Time |
Nick |
Message |
00:00 |
Shara |
benrob0329: Yup... and getting highest tier items in half hour is a bit fast, or at least I think so |
00:04 |
benrob0329 |
Shara: it waaay too fast |
00:05 |
benrob0329 |
After that it just becomes a loop of grinding materials and building whatever comes to mind |
00:06 |
Shara |
It's why I say MTG has no progression |
00:06 |
Fixer |
it has, but it is broken |
00:07 |
Fixer |
half-ready |
00:07 |
Shara |
I generaly look for, for example, things that make player mobility easier as you progress |
00:07 |
Fixer |
half-done* |
00:07 |
benrob0329 |
If you spend an afternoon strip and cave mining, you could probably build a house made of diamond blocks |
00:07 |
Fixer |
diamond is not good for building |
00:07 |
Shara |
Tell that to silly children :) |
00:08 |
benrob0329 |
Well no, its ugly as a building material |
00:08 |
benrob0329 |
But it gets really common after a ways down |
00:08 |
Shara |
There's probably not enough content for real progression anyway |
00:09 |
Shara |
But easily skipping tool tiers is bad |
00:09 |
benrob0329 |
Perhaps making stone a bit harder to mine with low tier tools, but make progression have a sort of slope |
00:09 |
Shara |
Sounds more like it makes it painful than better |
00:09 |
benrob0329 |
Hmm, what if bronze was a plateau |
00:09 |
Shara |
In what sense? |
00:10 |
benrob0329 |
You had to work really hard to get diamond and Mese after that, but once you did everything else becomes way easier |
00:10 |
benrob0329 |
I cannot English tonight apparently |
00:11 |
Shara |
work hard in what sense though? |
00:11 |
Shara |
Slowing digging isn't more difficult, it's just slower(/more boring) |
00:11 |
benrob0329 |
Wood to mine stone, stone to mine iron, iron to mine copper to make bronze which coexists with steel tools for a while |
00:12 |
Shara |
MT only has three tool levels currently |
00:12 |
benrob0329 |
Diamond is further down, you dont get enough to make a pickaxe until you get really far down |
00:12 |
Shara |
I think wood and stone should be seperate levels for starters |
00:13 |
benrob0329 |
Perhaps get rid of stone tools |
00:13 |
benrob0329 |
Make wood a broader tier to start out |
00:13 |
Shara |
Na |
00:13 |
benrob0329 |
Slow down the early levels, have a proper first night |
00:15 |
Shara |
Slow down for what? |
00:15 |
Shara |
What do you do in that time? |
00:15 |
benrob0329 |
Build, explore |
00:16 |
Shara |
They could already do that though |
00:16 |
Shara |
players won't stay on the surface longer just because we want them to |
00:17 |
benrob0329 |
True |
00:17 |
benrob0329 |
An afternoon to become the richest person on the server is silly though |
00:34 |
Fixer |
see, see, we have a problem (c) |
01:57 |
Wayward_One |
heh, Spheretest is now on iOS |
02:25 |
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02:29 |
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02:29 |
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02:48 |
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02:51 |
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03:31 |
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03:32 |
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03:36 |
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04:18 |
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04:18 |
CloudyTiger |
Hi all |
04:18 |
jas_ |
greetings |
04:23 |
Megaf |
I'm very tempted in dropping Linode and migrating to these guys https://www.kimsufi.com/en/servers.xml |
04:25 |
benrob0329 |
Megaf: dedicated servers for $6 a month??? |
04:25 |
benrob0329 |
What..just...what??? |
04:25 |
benrob0329 |
thats cheaper than most VPS providers!! |
04:26 |
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04:28 |
Megaf |
benrob0329: but they are quite old CPUs |
04:29 |
Megaf |
and low end, some are Atoms |
04:29 |
Megaf |
I'm sure my Linode is faster than a lot of those things |
04:29 |
Megaf |
Im sure my Linode has better connection too |
04:29 |
Megaf |
but yeah, dedicated at 6 USD is tempting |
04:30 |
Megaf |
Theres actually someone here using them. Thats how I learned about this company |
04:31 |
benrob0329 |
Megaf: I use HostHatch for my servers, but dedicated is very tempting |
04:32 |
Megaf |
Now you know how I feel |
04:32 |
Megaf |
Imagine having your own machine, full control |
04:32 |
Megaf |
and nobody to steal your CPU |
04:33 |
Megaf |
You can install a hypervisor of your choice and have as many VPSes as you wish |
04:34 |
benrob0329 |
I don't have the funds though :-/ |
04:35 |
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04:38 |
Megaf |
You know what. I will try to setup a server on my Raspberry Pi 2 tomorrow and host it at my home |
04:38 |
Megaf |
Quite sure it will be faster than the cheapest option there, that is a 7 years old single core dual thread Atom |
04:42 |
benrob0329 |
Megaf: dew it |
04:43 |
benrob0329 |
But maybe tell your ISP if you dont have a plan that says "give me extra bandwidth, I host stuff" |
04:44 |
benrob0329 |
If your going to do a lot |
04:48 |
Megaf |
Just a Minetest server... |
05:04 |
Megaf |
Bedtime, 5 AM |
05:04 |
Megaf |
good night all |
05:28 |
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06:20 |
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07:04 |
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07:13 |
jas_ |
https://github.com/minetest/minetest/pull/6537#issuecomment-347096829 |
07:14 |
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08:05 |
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08:05 |
Grandolf |
hi |
08:07 |
Grandolf |
on some servers i cant talk with colured chat enabled, i have to disable it to talk only line i change is: load_mod_colour_chat = true into load_mod_colour_chat = false it doesnt send me an error message, or anything. i can still do things like /me |
08:21 |
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08:21 |
MinetestBot |
tenplus1: Nov-26 22:42 UTC <Fixer> is it possible to render that info intelligently (no tags if not directly visible), example https://forum.minetest.net/viewtopic.php?f=10&t=10539&start=900#p301594 |
08:21 |
tenplus1 |
hi folks |
08:21 |
Grandolf |
hi |
08:22 |
Grandolf |
<Grandolf> on some servers i cant talk with colured chat enabled, i have to disable it to talk only line i change is: load_mod_colour_chat = true into load_mod_colour_chat = false it doesnt send me an error message, or anything. i can still do things like /me |
08:22 |
tenplus1 |
hi Grandolf |
08:22 |
Grandolf |
hi 11 :P |
08:23 |
Grandolf |
anyways, whats the servers problem, i doubt its my side, since it works fine on some servers |
08:24 |
tenplus1 |
some servers are using 0.5.0 and restricting csm usage I dare say, others are using versions previous to 0.4.16 so csm wont work properly |
08:25 |
Grandolf |
kk, ty |
09:11 |
shivajiva |
morning tenplus |
09:11 |
tenplus1 |
hi shiva, how's things / |
09:11 |
shivajiva |
not sure till I awaken fully |
09:12 |
tenplus1 |
ehehe, coffee time :D |
09:26 |
tenplus1 |
Simple Skins updated with list fix :) thanks shiva |
09:49 |
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09:49 |
tenplus1 |
hi nrz |
10:26 |
* tenplus1 |
passes nrz super strong coffee |
10:39 |
|
nerzhul joined #minetest-hub |
10:44 |
tenplus1 |
bbl |
11:07 |
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11:21 |
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11:54 |
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11:54 |
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11:57 |
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12:21 |
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12:28 |
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12:30 |
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12:49 |
Jordach |
so apparently my note 8 can run dreambuilder |
13:06 |
Fixer |
for 5 minutes? |
13:14 |
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13:27 |
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13:36 |
Jordach |
Fixer, it's got 6GB LDDR4 |
13:36 |
Jordach |
like ass is it going to crash |
13:36 |
Fixer |
lel |
13:36 |
Fixer |
Jordach: luajit can use only 1gb iirc |
13:36 |
Jordach |
it's got 2-4x the RAM of the chink shit phones |
13:36 |
Jordach |
secondly |
13:37 |
Jordach |
android builds don't JIT |
13:38 |
* Jordach |
waits for Wayward_One to drop a phat 0.5-dev android build |
13:38 |
* Jordach |
thinks |
13:39 |
* Mr_Pardison |
seeks |
13:39 |
Jordach |
the iCrap devices won't be able to run 0.5-dev and 0.5.x |
13:39 |
Jordach |
Crapp store prevents apps running scripting languages that can be changed by the user |
13:39 |
Mr_Pardison |
which is exactly why I will never get an i device |
13:40 |
Fixer |
Jordach: oh |
13:45 |
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13:52 |
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13:58 |
* benrob0329 |
makes a mastodon account |
13:59 |
Mr_Pardison |
sounds rather large. |
14:12 |
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14:18 |
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14:19 |
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14:25 |
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14:45 |
benrob0329 |
Does anyone else here have a Mastodon account? |
14:46 |
* Mr_Pardison |
has no clue what that is |
14:46 |
Mr_Pardison |
so, no. |
14:46 |
Wayward_One |
lol Jordach |
14:46 |
benrob0329 |
https://joinmastodon.org/ |
14:47 |
benrob0329 |
Its like Twitter, but open and decentralized |
14:52 |
benrob0329 |
@benrob0329mastodon.art |
14:53 |
* Mr_Pardison |
is busy and ignores the chat for a bit |
15:08 |
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15:22 |
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15:25 |
FourFire |
Okay, I'm hopelessly confused about permanent mod storage. can someone link me a mod where it is used |
15:26 |
FourFire |
That is, a function where you store a local variable between loads and saves. |
15:31 |
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15:37 |
Jordach |
https://youtu.be/MzdLLpf9y9o |
15:47 |
shivajiva |
FourFire: https://github.com/shivajiva101/border/blob/master/init.lua |
15:47 |
FourFire |
shivajiva, thanks, hopefully i can figure it out for my own mod |
15:49 |
shivajiva |
that's about the simplest method, if you want complexity store a table in the string by serializing/deserializing it just as you would for a file |
15:51 |
shivajiva |
this is just safe file handling, they do the load/save parts so you only concern yourself with using it |
15:51 |
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15:51 |
IhrFussel |
Does set_hp() call register_on_punchplayer() ? |
15:55 |
shivajiva |
not afaik, it's just an ObjectRef method |
15:58 |
sfan5 |
shivajiva: i hope you are aware that using core.auth_table is not portable and can blow up at any time |
15:58 |
IhrFussel |
I changed the lucky_block mod code so that it's compatible with my custom HP system...I set obj:set_hp() in the lightning code and when it happens ingame I get "This player has PvP disabled" which is a line in my pvp mod -> playerpunch callback |
16:01 |
IhrFussel |
I will restart once more |
16:04 |
shivajiva |
sfan5: yea, it has been noted that's just a hack to stop vpn trolls making new accounts when it gets stupid |
16:05 |
sfan5 |
it seems there is no function to just get someones auth data |
16:05 |
Mr_Pardison |
so that would eliminate the use of dynamic ip address users bypassing bans? |
16:05 |
shivajiva |
minetest.get_auth should be used really in that scenario |
16:06 |
shivajiva |
yes Mr_P |
16:06 |
sfan5 |
that function is not documented anywhere |
16:06 |
Mr_Pardison |
sweet. |
16:07 |
Mr_Pardison |
has traveling Kitty been notified of this kind of thing as I think that it would help with that problem. |
16:07 |
IhrFussel |
if objs[n]:is_player() then objs[n]:set_hp(1) end <<< this right here calls my pvp mod and I wonder WHY |
16:07 |
sfan5 |
you probably want minetest.get_auth_handler().get_auth |
16:07 |
shivajiva |
I'll change it, I had a word with tenplus about using core.auth_table directly but I think it's the only piece of code around that uses it |
16:08 |
sfan5 |
the auth stuff is terribly documented |
16:08 |
sfan5 |
only registering is documented with a note essentially saying "just read the code lol" |
16:08 |
Mr_Pardison |
that's horrible. |
16:08 |
shivajiva |
don't worry I know it like the back of my hand now lol |
16:09 |
shivajiva |
to write an auth handler and you have to know how it works |
16:09 |
shivajiva |
-and |
16:11 |
Jordach |
anyone got examples of how mod_storage works |
16:13 |
shivajiva |
hmm it's in my code, tbh it's stunningly simple |
16:13 |
jas_ |
https://github.com/jastevenson303/terminal/blob/master/init.lua |
16:14 |
jas_ |
it works the same as itemstack and node meta |
16:14 |
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16:17 |
shivajiva |
local mod_data = minetest.get_mod_storage then you use mod_data:get_string(<string>) and mod_data:set_string(<string>, value) |
16:17 |
shivajiva |
really simple |
16:18 |
Mr_Pardison |
shivajiva: check out what just happened on d/l. Could use your help on that issue. |
16:18 |
nerzhul |
sfan5, at a point we should lock the auth to core i think it's not safe, and i don't think any custom backend is SRP compatible no ? |
16:18 |
sfan5 |
nerzhul: the auth handler just stores data, no password hashing involved |
16:20 |
Jordach |
shivajiva, you mean it works in the same way as friggin player storage? |
16:21 |
Mr_Pardison |
record shows you ban records for them for some reason. grrrrrr |
16:23 |
shivajiva |
Jordach: yup, pretty much |
16:23 |
Jordach |
shivajiva, FUCKING GLORIOUS |
16:24 |
Jordach |
honhonhon |
16:24 |
sfan5 |
baguette |
16:25 |
Mr_Pardison |
tasty. |
16:25 |
Jordach |
*french wallhacking noises* |
16:25 |
Mr_Pardison |
I've made those before sourdough variety) |
16:25 |
* Mr_Pardison |
goes back to being overwatch |
16:25 |
shivajiva |
that's why I'm making a series of replacement mods that use sqlite for the storage component |
16:28 |
shivajiva |
allows a small chunk of data for the online players to be cached whilst retaining the full data securely |
16:30 |
shivajiva |
areas being the obvious exception as it requires all of the data at load but at least the data is safe |
16:33 |
sfan5 |
hm looking at the code now it seems that the duplicate name prevention does not work on servers with sauth (unless sauth implements this again) |
16:33 |
sfan5 |
can someone confirm? |
16:33 |
shivajiva |
even data blobs up to 10k load faster than standard file access but with no way to pipe the blob to the core for image use other than writing the file it's not going to help |
16:33 |
shivajiva |
sfan5: it duplicates it |
16:33 |
sfan5 |
i see, thanks |
16:36 |
shivajiva |
if the core could use blobs directly we could have a skin db fully contained i.e. no external texture storage |
16:38 |
Jordach |
shivajiva, technically i already do that, minus blob self containment |
16:41 |
shivajiva |
yes I have the rawdata.txt |
16:41 |
shivajiva |
I'm making a skin_db mod that uses MT skins DB |
16:43 |
shivajiva |
uses a management form, the admin chooses which skins to make visible to the players/moderators from the full set |
16:45 |
shivajiva |
I'm having fun with the formspec but it's coming along nicely |
16:58 |
IhrFussel |
So set_hp() DOES call punchplayer callback...I just added another check "if punchername ~= playername then" in my pvp mod and lucky blocks damage works! |
16:59 |
IhrFussel |
For some reason the game thought the player was trying to punch themselves |
16:59 |
Mr_Pardison |
lol |
16:59 |
shivajiva |
sounds a bit twisted |
16:59 |
Mr_Pardison |
why are you punching yourself? |
17:01 |
IhrFussel |
Actually...it still thinks that I just told my pvp punchplayer callback to ignore the punch if the names match ... stamina uses set_hp() too though and the pvp mod doesn't trigger there...very very weird |
17:02 |
shivajiva |
wondering if your code links them rather than the core |
17:03 |
IhrFussel |
I simply use tenplus1's lucky_block and replaced the obj:punch with obj:set_hp() that's it |
17:06 |
shivajiva |
certainly seems straightforward |
17:11 |
shivajiva |
it's obvious the hp system is tied to the punch event but you wouldn't expect it to trigger by setting the hp |
17:13 |
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17:16 |
IhrFussel |
shivajiva, the weird thing is I use set_hp() in other mods and those never triggered the "PvP is disabled" message |
17:26 |
* Jordach |
dies LAUGHING |
17:26 |
Jordach |
https://jordach.net/images/misbpjlbdkzyxfudsj.png |
17:27 |
Jordach |
shivajiva, |
17:27 |
Jordach |
benrob0329, ^^^^ |
17:27 |
Jordach |
wardrobe powered hands |
17:27 |
Jordach |
using mod storage to keep tables loaded even after a server crash |
17:28 |
Mr_Pardison |
interesting water texture. |
17:28 |
Mr_Pardison |
looks pretty nice. |
17:37 |
Jordach |
how do i check if a table is emptyu |
17:38 |
sfan5 |
next(table) == nil |
17:39 |
sfan5 |
at least that works for non-array tables |
17:39 |
Jordach |
crashes minetest |
17:39 |
Jordach |
2017-11-27 17:39:32: ERROR[Main]: ...0.4.15\bin\..\games\Solar_Plains\mods\wardrobe/hands.lua:15: bad argument #1 to 'next' (table expected, got nil) |
17:40 |
Jordach |
hands.lua:15: if next(p_choice) == nil then |
17:40 |
sfan5 |
well nil is not a table |
17:40 |
sfan5 |
not p_choice or next(p_choice) == nil |
17:41 |
Jordach |
does using deserialize return nil on an empty table? |
17:41 |
Jordach |
(or does mod storage report nil on getting the string) |
17:41 |
sfan5 |
no idea |
17:41 |
Jordach |
likely would |
17:43 |
jas_ |
think so |
17:43 |
jas_ |
that's how i check anyway |
17:43 |
jas_ |
i gotta test this preserve node metadata from attached_node group |
17:44 |
jas_ |
pr... haven't tested it yet. but have three things that i want to drop |
17:44 |
Jordach |
here's a good example return {["singleplayer"] = {2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1}} |
17:44 |
jas_ |
book, intercomm, backpack. can't use attached_node=1 cuz metadata |
17:44 |
Jordach |
it just drops "" if there's nothing |
17:45 |
Jordach |
if wardrobe.hand_textures:get_string("c") == "" then works |
17:45 |
jas_ |
https://github.com/jastevenson303/dcbl_default/blob/master/init.lua#L86 |
17:45 |
jas_ |
bad code ^ |
17:46 |
Jordach |
get_string will never return nil |
17:46 |
Jordach |
it always returns this string |
17:46 |
Jordach |
"" |
17:46 |
jas_ |
it's like that with all of 'em tho, i think |
17:46 |
jas_ |
node, itemstack, or mod store |
17:46 |
jas_ |
depends if it's a num or string? no, i don't know. |
17:47 |
jas_ |
it's weird, tho, i think. but workable? |
17:47 |
Jordach |
the fallback is |
17:47 |
Jordach |
if the table fails |
17:47 |
Jordach |
i get a white coloured hand (eg, new player created!) |
17:47 |
Jordach |
on second load, i get the regular skin toned hand |
17:47 |
Jordach |
indicating a successful mod store load |
17:48 |
jas_ |
i wonder about coupling mod store with player attributes.. that's a db right? |
17:49 |
jas_ |
very interesting stuff, am still blown away that i can do itemstack meta:set_string("description", "new freakin name.") |
17:49 |
jas_ |
that's even in 0.4.16 tho ye? just learned it heh |
17:53 |
sofar |
wow, minetest running for 312 hours consecutively...! |
17:54 |
sofar |
more stable than I thought |
17:55 |
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17:55 |
Megaf |
Greetings |
17:55 |
FourFire |
Hello all, I am trying to change the ABM variable "neighbours =" to only be true if one of the specified blocks is within minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y - 1, z = pos.z + 1} relative to the node |
17:55 |
FourFire |
how do i do this? |
17:56 |
Mr_Pardison |
greeting Megaf |
17:56 |
Mr_Pardison |
*greetings |
17:56 |
FourFire |
basically the 3x3 square beneath the node in question |
17:57 |
Megaf |
Where did I put my mouse usb receiver? Oh man, my next mouse will be with a cord |
17:57 |
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18:00 |
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18:01 |
Mr_Pardison |
hiya oOChainLynxOo |
18:04 |
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18:12 |
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18:41 |
Jordach |
https://jordach.net/images/lcrhwuffthgotefgvs.png |
18:41 |
Jordach |
HON HON HON |
18:41 |
Jordach |
https://jordach.net/images/rjgfkmgjsnbmjpihj.png |
18:41 |
Jordach |
one game reload later |
18:42 |
Mr_Pardison |
why does there seem to be 2 of you? |
18:42 |
Jordach |
one is the player appearance dummy |
18:42 |
Jordach |
you edit that then you can apply that to yourself without reloading the server |
18:43 |
Jordach |
the hand is the only exception |
18:43 |
Mr_Pardison |
I thought so. |
18:43 |
Jordach |
as MT doesn't allow dynamic retexturing |
18:43 |
Jordach |
for items, nodes and tool |
18:43 |
Mr_Pardison |
Just had to make sure I wasn't having double vision or something. |
18:43 |
Jordach |
AND THAT UV IS WRONG |
18:43 |
Jordach |
reeeeeee |
18:44 |
shivajiva |
:) |
18:46 |
CWz |
seems that avatar has cheapie syndrome |
18:46 |
CWz |
as it lacks a mouth |
18:46 |
Krock |
Jordach, such kawaii pictures you've got there |
18:46 |
Mr_Pardison |
or it's been duct-taped shut as it can't resist saying things and has gotten too chatty. |
18:47 |
Jordach |
:eyes: |
18:48 |
CWz |
:nose: |
18:48 |
Mr_Pardison |
can you get the minimap on the mobile version of MT and if so, how? |
18:49 |
shivajiva |
FourFire: check the protector mod to see how it checks the areas |
18:52 |
Shara |
Hello all :) |
18:52 |
shivajiva |
Hi Shara o/ |
18:52 |
Mr_Pardison |
Mew studying one. |
18:55 |
Raven262 |
Hi Shara |
18:56 |
Shara |
:) |
18:56 |
shivajiva |
can you check the debug log for DL and see if there are any clues as to why Mr_P was struggling to ban a player pls |
18:57 |
Shara |
I suspect by now there have been updates I need to make |
18:57 |
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18:58 |
Shara |
But it worked for me first time with no restart when I got home |
18:58 |
shivajiva |
:/ |
18:58 |
Mr_Pardison |
perplexing to me. |
18:58 |
Shara |
DL needs some mod updates, but I don't want to get into it until after assessment deadlines. |
18:59 |
Shara |
SInce every time I decide to work on that server, it somehow turns into a big thing and eats hours |
19:01 |
shivajiva |
I don't understand how the insert fails when it's managing to do all other db operations, it makes no sense |
19:01 |
Shara |
I don't think the logs can help anyway |
19:01 |
shivajiva |
but it's wrapped to drop any errors to the log so I was hopeful |
19:03 |
Jordach |
is there an overlay style addition to textures? |
19:04 |
Shara |
What format should an error give? |
19:04 |
Jordach |
or configurable brightness |
19:04 |
Shara |
Searching by "[sban]" isn't helping |
19:04 |
shivajiva |
Sqlite ERROR: |
19:05 |
shivajiva |
it's logged as info |
19:05 |
Shara |
nothing |
19:05 |
ThomasMonroe |
heya shivajiva |
19:05 |
shivajiva |
Hi ThomasMonroe |
19:06 |
Shara |
Mr_Pardison: did you try perma ban or just temp? |
19:06 |
Mr_Pardison |
both. |
19:06 |
Mr_Pardison |
first did 2 temp bans then I did a perma ban. |
19:07 |
Mr_Pardison |
It worked and kicked them out of the game but they were able to re-join. |
19:07 |
Shara |
I don't see a perma ban attempt |
19:08 |
Mr_Pardison |
It didn't show in the records when I looked. |
19:08 |
shivajiva |
as ban is a critical op I'm going to add a selfcheck on the record making it to the db and warn the initiator if it fails |
19:08 |
Mr_Pardison |
DarkLands: cmd tempban Tobiasson690 1D You have gotten annoying cool your heels for a while. I have warned you multiple times. If you were truly sorry, you wouldn't do it again. |
19:08 |
Mr_Pardison |
10:15:35+DarkLands |
19:08 |
Mr_Pardison |
Banned Tobiasson690 until Tue 28 Nov 2017 04:15:34 PM UTC. |
19:08 |
Mr_Pardison |
first one. |
19:09 |
Shara |
I've pasted shivajiva all the log entries I have |
19:09 |
Shara |
So no need to paste anything here |
19:09 |
Mr_Pardison |
k |
19:10 |
Shara |
Problem is, the banned message displays, but it's not writing the ban for you |
19:10 |
Shara |
Yet worked for me |
19:10 |
rubenwardy |
I tried banning a playing a few weeks ago, and they joined under a different nick a few seconds later |
19:10 |
FourFire |
Is there a mod which implements ipbans? |
19:10 |
rubenwardy |
very weird, maybe they were already connecting? |
19:10 |
rubenwardy |
FourFire, Minetest does |
19:11 |
Mr_Pardison |
they did that with this account and I checked to see who they were which is how I found out that they were the same player that I had tried to ban. |
19:11 |
Shara |
Flitz also had an issue where the server was crashing on /ban_record |
19:11 |
rubenwardy |
the mods also do name bans, and track linked IPs |
19:11 |
Shara |
But again, worked fine for me |
19:11 |
Shara |
So I don't really understand it |
19:12 |
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19:13 |
Mr_Pardison |
I've got about 6 minutes then I have to switch computers (class change) |
19:14 |
IhrFussel |
What does get_luaentity() return if it's a player? |
19:14 |
Krock |
nil |
19:14 |
Krock |
l_object.cpp L1011 |
19:15 |
Krock |
!next |
19:15 |
MinetestBot |
Another satisfied customer. Next! |
19:15 |
Jordach |
why is the wielditem so dark when holding meshnodes |
19:16 |
Jordach |
(head tells me it's the normals of the faces) |
19:17 |
IhrFussel |
Thanks and what happens if I set hp to something negative? Like set_hp(-5) will the hp_change be 25 when the player has full health? |
19:18 |
IhrFussel |
I mean -25* |
19:19 |
FourFire |
shivajiva, which line of https://github.com/shivajiva101/protector/blob/master/init.lua did you mean I'm looking at 146-158 |
19:19 |
Mr_Pardison |
g2g now will brb |
19:19 |
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19:20 |
Krock |
IhrFussel, limited to 0. content_sao.cpp L1262 and L651 (for lua entities) |
19:21 |
IhrFussel |
Ok so there's basically no way in 0.4.16 to cause more than 20 HP damage at a time? |
19:21 |
Krock |
but the HP change will re reported indeed as -25 |
19:21 |
Krock |
s/re // |
19:22 |
IhrFussel |
So register_on_hpchange() will report -25? That's good then |
19:22 |
Krock |
yes. but the HP themselves will be limited to 0, in case you'd do a manual calculation |
19:22 |
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19:23 |
IhrFussel |
Nope that's why I have my custom HP system in place...Basically I just read the hp_change value and modify the custom HP and tell the engine 0 HP change |
19:23 |
shivajiva |
FourFire: yea that was what I was meaning for a defined area, you have the pos from the abm and you have the player pos also to work with |
19:24 |
FourFire |
I can't figure out how to use that code to restrict the "neighbours" field in the ABM, do I need to add another field, if so what? |
19:24 |
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19:24 |
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19:26 |
Krock |
FourFire, neighbours = {"group:wood", "default:mese", "default:torch"} |
19:26 |
Jordach |
Krock, wield items that use meshes are super dark for no reason |
19:27 |
FourFire |
Krock, I'm asking about restricting the area within which blocks are checked for that type |
19:27 |
Krock |
list all neighbour nodes there. if you don't want a specific one from a group, you'll need to get the affected nodes and filter the unwanted ones out before adding them to the AMB |
19:27 |
FourFire |
I wantto check {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y - 1, z = pos.z + 1} |
19:27 |
Krock |
*ABM. And you can't restrict by area. they apply everywhere |
19:28 |
Krock |
for only one Y-layer, you'll have to handle it as a regular node and check for these nodes again in the "action" callback |
19:28 |
Krock |
high overhead. consider a better solution like node timers |
19:29 |
Krock |
Jordach, I'm not a visuals specialist, sorry. |
19:29 |
Jordach |
fffff |
19:29 |
Krock |
check whether we already have a similar issue on GitHub.. I thought there was one but can't find it rn |
19:29 |
Jordach |
they're as dark as the side of a node |
19:29 |
FourFire |
Krock, Okay, how do I filter out {xyz-1},{xyz+1} - {xyz-1},{x+1y-1z+1} ? |
19:29 |
Krock |
side of a node? isn't that the regular brightness? |
19:30 |
Jordach |
it needs to be brighter |
19:30 |
Krock |
FourFire, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2756 |
19:30 |
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19:31 |
Krock |
specify the two positions and the neighbours again to check whether the conditions are met |
19:34 |
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19:38 |
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19:45 |
Jordach |
sfan5, what DPI do you use MT at |
19:45 |
Jordach |
i need this information |
19:46 |
Jordach |
yep |
19:46 |
Jordach |
screen_dpi has no effect on windows |
20:05 |
Fixer |
https://www.youtube.com/watch?v=j2cMHwo3nAU o_0 |
20:06 |
Mr_Pardison |
whatever is being fired is too slow IMO |
20:07 |
Mr_Pardison |
especially for the lower portion. |
20:08 |
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20:20 |
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20:30 |
sfan5 |
Jordach: my desktop env is set to 96 DPI |
20:35 |
* Megaf |
uses GNONE 3, it doesn't say your DPI, just just decided call it scaling |
20:38 |
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20:38 |
Jordach |
sfan5, hrm |
20:38 |
Jordach |
windows doesn't give irrlicht a specific DPI |
20:38 |
Jordach |
that pixel scaling issue needs to die for 0.5 |
20:38 |
sfan5 |
i don't think there even is dpi code for win |
20:39 |
Jordach |
[19:46:52] <Jordach> screen_dpi has no effect on windows |
20:52 |
Calinou |
there's HUD scaling for the hotbar/inventory at least |
20:53 |
Jordach |
sfan5, why are player entities brighter than wielditems :thinking: |
20:53 |
Calinou |
but the rest is utterly broken :( |
20:53 |
Calinou |
Jordach: meshes other than the wielditem don't use proper shading |
20:53 |
Calinou |
(directional shading, that is) |
20:53 |
Jordach |
Calinou, not just that |
20:53 |
Calinou |
oh well |
20:53 |
Jordach |
it's far darker than the player entity in the same light source |
20:53 |
Calinou |
meshnodes do, but not entity meshes |
20:53 |
Jordach |
pure FFFFFF looks like ass |
20:54 |
Jordach |
it's more 888888 than FFFFFF |
20:54 |
Jordach |
the topside of a meshnode is correctly rendered btw |
20:54 |
Jordach |
(and given the correct colour level) |
20:54 |
Jordach |
the sides and bottom are darkened by nearly 33% |
20:55 |
Jordach |
there's a few visual issues i'd love to see irone out |
21:07 |
IhrFussel |
shivajiva, MT actually logs it really as the player punching themselves: Player IhrFussel punched by player IhrFussel, damage 18 HP |
21:08 |
Calinou |
"quit punching yourself" —Bart Simpson |
21:09 |
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21:09 |
Jordach |
kek |
21:14 |
shivajiva |
so the punch mechanism is actually used to add the hp then? |
21:14 |
Fixer |
welcome to minetest |
21:15 |
Fixer |
excitengly story of irrlicht |
21:17 |
shivajiva |
maybe I'm wrong but 0.4.15 looked visually better colour and lighting wise than recent releases |
21:17 |
Jordach |
many lighting changes were done to actual world mesh |
21:17 |
Jordach |
but not entities or wieldmesh |
21:18 |
paramat |
there was a slight colouring change when overlays was added by juhdanad |
21:18 |
Jordach |
overlays? |
21:18 |
IhrFussel |
shivajiva, it seems to be linked to the callback where you call set_hp() from... I think lucky_block calls the damage in on_dig or something like that |
21:18 |
paramat |
and we changed the light curve for 0.4.16 |
21:18 |
paramat |
.. and changed it twice since |
21:19 |
shivajiva |
yup red transparent glass looks maroon now |
21:19 |
Jordach |
paramat, can you fix the side lighting of wielditems and give it a slight brightness boost to bring it in line with entities |
21:19 |
Jordach |
paramat, this is the offender https://jordach.net/images/rjgfkmgjsnbmjpihj.png |
21:19 |
Jordach |
wielditems are too dark |
21:20 |
Jordach |
#FFFFFF is treated as #888888 |
21:21 |
paramat |
well, colour change of translucent textures was a separate thing, Shara knows a lot about that |
21:21 |
Jordach |
not transparency that's my issue paramat, it;s the overall light level for wieldmeshes |
21:22 |
Shara |
Please don't remind me. |
21:22 |
paramat |
that was directed to shiva-jiva |
21:22 |
Jordach |
ah |
21:22 |
Shara |
I still have mods that aren't really fixed |
21:22 |
benrob0329 |
Wieldmeshes arent a thing, just hacks with nodes :^) |
21:22 |
Shara |
And still have no clue how to fix them |
21:22 |
Shara |
But I've basically given up |
21:23 |
paramat |
Jordach player models are fullbright, lhofhansl is working on making them shaded |
21:23 |
Jordach |
paramat, not really full bright |
21:23 |
paramat |
the wield is probably correct |
21:23 |
shivajiva |
I thought hardware colouring was where it started to shift, timeline wise |
21:23 |
Jordach |
paramat, look at the brightness difference |
21:23 |
Shara |
Fixing broken liquid nodes is basically impossible |
21:24 |
Shara |
Can't make them look like they did before |
21:24 |
paramat |
ugh yes sorry, hardware colouring was where colour shifted |
21:25 |
Jordach |
paramat, set my colour set to FFFFFF |
21:25 |
Jordach |
paramat, here's the offender https://jordach.net/images/duggcklzgpllfucve.png |
21:26 |
Jordach |
it should most definitely be not that grey |
21:26 |
paramat |
ok i see |
21:26 |
Jordach |
i tested with image modifier opacity and without any form of color multiplication |
21:26 |
paramat |
open an issue? |
21:26 |
Jordach |
same results across the board |
21:27 |
Jordach |
entities and wieldmeshes should ideally use the same shading algors |
21:27 |
Jordach |
paramat, this kind of extends to worldmesh |
21:28 |
Jordach |
the side shading is far too *strong* |
21:29 |
paramat |
agreed |
21:29 |
paramat |
Shara didn't we discover that the old appearence of sumpf water was due to a bug that was fixed? |
21:30 |
Jordach |
paramat, i'd like shading on most things - but not so dark it doesn;t resemble the original enough |
21:30 |
Shara |
paramat: don't remember. However it now looks terrible no matter what I do to it |
21:30 |
Jordach |
(and unification of the shading algorithm for all meshes - blocks, wield and entity) |
21:30 |
paramat |
i'm not great at wield and shading stuff, juhdanad or numberzero may be the experts |
21:31 |
paramat |
do open an issue if there isn't one |
21:32 |
paramat |
also you won't need to fix the old hacky sea mod air bubble method as we have plantlike rooted now |
21:32 |
Shara |
paramat: yes, waiting to be able to update to that for sea plants |
21:32 |
paramat |
maybe talk with lhofhansl too |
21:33 |
paramat |
sorry, talking to 2 people unclearly :) |
21:33 |
Shara |
:P |
21:35 |
Shara |
But if any texture geniuses ever want to try and restore the old appearance of sumpf water for me, please do :) |
21:38 |
Jordach |
paramat, i'm asking you first because this is a noticeable issue |
21:44 |
Jordach |
paramat, #6697 |
22:00 |
paramat |
thanks |
22:04 |
Jordach |
at least i show server side code relevant to what's going on |
22:04 |
Jordach |
(and at least how it's performed) |
22:10 |
Mr_Pardison |
g2g cya |
22:10 |
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22:46 |
Megaf |
screenshot of my terminal https://i.imgur.com/wYE15Ex.png |
22:47 |
Shara |
Tiger colours >.> |
22:47 |
Megaf |
Actually orange is my favourite colour indeed. |
22:48 |
Megaf |
second df was supposed to be a free -m... |
22:48 |
Megaf |
And I just noticed I'm running a Russian kernel |
22:48 |
Megaf |
Linux version 2.6.32-042stab125.5 (rootkbuild-rh6-x64.eng.sw.ru) |
22:51 |
Megaf |
I wonder how hard or easy would be using two factor auth using Google Authenticator for SSH |
22:52 |
Megaf |
Of course somebody has done that in the past https://www.howtogeek.com/121650/how-to-secure-ssh-with-google-authenticators-two-factor-authentication/ |
22:53 |
Megaf |
libpam-google-authenticator/testing 20170702-1 amd64 |
22:53 |
Megaf |
Two-step verification |
22:53 |
Megaf |
easy enough... |
22:54 |
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22:54 |
Megaf |
Hi mister Ruben |
22:54 |
Megaf |
How are we today? |
22:55 |
rubenwardy |
good thanks |
22:57 |
IhrFussel |
I need something for my server that's interesting to veteran players...players level 40+ kill the regular mobs too fast, they are no challenge anymore... maybe some kind of dungeon with extra strong mobs inside |
22:57 |
Shara |
Hi rubenwardy |
22:57 |
IhrFussel |
Also hi rubenwardy |
22:58 |
Megaf |
IhrFussel: There's a pyramid mod with mummies (no idea about the spelling) inside |
22:59 |
Megaf |
you could just make the moomees ultra tough and get them get good stuff |
22:59 |
Megaf |
Thumbs up for this........^ |
22:59 |
Fixer |
how god damn dosbox can't into pixel perfect scaling in 2017? |
23:00 |
Megaf |
Fixer: fix it |
23:00 |
* Megaf |
runs |
23:00 |
Fixer |
there are fixes and unofficial builds |
23:00 |
IhrFussel |
Or maybe some kind of room with endless spawning mobs and players can try to beat the highest survival time ... I could look at that mod if I find it one sec |
23:00 |
Fixer |
but no idea why it is not included in master |
23:00 |
Megaf |
There must be a good reason. One like if you want it do it yourself, I'm not paid for that |
23:01 |
Megaf |
Ok, enough of trolling |
23:18 |
Fixer |
found good way in default dosbox |
23:18 |
Fixer |
looks good now |
23:19 |
Megaf |
yay |
23:33 |
Fixer |
https://i.imgur.com/UPA8j0M.png good enough |
23:54 |
Megaf |
whats opencp Fixer |
23:56 |
Fixer |
http://www.cubic.org/player/ |