Time |
Nick |
Message |
02:10 |
|
sniper338 joined #minetest-hub |
02:12 |
|
AndroBuilder_ joined #minetest-hub |
02:16 |
|
Jordach joined #minetest-hub |
02:23 |
|
ssieb joined #minetest-hub |
02:54 |
|
tumeninodes left #minetest-hub |
06:44 |
|
CWz joined #minetest-hub |
08:18 |
IcyDiamond |
dammit, infotext has a size limit |
08:18 |
IcyDiamond |
cant display the crystal contents there either then |
08:19 |
IcyDiamond |
:/ |
08:24 |
rdococ |
I'm working on a texture pack |
08:24 |
IcyDiamond |
coolio |
08:24 |
rdococ |
It is going pretty well, stone and cobble textures are yay |
08:28 |
IcyDiamond |
i'm 18 today |
08:30 |
rdococ |
Happy birthyayâ„¢ |
08:31 |
IcyDiamond |
thanks ^^ |
08:36 |
rdococ |
I made the sand look like popcorn |
08:37 |
IcyDiamond |
XD |
08:43 |
shivajiva |
Happy birthday IcyDiamond :) |
08:43 |
IcyDiamond |
thanks |
08:50 |
rubenwardy |
Hb |
08:51 |
IcyDiamond |
^^ |
08:51 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-18-11:51:16.png well this item can now show crystal contents |
08:54 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-18-11:54:18.png heres the recipe |
09:03 |
IcyDiamond |
whats the best way to detect the presence of a structure |
09:03 |
rdococ |
Not sure but I was pondering that myself |
09:04 |
IcyDiamond |
i want to make crystals pick-upable by building a certain structure around it and right clicking it with the wand |
09:04 |
rdococ |
I would like to see more mods have machines that require the placement of multiple nodes in the form of a structure, similar to a nuclear reactor |
09:08 |
shivajiva |
http://dev.minetest.net/minetest.find_nodes_in_area may be useful |
09:10 |
shivajiva |
testing mint 18.3 in a vbox, pleased to see Calinou's one liner still works for building minetest :) |
09:14 |
|
tenplus1 joined #minetest-hub |
09:14 |
tenplus1 |
hi folks |
09:14 |
shivajiva |
Hiya tenplus |
09:14 |
tenplus1 |
hi shiva, how's you ? |
09:15 |
shivajiva |
good thanks, just saying I was pleased to see the one liner from Calinou builds mt on mint 18.3 |
09:15 |
tenplus1 |
sweet :) |
09:16 |
tenplus1 |
is there a one-liner for macos or does that not have the dev files |
09:16 |
shivajiva |
I'm quite impressed with 18.3 seems miles ahead of my last look at 18.1 |
09:16 |
tenplus1 |
oh yeah, mint is one of the best linux flavours out there :) |
09:16 |
tenplus1 |
still built on ubuntu cause it's a stable base |
09:17 |
shivajiva |
never seen one for macos tbh |
09:17 |
shivajiva |
looked at Neon for a few minutes till I realised it's barer that a bare bear |
09:18 |
rdococ |
barely |
09:18 |
tenplus1 |
lol |
09:18 |
tenplus1 |
hi rdococ |
09:19 |
shivajiva |
so the daily driver finalists are mint kde 18.3 or kubuntu and mint is winning hands down |
09:19 |
tenplus1 |
mint puts far more effort into useability, the overall look and feel of the desktop |
09:20 |
tenplus1 |
for a beginner linux it wins against them all :D |
09:20 |
shivajiva |
hopefully they will have come up with a script to turn xfce version into KDE DE by the time I need to replace it again |
09:21 |
tenplus1 |
lol, remember that the installer can upgrade an existing version |
09:21 |
tenplus1 |
so installing mint kde from flash drive will update the xfce version you have on disk |
09:23 |
shivajiva |
Neon can't even find build-essential in the repos in it's standard form, I was surprised by that |
09:23 |
tenplus1 |
prolly a glitch that'll be fixed soon enough |
09:24 |
shivajiva |
yep, odd tho considering main is enabled |
09:24 |
shivajiva |
install synaptic and it can see it |
09:24 |
tenplus1 |
xfce is showing a lot of promise though, latest release works very well indeed |
09:27 |
shivajiva |
I only moved away from cinnamon because of the system tray issues, wonder if they fixed that now |
09:27 |
tenplus1 |
probably yeah :) cinnamon is nice but too flashy for me :D |
09:30 |
|
Fixer joined #minetest-hub |
09:30 |
tenplus1 |
hi fixer |
09:42 |
|
red-001 joined #minetest-hub |
09:42 |
tenplus1 |
hir ed |
09:43 |
tenplus1 |
*red |
09:44 |
|
Gael-de-Sailly joined #minetest-hub |
09:45 |
IcyDiamond |
hey tenplus1 |
09:45 |
tenplus1 |
hi icy :) |
09:46 |
IcyDiamond |
I use your mobs mod on my server and i noticed that the mobs cannot jump up ledges |
09:47 |
IcyDiamond |
they kinda just start bouncing |
09:47 |
tenplus1 |
yeah, they use to jump/walk uphill ok but so many complaints about animals escaping that I had to limit it |
09:47 |
IcyDiamond |
okay |
09:47 |
tenplus1 |
they CAN jump uphill if they hit it at the right angle :) but you could comment out the stepheight lines from animals and they will walk uphill ok |
09:48 |
tenplus1 |
until engine entity bug has been fixed for stepheight I have to limit this |
09:49 |
IcyDiamond |
I prefer your mobs mod to sapier's to be honest, yours seems to work better and be more active of a project as well |
09:49 |
tenplus1 |
once the stepheight glitch has been sorted I'll change them back to walking uphill again :) but for now they escape too easily from behind enclosures... that's why I added mob fences (2 high but look like normal fence) |
09:49 |
Fixer |
hi |
09:50 |
tenplus1 |
o/ |
09:50 |
IcyDiamond |
Alright, cool |
09:50 |
IcyDiamond |
oh, you created ethereal as well, i absolutely love it! |
09:50 |
tenplus1 |
thanks :) |
09:50 |
IcyDiamond |
:D |
09:51 |
tenplus1 |
https://github.com/tenplus1/mobs_animal/blob/master/cow.lua#L30 <-- you can change jump height to 8 and they will go uphill better |
09:51 |
tenplus1 |
just for your own server |
09:52 |
IcyDiamond |
Okay, but I'll keep it like it is for now :P |
09:52 |
tenplus1 |
they quite happily walk up half slabs tho :D |
09:52 |
IcyDiamond |
Cool |
09:55 |
tenplus1 |
shivajiva: coudl you look at something for me |
09:55 |
IcyDiamond |
You don't tell a developer to "just use" |
09:55 |
IcyDiamond |
Meanie. |
09:57 |
tenplus1 |
lol |
10:00 |
|
sniper338 joined #minetest-hub |
10:01 |
tenplus1 |
hi sniper |
10:04 |
tenplus1 |
player override handler with changeable defaults: https://pastebin.com/mns1Mskb |
10:09 |
rdococ |
what if a mod wants to, say, double the override? |
10:10 |
tenplus1 |
default speed is 1.0, to double speed of player you add 1.0 instead of *2 |
10:10 |
tenplus1 |
all effects can be handled by adding and subtracting only, no need for * and / |
10:11 |
tenplus1 |
also if say you were in space you could set the defaults to handle things like speed, gravity etc |
10:11 |
tenplus1 |
and the effects would add/subtract from the new defaults isntead :) |
10:11 |
tenplus1 |
it's all covered |
10:11 |
rdococ |
Say I was in a cobweb that was meant to divide my speed by 4, and then put on double speed shoes, how fast should I go? |
10:11 |
IcyDiamond |
lol |
10:12 |
rdococ |
Should I go at 0.5 speed (cobweb * 2) or 1.25 (cobweb + 1.0)? |
10:12 |
tenplus1 |
cobwebs handle player speed automatically by using fluid density |
10:12 |
tenplus1 |
the cobweb is really water that slows player down :) so no need to change effects |
10:12 |
rdococ |
Cobwebs are water? O_O |
10:12 |
tenplus1 |
yup :) thta's how they work in ethereal... it's like walking through really dense water that slows player to a crawl :D |
10:12 |
IcyDiamond |
:D |
10:13 |
rdococ |
Ah, that makes sense. I was wondering why a cobweb in my attic was flowing. |
10:13 |
IcyDiamond |
lol |
10:13 |
rdococ |
Seriously, though, I didn't even know there was a way to apply liquid slow-down to nodes that don't flow |
10:14 |
tenplus1 |
sorry I meant mobs, not ethereal :) hah |
10:14 |
tenplus1 |
https://github.com/tenplus1/mobs_monster/blob/master/spider.lua#L84 |
10:14 |
IcyDiamond |
liquidtype = "source", |
10:14 |
rdococ |
Oh, liquid_range = 0 |
10:14 |
IcyDiamond |
liquid_alternative_flowing = "mobs:cobweb", |
10:14 |
tenplus1 |
range is 0 so it wont spread out or flow anywhere :) |
10:14 |
IcyDiamond |
liquid_alternative_source = "mobs:cobweb", |
10:14 |
IcyDiamond |
HAHAHA |
10:14 |
rdococ |
that's clever, lol |
10:14 |
IcyDiamond |
that's hilarious! |
10:15 |
tenplus1 |
was a novel approach to cobwebs I thought :P |
10:15 |
rdococ |
If you set the range to a value higher than 0 it will spread infinitely :P |
10:15 |
tenplus1 |
saves playerplus slowing the player down |
10:15 |
tenplus1 |
yeah |
10:15 |
IcyDiamond |
do cobwebs "wave" if i enable waving? |
10:15 |
tenplus1 |
and liquid_viscocity = 11 is how fast player moves |
10:15 |
tenplus1 |
lol no, thankfully :P |
10:15 |
tenplus1 |
that was disabled |
10:15 |
rdococ |
how? |
10:16 |
IcyDiamond |
lmao |
10:16 |
tenplus1 |
shame that disable_jump doesnt work tho... you can still swim up inside a cobweb |
10:17 |
tenplus1 |
I wanted players to sink until they fall out of the web :D |
10:17 |
IcyDiamond |
yeah i was just about to say |
10:17 |
IcyDiamond |
:P |
10:18 |
tenplus1 |
but as an example, say you had your own cobweb and player walked into it, you could do something like: pova[player_name]["cobweb"].speed = 0.5 -- half speed |
10:18 |
rdococ |
Hehe, I broke water by setting its flowing alternative to its source |
10:18 |
tenplus1 |
lol |
10:19 |
tenplus1 |
but if you had diamond boots on with 2x speed boost then you're speed would only be 1.5 :) |
10:19 |
rdococ |
Hehe, it spreads like Minecraft Classic water |
10:20 |
tenplus1 |
minetest has so many ways to do things, like the player knockback added to PlayerPlus mod... |
10:20 |
rdococ |
Also, I propose a new rule: All versions of Minecraft (that other game that's proprietary, but I kinda liked until Microsoft brought it) before 1.8 release can be referred to by name, while later versions and Cash Grab Edition must be referred to with "You Know What" |
10:21 |
tenplus1 |
hahahaha, yeah... like the 2.0 that microsoft has started work on |
10:21 |
rdococ |
The version threshold may be changed to as early as 1.0.0 release depending on personal preference |
10:22 |
IcyDiamond |
microshit ruins everything |
10:22 |
tenplus1 |
sad but true... windows 10 is testament to that |
10:22 |
rdococ |
I might adjust that rule so that versions of Pocket Edition before *its* 1.0.0 release can be referred to by name |
10:23 |
IcyDiamond |
i use arch linux btw |
10:23 |
IcyDiamond |
^ thats also a meme for some reason |
10:23 |
tenplus1 |
using arch ? |
10:23 |
rdococ |
If I have to reinstall Linux I'm probably going to install Mint |
10:23 |
IcyDiamond |
I put Mint on my mom's laptop |
10:23 |
* tenplus1 |
uses Lubuntu 18.04 (final beta) |
10:24 |
tenplus1 |
so does Xanadu serve |
10:24 |
IcyDiamond |
idk at least I've left the mc community for good now |
10:25 |
tenplus1 |
mc in itself is a good game, but I prefer the mt community and mods :) |
10:25 |
IcyDiamond |
me too |
10:25 |
IcyDiamond |
i enjoy modding minetest a lot |
10:25 |
rdococ |
I tried out Voxelands today |
10:25 |
IcyDiamond |
i could never get that enjoyment from writing java |
10:25 |
IcyDiamond |
that was a pain in the ass |
10:25 |
rdococ |
It was intriguing, although I couldn't figure out how to connect to a server properly (it said "invalid password", which was weird as I've never played it before). |
10:26 |
IcyDiamond |
lol |
10:26 |
tenplus1 |
looks interesting, and as for code I prefer lua :) it's very simple |
10:26 |
IcyDiamond |
aye |
10:27 |
IcyDiamond |
I don't know if my voxel engine idea is ever going anywhere |
10:28 |
tenplus1 |
any good ideas can be added to the github area for mt, if the devs like it sometimes it'll end up in-game |
10:28 |
IcyDiamond |
I unfortunately dont have the brains for it and i don't intend on learning game development either |
10:29 |
IcyDiamond |
like, at a school |
10:29 |
tenplus1 |
I taught myself programming but forgot how to do c++ cause I never used it in many years |
10:29 |
tenplus1 |
lua however is easy to pick up :D |
10:30 |
IcyDiamond |
I know C++ a bit |
10:30 |
IcyDiamond |
Not as well as I'd like though |
10:30 |
IcyDiamond |
And yeah, Lua was my first prog. language |
10:31 |
tenplus1 |
the love2d libs give a nice feel to the programs on a desktop :) so writing apps is a thing |
10:31 |
rdococ |
Lua is pretty intuitive, except when it's not |
10:31 |
IcyDiamond |
lol |
10:31 |
IcyDiamond |
!title https://github.com/LunaSquee/universium-engine |
10:31 |
MinetestBot |
IcyDiamond: GitHub - LunaSquee/universium-engine: Scriptable Voxel Planet Rendering System (concept) |
10:31 |
IcyDiamond |
^ thats my idea |
10:32 |
rdococ |
Hm, idea: Space dimension which contains teleporters to the other dimensions in the world in the form of planets |
10:33 |
tenplus1 |
would be fun to have planets to wander around mario galaxy style |
10:33 |
Shara |
and fall off them, because gravity |
10:33 |
IcyDiamond |
I want to have semi-realistic planet system where you can generate procedural solar systems and stuff like that |
10:34 |
IcyDiamond |
and then build spacecraft to fly between them |
10:34 |
IcyDiamond |
realistic gravity physics would be super dope as well |
10:35 |
IcyDiamond |
imagine slingshotting off planets |
10:35 |
tenplus1 |
eheheh |
10:35 |
tenplus1 |
and getting sucked towards a moon or sun even |
10:35 |
IcyDiamond |
:D |
10:35 |
Shara |
You may need a different game :) |
10:35 |
tenplus1 |
hi shara |
10:35 |
Shara |
Hi ten |
10:35 |
IcyDiamond |
Shara: as I said, it's an idea for an engine, not mt :) |
10:35 |
rdococ |
I would love directional gravity at the very least, even if you wouldn't be able to actually turn upside down and walk on ceilings and walls |
10:36 |
tenplus1 |
when the mapgen layers is finished we can have all sorts of realms and planets in mt (flat of course) but it will add a whole new level of playability |
10:36 |
rdococ |
Not just one new level, whole realms of playability ;) |
10:36 |
tenplus1 |
if entities were rotatable we could possible do that |
10:36 |
tenplus1 |
step on a block, flip player, rotate gravity |
10:37 |
tenplus1 |
brb, making lunch |
10:37 |
* IcyDiamond |
unsubscribes from minecraft youtubers |
10:38 |
* rdococ |
is too lazy to unsubscribe from them |
10:38 |
* rdococ |
unsubscribes from particularly annoying ones, though, and has subscribed to a few Minetest youtubers |
10:38 |
Shara |
I'd be happy to just make a game for MT, instead of make an engine and a game :) |
10:39 |
rdococ |
making a game for MT from scratch is still rather difficult |
10:39 |
Shara |
I know. |
10:39 |
Shara |
In the process of doing it |
10:40 |
IcyDiamond |
I'll probably make one as well at one point |
10:40 |
tenplus1 |
+1million |
10:40 |
rdococ |
I tried creating a game for Minetest from scratch but gave up |
10:40 |
tenplus1 |
Shara: https://pastebin.com/mns1Mskb |
10:40 |
Shara |
Hmm, at 170+ commits from 6 different contributors so far, and I still don't consider it ready to make public |
10:41 |
rdococ |
tenplus1: Hm, my double speed boots still seem to add 1.0 speed rather than actually double it ;) |
10:42 |
Shara |
tenplus1: eww, globalstep :P |
10:42 |
rdococ |
You also don't need to use a globalstep, come to think of it |
10:42 |
Shara |
after |
10:43 |
rdococ |
I don't think you need to use minetest.after either |
10:43 |
rdococ |
There's no point of recalculating everything every second if no changes have happened |
10:43 |
Shara |
have only skimmed the code, since attention is mostly elsewhere |
10:44 |
tenplus1 |
that's okie... it's a test run to make sure it's viable and can be done really :) |
10:45 |
Shara |
other_worlds has a gravity option, but that's all I ever really did with gravity |
10:45 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-18-13:45:49.png clever |
10:46 |
tenplus1 |
pova allows BASE settings for speed, jump and gravity :) |
10:51 |
rdococ |
I'm working on a player physics handler of my own, because why not. it's called physicsh |
10:51 |
tenplus1 |
heh |
10:51 |
* Shara |
needs one for game she is making |
10:52 |
Shara |
Getting that right is one of the most important things |
10:55 |
tenplus1 |
agree'd |
10:55 |
tenplus1 |
and I still think having something simple included in the game itself for all mods to make use of is important |
10:56 |
Shara |
well, it will be included in the game I'm working on |
10:56 |
Shara |
But I have a big advantage over in MTG when it comes to how flexible I can be |
10:56 |
Shara |
-in* |
10:56 |
rdococ |
I'm hardcoding the defaults as 1,1,1 since if you want to override those, then you can use a multiplier |
10:56 |
rdococ |
I'm also handling the multipliers before the adders |
10:56 |
Shara |
I don't have to worry about breaking mods and so on, because the mods were never written for this game anyway :) |
10:57 |
tenplus1 |
rdococ: the defaults can be used with / and * no probs |
10:58 |
tenplus1 |
just the additional effects that are prolly simpler with + and - |
10:58 |
rdococ |
true |
10:59 |
rdococ |
that would mean I'm doing twice as many calculations as I should, but at least I'm not doing them every second :P |
10:59 |
IcyDiamond |
I've cleaned up my youtube subscriptions |
11:00 |
tenplus1 |
the only reason I'm using globalstep and a 1 second counter is that things like beds reset effects, armor resets effects etc. |
11:01 |
rdococ |
Although I have taken a completely different approach |
11:02 |
tenplus1 |
do tell ? |
11:02 |
rdococ |
I'm keeping the table where the data actually is hidden, but my code defines a global interface that mods can use to update the modifiers |
11:03 |
rdococ |
physicsh:get_handler("rdococ") would get the modifier handler for the player "rdococ", for example |
11:03 |
rdococ |
When created, the handler is stored in a table so that the next time it is called it just uses the existing one |
11:03 |
tenplus1 |
yeah, was gonna do that also, this was just a test base to make sure it all worked 1st ;D |
11:03 |
tenplus1 |
but yeah, hide the table, add functions |
11:03 |
rdococ |
The handler is empty but has a metatable which gives access to functions that allow you to set the modifiers |
11:06 |
|
longerstaff13-m joined #minetest-hub |
11:06 |
tenplus1 |
hi longer |
11:06 |
TommyTreasure |
hi tenplus1 |
11:06 |
tenplus1 |
hi tommy :) |
11:06 |
longerstaff13-m |
Hey 10+1 |
11:07 |
TommyTreasure |
i've discovered an issue with pipeworks and the dreaded ServerEnv warnings. not sure where to post it though |
11:07 |
tenplus1 |
git issue |
11:07 |
tenplus1 |
minetest-mods |
11:07 |
IcyDiamond |
14:06 <+longerstaff13-m> Hey 10+1 |
11:07 |
TommyTreasure |
but it could either be the mod or the engine. not sure |
11:07 |
IcyDiamond |
savage |
11:08 |
longerstaff13-m |
? |
11:08 |
TommyTreasure |
the coords displayed in the ServerEnv warnings don't match with the overloaded tubes |
11:08 |
IcyDiamond |
I don't like pipeworks |
11:08 |
rdococ |
Dreaded ServerEnv warnings? |
11:08 |
TommyTreasure |
lol, i'm addicted to them |
11:08 |
IcyDiamond |
I like the idea of it but eh |
11:08 |
rdococ |
I do think Pipeworks could use some works |
11:08 |
TommyTreasure |
when a tube gets overloaded, the server slows to a crawl, and up to 100 warnings/second in the log file |
11:09 |
IcyDiamond |
we need Thermal Dynamics in minetest |
11:09 |
rdococ |
We need pipeworks pipes that don't spawn entities for every single item they transfer |
11:09 |
TommyTreasure |
pipeworks was updated fairly recent |
11:09 |
tenplus1 |
if items in pipes get to a certain limit it should just transfer items without showing them... that'd help |
11:09 |
IcyDiamond |
[1] 1522 illegal hardware instruction (core dumped) ./bin/minetest |
11:09 |
IcyDiamond |
omg what |
11:09 |
tenplus1 |
faster machines = higher number limits |
11:09 |
rdococ |
Wat |
11:09 |
IcyDiamond |
my mt just randomly crashed |
11:09 |
IcyDiamond |
"illegal hardware instruction" |
11:10 |
sfan5 |
the NASA is on to you |
11:10 |
rdococ |
Your Minetest build broke the law |
11:10 |
TommyTreasure |
i've had players unload their 'digtron' and totally overload the tubes |
11:10 |
IcyDiamond |
lol |
11:10 |
tenplus1 |
hi sfan |
11:10 |
TommyTreasure |
and the coords in the warning messages can be from opposite edges of the map |
11:11 |
TommyTreasure |
make it a nightmare for the admin to find the offending tube |
11:12 |
TommyTreasure |
the new version of pw has the 'broken tube' thing, but the server lag only stops when the dropped items either decay or are picked up |
11:13 |
IcyDiamond |
[1979383.757802] traps: minetest[1522] trap invalid opcode ip:564c080e3ba4 sp:7ffe209cdd10 error:0 in minetest[564c07ca4000+778000] |
11:13 |
IcyDiamond |
this is in my dmesg |
11:13 |
TommyTreasure |
and, the displayed coords in the warnings don't even seem to be a multiple of the offending tube |
11:13 |
rdococ |
tenplus1: To improve performance when a modifier is modified (heh), I will only recalculate the multipliers when they change, and store the values of the multiplication for use when the adders are recalculated |
11:14 |
rdococ |
what nodes are at the coords? |
11:14 |
tenplus1 |
that's kewl :) all my routine does is add up table changes +/- for when they are on a timer |
11:15 |
TommyTreasure |
they vary. |
11:15 |
rdococ |
odd, maybe some dirt and grass blocks decided to break the hardware law ;) |
11:15 |
TommyTreasure |
and the coords vary, even if its the same offending tube |
11:19 |
rdococ |
Interesting, the pova test axe can point at liquid nodes? |
11:21 |
tenplus1 |
yeah, it's from my test mod... I use that axe to test all sorts from speed checks to node manips |
11:25 |
|
Jordach joined #minetest-hub |
11:26 |
|
Fixer_ joined #minetest-hub |
11:26 |
|
Diamond joined #minetest-hub |
11:27 |
Diamond |
Yello |
11:27 |
rdococ |
I modified it so that it doesn't create new functions every time a player joins (which wouldn't be that bad but still) |
11:27 |
Guest34785 |
wha |
11:27 |
Guest34785 |
why am I a guest |
11:28 |
IcyDiamond |
Oh, I used wrong nick |
11:30 |
rdococ |
I could probably optimize it quite a bit more, but mehh |
11:30 |
|
twoelk joined #minetest-hub |
11:30 |
rdococ |
For example, I don't even need to recalculate using a for loop if I keep track of a separate multiplier_total, adder_total, and other things |
11:31 |
tenplus1 |
hi twoelk |
11:32 |
tenplus1 |
rdococ: what IF a mod resets the overrides back to 1.0, will it handle that ? |
11:32 |
rdococ |
tenplus1: Hm, good point |
11:32 |
tenplus1 |
that's the only reason I'm on a loop with this one, so it's constant no matter what happens |
11:32 |
rdococ |
Too bad there's no on_physics_override callback or something |
11:32 |
tenplus1 |
and being every second will never slow down the game :) |
11:32 |
tenplus1 |
that woudl be a good idea btw |
11:33 |
rdococ |
I could be super extremely hacky and replace the set_player_override function with a dummy function that does nothing, keeping the real one hidden |
11:33 |
tenplus1 |
or add a callback function to the original so it informs your mod etc :) |
11:34 |
rdococ |
True, that would be cool too |
11:34 |
tenplus1 |
I'd like to see your code sometime :) sounds interesting |
11:34 |
rdococ |
I just need to make sure my mod doesn't inform itself when it calculates the override |
11:34 |
twoelk |
o/ |
11:34 |
rdococ |
I'm going to release it on github shortly, because it's basically fully functional now |
11:34 |
tenplus1 |
sweet :P |
11:35 |
rdococ |
Also, I'm gonna use the Unlicense/WTFPL, so you can do whatever :P |
11:35 |
tenplus1 |
am just adding functions now and localising the table |
11:35 |
* twoelk |
hears dummies are to hide the real stuff - and wonders |
11:35 |
|
IhrFussel joined #minetest-hub |
11:35 |
tenplus1 |
hi fussel |
11:36 |
rdococ |
I won't be implementing the callback system or hacky dummy replacement yet though |
11:36 |
IhrFussel |
Hey tenplus1 :) Does "mark meta as private" exist in 0.4.16? If so how do I do that? |
11:37 |
rdococ |
What, apparently public domain doesn't exist in the same way in Europe |
11:37 |
tenplus1 |
ooh, I havent used provate meta yet... think it was added just after 0.4.16 during dev stage |
11:38 |
rdococ |
Private meta? |
11:38 |
rdococ |
Interesting |
11:38 |
tenplus1 |
locked chests and the like, no-one can access apart from player |
11:38 |
IhrFussel |
I need it for password protected doors |
11:40 |
tenplus1 |
ooh, nice feature :) |
11:40 |
tenplus1 |
dont want csm mods getting the password |
11:41 |
rdococ |
I have a texture pack on which makes the loading bar look like it did before it became cartoonish |
11:41 |
IhrFussel |
Seems to be as simple as meta:mark_as_private(data) |
11:41 |
IhrFussel |
Now I only need to check if it exists in 0.4.17 backport |
11:41 |
rdococ |
(It's not perfect, the bar is still larger and green when full, but it's completely rectangular) |
11:42 |
tenplus1 |
:) |
11:42 |
tenplus1 |
I take it the bar is part of a texture pack also ? |
11:43 |
rdococ |
It's basically a few textures I put together |
11:43 |
rdococ |
New stone, cobble, and dirt texture, and also a different heart texture, but that's about it |
11:44 |
rdococ |
https://github.com/rdococ/physicsh |
11:44 |
rdococ |
It has been released. |
11:45 |
rdococ |
My coding style is neat, but it's also messy. It's a bit weird - I try to minimize the amount of lines by doing tricks such as "x and y or z" for conditional assignments, but I also make sure to leave spaces where I think they should be |
11:46 |
rdococ |
I'm also rather fond of Lua metatables, even if they're a bit weird |
11:46 |
* twoelk |
is not sure how sound unlicense is in the EU |
11:46 |
rdococ |
Good point, I'm in Europe, might switch to WTFPL |
11:47 |
IhrFussel |
tenplus1, seems to have existed since 0.4.16 |
11:48 |
tenplus1 |
it has ? damn I gotta start using that in mods |
11:49 |
IhrFussel |
According to Wuzzy's forum post in the 0.4.16 feature freeze topic, it did |
11:51 |
rdococ |
tenplus1: Yay, now we will have two physics modifier mods :P |
11:51 |
tenplus1 |
ehehe |
11:51 |
rubenwardy |
rdococ: no, don't use WTFPL |
11:51 |
tenplus1 |
use MIT |
11:51 |
rdococ |
rubenwardy: Why not? |
11:51 |
tenplus1 |
hi ruben |
11:51 |
rubenwardy |
it doesn't have a waranty disclaimer |
11:52 |
rubenwardy |
or mention patents |
11:52 |
|
lumberJuice joined #minetest-hub |
11:52 |
MinetestBot |
lumberJuice: Apr-10 10:53 UTC <IhrFussel> 0.4.17 (and a possible 0.4.18) will not contain any major features from 0.5.0 ... the devs want 0.5.0 to be as attractive as possible for server owners, so only bugfixes and very tiny changes are backpoorted to 0.4.X |
11:52 |
rubenwardy |
I personally use MIT |
11:52 |
rubenwardy |
but BSD, Apache, ZLib, or whatever are fine |
11:52 |
rubenwardy |
not CC0 though |
11:53 |
rdococ |
In the next commit I think I'll switch to MIT license |
11:54 |
rdococ |
Uh |
11:54 |
rdococ |
https://choosealicense.com/licenses/mit/ |
11:55 |
rdococ |
Suggests I should put my full name? I don't want people to know my full name |
11:55 |
IhrFussel |
rubenwardy, mark_as_private() really only needs to be called once at init time of the door? the string I specified will then always be hidden for clients? |
11:55 |
rubenwardy |
yes |
11:55 |
rubenwardy |
rdococ: you don't need it |
11:55 |
rubenwardy |
any alias is fine |
11:55 |
rdococ |
Ah |
11:56 |
twoelk |
rdococ is the name attached to your coding so it is propably more valid anyways ;-P |
11:57 |
rdococ |
Switched to MIT license. |
11:58 |
IhrFussel |
Can I mark as many data as I want as private? Or are there limitations? Also does marking them private increase the size in some way? |
12:01 |
tenplus1 |
rdococ: https://github.com/tenplus1/pova |
12:01 |
rdococ |
Cool |
12:02 |
tenplus1 |
added simple functions to handle default overrides and to add/get/del custom one's |
12:02 |
rubenwardy |
IhrFussel: sure, but you shouldn't be storing large amounts of data in a node anyway |
12:02 |
tenplus1 |
give yourself pova:axe to test (use to apply effects, right=click to remove) |
12:03 |
twoelk |
hm, inserting a sd-card reboots my tablet; should I be concerned? :-D |
12:03 |
rdococ |
Does minetest.get_current_modname return the name of the mod currently being run if used in an API function meant to be used by other mods? |
12:03 |
tenplus1 |
depends whats on sd |
12:03 |
rdococ |
I think it would |
12:03 |
tenplus1 |
yeh |
12:03 |
tenplus1 |
k folks I gotta go :) laters all o/ |
12:03 |
|
tenplus1 left #minetest-hub |
12:04 |
IhrFussel |
rubenwardy, sure to both questions? Or is marking as private just maybe a byte that tells the engine to ignore when sending mapblocks to client? |
12:04 |
rubenwardy |
heh |
12:05 |
rubenwardy |
it's a boolean added in a hash map, probably |
12:05 |
rubenwardy |
so increases size by the size of the key per field that is private |
12:05 |
rubenwardy |
so if the key is "foobar", then it is increased by 6 bytes |
12:07 |
* twoelk |
carefully reboots his old tablet without the external sd-card |
12:07 |
IcyDiamond |
minetest.get_current_modname returns the mod currently initializing itself |
12:07 |
rdococ |
Ooh, private metadata that doesn't get sent to client? Yay! |
12:07 |
IhrFussel |
Ah okay so we are only talking < 100 bytes most likely unless the key name is longer than 50 chars |
12:09 |
* longerstaff13-m |
looks in |
12:09 |
|
Jordach joined #minetest-hub |
12:09 |
rdococ |
IhrFussel: Ooh, are you using renameable keys as passwords? |
12:09 |
rdococ |
That's actually really clever if so |
12:10 |
IhrFussel |
rdococ, meta:set_string("password",passworduserenetered) |
12:10 |
IhrFussel |
entered* |
12:11 |
rubenwardy |
no no no no |
12:11 |
rubenwardy |
don't store passwords like that! |
12:11 |
rdococ |
IhrFussel: I don't think that's private metadata |
12:11 |
rubenwardy |
use a hash function |
12:11 |
rdococ |
^ that too |
12:11 |
IhrFussel |
I use meta:mark_as_private("password") at init |
12:12 |
IhrFussel |
It's just password for doors on the map, nothing too secure |
12:12 |
rubenwardy |
still, don't store passwords in plaintext |
12:12 |
rubenwardy |
users are idiots and will use the same password as for other things |
12:12 |
rdococ |
If nobody uses their account password as their door password |
12:12 |
longerstaff13-m |
Some still will though |
12:12 |
IhrFussel |
mark_as_private() should solve that |
12:13 |
rdococ |
IhrFussel: Not if the server is hacked and the hackers see the server files, or if a server admin takes a peek |
12:13 |
rubenwardy |
no |
12:13 |
rubenwardy |
it is very bad practice to store passwords in plaintext, it's one of the worst things you can do in terms of security |
12:13 |
IhrFussel |
I am the only person who has access and I would never share my machine with someone else |
12:14 |
IhrFussel |
I also secured the server a lot (no root access, fail2ban and more) |
12:14 |
rdococ |
Well, an extra layer of security won't hurt anyone ;) |
12:14 |
rubenwardy |
I mean, you also have running bash commands from your server |
12:14 |
rubenwardy |
and probably have sandboxing disabled |
12:15 |
rubenwardy |
don't be fucking lazy, do things propery and securely |
12:15 |
rdococ |
When quantum computing gets here it'll break existing encryption but then we'll have quantum encryption |
12:15 |
rdococ |
^^ |
12:16 |
rdococ |
I'm a pretty lazy coder and even I did hashing and salting when I had an IRC bot people could log into |
12:16 |
IhrFussel |
I don't let players run bash commands by choice...they only get to choose what kind of file to read for example... like "/customfolder/data/$whatplayersenter.txt" |
12:16 |
rdococ |
I also made sure to hide the PMs that contain the passwords on my terminal |
12:17 |
rdococ |
IhrFussel: Just hash them -_- |
12:17 |
rdococ |
Which server is this btw? |
12:21 |
IhrFussel |
My one and only: IFS |
12:21 |
rdococ |
I haven't been on there in ages |
12:21 |
rdococ |
Been too busy sleeping |
12:22 |
rdococ |
Looks like it has a lot of stuff, it's taking ages to load |
12:23 |
IhrFussel |
It's a very unique server |
12:24 |
IhrFussel |
You've already been there haha (evel 26) |
12:24 |
IhrFussel |
level* |
12:29 |
IcyDiamond |
I'm there too now :P |
12:36 |
rdococ |
IIRC there was a website for communicating with IFS |
12:37 |
rdococ |
can't find it though |
12:37 |
rdococ |
found it |
12:39 |
|
Mr_Pardison joined #minetest-hub |
12:52 |
|
benrob0329 joined #minetest-hub |
12:55 |
Shara |
A very unique server... makes me think of a snowflake :) |
12:56 |
Mr_Pardison |
ah, snow. |
12:56 |
Mr_Pardison |
how long it has been since I've seen that. |
13:13 |
rdococ |
physicsh currently applies multiplication modifiers before addition ones |
13:13 |
rdococ |
I don't plan to change that unless people think it should be changed |
13:17 |
rdococ |
Does player override no longer get reset on respawn? |
13:17 |
rdococ |
I had to add it manually |
13:31 |
|
Jordach joined #minetest-hub |
14:06 |
|
Jordach joined #minetest-hub |
14:09 |
benrob0329 |
o/ Jordach |
14:10 |
rdococ |
Yay, something isn't working for absolutely no reason |
14:10 |
Jordach |
o/ |
14:10 |
benrob0329 |
rdococ, welcom to life |
14:10 |
Mr-Pardison |
benrob0329: real life. |
14:13 |
rdococ |
Is there a limit on how fast two consecutive set_physics_overrides can be called or something? |
14:15 |
rdococ |
I'm at a total loss |
14:19 |
rdococ |
Apparently an error occured when I tried to use table.copy |
14:19 |
rdococ |
Apparently one of the indexes of the table I was trying to copy is nil |
14:20 |
rdococ |
How the hell does that happen?! |
14:21 |
rdococ |
Nevermind. |
14:21 |
rdococ |
I'm so dumb -_- |
14:24 |
rdococ |
I forgot that lua tables are actually references to those tables, so "x = y; x[3] = 2" modifies y as well |
14:25 |
Mr-Pardison |
your wrong on the cont of being dumb. |
14:26 |
Mr-Pardison |
you just had a temporary memory lapse. |
14:27 |
rdococ |
True. |
14:27 |
rdococ |
(But I'm still dumb :P) |
14:28 |
rdococ |
Anyway, I've simplified the physicsh API considerably because I think the handler system was unnecessary |
14:28 |
rubenwardy |
you're* |
14:29 |
Mr-Pardison |
thx. |
14:29 |
Mr-Pardison |
*physics |
14:29 |
rdococ |
https://github.com/rdococ/physicsh |
14:29 |
rdococ |
The h was not a misspelling :P |
14:30 |
rdococ |
It still 'handles' the player's physics, but the metatable-based handler system was removed because it was unnecessarily complicated-ish. |
14:30 |
rubenwardy |
https://physic.sh |
14:30 |
rdococ |
Heh |
14:31 |
rubenwardy |
> not registered by you |
14:31 |
rubenwardy |
disappointed |
14:32 |
|
Jordach joined #minetest-hub |
14:43 |
|
Jordach joined #minetest-hub |
14:46 |
Jordach |
rdococ: not at all |
14:52 |
rdococ |
? |
14:54 |
rdococ |
Jordach: ? |
14:54 |
Jordach |
you can change physics as often as the server can update a client |
14:55 |
rdococ |
Ah. |
14:55 |
rdococ |
Turns out that wasn't the problem anyway. |
15:19 |
Mr-Pardison |
rubenwardy: you have a bounty_admin priv with your ctf_bounties mod ( https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_bounties/init.lua#L94 ). My bounty hunting mod will also register a bounty_admin priv. |
15:20 |
Mr-Pardison |
Is there going to be a conflict between them or does yours depend on being used with the CTF PvP engine? |
15:22 |
Mr-Pardison |
my form of the bounty_admin priv will allow whomever has the priv to remove someone from the bounty list. |
15:25 |
Shara |
Mr P, they'll in effect be the same priv |
15:25 |
Shara |
I'd also guess no one would intend to run both at once |
15:26 |
Shara |
Not all mods need to work with each other |
15:27 |
Mr-Pardison |
thanks. |
15:28 |
shivajiva |
Shara is correct the engine will accept the first registration and complain about the second so only one instance of the priv will in fact be registered |
15:29 |
shivajiva |
if run together that is |
15:30 |
Mr-Pardison |
I'll probably put a notice in the README not to run both of them together so that the conflict won't occur just to be on the safe side. |
15:31 |
shivajiva |
the nice way to do it is to check if the priv has been registered in your mod prior to registering it I suppose |
15:33 |
Shara |
Mr-Pardison: can you really imagine someone using CTF, a game with it's own built in bounty hunting, then adding another bounty hunting mod on top of that? |
15:33 |
Shara |
its* |
15:34 |
Mr-Pardison |
not really. |
15:34 |
shivajiva |
someone will try it I have no doubt =) |
15:34 |
Mr-Pardison |
just want to cover all my bases just in case. |
15:34 |
Shara |
And it will be their own fault :) |
15:34 |
Mr-Pardison |
and I can't say that I didn't provide them a notice about running both at the same time. |
15:34 |
Shara |
I really wouldn't put it in the readme. It's would kind of be like sban mentioning it shouldn't be used with xban2 |
15:34 |
shivajiva |
lol |
15:35 |
shivajiva |
oddly enough... |
15:35 |
Shara |
Oh, I bet someone has |
15:36 |
shivajiva |
sban will coexist with xban2 after the import has been done |
15:37 |
shivajiva |
totally pointless ofc |
15:37 |
Shara |
I guess someone will try and run caverealms with CRL next :) |
15:37 |
rdococ |
I wonder if there are scenarios where a mod will want to apply a multiplier to player speed/jump/gravity that applies after the addition. |
15:38 |
Shara |
rdococ: if there isn't yet, I'm sure we can make one! |
15:38 |
rdococ |
Lol |
15:38 |
shivajiva |
probably |
15:40 |
shivajiva |
but you could force the load order with depends.txt as long as the mod is known I think |
16:04 |
longerstaff13 |
o/ |
16:04 |
Mr-Pardison |
\o |
16:04 |
longerstaff13 |
\o/ |
16:04 |
longerstaff13 |
:P |
16:16 |
rdococ |
\o\o/o/ |
16:23 |
|
Raven262 joined #minetest-hub |
16:28 |
|
Jordach joined #minetest-hub |
16:32 |
|
benrob0329 joined #minetest-hub |
16:42 |
rdococ |
I'm considering adding semantic versioning my physicsh mod |
16:43 |
rdococ |
Not sure how I should do that though. It works fully but I'm not sure how often I'm going to update the API for it in a backwards incompatible manner in the future. |
16:50 |
|
roben1430 joined #minetest-hub |
16:58 |
|
Krock joined #minetest-hub |
16:59 |
rdococ |
Krockodile |
17:00 |
Mr-Pardison |
Dundee? |
17:00 |
rdococ |
Dundelicious |
17:14 |
|
Jordach joined #minetest-hub |
17:15 |
|
DI3HARD139 joined #minetest-hub |
17:24 |
|
Darcidride joined #minetest-hub |
17:29 |
rdococ |
If I want to add semantic versioning to a mod that has already gone a few updates, how should I do it? Start at 0.1.0 or count modifications before the addition of semantic versioning? |
17:33 |
benrob0329 |
rdococ, release 0.0.1 I suppose |
17:33 |
benrob0329 |
or take whatever the current version number is and conver that to something semvar friendly |
17:34 |
Krock |
release 0.0.1-beta |
17:36 |
IhrFussel |
Does MT have a "table to string" function builtin? |
17:36 |
rdococ |
https://semver.org/ suggests starting at 0.1.0 |
17:36 |
Krock |
IhrFussel, minetest.serialize |
17:36 |
Krock |
or dump() |
17:37 |
Krock |
but converting objects and functions won't be possible |
17:39 |
rdococ |
I'm not sure if physicsh can be extended much more to be honest, it does basically everything it's meant to do |
17:47 |
|
aerozoic joined #minetest-hub |
17:54 |
IhrFussel |
Krock, doesn't minetest.serialize add unwanted characters to the string? I just want a table that I splitted from a string back to a string... I guess the easiest way is local newstr = "" and inside the table loop newstr = newstr..table[i] |
18:03 |
|
Raven262 joined #minetest-hub |
18:24 |
|
Mr-Pardison joined #minetest-hub |
18:34 |
|
CWz joined #minetest-hub |
18:35 |
rdococ |
I'm optimizing physicsh (my player physics handling system) so that adding and removing modifiers no longer requires a full recalculation |
18:37 |
|
ssieb joined #minetest-hub |
18:43 |
|
Fixer_ joined #minetest-hub |
18:49 |
|
roben1430 joined #minetest-hub |
21:12 |
|
redneonglow joined #minetest-hub |
21:20 |
|
Jordach joined #minetest-hub |
21:22 |
|
paramat joined #minetest-hub |
21:41 |
Jordach |
rdococ: exploit all the things |
21:41 |
Jordach |
be white hat |
21:42 |
rubenwardy |
technically he was a grey hat |
21:42 |
Jordach |
or grey hat if you like a nice bed of money |
22:30 |
* Jordach |
inserts space core speech |
22:32 |
rubenwardy |
I'm changing how crafting works on CTF |
22:32 |
rubenwardy |
is there anything missing from here that's useful to craft? https://i.rubenwardy.com/4s9KX.png |
22:34 |
rdococ |
Maybe a steel pickaxe for maps that have mese ore but don't start you with one? |
22:35 |
rubenwardy |
oops, forgot picks |
22:35 |
rdococ |
People often don't bother crafting axes in CTF, so I build bases out of wood when I can get my hands on it |
22:35 |
rdococ |
It's harder to mine than cobble or stone because people are much more likely to have pickaxes |
22:47 |
Jordach |
just add lootboxes jk |
22:49 |
rdococ |
I've said this before, but it'd be fun to have a gamemode which replaces the regular weapons with TNT and buckets of water & lava, forcing people to be more creative |
22:49 |
rubenwardy |
that would be mega griefy |
22:49 |
Jordach |
git gud |
22:50 |
rdococ |
If you want you could remove the lava and make sure that the TNT doesn't blow up as much as it does in MTG+ |
22:50 |
rdococ |
(MTG+ being my shorthand spelling for "MTG with mods") |
23:00 |
|
IhrFussel joined #minetest-hub |
23:09 |
IhrFussel |
rubenwardy, barely anyone visits the website and it looks like rdococ was the first to find that exploit...I removed the affected page |
23:09 |
rubenwardy |
well, an attacker could erase the logs |
23:09 |
rubenwardy |
but it's probably unlikely |
23:13 |
IhrFussel |
all logs exist |
23:13 |
rdococ |
Unless someone removes them |
23:18 |
|
Jordach_ joined #minetest-hub |
23:18 |
IhrFussel |
Also you need root access for logs no? |
23:21 |
rdococ |
idk, I guess it would depend on how you have it set up? |
23:21 |
IhrFussel |
the web server doesn't run as root |
23:21 |
rdococ |
ah |
23:21 |
IhrFussel |
Well I cannot access logs without sudo |
23:22 |
rdococ |
I think it might be okay, which is a relief if that's the case |
23:29 |
IhrFussel |
Looks like the web server can only access its own logs |
23:30 |
IhrFussel |
And those look fine |
23:30 |
rdococ |
K. |
23:34 |
rubenwardy |
you can get root access very easy from a normal account |
23:34 |
rubenwardy |
especially if your kernel is outdated |
23:35 |
rubenwardy |
then again you're not a multiple million $ company, so you're unlikely to see zero days |
23:35 |
rubenwardy |
but it's still good practice to assume that priv escalation is always possible |
23:36 |
rubenwardy |
well, -especially |
23:38 |
IhrFussel |
I'm still trying to understand when the exploit works...whenever I use a var inside shell_exec()? in php? |
23:39 |
rubenwardy |
you need to escape any names |
23:39 |
IhrFussel |
So htmlspecialchars()? |
23:39 |
rubenwardy |
just don't ever use shell_exec anyway |
23:40 |
rubenwardy |
it's always bad |
23:40 |
rubenwardy |
or use it with proper passing of parameters |
23:40 |
rubenwardy |
but still bad |
23:40 |
IhrFussel |
does the exploit require " or '? |
23:41 |
rdococ |
No, that's not why the exploit happens |
23:42 |
IhrFussel |
Actually it only worked cause you closed a cat command with " and typed stuff after |
23:42 |
rdococ |
No, the " wasn't it |
23:43 |
|
twoelk left #minetest-hub |
23:44 |
rdococ |
I also don't remember closing a cat command with " |
23:45 |
IhrFussel |
The cat was part of the php code ... your " closed the command inside shell_exec() and likely allowed you to pass more commands |
23:45 |
rubenwardy |
that's how shell injection works |
23:46 |
rubenwardy |
just don't use shell_exec |
23:46 |
rdococ |
I didn't use " though... |
23:46 |
rubenwardy |
use the file reading API, preferably with a base DIR |
23:46 |
rubenwardy |
so you can never read outside that base dir |
23:47 |
IhrFussel |
If you didn't use " I don't see how it worked... the php line was basically shell_exec(" cat path/to/some/dir/$userdata.txt") |
23:51 |
rubenwardy |
shell_exec(" cat path/to/some/dir/rdococ.txt; echo bad.txt") |
23:52 |
rubenwardy |
spaces make it two different commands |
23:52 |
rdococ |
^ |
23:52 |
rdococ |
although I used && |
23:52 |
rubenwardy |
yeah] |
23:53 |
rubenwardy |
shell_exec(" cat path/to/some/dir/rdococ.txt; cat SSH_KEY >> ~/.ssh/authorized_keys; echo .txt") |
23:53 |
rubenwardy |
there we are, shell session :) |
23:56 |
rdococ |
Cats are so cute |
23:56 |
rubenwardy |
oh, meant echo |