11:47 |
Calinou |
(as in, the kind of builds you carry on an USB stick and are entirely self-contained) |
11:47 |
Calinou |
that's a minority use case for gaming, really |
11:48 |
|
Krock_ joined #minetest-hub |
11:48 |
tenplus1 |
wb Krock_ |
11:48 |
Krock_ |
well great |
11:48 |
Krock_ |
hello tenplus1 |
11:48 |
CWz |
so g++ 4.9 is too old |
11:48 |
Krock_ |
"Krock" is locked because I missed to type in the password now that I have to set up my configuration <.< |
11:48 |
tenplus1 |
ouch |
11:49 |
Krock_ |
hmm.. now I only must manage to get my PCI wireless card working and I'm happy with this system |
11:49 |
Calinou |
CWz: yeah, ideally you should have GCC 6.x for full C++14 support |
11:49 |
Calinou |
(it's also enabled by default as of 6.x) |
11:49 |
Calinou |
5.x is enough for C++11, I believe |
11:52 |
CWz |
man VanessaE is going to be pissed |
11:53 |
nerzhul |
g++4.9 is too old for move constructor. Use Clang 3.6 or GCC 5.1 at least |
12:01 |
tenplus1 |
is ClearLinux compiled using c++14 to gain max speed/optimization from the system ? |
12:04 |
|
Jordach joined #minetest-hub |
12:04 |
Jordach |
http://imgur.com/gallery/aSoQE :thinking; |
12:05 |
nerzhul |
c++14 without using all c++14 features doesn't mean free performance |
12:05 |
tenplus1 |
lol |
12:05 |
tenplus1 |
am curious to how clearlinux has better performance than most in certain aspects ;P |
12:07 |
nerzhul |
clearlinux has marketing performanec |
12:07 |
nerzhul |
and also needs specific CPU to work as intended, in fact the performance gain is also due to the fact you must use a specific CPU generation to make all compiled code use all new x86 features, it's same if your compile your own programs using -march=native -mtune=native |
12:08 |
tenplus1 |
ahh kewl :P |
12:08 |
|
Stone-Talus joined #minetest-hub |
12:08 |
nerzhul |
program will not be portable across CPU |
12:08 |
tenplus1 |
hi talus |
12:09 |
|
DS-minetest joined #minetest-hub |
12:09 |
tenplus1 |
hi DS-minetest |
12:09 |
Jordach |
nerzhul, smells of intel |
12:09 |
Jordach |
£99 adapter to USE RAID |
12:09 |
DS-minetest |
ahh, tenplus1 is back. hi! |
12:09 |
Jordach |
and must be INTEL drivers |
12:10 |
Jordach |
AMD Threadripper coming through |
12:10 |
tenplus1 |
threadripper ??? |
12:11 |
nerzhul |
i'm for AMD because it cost less, and i can use my money i other useful things. Intel has sufficient money no need for me |
12:11 |
Jordach |
Ryzen on mega steroids |
12:11 |
Jordach |
it's also noted the mid range Ryzen destroys intel's i5 and i7 ranges |
12:11 |
tenplus1 |
ahh nice... amd really is getting major performance gains lately, especially open-source gfx :PPP |
12:11 |
Jordach |
tl;dr their IPC is at Haswell level |
12:11 |
nerzhul |
yes, i run bioshock infinite in ultra mode on Linux with my 7970 (4 years old cards) |
12:12 |
Jordach |
but since Threadripper and Ryzen 17xx supports HEDT |
12:12 |
Jordach |
(intel's i9 doesn't support it properly) |
12:12 |
tenplus1 |
phoronix did a comparison and os driver is better than binary blob in most cases |
12:14 |
Jordach |
tenplus1, planning on going DDR4, M.2, Ryzen / Threadripper, AMD RX 580 |
12:14 |
tenplus1 |
o.O sounds like you'll rip a hole in space and time with that lot... |
12:14 |
Jordach |
tenplus1, you can take some of my spare parts, or Shara can |
12:14 |
tenplus1 |
hopefully soon mt-engine will make use of more than 1 core |
12:15 |
Zeno` |
it already does |
12:15 |
tenplus1 |
it does ? thought it was cave generation only ? |
12:15 |
tenplus1 |
also hi Zeno |
12:15 |
Zeno` |
http://dev.minetest.net/Engine_structure#Threads |
12:15 |
Zeno` |
hi :) |
12:16 |
Fixer |
hi Zeno` |
12:16 |
Jordach |
http://i.imgur.com/VYVbrGw.mp4 |
12:17 |
* tenplus1 |
did it 1st time as well |
12:17 |
CWz |
gonna need to figure out how to build using version 6 compiler without sudo |
12:18 |
Jordach |
GIB |
12:18 |
Jordach |
http://i.imgur.com/rZoxs9i.mp4 |
12:19 |
Fixer |
kitsunemimi is so slow at times |
12:19 |
Fixer |
wonder what sfan is seeding |
12:19 |
Jordach |
4 letters, p |
12:19 |
tenplus1 |
ocd senses tingling |
12:19 |
Fixer |
speed is back |
12:20 |
Fixer |
doing clean buildbot64.sh via msys2/mingw for testing |
12:20 |
Fixer |
if all goes well I will move to compiling via msys2/mingw, so much faster than in VM |
12:22 |
Krock_ |
copying files part II... bbl |
12:22 |
Fixer |
Krock_: installing Windows 98 SE? |
12:22 |
tenplus1 |
lol, I still got mah 98 cd |
12:23 |
Fixer |
also MSYS2 does not support Windows XP anymore, rip |
12:23 |
Fixer |
tenplus1: multiwindows dvd* |
12:23 |
Fixer |
and cd* |
12:23 |
tenplus1 |
slow but sure ppl are moving on from xp... |
12:25 |
Fixer |
tenplus1: xp history will repeat with 7 |
12:25 |
tenplus1 |
true, but they say 70% + still use win7. |
12:26 |
Fixer |
tenplus1: win7 will live as long as xp |
12:26 |
red-NaN |
btw I pushed the windows-32bit 0.4.16 and appimage to itch.io |
12:27 |
Fixer |
minetest_game cloning is so slow, wth... it is tiny |
12:27 |
tenplus1 |
someone mentioned about separating mt-enging and mt-game in linux |
12:27 |
tenplus1 |
so users can install their own mt-game spinoff |
12:27 |
Fixer |
20 kb/sec |
12:28 |
Fixer |
done, compilation |
12:28 |
Fixer |
4 cores |
12:28 |
Fixer |
*threads |
12:29 |
Fixer |
4 core i5 costs a fortune |
12:29 |
tenplus1 |
agreed, |
12:29 |
Fixer |
anyway I plan to upgrade in 202X if all goes well |
12:29 |
Fixer |
no need to rush |
12:30 |
tenplus1 |
my last amd was athlong xp 2200+ |
12:30 |
tenplus1 |
*athlon :P |
12:30 |
Fixer |
tenplus1: Duron 900MHz |
12:30 |
Fixer |
my last one |
12:30 |
Fixer |
AMD Athlons 1/64 was good |
12:30 |
Fixer |
K6 too |
12:31 |
Fixer |
friend had that PC |
12:31 |
tenplus1 |
supposidly the intel has better head dispertion |
12:31 |
Fixer |
had memory errors ,_, |
12:31 |
Fixer |
damn it is fast, already 71% |
12:32 |
Fixer |
it is amazing Win98SE + Office 97 run on 16MB memory |
12:32 |
tenplus1 |
wow, nicely done :PPP |
12:33 |
Fixer |
had kernel.dll errors though, probably fan(fun) was not spinning on K6-2 CPU |
12:33 |
Fixer |
it had HL installed, but I have not looked into it |
12:33 |
Fixer |
100% linking |
12:34 |
Fixer |
create package |
12:34 |
Fixer |
done |
12:34 |
Fixer |
about 5 minutes to compile |
12:34 |
Fixer |
great success |
12:34 |
Fixer |
nerzhul: yep, updated libleveldb and it worked |
12:35 |
Fixer |
dfd79c08 |
12:36 |
tenplus1 |
whats the best map format to use ? |
12:38 |
sfan5 |
Fixer: the server has a (shared) gbit connection so it's unlikely that the problem is on my side |
12:38 |
Fixer |
sfan5: probably on my side |
12:39 |
TommyTreasure |
tenplus1, suggestion, request, inquiry. you decide. lol. possibility of adding a 'hide' function to exposed protection blocks. similar to the way 'sound blocks' can be hidden. |
12:40 |
nerzhul |
sfan5, i have working gitlab-ci windows daily build for win32, i'm doing it for win64 now (using the buildbot script) |
12:40 |
Fixer |
sfan5: probably, since github speed also fluctuated a lot like kitsunemimi |
12:40 |
tenplus1 |
hi tommy, and yeah that sounds a nice idea |
12:40 |
nerzhul |
sfan5, => https://gitlab.com/nerzhul/minetest/pipelines/8775767 |
12:40 |
nerzhul |
i will provide a PR within an hour to add this capability, this will permit to have windows automated daily build on the gitlab infrastructure :) |
12:40 |
Fixer |
looking |
12:41 |
nerzhul |
in ~5 mins win builds should be finished and artifacts downloadable |
12:41 |
sfan5 |
nerzhul: make sure to add the required DLLs as the build will otherwise not run |
12:41 |
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12:41 |
nerzhul |
maybe you can help me to finish i don't know the ending. CPack does a zip i see, i added it as artifact |
12:42 |
tenplus1 |
am still building mine: https://www.ft.com/__origami/service/image/v2/images/raw/http%3A%2F%2Fftalphaville.ft.com%2Ffiles%2F2015%2F04%2FHamstergif.gif?source=Alphaville |
12:42 |
tenplus1 |
hi nathan |
12:42 |
NathanS21 |
hi tenplus1 |
12:42 |
nerzhul |
seems i set the wrong path for artifact :p |
12:43 |
nerzhul |
sfan5, https://gitlab.com/nerzhul/minetest/builds/17900972 |
12:43 |
nerzhul |
can you download the artifact and verify if the zipfile inside it is good ? |
12:44 |
sfan5 |
you can try yourself in wine |
12:44 |
nerzhul |
sounds reasonable heh |
12:44 |
sfan5 |
also you need libgcc*.dll libstdc++-6.dll and libwinpthreads-1.dll |
12:45 |
sfan5 |
(if wine complains about missing crypt32.dll then that's not a problem) |
12:45 |
tenplus1 |
am still having problems getting wine to install .net runtimes 4.0 |
12:45 |
sfan5 |
yup the zip is missing it |
12:48 |
nerzhul |
sfan5, are they in the mingw distro we install for building ? |
12:49 |
sfan5 |
/usr/i686-w64-mingw32/bin or /usr/x86_64-w64-mingw32/bin |
12:51 |
nerzhul |
nice |
12:51 |
nerzhul |
i don't know if i can split the build and the package methods |
12:51 |
nerzhul |
could be nice to have same pipeline for linux and windows (except install |
12:51 |
nerzhul |
it can permit to have intermediate unit tests before packaging |
12:53 |
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12:53 |
tenplus1 |
hi octacian |
12:54 |
octacian |
Morning tenplus1 :D |
12:54 |
nerzhul |
sfan5, can i remove make package -j2 from buildbot and call it directly from script.sh ? |
12:55 |
nerzhul |
(i talk about a mergeable fix into minetest on github) |
12:56 |
sfan5 |
why? |
12:56 |
nerzhul |
to permit consistency in my gitlab pipeline where linux build have build step and after build they spawn a new docker container which only package |
12:57 |
nerzhul |
or maybe add an option to disable packaging, could be better |
12:57 |
sfan5 |
yea |
12:57 |
sfan5 |
because otherwise the buildbot would no longer do what its name implies |
12:57 |
nerzhul |
:) |
12:57 |
sfan5 |
add a variable like NO_PACKAGE which causes it to call make instead of make package |
12:58 |
nerzhul |
yeah i called it like this heh |
12:58 |
nerzhul |
if [ "x$NO_PACKAGE" = "x" ]; then |
12:58 |
nerzhul |
make package -j2 |
12:58 |
nerzhul |
fi |
13:07 |
nerzhul |
interesting, make package also builds :p |
13:15 |
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13:16 |
tenplus1 |
hi RobbieF |
13:16 |
sfan5 |
always run make -j2 and optionally make package |
13:20 |
nerzhul |
y |
13:23 |
tenplus1 |
bbl |
13:23 |
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13:25 |
Fixer |
btw |
13:25 |
Fixer |
sfan5: why not "make package -j$(nproc)" ? |
13:25 |
nerzhul |
for the CI it's not optimal |
13:25 |
nerzhul |
because you see more CPU than available |
13:28 |
RobbieF |
hi tenplus1! |
13:33 |
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13:41 |
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13:41 |
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13:54 |
nerzhul |
nice the pipeline is working properly hehe sfan5 |
13:55 |
nerzhul |
https://gitlab.com/nerzhul/minetest/pipelines/8776980 |
13:55 |
nerzhul |
i just cleanup build paths |
13:55 |
nerzhul |
and i should find how to add the missing DLL |
13:55 |
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13:56 |
Fixer |
My msys2/mingw64 minetest compilation instruction, rate and comment: https://forum.minetest.net/viewtopic.php?f=42&t=17797 |
13:58 |
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14:11 |
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14:27 |
Fixer |
sfan5: would you like to compile nonluajit 0.4.16 stable? :) |
14:47 |
sfan5 |
later today |
15:22 |
Fixer |
preoctacian hardware |
15:34 |
* benrob0329 |
steps in |
15:35 |
* DS-minetest |
tells benrob0329 to take his shoes off |
15:36 |
benrob0329 |
Quite literary too :P |
15:43 |
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15:44 |
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15:51 |
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15:53 |
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16:30 |
Jordach |
AAAAAAAAAAAAAAARGGHHH |
16:30 |
Jordach |
AMD Ryzen 7 CPUs Get up to 23% Price Cut |
16:30 |
Jordach |
*autistic screeching* |
16:30 |
Jordach |
and i've got no money |
16:32 |
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16:42 |
garywhite |
I had an idea: What about an I'm Feeling Lucky button that joins a random server? (Joke, not intended to be taken seriously) |
16:43 |
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16:44 |
Krock |
looks like the PCI wireless card is detected now \o/ |
16:46 |
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16:46 |
tenplus1 |
allo :P |
16:48 |
benrob0329 |
tenplus1: https://youtu.be/jfLvXhN4uCo |
16:49 |
red-NaN |
nerzhul, it finnaly happened https://github.com/DS-Minetest/csm_com |
16:49 |
tenplus1 |
hi benrob |
16:49 |
red-NaN |
well we better add an offical version of this before that mod becomes a must have to play on servers |
16:50 |
garywhite |
what mod? |
16:50 |
tenplus1 |
ah crap... gotta have a setting to disable CSM for servers or have it enable CSM with only mods specified by server |
17:05 |
CWz |
i just witnessed a player break though steel door |
17:05 |
tenplus1 |
lag ? or completely removed ? |
17:05 |
CWz |
lag i guess |
17:06 |
Shara |
Steel door is really easy to get through |
17:06 |
tenplus1 |
yeah... protected doors are much better... :DDD |
17:07 |
garywhite |
I've broken through steel doors before...now if they used no tools or a wood tool, then I'd be concerned |
17:07 |
Shara |
Stick two protected doors back to back, so they are touching.. almost impossible to lag through that |
17:07 |
tenplus1 |
and enable protector.flip and it's impossible |
17:08 |
* DS-minetest |
never liked to break through steel, best entrance is roof |
17:08 |
tenplus1 |
plus steel doors are next to useless without protection mod anyhoo |
17:08 |
Shara |
Protector flip is horrible |
17:08 |
tenplus1 |
works tho :DDD |
17:08 |
Shara |
:P |
17:08 |
tenplus1 |
maybe steel doors could be made so that you require a tool to rmove... breaking does nothing |
17:09 |
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17:09 |
Shara |
If tool checks owner name, then yes |
17:09 |
tenplus1 |
wb Raven262 |
17:09 |
Raven262 |
Hello tenplus1 |
17:09 |
tenplus1 |
exactly shara... so nothing will break door apart from that tool and owner |
17:10 |
Shara |
Hmm, might look at doing a mod along those lines eventually. |
17:10 |
Shara |
Special armoured doors and armour plating for buildings :P |
17:10 |
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17:10 |
tenplus1 |
hi lisac_ |
17:11 |
tenplus1 |
can have technic wrench (or similar) and on_punch to drop it |
17:11 |
Raven262 |
Thats lisac's computer that just regained internet connection |
17:11 |
Shara |
I don't really know technic well enough to know what that does :P |
17:12 |
tenplus1 |
a wrench of sorts (craftitem), doesnt have to do anything, but doors on_punch will check and drop if owner :D |
17:12 |
DS-minetest |
items have an on_use and an on_secondary_use |
17:13 |
Shara |
I'd like to look at more than just doors |
17:13 |
Shara |
Walls need protection as well |
17:13 |
tenplus1 |
steel plates like you say :D |
17:13 |
tenplus1 |
craft bolts + plates = protection plates |
17:13 |
Shara |
So players can make proper armoured bunkers :P |
17:13 |
DS-minetest |
hmm, what about a protector mod that just protects nodes in a plate form |
17:13 |
tenplus1 |
and without protection mod as well |
17:14 |
DS-minetest |
so, protect walls but all inside is not protected |
17:14 |
tenplus1 |
players could still teleport inside and raid your stuff :) so protection still needed |
17:15 |
Shara |
DS-minetest: this would be about preventing entry, rather than about preventing theft/destruction of content |
17:15 |
DS-minetest |
the best thing is to teleport players away when they digged |
17:15 |
Shara |
so the usual protection is a different thing |
17:15 |
Shara |
Na, then someone tries to pick a flower and finds themself thrown across the map? |
17:16 |
DS-minetest |
lol, just some nodeslenghts away |
17:16 |
Shara |
I don't like stuff like that. |
17:16 |
DS-minetest |
but it works good |
17:16 |
Shara |
Yea, it's annoying. |
17:16 |
DS-minetest |
or freeze the player a moment |
17:17 |
Shara |
And my rule on servers is that I won't expect players to put up with anything I wouldn't put up |
17:17 |
tenplus1 |
that's why I added protector.flip so if they dig all that happens is they flip around and it stops them breaking blocks |
17:17 |
Shara |
flip is better than teleport at least |
17:17 |
tenplus1 |
I disabled player.drop .. players using it to double up on items |
17:17 |
tenplus1 |
lag unfortunately |
17:17 |
Shara |
player.drop? |
17:18 |
DS-minetest |
you mean they turn around their own axis like kebab? |
17:18 |
tenplus1 |
yeah, when you dig a protected block it drops the tool you are using :P |
17:18 |
DS-minetest |
ah, ok |
17:18 |
DS-minetest |
but thats mean |
17:18 |
Shara |
That's horrible anyway. Too easy not to realise something is protected |
17:18 |
tenplus1 |
yeah DS... it flips them around... and if you break through ceiling it stops you falling through :D |
17:19 |
DS-minetest |
ive got another idea |
17:19 |
tenplus1 |
?? |
17:19 |
Shara |
The line between stopping troublemakers and punishing good players along with them always seem very narrow to me |
17:19 |
Shara |
seems* |
17:20 |
tenplus1 |
typically a players protected area is marked with a boundary, so others will know |
17:20 |
DS-minetest |
when someone digs in protected are, make him smaller and freeze him, he will hit the ground when the node is already back. when the freeze is over, make him big again and teleport him up |
17:21 |
tenplus1 |
too much involved in that one DS-minetest, especially when other mods controlling player physica |
17:21 |
tenplus1 |
*s |
17:21 |
DS-minetest |
hm, or why not use tnt.boom? |
17:21 |
tenplus1 |
I have a protector.damage in place tohurt player also :) same as boom would |
17:22 |
DS-minetest |
meh |
17:22 |
Shara |
tenplus1: from my experience, they are often not marked |
17:22 |
DS-minetest |
boom is cooler |
17:22 |
Shara |
I had huge trouble with this on Xanadu, because literally everywhere is protected |
17:23 |
Shara |
ad you can't always easily notice |
17:23 |
tenplus1 |
yeah, I left players to do their thing after spawn was finished... instead of simple protecting the roads leading to places they did the surrounding land as well... not too great |
17:23 |
Shara |
On DL, players bury the protectors because it looks nicer |
17:23 |
tenplus1 |
+1... it's ncier to hide them |
17:24 |
DS-minetest |
yeah, but it's good to see them |
17:24 |
cheapie |
The protectors in use on VE's servers tie in with the areas mod, and can (optionally) be dug while keeping the area protected. |
17:24 |
cheapie |
(you can of course use the commands instead and not use the protector blocks, if desired) |
17:25 |
Shara |
tenplus1: It's just that sort of thing makes flip and drop behaviour more of a punishment for players who didn't realise the area is protected |
17:25 |
cheapie |
It's this protector block mod: https://github.com/cheapie/areasprotector |
17:25 |
cheapie |
(requires https://github.com/ShadowNinja/areas) |
17:25 |
tenplus1 |
github.com/tenplus1/protector |
17:26 |
DS-minetest |
do you remember when the loud voice saying that you are banned if you don't stop? |
17:26 |
DS-minetest |
the voice was good, the banning not |
17:27 |
* Shara |
never plays with sound |
17:27 |
Jordach |
when did windows media player support FLAC ripping |
17:27 |
tenplus1 |
w10 ?? |
17:27 |
Jordach |
yes |
17:27 |
tenplus1 |
they included a lot of codecs |
17:27 |
tenplus1 |
cause the 1st thing ppl tend to do after installing windows was install ffdshow :D |
17:28 |
Jordach |
klite master race |
17:28 |
Jordach |
or VLC |
17:28 |
red-NaN |
and then firefox/chrome |
17:28 |
tenplus1 |
heh |
17:29 |
red-NaN |
http://i.imgur.com/9TxWoa9.png |
17:29 |
tenplus1 |
hah |
17:33 |
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17:33 |
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17:35 |
lisac_ |
Hi tenplus1 |
17:35 |
tenplus1 |
:P hi hi |
17:35 |
lisac_ |
Half the Serbian telecom staff are working overtime. That last power loss damaged most of the local internet modems. |
17:35 |
lisac_ |
so now the internet is going down randomly |
17:36 |
red-NaN |
wait so the internet is broken in literal all of serbia? |
17:36 |
lisac_ |
red-NaN, Just the parts bordering Bosnia |
17:36 |
lisac_ |
mostly Zlatibor region |
17:37 |
red-NaN |
ah lol, I was hoping this would be more epic in scope |
17:37 |
DS-minetest |
ah, another thing came to my mind. players that want to break trough protected nodes dig that node very often, that could be used to make better punishment |
17:38 |
red-NaN |
like that time someone accidently broke a major fiber optic link and disconnected large parts of north america from the rest of the world |
17:38 |
tenplus1 |
eek |
17:39 |
red-NaN |
Armenia** |
17:39 |
red-NaN |
lol |
17:39 |
red-NaN |
large diffrence |
17:39 |
lisac_ |
DS-minetest, why not enforce clientside mod which prevents digging protected nodes at all? |
17:39 |
Fixer |
quote from linux forum: "minetest devs spend time on technology but not on actual content: sounds, textures, UI, mobs - looks bad" |
17:39 |
lisac_ |
and give is_protected access to CSM? |
17:40 |
DS-minetest |
lisac_: idk if that would work, i will see |
17:40 |
Fixer |
i do like technology part, but that guy is right, MTG should do some kind of revolution motion |
17:40 |
DS-minetest |
If any function returns true, the node isn't dug |
17:40 |
red-NaN |
Fixer, well it's pretty serious if GNU/Linux people are complaining |
17:40 |
Fixer |
red-NaN: not really |
17:41 |
DS-minetest |
can we have client side builtin? |
17:41 |
Fixer |
red-NaN: i have same vibe, engine gets better and better with each day, BUT WHAT ABOUT MINETEST_GAME? |
17:41 |
Fixer |
MTG stands still |
17:41 |
Fixer |
adding few blocks here and there is not enough |
17:41 |
Fixer |
what is goals of MTG? |
17:41 |
Fixer |
are* |
17:41 |
red-NaN |
yeah mt-game is kinda dead |
17:41 |
red-NaN |
if kinda means mostly |
17:41 |
Shara |
No one can agree on goals for it, it seems... |
17:42 |
Fixer |
red-NaN: it is not dead, but developed in certain "framework" of simple sandbox thing? |
17:42 |
lisac_ |
DS-minetest, the problem is probably enforcing it |
17:44 |
Sokomine |
as for the future of mtg...there are a lot of nice subgames. in particular adventuretest (perhaps in combination with ethereal?). it is far closer to what players in general like and ask for. yet most people do not seem to be aware of its existence |
17:44 |
tenplus1 |
hi Sokomine |
17:45 |
Sokomine |
hi ten |
17:45 |
tenplus1 |
I think that's why a few ppl wanted minetest and minetest-game as separate parts, so you could add other games to repositories etc |
17:45 |
Shara |
Problem is MTG is the only 'official' game, and so it's what everyone starts with |
17:46 |
Sokomine |
imho adventuretest is - while no far from beeing finished or bugfree - an excellent game. yet most people even here do not seem to be aware of its existence |
17:46 |
tenplus1 |
brb |
17:48 |
red-NaN |
we really need to include more games with minetest |
17:49 |
red-NaN |
whatever happened to https://forum.minetest.net/viewtopic.php?f=15&t=9116 |
17:49 |
red-NaN |
that was 3 years ago |
17:49 |
DS-minetest |
btw other games have in synaptic two packages, one is -data. why doesn't minetest have this? |
17:51 |
Sokomine |
a -data package with lots of mods and subgames would be nice. after all download size isn't really a consideration today anmoyre |
17:51 |
red-NaN |
^ |
17:53 |
* DS-minetest |
has got an idea how to implement the client side protection already now: on join the server makes the player try to dig a protected node. if it works the player is kicked |
17:53 |
DS-minetest |
but that wont work |
17:54 |
DS-minetest |
>_< players could make a clientmod that only returns true on first seconds / first dig |
17:59 |
DS-minetest |
ahh, now i know, always kick player when they violate protection. but it's really needed to have acces to protection in csm |
17:59 |
rubenwardy |
or validate player moves using raytracing server side |
18:00 |
Sokomine |
aehem. does not sound very reasonable, ds-minetest. please keep in mind that placing/digging in protected areas can also happen frequently due to not beeing aware of the area beeing protected - or due to the wish to find out who built it |
18:01 |
DS-minetest |
Sokomine: yeah, but if there was a clientmod that prevents happening of violence |
18:01 |
Sokomine |
happening of violence? |
18:04 |
DS-minetest |
Sokomine: If any function off the ones from register_on_dignode returns true, the node isn't dug |
18:05 |
DS-minetest |
most likely the on_violence of server won't be triggered |
18:05 |
Sokomine |
that function always ought to get triggered. if it isn't that's reason for a bug report |
18:08 |
DS-minetest |
Sokomine: but if csm stops the dig before it happens |
18:09 |
DS-minetest |
isnt there a new roadmap of csm? |
18:29 |
sfan5 |
Fixer: https://kitsunemimi.pw/tmp/minetest-0.4.16-noluajit-win64.7z here you go |
18:30 |
Fixer |
sfan5: ty |
18:30 |
Fixer |
goes to my signature |
18:39 |
Fixer |
"Microsoft Leak Reveals New Windows 10 Workstation Edition For Power Users" has no telemetry nor update control /throws in a bin |
18:40 |
* Sokomine |
eyes the bin distastefully and throws it into lava |
18:44 |
cheapie |
Cool, now we just need "Windows 10 Server" and "Windows 10 Advanced Server" :P |
18:44 |
red-NaN |
pro-tip: windows 10 updates are downgrades |
18:45 |
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18:50 |
paramat |
"minetest devs spend time on technology but not on actual content: sounds, textures, UI, mobs .." true unfortunately, not through lack of effort, just we have a low number of quality subgame and content creators. even i'm more interested in engine side of mapgen and am not a natural subgame creator |
18:51 |
paramat |
i'm always hoping that others make the amazing subgame content my mapgen work allows |
18:59 |
garywhite |
"Windows 10 Server Family" |
18:59 |
rubenwardy |
I think a DDoS of Github is starting |
19:00 |
rubenwardy |
slow to respond, https://status.github.com/ shows a recent spike |
19:00 |
rubenwardy |
or maybe this time just gets more visitors |
19:01 |
paramat |
"is it possible to set the meat of ignore?" =D |
19:05 |
Hijiri |
red-NaN: There could be cases where the client does not know about protection on the server |
19:05 |
Hijiri |
The server would have to send all relevant information for protection and keep it up to date all the time |
19:05 |
Hijiri |
That will involve race conditions, for example if someone starts digging something and then the area is protected before they finish |
19:15 |
red-NaN |
Hijiri? |
19:21 |
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19:23 |
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19:25 |
garywhite |
GitHub.com is recovering |
19:26 |
red-NaN |
\o/ |
19:29 |
Calinou |
GitHub right now: http://users.kymp.net/feuer/etcomic/064.jpg |
19:30 |
CWz |
why the ddos |
19:31 |
cheapie |
'load "tank",8,1' :P |
19:31 |
cheapie |
I'll check back in a few hours. |
19:38 |
Hijiri |
red-NaN: ? |
19:45 |
Jordach |
http://i.imgur.com/NVsaUBK.jpg |
19:46 |
Fixer |
Jordach: i9 suspiciously looks like 1999 |
19:46 |
Calinou |
i999 |
19:47 |
Fixer |
exactly |
19:48 |
DS-minetest |
will there be a [CSM] Third Roadmap issue? |
19:48 |
Jordach |
time for a threadripper build |
19:48 |
Hijiri |
They should just have a Rolling Roadmap Issue |
19:48 |
Jordach |
we're not gentoo |
19:48 |
Fixer |
Jordach: threadripper furnace build* |
19:49 |
Jordach |
Fixer, NOCTUA FANS TO THE RESCUE |
20:13 |
Calinou |
<VanessaE> paramat: maybe MT needs to use punkbuster ;) |
20:13 |
Calinou |
hahaha |
20:13 |
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20:14 |
nerzhul |
paramat, please read PR carefully and stop telling unrelated things. |
20:14 |
Fixer |
stop talking about overclocking |
20:15 |
Fixer |
and please no punkbuster |
20:16 |
lisac_ |
hey any idea how to make player completely invulnerable? |
20:17 |
lisac_ |
player:set_armor_groups({immortal=1}) doesn't work |
20:17 |
Jordach |
Fixer, use BattlEye Kappa |
20:17 |
lisac_ |
it doesn't prevent lava and falldamage, for example. |
20:19 |
nerzhul |
immortal armor group is only existant if all mod agreed it shoud ignore all damages |
20:26 |
calcul0n |
lisac, you could register a playerevent handler to catch hp changes, and always reset it to 20 |
20:27 |
calcul0n |
i don't know if that would prevent death though |
20:31 |
lisac |
http://dev.minetest.net/minetest.register_playerevent |
20:31 |
lisac |
function |
20:31 |
lisac |
This article is a stub. |
20:31 |
lisac |
great :P |
20:32 |
calcul0n |
yes, there are no docs iirc, if found that in some other mod :) |
20:32 |
calcul0n |
so the idea is core.register_playerevent(player_event) |
20:32 |
calcul0n |
then local function player_event ( player, event ) |
20:33 |
lisac |
alright. I gotta go sleep now |
20:33 |
lisac |
Thanks for your help |
20:33 |
lisac |
night. |
20:33 |
calcul0n |
where event is a string which can be "health_changed" or "health_changed" |
20:33 |
calcul0n |
:\ |
20:34 |
Fixer |
mmmmmmm.... ZIP |
20:34 |
Fixer |
that 90s feel |
20:34 |
Fixer |
still can't into some cyrillic chars |
20:38 |
paramat |
server owners and moderators please support https://github.com/minetest/minetest/issues/5915 "CSM: Allowing a server to protect itself against clients running client-provided clientmods" |
20:45 |
VaultyTowers |
im playing Modded Minecraft if anybody is willing to join on PC |
20:45 |
VaultyTowers |
@ArcaneClassic |
20:47 |
DS-minetest |
yey |
20:47 |
DS-minetest |
easiest way to tell client that something is protected: tell him via chat on punch |
20:51 |
garywhite |
Guys, would this be possible: A server owner is allowed to set whether or not they will allow client-side mod loading. If they choose not to allow, & a player with such mods joins, then they get auto-kicked? |
20:52 |
DS-minetest |
garywhite: i wouldn't like that |
20:52 |
garywhite |
Just putting it out there as a possibility, not saying we should do it |
20:52 |
* DS-minetest |
has now made something with csm that the server would like |
20:53 |
red-NaN |
I would suggest a three level system like this: All CSM functionsc an be used by local mods, less exploitable functions (so no get_nodes_in_area, etc) and only server provided mods |
20:53 |
DS-minetest |
but i'm stupid, i should depend on the other mod i just made instead of doing the same |
20:54 |
DS-minetest |
red-NaN: how would you be able to get a node in an unloaded area? |
20:55 |
red-NaN |
if we want to make this system more advance I would suggest adding a way for servers to add specific functions to thier white/black lists |
20:55 |
red-NaN |
DS-minetest, try random locations till you find ignore? |
20:55 |
red-NaN |
dunno |
20:57 |
DS-minetest |
red-NaN: i mean, the unload of nodes already makes get_node only possible in an area, right? |
21:07 |
Jordach |
what if minetest was framerate dependant |
21:08 |
sfan5 |
red-NaN: what you are arguing for does not change that your argument is bad |
21:09 |
red-NaN |
are you saying it's easy for using to make one trivial c++ change but hard to make another similarly trivial c++ change? |
21:09 |
red-NaN |
s/using/users |
21:10 |
red-NaN |
since it's either that or your are misunderstanding my point |
21:14 |
nerzhul |
i prefer feature based blacklist |
21:14 |
nerzhul |
it's less restrictive and permits client to customize their client without remove the whole API |
21:17 |
Calinou |
Jordach: fps_max = 333 in minetest.conf ;) |
21:20 |
red-NaN |
eh do I need to do something extra to build minetest using c++11? |
21:20 |
sfan5 |
nope |
21:20 |
red-NaN |
or would it just fail to build if my compiler wasn't using it? |
21:20 |
nerzhul |
it just failed |
21:20 |
nerzhul |
if you use embedded jsoncpp it will fail |
21:21 |
nerzhul |
with patchset 3 & 4 merged it will failed quickly, without only at linking |
21:21 |
nerzhul |
i hope a nice coredev can add the approval on those patchsets :p |
21:22 |
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21:25 |
nerzhul |
https://files.mastodon.social/media_attachments/files/000/597/321/original/media.mp4 |
21:30 |
Fixer |
i've officially moved to building on MSYS2/mingw64 on windows 7 since today |
21:30 |
Fixer |
gcc.exe (Rev3, Built by MSYS2 project) 6.3.0 |
21:30 |
Fixer |
GNU Make 4.2.1 |
21:33 |
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21:36 |
* DS-minetest |
finished his mod: https://github.com/DS-Minetest/csm_protection |
21:36 |
Fixer |
stackexchange.com is so massively helpful |
21:37 |
Fixer |
no need to read 100 page manual of ZIP |
21:37 |
Fixer |
google, first link, DONE |
21:38 |
nerzhul |
man zip |
21:38 |
nerzhul |
not need for google |
21:38 |
Fixer |
nerzhul: no man pages for some reason on msys2 |
21:38 |
Fixer |
only --help |
21:39 |
nerzhul |
change the OS => fixed |
21:39 |
Fixer |
in fairness, ZIP cmdline help looks as good as in 199X |
21:39 |
Fixer |
pretty short, as I remember it 20 years ago |
21:39 |
Fixer |
if only it worked with cyrillics right |
21:39 |
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21:40 |
Fixer |
it works, except two chars, or one %) |
21:40 |
Fixer |
still used |
21:55 |
Jordach |
Calinou, e x p l a i n |
21:59 |
nerzhul |
Jordach, it's a very hacky way |
21:59 |
sfan5 |
but it works :P |
22:00 |
Jordach |
nerzhul, hacky, but nearly un-counterable since the handshake could be anything and compiled as LuaC |
22:00 |
nerzhul |
oh yes it works but it's ugly, CSM is disabled by default on every client he will just kick all clients lol |
22:01 |
Jordach |
nerzhul, but anyone on a PC will enable it ;D |
22:01 |
nerzhul |
why i should enable it i dont want it, it doesn't do anything interesting for my user experience |
22:02 |
nerzhul |
but you can use that hack if you want while we have proper client/server negociation, it's just another bad mod because core doesn't have the feature |
22:02 |
nerzhul |
:) |
22:02 |
Jordach |
isn't the point of Minetest the fact that you use mods ;) |
22:02 |
Shara |
I didn't see a CSM mod yet that made me care enough to try it |
22:02 |
nerzhul |
mods != doing ugly things |
22:03 |
Shara |
I'm sure some will show up that I will like eventually. But not yet. |
22:05 |
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22:05 |
nerzhul |
Shara, yes too early stage, i like the who formspec i saw recently |
22:05 |
nerzhul |
it looks like World of Warcraft who feature :) |
22:05 |
Shara |
I'm fine with /status for checking players |
22:06 |
Shara |
I'm hoping to eventually see good ways to handle weather or.. something from this. |
22:06 |
Shara |
But I don't really know the potential yet |
22:06 |
nerzhul |
sfan5, will you get time for PR this evening or not ? (just a question because i have more patchset to finish and open and i'm waiting those for being merged) |
22:06 |
red-NaN |
who isn't that usefull until the player list is fixed |
22:07 |
nerzhul |
red-NaN, yeah the new packet is interesting |
22:07 |
red-NaN |
by who I mean the csm "who" and "who_plus" mod |
22:07 |
nerzhul |
send the list at connection, send modifications at player connection on disconnection |
22:08 |
nerzhul |
i don't remember if we have on_player_connection/disconnection in CSM ? it can be an extended case with that packet |
22:08 |
red-NaN |
I made a PR for it a while back but closed it due to the poor way that minetest handled the player list |
22:08 |
nerzhul |
:) |
22:08 |
sfan5 |
nerzhul: probably not |
22:09 |
red-NaN |
nerzhul, yes this PR is designed to allow for such a PR |
22:09 |
red-NaN |
thats why there is a seperate PLAYER_ADD_INIT and PLAYER_ADD |
22:09 |
nerzhul |
red-NaN, it's why i prefer update_player_list package name :) |
22:09 |
red-NaN |
nerzhul, I updated it |
22:09 |
nerzhul |
and just name: INIT, ADD, REMOVE |
22:10 |
nerzhul |
and use a list of player names not just a player name |
22:10 |
nerzhul |
<type>, <count> <list player name> |
22:10 |
nerzhul |
it will permit to send bulk updates if needed |
22:11 |
red-NaN |
does minetest not handle a lot of packets at once well? |
22:11 |
nerzhul |
every packet trigger many calls |
22:11 |
nerzhul |
here it's just in case we need to extend this with bulk |
22:12 |
red-NaN |
alright I will make init use a list |
22:12 |
nerzhul |
all cases |
22:12 |
nerzhul |
use single for your current use case |
22:12 |
nerzhul |
but at a point we can optimize some purposes, for example mass kick can use this purpose of mass removal |
22:12 |
nerzhul |
overhead is just 1 uint32_t |
22:12 |
nerzhul |
and don't forget to type your enum |
22:13 |
red-NaN |
sure I see your point |
22:13 |
red-NaN |
it will make it more future proof |
22:13 |
nerzhul |
(then you can read u8 instead of u32 because we can type our enum to be the right int in C++11 :p) |
22:14 |
red-NaN |
I'm trying that and it doesn't seem to be working correctly |
22:14 |
nerzhul |
u8 or uint8_t because i wrongly said uint8_t (i'm using cstdint in many projects :p) |
22:15 |
nerzhul |
oh you set playerListModifier in networkprotocol that's not good |
22:15 |
nerzhul |
can you move it to a better header ? |
22:15 |
nerzhul |
i should go to bed, see you, and thanks for the pr :) |
22:15 |
red-NaN |
is there another header that both packet handlers share? |
22:16 |
nerzhul |
i don't think there isn't yes... generally we don't have a such type of field, it's linked to player or end |
22:16 |
nerzhul |
env* |
22:16 |
nerzhul |
maybe you can let it there then |
22:16 |
nerzhul |
but i don't think u8 is known in this header |
22:38 |
Jordach |
http://i.imgur.com/8mYhuDQ.png |
22:42 |
VanessaE |
extreme long view on VE-S: http://i.imgur.com/AZzGxR7.png (using HDX-256 yet) |
22:43 |
VanessaE |
(that's near the west end of West St, looking back east after a long run, 1000m range and still getting 16 fps) |
22:56 |
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23:28 |
Fixer |
https://i.imgur.com/dG3rpyc.png |
23:28 |
Fixer |
https://i.imgur.com/XkhoM2t.png |
23:28 |
Fixer |
good seedc |
23:47 |
Fixer |
good night, have fun |