Time |
Nick |
Message |
00:36 |
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octacian joined #minetest-hub |
00:36 |
octacian |
How can I change a node's light level using voxel manipulator |
00:44 |
kaeza |
octacian, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3574 ? |
00:46 |
kaeza |
it's missing the data parameter, though |
00:46 |
octacian |
kaeza: OK, now how do I apply that to a specific node? |
00:46 |
octacian |
I'm trying to make a torch that emits light when wielded xD |
00:46 |
kaeza |
octacian, the same way you would change the content |
00:46 |
kaeza |
getting the "index" of the node, then setting that to a value 0-15 |
00:47 |
octacian |
I'll take a look, but I'm not very familiar with the voxel manipulator, which is why I asked |
00:49 |
kaeza |
octacian, something like this: https://github.com/paramat/moonrealm/blob/11effb980afe437298bf75444a1c5b20ad9a9fcb/functions.lua#L21 |
00:49 |
octacian |
Thanks, will take a look |
01:10 |
octacian |
kaeza: So I tried this (https://gist.github.com/octacian/1ba93762ec94f9bee7d7d5940a7eb187), however, it's not working. I think I'm not setting the light level right, but not sure |
01:10 |
octacian |
I know that it's running through to the part where I call vm:set_light_data(14), however, nothing is changing in world |
01:11 |
kaeza |
octacian, the argument to set_light_data is a table of integers |
01:12 |
kaeza |
what I meant is you should do data[area:index(...)] = 14, then vm:set_light_data(data) |
01:13 |
kaeza |
uh, also, the `data` seems to be node data in there |
01:13 |
kaeza |
you are mixing content and light data there |
01:14 |
kaeza |
TBH, I don't really think VManip will help in this case anyway |
01:15 |
kaeza |
versus using `set_node` |
01:16 |
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01:22 |
octacian |
kaeza: Using set_node is only an option if the player isn't in a node that is simply set to be not walkable |
01:26 |
octacian |
kaeza: Tried again, and updated the gist. Would you be willing to take a second look? |
01:27 |
kaeza |
octacian, looks correct now. does it work? |
01:29 |
octacian |
kaeza: It still doesn't change in the world, although the logger callback does show the new light level |
01:29 |
kaeza |
hm |
01:29 |
octacian |
FYI, that code is running in a globalstep |
01:30 |
octacian |
Not optimized yet, will after I get the basic thing working |
01:30 |
kaeza |
could it be the :update_map() call? |
01:30 |
octacian |
What about it? |
01:30 |
kaeza |
I don't even have MT on this machine, so cannot test |
01:30 |
octacian |
Or wait, one sec |
01:31 |
kaeza |
try removing the call and see what happens |
01:31 |
* kaeza |
checks docs |
01:31 |
octacian |
Tried removing it, no difference |
01:31 |
kaeza |
>Does nothing, kept for compatibility. |
01:31 |
octacian |
Weird thing is that when I dump the light level in minetest.log, it shows the updated light level of 15, but still nothing in-world |
01:33 |
kaeza |
>Each value is the bitwise combination of day and night light values (`0` to `15` each) `light = day + (night * 16)` |
01:33 |
octacian |
Tried vm:write_to_map(false) to prevent lighting from being calculated, but still nothing |
01:34 |
kaeza |
well, I can't think of anything else |
01:36 |
octacian |
I tried setting it to a higher value, like 159 |
01:36 |
octacian |
Which seemed to work. However, I'm now seeing that it seems to be very slow |
01:37 |
kaeza |
maybe it's the globalstep. have you compared it against a plain set_node? |
01:38 |
octacian |
Yup. plain set_node is much faster |
01:38 |
octacian |
Maybe I'll have to just go for that method |
01:41 |
kaeza |
the VoxelArea helpers may be very slow compared to C++. you could try copying the code you need and localize as much as possible |
01:41 |
octacian |
Wait, your saying the voxelarea helpers are written in Lua? |
01:41 |
kaeza |
...yes |
01:42 |
octacian |
>_< I feel like that is just in general a bad idea xD |
01:42 |
kaeza |
https://github.com/minetest/minetest/blob/master/builtin/game/voxelarea.lua |
01:42 |
octacian |
Will take a look, thanks |
01:45 |
kaeza |
all those table lookups will surely kill performance, even in LuaJIT |
01:46 |
kaeza |
another optimization would be to avoid the whole :write_to_map() thing if the old light value is the same as the new value (e.g. the player didn't move) |
01:47 |
kaeza |
maybe even use `get_node` to get the old value and skip everything if unchanged |
01:48 |
octacian |
I'll probably just compare positions |
02:27 |
kaeza |
FWIW: https://gist.github.com/kaeza/279006550e8f61c79e358d96138bbe6e |
03:04 |
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04:27 |
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04:39 |
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04:55 |
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04:59 |
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05:03 |
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05:16 |
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05:18 |
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05:21 |
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06:10 |
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08:56 |
IhrFussel |
calcul0n, KaadmY: Thanks for the responses =) And yes it sounds HORRIBLY laggy, so it's not really better than what I have right now (unbreakable block above the player's head that follow them) |
08:57 |
IhrFussel |
unbrekable meselamp node* |
08:57 |
IhrFussel |
unbreakable** |
10:13 |
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10:26 |
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10:26 |
tenplus1 |
hi folks |
10:50 |
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JordachL joined #minetest-hub |
10:50 |
tenplus1 |
hi Jordach |
11:18 |
IhrFussel |
Tree nodes can turn into coal block nodes?? |
11:18 |
tenplus1 |
hi Fussel... how'd you mean ??? |
11:18 |
Calinou |
hi |
11:19 |
tenplus1 |
hi Cal |
11:19 |
IhrFussel |
tenplus1, someone told me he built his house with default:tree nodes and one of them suddenly turned into default:coalblock |
11:19 |
tenplus1 |
sounds like someone replaced it with a coal block :P they dont normally turn into coal blocks |
11:20 |
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Fixer joined #minetest-hub |
11:20 |
tenplus1 |
hi fixer |
11:23 |
IhrFussel |
tenplus1, nope I checked the pos nobody placed a coalblock there |
11:25 |
tenplus1 |
weird... any strange mods running that could do such a thing ? |
11:28 |
IhrFussel |
tenplus1, I check my charcoal mod but it doesn't have any ABMs ... the weird thing is the log doesn't even mention the default:tree node the player placed there |
11:28 |
IhrFussel |
Or is that the minetest.rotate() problem? |
11:29 |
IhrFussel |
I mean the function that rotates the nodes based on look direction...IIRC it prevents the node from being added to the log or something like that |
11:32 |
IhrFussel |
LOL it was the lightning mod |
11:32 |
tenplus1 |
heh |
11:32 |
IhrFussel |
Seems like a lightning bolt hit it |
11:33 |
IhrFussel |
But I was right: default:tree nodes are not being logged since they use the rotate function |
11:33 |
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11:33 |
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11:33 |
tenplus1 |
hi thomas |
11:34 |
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Raven262 joined #minetest-hub |
11:34 |
ThomasMonroe |
hi ten |
11:34 |
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11:35 |
IhrFussel |
hey Raven262 =) |
11:35 |
tenplus1 |
hi nathan |
11:35 |
tenplus1 |
hi raven |
11:35 |
NathanS21 |
hi tenplus1 |
11:36 |
Raven262 |
Hello IhrFussel |
11:36 |
Raven262 |
Hello tenplus1 |
11:37 |
Raven262 |
Lisac's mod seems to be getting popular |
11:38 |
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11:39 |
tenplus1 |
hi nrz |
11:40 |
tenplus1 |
Mobs Redo API updated (tnt:explode deprecated, tnt:boom now in use and uses tnt's own tnt.boom function or visual effect if not active) |
12:04 |
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12:04 |
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Megaf joined #minetest-hub |
12:04 |
tenplus1 |
hi Megaf |
12:05 |
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12:05 |
IhrFussel |
You can enable double jump with a modified client? |
12:05 |
tenplus1 |
wb octacian |
12:05 |
tenplus1 |
you could add double jump to player.lua file prolly |
12:06 |
IhrFussel |
But I mean client side |
12:06 |
IhrFussel |
Someone says he is able to double jump |
12:07 |
tenplus1 |
wouldnt be surprised... |
12:07 |
Megaf |
Hi onetyone |
12:07 |
Megaf |
Hi IhrFussel |
12:08 |
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12:10 |
IhrFussel |
But double jump would require quite a bit of custom coding I'm guessing right? |
12:10 |
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12:10 |
IhrFussel |
Hello Megaf =) I mean it's not just some flag you need to modify/ignore |
12:13 |
Shara |
Hello |
12:13 |
Shara |
IhrFussel: what do you mean by double jump? |
12:13 |
tenplus1 |
hi RobbieF .. hi Sha |
12:13 |
tenplus1 |
hi SHara |
12:13 |
Shara |
Hi 11 |
12:15 |
tenplus1 |
I recommend to update to latest mobs api as it fixes a few issues previously with mob explosions |
12:15 |
IhrFussel |
Shara, a player without fly,fast (and also didn't visibly cheat those with his client) took a special challenge on my server that requires you to jump precisely...and he was able to easily finish it...I asked him how he did that and he claimed "double jump" |
12:15 |
Shara |
maybe it'S the sneak jump to gain extra height? |
12:15 |
IhrFussel |
He said not sneak jump...wait I'll ask him for more details |
12:17 |
Shara |
tenplus1: no updating here.. I am on holiday :P |
12:17 |
tenplus1 |
ooh, you having fun :P |
12:17 |
Shara |
yup, but having a day out of the sun before I cook |
12:18 |
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12:18 |
tenplus1 |
hi paramat |
12:18 |
Shara |
Hi paramat |
12:19 |
Shara |
still fussing around with some code though |
12:19 |
IhrFussel |
False alarm he meant sneak jump but his English is worse than mine :P |
12:19 |
Shara |
playing about with ideas for stopping oredetect |
12:19 |
Shara |
Hah, Fussel, your english is quite fine |
12:19 |
paramat |
btw in new move code there is a new sneak-jump that works (without needing physics override 'sneak glitch') with a certain pattern of nodes, link coming |
12:19 |
tenplus1 |
ooh |
12:20 |
paramat |
ugh forum is slow |
12:20 |
Shara |
trying not to click too many links from here, especially the forum... |
12:21 |
paramat |
well for later https://forum.minetest.net/viewtopic.php?p=274961#p274961 |
12:21 |
paramat |
and onwards |
12:21 |
Shara |
paramat: problem is, is it still "only" two nodes max? |
12:21 |
Shara |
I've honestly reached a point where I just want the option for old move code kept |
12:22 |
paramat |
not sure didn't test, but it only happens with a particular structure so not a practical sneak jump |
12:22 |
Shara |
do we know if there is a chance to keep the option yet? |
12:22 |
paramat |
no problem i want the old move code option kept indefinately |
12:23 |
paramat |
i made an issue and no-one opposes |
12:23 |
Shara |
Yup, very much appreciated :) |
12:23 |
IhrFussel |
tenplus1, Mobs Redo question: I want to disable ALL damage to owned animals ... is it enough to just add AFTER the damage calculation "if self.owner and self.owner ~= hitn then damage = 0 minetest.chat_send_player(hitn,"This animal is owned by another player, you cannot attack it.") end" ?? |
12:23 |
paramat |
the option is harmless so as long as it is strongly wanted .. |
12:23 |
Shara |
Most servers I know of are using the old move option as well. Might just be chance that those happen to be the servers I looked at, but still.. it says something |
12:24 |
paramat |
yeah unsurprising |
12:25 |
tenplus1 |
that would work fussel, yes |
12:26 |
tenplus1 |
but... why change the api, I could easily add a new protection rune level 2 that does same thing ?!?! |
12:26 |
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12:26 |
Shara |
actually, that could be a nice option |
12:27 |
Shara |
I get so many complaints about people finding ways to kill pets on DL.... |
12:27 |
tenplus1 |
hi sniper ? |
12:27 |
tenplus1 |
Shara, rune or paramats setting ? |
12:28 |
Shara |
setting, but not sure if only paramat should get it :P |
12:29 |
RobbieF |
Hi there tenplus1! |
12:29 |
tenplus1 |
o// |
12:29 |
RobbieF |
Hi friends |
12:29 |
* RobbieF |
shakes fist at enemies |
12:31 |
tenplus1 |
https://imgoat.com/uploads/16a5320fa4/30293.jpg wowser |
12:37 |
tenplus1 |
is there a way to limit entity footstep sounds at a distance ? I have players saying they can hear mobs walking around 30 blocks away |
12:38 |
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12:38 |
tenplus1 |
hi DS |
12:38 |
DS-minetest |
hi |
12:42 |
paramat |
not sure, but default sound distance is 32 if unspecified |
12:43 |
tenplus1 |
how do you specify ? |
12:43 |
DS-minetest |
look into the api |
12:45 |
tenplus1 |
this is all I see in api: makes_footstep_sound = false, |
12:45 |
tenplus1 |
no setting for distance |
12:45 |
paramat |
i doubt there's a setting for it |
12:45 |
tenplus1 |
buuuuuuuuuu |
12:46 |
paramat |
issue/PR! :] |
12:47 |
tenplus1 |
https://github.com/minetest/minetest/issues/6131 |
12:52 |
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12:53 |
tenplus1 |
hi lisac |
12:53 |
lisac_ |
Hey tenplus1 |
13:01 |
IhrFussel |
How many of you would punish players asking in the public chat "wanna play on another server?" |
13:02 |
tenplus1 |
I leave it up to them, but give warning at advertising of other servers in channel |
13:02 |
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13:02 |
tenplus1 |
hi sc3k |
13:03 |
sc3k |
hello tenplus1 |
13:17 |
lisac |
tenplus1, why warn players about asking to play on another server? |
13:17 |
lisac |
seems oppressive. |
13:17 |
lisac |
If they don't like your server, they are free to go. And if the other server is better then yours, they'll stay there |
13:17 |
lisac |
if not, they'll return |
13:18 |
tenplus1 |
no no... I meant it's fine to ask someone to play elsewhere... but... specifically coming onto server to advertise another server is a no no |
13:18 |
lisac |
okay :) |
13:18 |
tenplus1 |
:PP |
13:18 |
Shara |
yea, there is quite a difference between the two :P |
13:19 |
Raven262 |
lisac, we need a server. |
13:19 |
Raven262 |
One server to rule them all. |
13:20 |
IhrFussel |
I'm not sure if I want to allow my players to ask it publically or in PMs ... IMO it is kind of rude to let everyone know "this server isn't good for me I need a better one who comes with me?" |
13:21 |
tenplus1 |
depends if the player in question is asking in malice |
13:22 |
Raven262 |
hehe /revoke shout |
13:22 |
Raven262 |
Gonna do that on Craig's server in these cases |
13:22 |
tenplus1 |
good option :D |
13:25 |
IhrFussel |
tenplus1, in the case I just had it was a player joining JUST TO ask the players if they want to play with him on another server |
13:26 |
tenplus1 |
ah, in that case it's a no go... I'd consider that specifically advertising another server... he should have msg'd the players in question |
13:27 |
IhrFussel |
Is it also advertising if the player doesn't mention a server name? |
13:27 |
Shara |
I don't like when players join only for that |
13:28 |
Shara |
If someone joins and happens to talk about other servers, then leaves to play elsewhere after playing for a bit, that's fine. |
13:28 |
Shara |
But joining just to try and get players to go elsewhere with them... ikkk |
13:29 |
Shara |
I usually try to warn before actually doing anything though |
13:29 |
tenplus1 |
yeah |
13:30 |
Shara |
I play on other servers myself, can't expect my players not to :P |
13:31 |
CWz |
local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1 does this mean that by default they don't spawn in protected areas? |
13:34 |
tenplus1 |
hi CWz |
13:34 |
CWz |
Ello |
13:34 |
CWz |
tenplus1-chan |
13:35 |
* CWz |
wonders where's Zeno`-sama |
13:35 |
tenplus1 |
am gonna change that just now CWz |
13:35 |
CWz |
change what |
13:35 |
tenplus1 |
I had ideas planned for spawning in protected areas |
13:36 |
tenplus1 |
but those are long since lost... so unless mobs_spawn_protected = false they wont spawn inside protected areas |
13:37 |
CWz |
i also noticed that mobs don't seem to deal damage in spawn |
13:37 |
tenplus1 |
how so ? I have dm's kicking my butt just now in spawn area :D |
13:38 |
CWz |
Hmm not sure |
13:44 |
tenplus1 |
k, git updated... 'mobs_spawn_protected' is a bool value now (default: true) |
13:48 |
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13:48 |
tenplus1 |
wb oc |
13:54 |
CWz |
so now mobs will spawn in protected areas by default |
13:54 |
CWz |
... |
13:54 |
tenplus1 |
yes |
13:55 |
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14:04 |
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14:06 |
tenplus1 |
wb |
14:08 |
DS-minetest |
thy |
14:08 |
DS-minetest |
thx* |
14:34 |
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14:34 |
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Megaf joined #minetest-hub |
14:35 |
tenplus1 |
connection issues Megaf? |
14:38 |
Megaf |
nah, just built the upstream kernel myself |
14:38 |
Megaf |
Linux BigSam 4.12.0 #1 SMP Thu Jul 13 11:16:24 -03 2017 x86_64 GNU/Linux |
14:38 |
Megaf |
Linux version 4.12.0 (rootBigSam) (gcc version 6.3.0 20170516 (Debian 6.3.0-18) ) #1 SMP Thu Jul 13 11:16:24 -03 2017 |
14:38 |
Megaf |
:D |
14:38 |
tenplus1 |
:P |
14:38 |
tenplus1 |
am still on 4.11 for now :D |
14:38 |
Megaf |
BigSam is my hostname |
14:38 |
Megaf |
well, gtg, see you later, will be just idling here |
14:38 |
tenplus1 |
o/ |
14:49 |
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14:50 |
IhrFussel |
tenplus1, sometimes the mobs suddenly disappear when they follow a player or are attacked and still have some HP left...lifetime counter up? |
14:51 |
tenplus1 |
it could be... they shouldnt disappear unless 10 blocks away from player though... |
14:51 |
IhrFussel |
I just attacked 2 mobs..I killed one and it dropped normally and the one next to it despawned with no drops before I could kill it o.o |
14:52 |
tenplus1 |
strange... will check into that one |
14:53 |
IhrFussel |
It doesn't happen a lot though...I'm guessing lifetime counter for some reason still counts in some cases when near a mob ... or maybe a bug with the "concurrent mobs in area" |
14:57 |
tenplus1 |
if lifetimer hits 0 then it checks if player is nearby, if so mob wont despawn... |
14:59 |
tenplus1 |
yeah it all works fine... strange ?!?! |
14:59 |
tenplus1 |
in mobs api line 2424 to 2456 deals with despawning |
15:00 |
CWz |
i wonder which ripoff client names their players invite_(number) |
15:02 |
IhrFussel |
tenplus1, something I observed: It only seems to happen when the mob was loaded, THEN the player left so mob unloaded and later the mob loaded again...it seems to only happen then |
15:04 |
tenplus1 |
hrm, could be that remove_far option is enabled, in which case mobs despawn if the slip into an unloaded bit of map |
15:04 |
tenplus1 |
in that case they dont use lifetimers at all |
15:05 |
IhrFussel |
So you mean the mod doesn't actually *see* when a mob unloads in that case? |
15:06 |
IhrFussel |
Cause the mobs clearly still exist when I tp back to them, they only disappear after X secs |
15:07 |
IhrFussel |
And yes I have that enabled remove_far_mobs = true so should I try to disable and check? |
15:07 |
tenplus1 |
I have a setting called 'remove_far_mobs' - when active if a mob ends up inside an unloaded part of map it'll despawn (unless it's a tamed animal or npc) |
15:07 |
tenplus1 |
if false then lifetimers come into play |
15:08 |
IhrFussel |
Yes but the mobs don't despawn in unloaded blocks...they seem to despawn right next to the player |
15:08 |
tenplus1 |
the latest map changes load mapchunks in front of players now... could be when the mob was behind it fell into an unloaded area of map... will have to test |
15:08 |
tenplus1 |
and even then it should never despawn within 10 blocks of player |
15:08 |
tenplus1 |
that part is hardcodd |
15:09 |
IhrFussel |
Question: if I disable remove_far_mobs = true ... how big will the performance impact be? |
15:09 |
tenplus1 |
it'll still count mobs per active area so none should spawn until old one's initially despawn |
15:12 |
IhrFussel |
So if I understand it correctly each spawned mob has a timestamp sort of in the meta data and whenever it's inside the active block range the timestamp will be compared to the current time and if it hit X secs it will despawn (unless owned)? |
15:15 |
IhrFussel |
If it works like that I'm not sure if I'd like that better...some of my mobs have LOTS of HP ... it would be pretty bad if they despawned after much effort from a player...is there a way to ignore the lifetimer when the mob is attacking? |
15:15 |
tenplus1 |
if a mob is attacking player then timer will NOT go down... |
15:16 |
tenplus1 |
they dont despawn in the middle of battle, that's one of the checks |
15:16 |
IhrFussel |
Oh alright then I'll try this option |
15:16 |
tenplus1 |
:P |
15:17 |
IhrFussel |
Thanks^^ |
15:24 |
tenplus1 |
check lines 2424 to 2456 and see if you can gimmie ideas on making it better |
15:43 |
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15:43 |
Krock |
hi tenplus1 |
15:43 |
tenplus1 |
hey Krock :P |
15:50 |
Shara |
Okay... silly question maybe, but how do I actually get CSM mods to work? :) |
15:50 |
tenplus1 |
'clientmods' folder inside .minetest |
15:50 |
Shara |
Yea got as far as putting the mod there |
15:50 |
tenplus1 |
inside that a mods.conf file containing mods to enable |
15:50 |
tenplus1 |
load_mod_csm_chest_inspector = true |
15:50 |
tenplus1 |
or so I was told |
15:50 |
Shara |
ahh, so you have to name the specific mod in conf? |
15:51 |
tenplus1 |
think so, yeah |
15:51 |
tenplus1 |
it's a bit of a pain to use |
15:51 |
Shara |
I found a reference to enable_client_modding = true and assumed it was just one general enable |
15:51 |
Shara |
trying to test ways to beat oredetect, but of course, need oredetect running to see if it beats them :P |
15:52 |
tenplus1 |
I like the [noores] mid |
15:52 |
tenplus1 |
er... no_ores mod |
15:52 |
Shara |
does that make stoen drop ore? |
15:52 |
tenplus1 |
removes them completely and has a chance of digging stone to obtain them :D |
15:52 |
Shara |
if so, I really dislike that |
15:52 |
Shara |
ewww |
15:52 |
tenplus1 |
ehehehehe |
15:52 |
Shara |
no ta :P |
15:53 |
Shara |
this still doens't seem to work |
15:53 |
Shara |
but maybe because I have no clue what I am meant to see |
15:54 |
tenplus1 |
someone mentioned they were re-doinging mod menu and showing client mods on it... |
15:54 |
tenplus1 |
brb |
15:58 |
IhrFussel |
I modified the bones now so that players get to keep their stuff if really no air or water node can be found 5 nodes around them...I think DROPPING the items is bad |
16:00 |
tenplus1 |
that's kinda cheating dude |
16:00 |
tenplus1 |
the only way it it wouldnt drop bones is if player is using noclip and in a solid mass of nodes... it would always find an empty space or water node |
16:00 |
IhrFussel |
Why cheating? It's pretty unlikely that there will be no air/water 5 nodes in all directions |
16:01 |
IhrFussel |
Nope, you forget lava..I removed that from may_replace cause it sounds ridiculous to have players SWIM in LAVA to get their bones back |
16:02 |
IhrFussel |
Many players are STUCK this way cause they try to get their bones and die, respawn, swim, die etc etc |
16:02 |
Shara |
and now it tries to run, but oredetect itself gives an error :P |
16:03 |
tenplus1 |
if the player doesnt have protection and tries to swim in lava or drown in water then items SHOULD drop |
16:03 |
tenplus1 |
it's player progression that teaches them lessons |
16:04 |
IhrFussel |
I disagree with lava...you shouldn't take away their stuff like that |
16:05 |
tenplus1 |
they never learn then, they would easily kill themselves in lava knowing they can keep items |
16:05 |
tenplus1 |
it's a cheaty way to do things.. you'd be as well setting bones_mode = keep |
16:05 |
Shara |
it's not always the player's fault if they died in lava |
16:05 |
tenplus1 |
generally no, but once they learn they can keep items by doing so they take more risks |
16:05 |
tenplus1 |
and never learn |
16:06 |
tenplus1 |
then you lose progression in a game |
16:06 |
IhrFussel |
You seem to ignore players who like to pour lava ov er other players...for example |
16:06 |
lisac |
Hey IhrFussel |
16:06 |
lisac |
Hi Shara |
16:06 |
tenplus1 |
if pvp is enabled and it's ok for players to fight then it's one of those things |
16:06 |
tenplus1 |
hi lisac |
16:07 |
IhrFussel |
Lava does damage in any mode AFAIK |
16:07 |
lisac |
tenplus1, do you know how WoW handles whether or not player can PvP? |
16:07 |
IhrFussel |
Unless everything is creative |
16:07 |
lisac |
Player must enable his PvP flag if he wants to kill other players |
16:07 |
lisac |
and can only attack players with PvP flag enabled |
16:08 |
tenplus1 |
good idea lisac |
16:08 |
Shara |
Hi lisac |
16:08 |
IhrFussel |
lisac, that is exactly how it works on my server |
16:08 |
Shara |
Fussel, servers runnign ethereal have armour that protects against lava |
16:08 |
lisac |
IhrFussel, I see. Well, it seems to be the best system |
16:08 |
Shara |
running* |
16:08 |
lisac |
And of course there are PvP worlds |
16:08 |
lisac |
on which everyone can PvP everyone |
16:09 |
lisac |
which results in level 60 people ganking level 20 people |
16:09 |
IhrFussel |
Enable /pvpon disable /pvpoff ... you can only attack others if both you and them have it enabled and once enabled you have to wait 30 secs before you can disable it again...that prevents cheaky PKs |
16:10 |
IhrFussel |
cheeky* |
16:10 |
IhrFussel |
Or is it sneaky? Not sure :P |
16:10 |
lisac |
IhrFussel, problem then becomes people making gangs |
16:10 |
lisac |
ex. 10 people team up and kill others |
16:10 |
lisac |
who marked PvP on |
16:10 |
tenplus1 |
how about I change it so that it looks not only for "air" but a free water or lava space for bones to be set ? |
16:10 |
lisac |
and can't turn it off in 30 seconds |
16:11 |
IhrFussel |
tenplus1, that is how it already works by default...may_replace contains air, water and lava cause it checks for liquids ... but If trhe player dies DEEP DOWN in lava that will not help |
16:12 |
tenplus1 |
that's what the change fixes |
16:12 |
tenplus1 |
it will always find a spot |
16:12 |
tenplus1 |
to place bones wether in air, water or lava |
16:13 |
IhrFussel |
It already placed bones in lava but tell me how players are supposed to GET to the bones without being killed again? |
16:13 |
IhrFussel |
In most cases they have no armor anymore...you survive 2 hits with no armor, 3 hits = dead |
16:14 |
tenplus1 |
they use tactics and build a bridge to bones or hollow out lava to get to them... it's not that hard |
16:15 |
Shara |
I suggest dont let armour drop |
16:15 |
IhrFussel |
lisac, but those gangs also can just kill others who enabled PvP |
16:15 |
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16:15 |
Shara |
And okay... I seem to have oredetect running, but any advice on how I actually do anything with it? |
16:16 |
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16:16 |
Shara |
I see I can save some settings of my own and how to add nodes for it to include, but now how to actually detect... |
16:16 |
IhrFussel |
That would be a good idea...let players keep their armor at least if you expect them to swim/maneuver in lava |
16:16 |
IhrFussel |
Or make it an option |
16:16 |
tenplus1 |
fussel, that's an option inside 3d_armor itself... you can keep armor when you die |
16:16 |
tenplus1 |
that's how Xanadu is |
16:17 |
Shara |
DL uses that option as well |
16:17 |
tenplus1 |
ARMOR_DESTROY = false |
16:17 |
IhrFussel |
Okay well I don't need it cause bones will not be placed in lava anymore on my server and items will also not drop inside lava |
16:17 |
tenplus1 |
but I really wouldnt allow players to keep items on a survival server at all if I can help it... takes away the fun and challenge of dying |
16:18 |
Shara |
tenplus1: I'll just disagree with you there when it comes to armour :P |
16:18 |
tenplus1 |
heh |
16:18 |
Shara |
but I guess no one can help me anyway |
16:19 |
IhrFussel |
I'm not sure I agree that dieing and walking back to your stuff is an essential part of a survival server...there are wayy better ways to entertain the players honestly |
16:19 |
lisac |
<Shara> I see I can save some settings of my own and how to add nodes for it to include, but now how to actually detect... |
16:19 |
tenplus1 |
true, giving them the ability to even walk back to bones to obtain lost items is a luxury on survival... but it's there just incase... sometimes its easier to count losses and get new items |
16:19 |
lisac |
Just add a node, ex default:stone_with_mese |
16:19 |
lisac |
then set it to on |
16:20 |
lisac |
and then punch a node in every radius, ex if radius is 20, punch one node every 20 nodes |
16:20 |
lisac |
it'll print out on chat locations of every stone_with_mese |
16:21 |
lisac |
Disclaimer: I'm not in any way encouraging or supporting the practice of using oredetect. |
16:21 |
Shara |
lisac: I'm only trying to get it working so I can test ways to beat it |
16:21 |
lisac |
best way to beat it would be to store ore info in stone metadata |
16:22 |
lisac |
and make it default:stone |
16:22 |
Shara |
I don't want that though |
16:22 |
Shara |
WHole enjoyment of mining for me is actually looking for the ores |
16:22 |
Shara |
And I dont see why I should lose that because some people cheat |
16:23 |
lisac |
Also, i doubt the removal of send_chat_message would help |
16:23 |
lisac |
and if any other CSM function gets removed, especially the ones used for cheating, players will just start using the old CSM code |
16:23 |
lisac |
or rather, the cheaters |
16:23 |
lisac |
it's only reducing the fun for legit players looking for ways to improve gameplay |
16:23 |
Shara |
What I am testing is something else completely that my server alone will control |
16:23 |
tenplus1 |
Shara: https://forum.minetest.net/viewtopi |
16:24 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=53&t=18079&hilit=csm+ore |
16:24 |
Shara |
tenplus1: I don't need to see someone else's suggestions about how to beat it |
16:24 |
tenplus1 |
thought it would help |
16:24 |
Shara |
I need to get the mod working so I can test if what I already started working on beats it |
16:24 |
Shara |
problem is, though I added nodes to it, I can't seem to make it print anything |
16:25 |
lisac |
did you set it to on, Shara? |
16:26 |
lisac |
.help oredetect |
16:26 |
Megaf |
back |
16:26 |
Shara |
I used toggle command and it said it is enabled |
16:26 |
Shara |
and yes, help was first thing I checked |
16:26 |
tenplus1 |
wb mf |
16:26 |
* Megaf |
roars for Shara |
16:26 |
Shara |
Hi Megaf |
16:26 |
Shara |
I wonder if the bits of the mod I had to chop out just to make it not give errors are the issue here... |
16:27 |
tenplus1 |
????? I'm not authorised to read this forum... cant even see oredetect mod |
16:27 |
tenplus1 |
what gives ?!?! |
16:27 |
Shara |
I guess devs hid it based on complaints |
16:28 |
tenplus1 |
ahh, good call |
16:28 |
Shara |
if I run the mod as is, I get an error |
16:28 |
tenplus1 |
I cant test it then |
16:28 |
Shara |
well, search it and you can just get it from github |
16:28 |
tenplus1 |
;P |
16:28 |
DS-minetest |
yeah, but i added "evil" label to repo |
16:29 |
Shara |
Hi DS |
16:29 |
DS-minetest |
Shara: what error? |
16:29 |
DS-minetest |
hi Shara |
16:29 |
DS-minetest |
something about an s? |
16:29 |
Shara |
init.lua:157: attempt to call field 'register_on_receiving_chat_message' (a nil value) |
16:29 |
tenplus1 |
wb DS |
16:29 |
DS-minetest |
thx tenplus1 |
16:30 |
DS-minetest |
Shara: yeah, you are using not the newest dev, you can add an s to fix |
16:30 |
lisac |
WTF? How did anyone think hiding the mod was a good idea? That won't prevent the ones who'd like to use it from doing so, as the git repo is still up |
16:30 |
tenplus1 |
seems chest inspector loads but oredetect doesnt ?!/! |
16:30 |
Shara |
DS; can you please PM me where to get it? |
16:35 |
tenplus1 |
DS-minetest: oredetect aint loading |
16:39 |
Shara |
anyone know how I reenable the console..? |
16:43 |
DS-minetest |
i'll continue making my csm waypoints mod now that i have csm_worldname |
16:43 |
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16:43 |
tenplus1 |
k, loaded and active... if it's this fiddly to get csm mods working then no-one will really use them much |
16:44 |
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16:47 |
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16:47 |
tenplus1 |
wb paramat |
17:15 |
Jordach |
VanessaE, ShadowNinja netsplit detected |
17:15 |
tenplus1 |
hi jordach |
17:16 |
VanessaE |
Jordach: it's shu.inchra.chat, I think that's Nate's server |
17:16 |
Jordach |
lul |
17:16 |
tenplus1 |
hi Vanessa |
17:17 |
VanessaE |
hi |
17:22 |
CWz |
Ello VanessaE |
17:23 |
VanessaE |
hi |
17:25 |
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17:25 |
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17:49 |
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17:49 |
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17:49 |
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17:53 |
Hijiri |
!tell |
17:53 |
ShadowBot |
Hijiri: tell <nick1[,nick2[,...]]> <text> |
18:05 |
garywhite |
VanessaE: I think it is shu, Nate is nowhere to be seen |
18:06 |
ThomasMonroe |
gary, he is on vacation for 2 weeks |
18:07 |
tenplus1 |
hi Hijiri, hi gary |
18:07 |
garywhite |
hi ten, & Tre that means that we're probably gonna have 1/3 of Inchra's servers gone till then |
18:07 |
ThomasMonroe |
whats the prob? |
18:09 |
garywhite |
Nate's server just went down, & so nobody can fix it |
18:11 |
Krock |
Fixer, I was able to add some of the requested features into the radar function today. Also increased its size to 15x15 ;) |
18:11 |
Fixer |
Krock: niice |
18:11 |
Krock |
further features may follow in the next days |
18:12 |
Fixer |
will check i |
18:12 |
Fixer |
t |
18:12 |
Krock |
I just hope all the scaling settings won't mess up everything |
18:12 |
ThomasMonroe |
ok gary |
18:27 |
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18:28 |
tenplus1 |
heh |
18:28 |
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18:29 |
tenplus1 |
wb fussel |
18:30 |
IhrFussel |
Great my PC seems to have an issue...earlier the entire OS suddenly froze then after 3 minutes the screen turned lost any signal and I had to reboot...then the BIOS told me DISK BOOT FAILURE ... and now I booted from USB |
18:31 |
IhrFussel |
Memtest says no errors with RAM, CPU temp is not normal but also not critical (55°C) |
18:31 |
tenplus1 |
what Os ya got ? |
18:31 |
IhrFussel |
Xubuntu 16.04 is on my HDD on the stick I got 14.04 |
18:32 |
IhrFussel |
And I can't seem to connect to my server via USB...it ALWAYS freeues at 84% media |
18:33 |
IhrFussel |
freezes* |
18:33 |
tenplus1 |
you usin gintel chipset ? |
18:33 |
IhrFussel |
Intel Celeron |
18:33 |
IhrFussel |
Extremely old but can it really be the CPU? |
18:34 |
tenplus1 |
when you installed and run 16.04, did you go into additional drivers and enable intel microcode ? |
18:34 |
IhrFussel |
I had to select "use proprietary drivers" cause it was the only option |
18:35 |
IhrFussel |
I think the microcode option was enabled too |
18:35 |
tenplus1 |
ah kewl |
18:35 |
tenplus1 |
what else did you run/install |
18:36 |
|
Not joined #minetest-hub |
18:36 |
IhrFussel |
First I thought my HDD said goodbye..but the USB stick gave me the option "boot from hard disk" and it suddenly worked again ... I installed lots of software/updates, I used the OS for over 1 year |
18:37 |
IhrFussel |
What I didn't try yet was booting completely from HDD again, maybe I should do that to see if the HDD is not damaged |
18:38 |
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18:38 |
tenplus1 |
give it a go fussel |
18:38 |
tenplus1 |
how much mem you got on system ? |
18:38 |
IhrFussel |
But what else can cause such lockups then? If it's not CPU,RAM or HDD?? The computer is very old 768 MB |
18:39 |
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18:39 |
shivajiva |
how sure are you the PSU is good? |
18:40 |
tenplus1 |
hi shiva |
18:40 |
shivajiva |
hi tenplus1 |
18:40 |
tenplus1 |
xubuntu 16.04 on a standard boot uses at least 340mb memory... could be swap usage... easy fix |
18:41 |
IhrFussel |
I'll try to boot completely from HDD now...and will rejoin either when it worked or when I booted from USB again .. shivajiva I have actually pretty much NO CLUE about the PC parts I can only do what I know which is check HDD and RAM...CPU temp is fine and people online say if the temp is fine the whole CPU is mostly fine too |
18:42 |
tenplus1 |
fussel, will give you a switch to apply when you reboot :P |
18:48 |
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18:49 |
tenplus1 |
wb fussel |
18:50 |
IhrFussel |
Okay I guess my HDD is actually gone...when I try to choose Hard Disk as boot device in BIOS it boots directly from USB |
18:50 |
tenplus1 |
ide or sata drive ? |
18:50 |
IhrFussel |
Hitachi SATA I think |
18:51 |
tenplus1 |
and it has enough free space on your boot partition ? |
18:51 |
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elinor joined #minetest-hub |
18:52 |
IhrFussel |
It has 76 GB total and it worked fine for over a year...it must be damaged now if my BIOS doesn't detect it anymore |
18:53 |
tenplus1 |
time for a new drive... ebuyer.com has a sale on ssd's :D |
18:53 |
IhrFussel |
The HDD is pretty old too by the way..it's from 2007 I think but hasn't been used a lot |
18:54 |
tenplus1 |
even then, old mechanical hdd's have a life, especially when the internal temp is 28c or above... it damages drive |
18:55 |
IhrFussel |
tenplus1, I don't want to invest in this old machine... I will look for a newer one tomorrow...doesn't need to be the fastest |
18:55 |
tenplus1 |
agree'd... would be easier getting a cheap system < 100 quid to replace it with |
18:55 |
IhrFussel |
100? You mean used? |
18:56 |
IhrFussel |
I think the cheapest full PCs in my electronic shop are ~ 300 |
18:56 |
tenplus1 |
no, I got my quad core intel setup for 99 quid... and that was free delivery... good spec |
18:56 |
tenplus1 |
ebuyer.com has many deals |
18:58 |
tenplus1 |
at the time I got my Lenovo quad core 2.4ghz with 4gb memory and 500gb hdd with intel gfx for 99... |
18:58 |
tenplus1 |
came with kb and mouse |
19:00 |
Krock |
tenplus1, sounds pretty much like what I've got here |
19:00 |
IhrFussel |
tenplus1, they only ship to England haha |
19:01 |
tenplus1 |
damn, thought they did worldwide |
19:01 |
tenplus1 |
I thought my wee net-top was gonna bite the bullet and bought this as a replacement, then fixed net-top and still using it now :DDD |
19:04 |
IhrFussel |
tenplus1, Intel Pentium is an old CPU right? |
19:04 |
tenplus1 |
depends on the version... |
19:04 |
IhrFussel |
J3710 |
19:05 |
tenplus1 |
4 core 1.6 with 2.6 burst |
19:05 |
tenplus1 |
that's not too shabby... good cpi |
19:05 |
tenplus1 |
*cpu |
19:06 |
IhrFussel |
So I have to OC to get it to 2.6 Ghz? |
19:06 |
tenplus1 |
no no.. burst = it ups the speed when it needs it |
19:06 |
IhrFussel |
So 1.6 Ghz idle |
19:07 |
tenplus1 |
runs at 1.6 normally, if you run a program that's cpu intensive then it rises up to 2.6 |
19:10 |
Calinou |
Unix Epoch1500000000 |
19:10 |
Calinou |
Time (UTC)Fri Jul 14 02:40:00 2017 UTC |
19:10 |
Calinou |
Time (Europe/Paris)Fri Jul 14 04:40:00 2017 CEST |
19:10 |
Calinou |
for those interested ;) |
19:10 |
tenplus1 |
lol, hi cal |
19:11 |
IhrFussel |
Okay I can try to make an installment plan with the electronics shop tomorrow if you recommend me that one |
19:11 |
Calinou |
hi |
19:14 |
IhrFussel |
But does anyone here have a clue why my PC always freezes at 84% media when I try to connect to my server via USB? Is the amount of data too much to handle? Can that freeze the OS? |
19:15 |
tenplus1 |
basic errors are not enough hdd space to store media, not enough physical memory to load media |
19:16 |
IhrFussel |
But a USB drive has much lower data bandwith than a HDD right? I will install iotop and check |
19:17 |
Calinou |
just installed this on my desktop's WSL, https://github.com/alwsl/alwsl |
19:17 |
Calinou |
(to replace Ubuntu) |
19:17 |
tenplus1 |
also I have a switch you can use to limit memory/vm swap usage to help |
19:17 |
Calinou |
I had it on my laptop already, but now I also have it on my desktop :) |
19:18 |
IhrFussel |
tenplus1, could it also help with a USB drive? I mean the installation is not persistent meaning any changes I make are gone after rebooting |
19:18 |
tenplus1 |
also for such an old system I'd recommend Lubuntu 16.04... |
19:18 |
tenplus1 |
no need for flash drive since you dont use swap, it's all in memory |
19:19 |
IhrFussel |
But my USB drive is the only thing I have right now as OS |
19:20 |
tenplus1 |
damn, kinda limited |
19:24 |
tenplus1 |
there is a way to get old hdd's working again but you only have a 14.04 install media |
19:26 |
Fixer |
IhrFussel: you have DISC problem |
19:26 |
IhrFussel |
I will check if IO freezes my OS when I connect to my server |
19:26 |
Fixer |
IhrFussel: HDD or SSD whatever |
19:26 |
Fixer |
IhrFussel: make a backup fast and consider buying a replacement |
19:26 |
tenplus1 |
hifixer |
19:26 |
Fixer |
hi |
19:27 |
IhrFussel |
Fixer, I already know that cause my PC doesn't detect my HDD anymore...but would you invest in a 15 years!! old PC? |
19:27 |
Fixer |
IhrFussel: just curious... HDD? |
19:27 |
Fixer |
usually SSD dies like that |
19:27 |
IhrFussel |
It's an old HDD SATA |
19:27 |
Fixer |
oh, ok |
19:28 |
Fixer |
IhrFussel: try putting it in fridge and then try to run it (but thats kinda extreme method and urban legend) |
19:28 |
Fixer |
if you don't have a backup |
19:29 |
Fixer |
IhrFussel: strange periodical mouse lockups is sure sign of HDD problems, seen it. |
19:29 |
IhrFussel |
I don't need a backup...all I did on the PC was pretty much playing Minetest, coding some stuff and surfing the web |
19:29 |
tenplus1 |
fussel, see if you can install gnome-disk-tool fromt he flash drive and run to check the hdd smart status |
19:29 |
Wayward_One |
hi all |
19:29 |
tenplus1 |
https://askubuntu.com/questions/528072/how-can-i-check-the-smart-status-of-a-ssd-or-hdd-on-current-versions-of-ubuntu-1 |
19:29 |
tenplus1 |
hi wayward |
19:29 |
Fixer |
i had the same problem with HDD, but it kinda decided to live again :D |
19:29 |
Fixer |
also PATA |
19:29 |
Fixer |
120 gb one |
19:30 |
IhrFussel |
Mine was older likely 76 GB |
19:30 |
IhrFussel |
So minetest installed once again and I can run it just fine..I'll try singleplayer |
19:32 |
IhrFussel |
All I see is blue...no freeze but also no map...is USB seriously THAT slow? |
19:32 |
Calinou |
2.5" HDDs are slow |
19:33 |
Calinou |
USB 2.0 also is slow |
19:33 |
IhrFussel |
It is 2.0 but is it unplaybale slow? |
19:33 |
tenplus1 |
to be fair I've loaded Lubuntu from usb2 flash drive and it runs well |
19:34 |
Wayward_One |
I used to play minetest just fine on an 8 Gb USB 2.0 drive |
19:34 |
Fixer |
Calinou: can confirm |
19:34 |
Fixer |
insanely fuck-fuck-fuck slow |
19:34 |
Wayward_One |
that's all i had for a while lol |
19:34 |
IhrFussel |
Ok I will try to run with --info and --verbose |
19:34 |
Fixer |
Calinou: i have usb one for offline backups |
19:34 |
Fixer |
damn slow |
19:35 |
paramat |
Shara shivajiva tenplus1 VanessaE do you want item and node definition lookups disabled by default in CSM? https://github.com/minetest/minetest/pull/5930 please add your opinions |
19:37 |
tenplus1 |
done :P |
19:37 |
paramat |
(i think they should be) |
19:38 |
paramat |
thanks |
19:41 |
paramat |
oh i see many of you have thumb-uped already, somehow i often ignore emoticons |
19:42 |
tenplus1 |
emoticons are important... keep checking :DDDD |
19:43 |
Calinou |
IhrFussel: is the HDD 2.5" or 3.5"? |
19:43 |
Calinou |
note, pretty much all external HDDs are 5400 rpm, which is quite slower than 7200 rpm |
19:46 |
IhrFussel |
Calinou, I have no access to my HDD anymore it likely died...not sure what it was Hitachi SATA is all I remember |
19:46 |
IhrFussel |
It was 5400 rpm IIRC |
19:46 |
paramat |
hehe they are |
19:46 |
tenplus1 |
fussel, did you try installing gnome-disk-utility and see if it mounts hdd ? |
19:51 |
IhrFussel |
tenplus1, gneome-disk-image-mounter? Or gnome-disks? |
19:51 |
tenplus1 |
gnome disks |
19:52 |
tenplus1 |
it'll let you select your HDD and check S.M.A.R.T status to see if it's failing |
19:53 |
IhrFussel |
Nope it's not listed there |
19:54 |
tenplus1 |
might be too old a distro version to have it in the repository |
19:54 |
IhrFussel |
I mean my HDD is not listed ... Only CD/DVE Drive and my stick and 909 MB Loop Device |
19:54 |
IhrFussel |
DVD* |
19:55 |
IhrFussel |
And my stick is dev/sda1 which was my HDD before |
19:55 |
tenplus1 |
yeah, sounds like it's life has ended :PP |
20:03 |
tenplus1 |
nite folks |
20:03 |
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20:21 |
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20:31 |
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20:31 |
sofar |
paramat: FYI I'm not interested in undermining the efforts to restrict CSM |
20:32 |
sofar |
paramat: I'm attempting to promote defense in depth |
20:32 |
sofar |
CSM is just one problem, you don't solve the hacker problem by eliminating it |
20:32 |
nerzhul |
sofar, +1 |
20:32 |
sofar |
sure it'll be a lot harder, then people have to pay 5$ to get the hacked client from that one guy |
20:33 |
sofar |
if you have issues with people discussing defense in depth, you shouldn't work on software |
20:34 |
sofar |
there are so many untapped benefits from CSM... I'd hate to lose it before it becomes useful |
20:34 |
sofar |
paramat: that's why I made a new discussion in the forum, separately |
20:35 |
sofar |
sure you can join the discussions, but then it's just the same discussion in 2 places |
20:35 |
sofar |
and the whole defense in depth aspect will be entirely forgotten like it already is forgotten in that github thread |
20:35 |
sofar |
it would even be offtopic on the github thread if you ask me |
20:49 |
paramat |
ok, i don't want to eliminate CSM and i don't mind discussion of defense in depth |
20:50 |
paramat |
i'll make sure to not repeat the same stuff in the thread, as you request |
20:51 |
rubenwardy |
about to buy a dedi |
20:51 |
rubenwardy |
i3-2130/3240 2 cores / 4 threads 3.4GHz+ 8GB 2TB 100Mbps |
20:58 |
paramat |
\O/ |
20:58 |
shivajiva |
hey sofar, next time you're in Europe you should drop in and chill with me for a few hours, I could buy you dinner. I'd like to understand the whole defense aspect myself. :) |
20:59 |
rubenwardy |
sofar++ |
21:01 |
Shara |
count me in please |
21:01 |
shivajiva |
sure :D |
21:03 |
Shara |
I'm all for better defence in any way posible, but I am not seeing it, and I am not seeing any committment from devs to prioritise it. |
21:06 |
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21:13 |
rubenwardy |
Minetest con! woo! |
21:14 |
sofar |
heh, minetest con |
21:14 |
rubenwardy |
more meet up than con |
21:15 |
sofar |
so, just to paraphrase what defense in depth is, for those that do not know |
21:15 |
rubenwardy |
unless people would feel like dressing up or whatever people do at cons |
21:15 |
sofar |
suppose you have something valuable (money) and someone wants to steal it (thief) |
21:16 |
sofar |
defense in depth is the approach that you should consider all possible opportunities to make things more difficult |
21:16 |
sofar |
so e.g. don't hold money |
21:16 |
sofar |
put a lock on your wallet |
21:16 |
sofar |
extra bolts on the door |
21:16 |
sofar |
move the wallet around |
21:16 |
sofar |
etc |
21:17 |
sofar |
in the case of cheaters, you can apply the same principle |
21:18 |
sofar |
removing or restricting CSM is one way |
21:18 |
sofar |
but there are far more possible tactics you can take that will be beneficial |
21:18 |
sofar |
and defeating oredetect may make the game more interesting |
21:18 |
sofar |
just look at Duane's solution |
21:18 |
Shara |
sofar: problem is, CSM is a tiny tiny little small teeny part of the issue for me |
21:19 |
sofar |
that's my point |
21:19 |
sofar |
I entirely agree with that |
21:19 |
Shara |
can we get some serious committment from devs to address this then? |
21:19 |
sofar |
it still doesn't fix hack flyers and noclippers |
21:19 |
sofar |
tbh I don't even know what other problems exist |
21:20 |
sofar |
lag-wall-breakers? |
21:20 |
sofar |
people defeating node protections? |
21:20 |
sofar |
chat flooders? |
21:20 |
sofar |
ban evaders? |
21:22 |
shivajiva |
could there be a commitment to validating physics server side so players can't cheat, I realise that's not a trivial thing ofc |
21:22 |
Shara |
damage evading |
21:22 |
Shara |
I had someone who did not take damage wandering round spawn on a PVP server killing players |
21:22 |
sofar |
or even damage hacks like 1000 damange |
21:23 |
sofar |
all of that has nothing to do with CSM |
21:23 |
sofar |
we need defenses against that |
21:23 |
Shara |
Yup, which is why I do not want this turned into just a CSM issue |
21:23 |
Shara |
CSM IS an issue, but only one |
21:24 |
Shara |
And as I have said in my comments on github, I dont mind how this is solved, I just want actual steps toward solving it |
21:24 |
sofar |
I may be an idealist, but I am convinced that we can solve all of these issues without killing CSM |
21:24 |
sofar |
est31's noclip code was a good start, too bad he didn't finish |
21:25 |
Shara |
sofar: is this something you are willing to work on? It would certainly be appreciated by many server owners if so |
21:25 |
sofar |
I'm not doing any minetest coding atm |
21:26 |
sofar |
interested? absolutely |
21:26 |
sofar |
time? none :) |
21:26 |
Shara |
that seems to be the common answer sadly |
21:26 |
sofar |
afk |
21:26 |
shivajiva |
so as server admins we need control of CSM to allow the defense mechanisms to be developed |
21:26 |
Shara |
it's great for devs to be interested, but we need devs who will actually do something |
21:27 |
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21:27 |
Shara |
I fully appreciate the time element, but that doesn't lessen the need |
21:32 |
nerzhul |
Shara, damage evading is not possible |
21:34 |
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21:36 |
Shara |
nerzhul: my own eyes tell me otherwise |
21:36 |
Shara |
I even tried to kill that player using my admin weapon. Did not die. |
21:36 |
nerzhul |
evading damage is possible in only one case: falling |
21:36 |
nerzhul |
other damages are handled server side |
21:37 |
nerzhul |
if player doesn't take damage it means you have a bug in your mod |
21:37 |
Shara |
which mod? |
21:37 |
Shara |
No mod controls this. |
21:38 |
Shara |
multiple people on my server verified this |
21:39 |
Shara |
maybe someone else remembers, wasn't this one of the things covered by the minehacker client? |
22:01 |
Fixer |
this needs investigation |
22:07 |
elinor |
Fire damage can be avoided too. |
22:21 |
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22:28 |
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22:29 |
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22:32 |
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22:43 |
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22:44 |
octacian |
Shara: I am positive that non-fall damage evasion is not possible |
22:44 |
octacian |
As nerzhul said, all other damage is handled entirely server-side |
22:44 |
Hijiri |
octacian: what about damage per second nodes |
22:44 |
octacian |
Although it might be possible to make the client itself not respond to the damage updates sent by the server.... huh |
22:45 |
Shara |
which is of course what is happening |
22:45 |
octacian |
Hijiri: Nope. That's server-side, unless what I mentioned above is true... |
22:45 |
Hijiri |
octacian: a client could fake being on a nearby non-damaging node |
22:45 |
* octacian |
has to work on his hacked client now, it's getting outdated :P |
22:45 |
octacian |
half-jk |
22:45 |
nerzhul |
Hijiri, the DPS node damage evasion is fixed in 0.4.16 i patched core against this |
22:45 |
Shara |
from what I recall, minehacker did it, and people had trouble accepting it was possible then as well |
22:45 |
octacian |
Hijiri: That's true. For that matter, the client could fake never moving from a single spawn position |
22:45 |
Hijiri |
nerzhul: you could evade by reporting a wrong position |
22:46 |
Hijiri |
octacian: yeah but then you would get anticheated when you try to interact |
22:46 |
nerzhul |
if you report a wrong position server cannot help you |
22:46 |
octacian |
Shara: wuhh? I used to have a copy of minehacker, maybe I'll look into this... |
22:46 |
nerzhul |
you are not at the right position, you cannot verify this server side it's a fact |
22:46 |
Shara |
I dont recall if it was about position or not |
22:46 |
Hijiri |
nerzhul: I guess so, as far as the server is concerned you are at the fake position |
22:46 |
nerzhul |
but node dps damage in 0.4.15 is client side, in 0.4.16 it's server side |
22:46 |
Shara |
I am travelling and dont have the cood to look at |
22:47 |
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22:47 |
nerzhul |
fake position means many things will not be right, client side and server side you cannot prevent teleport |
22:47 |
Shara |
this happened on a 0.4.16 server anyway |
22:47 |
octacian |
My internet just entirely stopped working for a second... |
22:47 |
Shara |
stable, not dev |
22:47 |
Hijiri |
well, server side player physics would prevent it |
22:48 |
octacian |
Client-prediction and server-side reconciliation is the way to go |
22:48 |
Hijiri |
the problem with anticheat right now is that the anticheat system doesn't know enough about how the player is supposed to move, e.g. speed mod |
22:48 |
nerzhul |
server side physics cannot be possible |
22:48 |
octacian |
Entirely server-side physics would be wayyy too laggy |
22:48 |
Shara |
Any progress at all would be welcome |
22:48 |
octacian |
True. |
22:48 |
nerzhul |
it's possible in a static map, not a voxel map |
22:48 |
Hijiri |
I mean server sided with client prediction |
22:48 |
nerzhul |
i tested falling damage prevention it's just ... nearly impossible as lag is not predictible and there is false positives eerytime |
22:49 |
Hijiri |
even with voxels the map is mostly static |
22:49 |
Hijiri |
it's ok if the client gets rubberbanded occasionally |
22:49 |
Shara |
I dont care much about falling damage to be honest |
22:49 |
octacian |
I wonder how exactly the minehacker damage evasion worked though... I'm going to guess that the guy simply made the client ignore the fact that it had taken damage, therefore no death screen and no healthbar chang3 |
22:49 |
nerzhul |
it's not as static as a plane you have in a class map |
22:49 |
Shara |
I do care about fly/noclip and damage |
22:49 |
nerzhul |
it's far more complicated to calculate as you have many planes |
22:49 |
Shara |
octacian: from what I recall, it just deleted some code... but I might be wrong |
22:50 |
Hijiri |
You would just calculate player movement how it's done on the client right now |
22:50 |
octacian |
Shara: Probably true. Does anyone here happen to have a copy of minehacker? |
22:50 |
Hijiri |
except maybe with some delay to account for lag |
22:50 |
nerzhul |
octacian, no death screen i think too, but server ignore events from dead players normally |
22:50 |
octacian |
nerzhul: Yes, that's what doesn't make sense to me... |
22:50 |
nerzhul |
maybe some packets doesn't take account about that |
22:50 |
nerzhul |
but i'm pretty sure movement ignore |
22:51 |
octacian |
It could be possible that he simple skipped the death screen and updated the position of the player back to pre-death position afterword? Not very familiar with the client codebase though |
22:52 |
nerzhul |
maybe |
22:53 |
Shara |
I have a copy, but not here |
22:53 |
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22:53 |
nerzhul |
see you later |
22:54 |
octacian |
I have a copy somewhere, gotta dig it up |
22:54 |
octacian |
Was hoping I wouldn't have to xD |
22:54 |
Shara |
I can check when I am home next week |
22:54 |
Shara |
I am jsut going from memory of what others said at the time though, since I never did dig into the code much |
22:54 |
Shara |
I only got hold of a copy to pass on to the devs back then |
22:55 |
Shara |
(did not pay of course) |
22:55 |
octacian |
How's that? |
22:55 |
Shara |
Someone who paid for it owed me a favour :) |
22:55 |
octacian |
Got your copy from someone who did pay, or what? |
22:55 |
octacian |
Ah, I see |
22:55 |
octacian |
I got a copy when he had it on sale for $5 |
22:55 |
Shara |
I would never pay for something liek that |
22:55 |
Shara |
like* |
22:56 |
octacian |
heh, I rarely would, however, this was an exception for several reasons |
22:57 |
Shara |
I was hoping the devs would use it to look into ways to stop such cheats |
22:57 |
Shara |
I think it did lead to preventing people avoiding death by drowning at least |
23:00 |
Calinou |
<octacian> I got a copy when he had it on sale for $5 |
23:00 |
Calinou |
meh, you shouldn't have given money to bad people |
23:01 |
Calinou |
creating a cheat client does not make you deserve any money for it |
23:01 |
octacian |
heh, As I said, this was an exception for several reasons |
23:02 |
octacian |
And BTW, if anyone happens to want a copy, just ask :P |
23:02 |
Shara |
please limit distribution to those you can reasonably expect to be interested in fixing issues... |
23:03 |
octacian |
Yes, I'm aware. |
23:03 |
octacian |
Such a client shouldn't be free distribution considering some of the stuff it does :/ |
23:03 |
Shara |
I have seen worse, but yes... |
23:03 |
Shara |
Or well, might depend on your opinion of worse |
23:04 |
octacian |
ugh, Well, so much for that guy promising to fix some of the issues he exposed with Minehacker :rofl: |
23:04 |
Shara |
The "fake WE" client was more worrying to me, but I think the creator never distributed it |
23:04 |
octacian |
That would be very worrying... |
23:04 |
octacian |
I didn't actually work, did it? |
23:05 |
Shara |
It worked |
23:05 |
Shara |
He demoed it for me |
23:05 |
octacian |
O_o |
23:05 |
Shara |
But it couldn't bypass protection |
23:05 |
octacian |
Ah, I see. |
23:05 |
octacian |
I suppose it involved rapidly breaking or placing the needed blocks client-side? |
23:05 |
Shara |
I had some ideas but never tried to reproduce it |
23:06 |
octacian |
Not worth spending time on IMO |
23:06 |
Shara |
Same thought |
23:06 |
Shara |
as interesting as I find such things, I am interested in the fixes for them, not in copying them |
23:07 |
Shara |
but it was a bit of an eye opener |
23:13 |
elinor |
You can't respawn and teleport to the previous position unless the previous position is very close to the position where you spawn. |
23:13 |
octacian |
Why's that? |
23:13 |
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23:15 |
Hijiri |
movement anticheat? |
23:15 |
elinor |
Because Server::process_PlayerPos checks how fast you are moving and sends your position back if you are moving too fast. |
23:15 |
elinor |
That incidentally prevents not just walking too fast but also teleporting too far away. |
23:16 |
octacian |
You could ignore that |
23:16 |
Hijiri |
the server won't send you the blocks around you though |
23:16 |
Hijiri |
because it has your position at the spawn loc |
23:16 |
elinor |
The server won't ignore it though... |
23:16 |
elinor |
And the server won't let you interact from far away. |
23:16 |
octacian |
hmm, I see |
23:16 |
Hijiri |
and since anticheat is enabled you won't be able to pick up your items |
23:16 |
octacian |
You could send the new position in steps |
23:16 |
elinor |
That too. |
23:17 |
Hijiri |
octacian: you could, I'm guessing minehacker does that, assuming it's the one that claimed to bypass speed anticheat? |
23:17 |
elinor |
Hijiri: Unless the items are in bones. |
23:17 |
elinor |
Doing things with inventories when dead is something that's not prevented currently. |
23:18 |
Hijiri |
oh, didn't know |
23:18 |
Hijiri |
at least that could be prevented server side though |
23:18 |
Hijiri |
if someone fixes it |
23:18 |
elinor |
octacian: You can send the new positions in steps, but the server cares about the time. It will take you just as much time to teleport to the previous location as it would take to walk back there, minus some tolerance. |
23:19 |
Hijiri |
well, the steps can go through walls |
23:19 |
Hijiri |
and you don't have to jump around |
23:19 |
Hijiri |
so it would probably take less time |
23:19 |
Hijiri |
oh yeah also water movement |
23:19 |
Hijiri |
you can ignore liquid slowdown |
23:20 |
elinor |
Yeah. |
23:21 |
Shara |
Hijiri: I'm not sure if it could bypass speed anticheat... from what I recall, the server it showed in the video for that did not have anti cheat enabled... |
23:22 |
Hijiri |
oh |
23:22 |
Shara |
Doesn't mean it didn't do it or that it's not possible though, just that the video I saw certainly wasn't proof |
23:22 |
Shara |
I really should have tested it properly before |
23:23 |
elinor |
I cannot think of any way it would be possible... |
23:24 |
elinor |
Same for ignoring weapon damage or node damage, assuming there are no bugs in the mods. |
23:25 |
Shara |
I dont see how it could have been a mod in the case of my server |
23:25 |
Shara |
especially since minehacker claimed to manage this, and I seem to recall it being confirmed |
23:26 |
Shara |
but if someone can point out it's a mod I run and it can be fixed that way, I'd be equally happy. I just want it fixed |
23:26 |
Hijiri |
I thought minehacker came out before CSM was a thing |
23:26 |
Hijiri |
oh, you mean on the server |
23:26 |
octacian |
Hijiri: BTW though, it did :P |
23:26 |
elinor |
To manage interacting with things after being killed by weapon or node damage? |
23:27 |
Shara |
CSM is only a small part of why server owners are not all happy |
23:27 |
Shara |
elinor: the exact issue in this case was a player that simply did not take damage or diem even when hit with an admin weapon that should one hit kill any player |
23:27 |
Shara |
die* |
23:28 |
Shara |
They were reported by multiple players, and I joined myself to verify it before banning them |
23:28 |
Hijiri |
I don't think that should be possible |
23:29 |
elinor |
The WorldEdit bug was fixed on that server? |
23:29 |
Shara |
well, it happened |
23:29 |
Shara |
Yes, that was fixed |
23:29 |
Hijiri |
can clients send negative damage? |
23:29 |
Hijiri |
like whenc lients send fall damage |
23:29 |
elinor |
Nope, Hijiri. |
23:29 |
Shara |
I updated WE there myself |
23:30 |
elinor |
The damage is a u8, so it can't be negative. |
23:30 |
elinor |
(See https://github.com/minetest/minetest/blob/master/src/network/serverpackethandler.cpp#L1090...) |
23:30 |
Hijiri |
alright |
23:31 |
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23:33 |
elinor |
Shara: Any items on your server that can prevent damage or that could explain this in some way if the player had had access to them? Maybe even just food... |
23:33 |
Shara |
Food couldn't counteract a one hit kill admin weapon |
23:34 |
Shara |
even admin armour doesn't protect against that thing |
23:34 |
tumeninodes |
Hi all. Hey, does anyone know if duane ever pops in here? |
23:34 |
Shara |
tumeninodes: not that I know, but I don't knwo his IRC name |
23:34 |
Fixer |
nice to see a discussion about cheat prevention, i've opened an issue about this long ago here https://github.com/minetest/minetest/issues/3822 |
23:34 |
Shara |
know* |
23:35 |
elinor |
Could be a backdoor inserted before the WE bug was fixed. Unlikely, but... |
23:35 |
tumeninodes |
hmmm, actually I don't recall seeing one for him |
23:35 |
Shara |
elinor: I did a full check for elevated privs after fixing WE, and I think the player was a first time join as well |
23:36 |
tumeninodes |
Fixer, cheat prevention will always be an endless battle though |
23:37 |
elinor |
How did the admin weapon kill players? |
23:37 |
Shara |
elinor: as I have said, travelling at the moment and dont have the key for that server on this machine.. so I cant double check it |
23:37 |
Shara |
I think it just deals ridiculously high damage though |
23:38 |
Shara |
Hmm, actually, let me check if the mod is on github |
23:39 |
elinor |
Okay. |
23:40 |
tumeninodes |
!tell octacian I like your back button idea very much. Mostly for embarrassing reasons :P |
23:40 |
ShadowBot |
tumeninodes: O.K. |
23:41 |
octacian |
tumeninodes: You could've just mentioned me :P |
23:41 |
Shara |
elinor: Yup, just stupid high damage |
23:41 |
tumeninodes |
oh duh |
23:41 |
Shara |
damage_groups = {fleshy = 700, snappy=700, choppy=700, crumbly=700}, |
23:41 |
tumeninodes |
sorry |
23:41 |
Shara |
It's a "destroy absolutely everything and anyone" tool |
23:42 |
Shara |
The player was wearing armour, but there is no way armour would have stopped it. |
23:43 |
elinor |
I'm puzzled. |
23:43 |
Shara |
You and me both |
23:44 |
Shara |
I also tested with a normal sword first |
23:44 |
Shara |
And hit them enough times that they should have died from that |
23:44 |
Shara |
The player made no attempt to dodge |
23:45 |
octacian |
tumeninodes: heh, it's OK |
23:45 |
octacian |
FYI, I haven't been able to work on that much recently |
23:46 |
octacian |
Been working on a minigames server |
23:46 |
octacian |
Then I got other important projects as well |
23:46 |
Shara |
But yes, it's not like I am passing on some secondhand account that I didn't verify myself. |
23:46 |
Shara |
Though it is the only confirmed case I had of damage avoidance so far |
23:47 |
tumeninodes |
keeping busy is good octatian, keeps one out of trouble |
23:47 |
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23:47 |
Shara |
(not the only reported one) |
23:48 |
Shara |
But sleep for me. If anyone can find a mod related suggestion, would be more than happy, I just can't see how it is a mod |
23:48 |
Shara |
Good night |
23:48 |
tumeninodes |
night Shara |
23:48 |
octacian |
Night :D |
23:49 |
tumeninodes |
octacian: you're a player and a talented coder, I will ask you :P |
23:50 |
octacian |
heh, OK :D |
23:50 |
tumeninodes |
What are your thoughts on trying to distribute ores based on biomes? |
23:51 |
tumeninodes |
coupled with duane's no ores approach |
23:52 |
octacian |
duane's no ores? |
23:53 |
octacian |
Never heard of that. |
23:53 |
tumeninodes |
https://forum.minetest.net/viewtopic.php?f=9&t=18063 |
23:53 |
octacian |
I know there's already an API to distribute decorations depending on biomes, but I've never thought about ores |
23:55 |
tumeninodes |
well, sofar had started a good thread related to the ore detect CSM but, it does not seem to be going as he had planned |
23:55 |
octacian |
I don't like the idea of no ores whatsoever TBH |
23:56 |
octacian |
Not only would it be boring, but ores aren't invisible in IRL mines |
23:56 |
octacian |
Sure, it's sorta luck to hit a particular ore vein, but the vein itself isn't invisible and there will also be traces leading up to the vein |
23:56 |
tumeninodes |
well, that's fine too, everyone feels diff about things. But what about a distribution system based on biomes? Dumb idea? |
23:57 |
octacian |
Amazing idea :D |
23:57 |
octacian |
paramat: ^ |
23:57 |
octacian |
Wait. |
23:57 |
octacian |
Already implemented AFAIK. |
23:57 |
tumeninodes |
? is it? |
23:58 |
octacian |
However, it only applies to ores with the type vein |
23:58 |
octacian |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4436 |
23:58 |
octacian |
paramat: Could biome-specific ores be expanded to non-vein types? |
23:58 |
tumeninodes |
just make them all vein type :D |
23:59 |
octacian |
That's a possibility, but IMO it'd be better if it was simply supported for all types of ores |
23:59 |
tumeninodes |
yes |
23:59 |
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23:59 |
tumeninodes |
well, we definitely have enough biomes ha |
23:59 |
octacian |
Plus, vein ore generation is apparently "~200x more |
23:59 |
octacian |
computationally expensive than any other ore." |