Time |
Nick |
Message |
00:00 |
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00:01 |
rubenwardy |
hmmmm, singleplayer isn't working for me on android |
00:01 |
rubenwardy |
oops |
00:02 |
rubenwardy |
2016-03-09 23:59:22: ERROR[ServerThread]: ERROR: An unhandled exception occurred: SQLite3 database error (jni/../jni/src/database-sqlite3.cpp:182): attempt to write a readonly database |
00:02 |
kaadmy |
:| |
00:02 |
rubenwardy |
the server then appears to hang, commands aren't accepted |
00:02 |
rubenwardy |
I use an SDCard |
00:03 |
rubenwardy |
/storage/emulated/0/minetest/worlds/singleplayerworld |
00:03 |
kaeza |
isn't /storage/emulated/0 is the internal storage? |
00:03 |
rubenwardy |
yeah, it is |
00:03 |
rubenwardy |
it's being weird |
00:04 |
rubenwardy |
deleting the world (from file manager) doesn't help |
00:05 |
rubenwardy |
maybe it's due to being connected to adb? |
00:06 |
rubenwardy |
nope |
00:06 |
rubenwardy |
will unmount sdcard to test |
00:12 |
rubenwardy |
deleting the folder didn't work, so it's not an ownership problem |
00:28 |
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Fixer |
o_0 |
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00:56 |
Fixer |
microsoft linux, anyone? |
00:57 |
Fixer |
yes, i know about xenix, but funny anyway |
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02:54 |
LazyJ |
When creating normalmap png's for nodes that use layered textures, like dirt_with_grass, is a separate normal map required for the dirt and a separate normal map require for the grass_side or should a normal map created from an image where the dirt and grass_side are already combined be used? I know Minetest has problems with transparencies that overlap each other and am wondering if the transparency used in grass_side and the 2 normal |
02:54 |
LazyJ |
maps used for the sides would cancel each other out. |
02:54 |
LazyJ |
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02:57 |
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02:59 |
* sofar |
attempts to reply to Wuzzy on the forum |
03:02 |
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07:42 |
srifqi |
... thats hard to spell |
07:46 |
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07:58 |
nm0i |
Use tab completion |
08:09 |
LazyJ |
Use proper spelling. |
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10:46 |
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10:47 |
germanuel24 |
Is there a way to do a LUA function that registers on player movement? |
10:47 |
everamzah |
yes, using register_on_globalstep, perhaps |
10:48 |
everamzah |
https://github.com/GunshipPenguin/sprint/blob/master/esprint.lua#L41 |
10:48 |
germanuel24 |
Will that only be called when a player moves or do i have to check positions? |
10:48 |
everamzah |
but that is checking the player's position on step, not registering technically "on player move" |
10:49 |
germanuel24 |
Okay well i'm trying to "fight" hacked c lients that fly by checking if x amount of nodes are air below player and if so send a warning in chat |
10:50 |
everamzah |
https://github.com/GunshipPenguin/serveressentials/blob/master/init.lua#L310 <-- this wone is an AFK checker |
10:50 |
everamzah |
https://github.com/tenplus1/playerplus < -- this one checks head/foot position if inside a node. |
10:51 |
everamzah |
it's a big challenge and i wish you the best of luck, i believe it's possible. check and compare positions, if air below, and they're going upwards, they must be flying yes? |
10:52 |
germanuel24 |
Yes but I'm very new to mods and dont know which register function to use to get the current node below player |
10:53 |
everamzah |
sprint mod checks for !air to spawn particles |
10:53 |
everamzah |
playerplus checks node types/names at feet and at head |
10:54 |
everamzah |
afk check from server essentials checks and compares input/position based on the past |
10:54 |
germanuel24 |
I've been experimenting with minetest.get_node_or_nil(pos) but didn't succeed...thanks i will look at those |
10:54 |
everamzah |
good luck! |
10:54 |
everamzah |
(have fun :) |
10:57 |
germanuel24 |
Can i call the player object functions like getpos() everywhere inside globalstep? |
10:59 |
everamzah |
yes |
11:00 |
everamzah |
use the for loop to grab minetest.get_connected_players() |
11:02 |
germanuel24 |
So i put the position check inside the loop? |
11:03 |
everamzah |
ye i think so |
11:03 |
everamzah |
for _, player in minetest.get_connected_players() |
11:03 |
everamzah |
and then player:getpos() |
11:03 |
everamzah |
pairs() i think too |
11:04 |
everamzah |
for _, player in pairs(minetest.get_connected_players()) do |
11:04 |
everamzah |
then get the player's position with player:getpos() |
11:09 |
DFeniks |
is there any particular design reason why buckets of same kind doesnt stack ? |
11:09 |
everamzah |
buckets filled wth liquid don't stack! |
11:10 |
everamzah |
:D they stack only when they're empty |
11:10 |
germanuel24 |
And it would be terrible if they did |
11:10 |
everamzah |
and messy. imagine spilling all that lava all over yourself trying to carry a whole stack |
11:11 |
everamzah |
sorry |
11:11 |
germanuel24 |
Or griefing a server with 64 lava buckets |
11:11 |
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11:11 |
DFeniks |
if griefing is reason , then i think you can grief perfectly fine with only about half inventory of lava . i think |
11:12 |
germanuel24 |
Well i think it is one reason... i disabled buckets completely on mine |
11:12 |
germanuel24 |
I wish i could also disable lava |
11:12 |
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11:13 |
DFeniks |
just need to spill right so it flows |
11:13 |
DFeniks |
again i never griefed so i dont know |
11:13 |
germanuel24 |
Yes but lava doesn't spill very far even if infinite |
11:14 |
germanuel24 |
With 64 buckets the damage would be way greater |
11:15 |
DFeniks |
i see . so we cant have nice things because of some people might do , even if its only theoretical . like always |
11:21 |
germanuel24 |
Griefing is almost present on every public server |
11:22 |
germanuel24 |
And I'd guess creative servers are more likely to grief |
11:22 |
germanuel24 |
to be* |
11:23 |
germanuel24 |
griefed* |
11:24 |
germanuel24 |
But I'm no dev so i don't actually know the real reasons why you can't stack those..but I#M pretty sure griefing was at least one of the factors |
11:26 |
DFeniks |
i suppose if griefer was dedicated enough then stacked buckets would be force multiplier |
11:28 |
DFeniks |
i still think i could cover many hundreds of nodes in many directions with lava if sky is unprotected , with only 1 inventory and craft grid of cobble and lava buckets |
11:29 |
germanuel24 |
Yes but the potential damage you could do at once is not as big |
11:48 |
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11:58 |
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11:58 |
germanuel24 |
Can someone tell me why players nil is? minetest.register_globalstep(function(dtime) |
11:58 |
germanuel24 |
for players in ipairs(minetest.get_connected_players()) do |
11:58 |
germanuel24 |
local player = minetest.get_player_by_name(players) |
11:59 |
germanuel24 |
player is nil not players, sorry |
11:59 |
everamzah |
for _, players |
11:59 |
everamzah |
or for _, player in |
11:59 |
germanuel24 |
The underscore is required? |
11:59 |
everamzah |
the first arg is required |
11:59 |
everamzah |
since ipairs() i think |
11:59 |
germanuel24 |
Ah i get it thanks |
12:00 |
everamzah |
you can use the underscore to mean "not used lateron" |
12:01 |
germanuel24 |
Okay hope it works now |
12:02 |
germanuel24 |
bad argument #1 to 'get_player_by_name' (string expected, got userdata) |
12:02 |
everamzah |
u want :get_player_name() |
12:02 |
everamzah |
minetest.get_player_by_name() is to get an objectref with a player name |
12:02 |
everamzah |
u already have the objectref (player[i]) |
12:03 |
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12:03 |
germanuel24 |
So just delete the player part? for _, players in ipairs(minetest.get_connected_players()) do |
12:03 |
germanuel24 |
local player = minetest.get_player_by_name(players) |
12:03 |
germanuel24 |
local playerName = player:get_player_name() |
12:04 |
everamzah |
you may want to paste code somewhere else and link to it from here |
12:04 |
everamzah |
local name = player:get_player_name() |
12:04 |
everamzah |
you already have player, no need to localize a new var for it |
12:07 |
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12:08 |
germanuel24 |
I see |
12:09 |
germanuel24 |
It works now! Is there a way to limit chat messages sent by an event? |
12:10 |
germanuel24 |
Like add a timer between sending them |
12:11 |
germanuel24 |
Oh i have an idea |
12:11 |
everamzah |
local count = 0; count = count + dtime; if count > n then; print("tick"); end ? |
12:11 |
everamzah |
i haven't done much with timing |
12:12 |
germanuel24 |
So dtime is always a tick? |
12:12 |
everamzah |
dtime is the server step amount |
12:12 |
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12:12 |
everamzah |
you're registering something to be done each server step |
12:12 |
everamzah |
dtime is the amount of time it took between steps (?) |
12:13 |
everamzah |
or the amount of time for the last step (?) |
12:13 |
germanuel24 |
And if i add that into the loop will it be called as much as players are connected? |
12:13 |
everamzah |
whatever you register will be called each server step |
12:14 |
germanuel24 |
Yes but i mean if i add the counter inside the ipairs loop |
12:14 |
everamzah |
i'm afraid i'm a bit lost. you could try using print("info") to find out. |
12:14 |
everamzah |
or print(dtime) |
12:15 |
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12:15 |
everamzah |
bleep bloop blip |
12:16 |
germanuel24 |
Look i check the next 3 nodes below each players plus the side nodes of player and if they are all air plus the players doesn't have fly priv it says minetest.chat_send_all("[Server]: WARNING! "..playerName.." is surrounded by air without having the fly priv.") but i don't want it to show up each server step |
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12:23 |
germanuel24 |
I'll just increase a number each step and if it reached x i send the chat message and reset it to 0 |
12:23 |
edakiri |
I placed a mine shaft top. How can I remove it or pick it up? |
12:27 |
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12:31 |
germanuel24 |
Is it safe to edit the player files (privs) while the server is offline? |
12:31 |
srifqi_mobile |
I think it's safe |
12:32 |
germanuel24 |
Good cause i need to revoke a priv from all and that would take lots of time ingame |
12:32 |
Calinou |
yes, it is |
12:34 |
germanuel24 |
And hacked clients can NOT give themselves fly priv right? So i should be able to detect those who fly and have no privs for that |
12:36 |
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12:36 |
srifqi_mobile |
Sometimes, hacked client doesn't obey privs from server |
12:37 |
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12:39 |
Calinou |
they can, germanuel24 |
12:39 |
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12:39 |
Calinou |
it's very easy to ignore privilege checks, movement is entirely client-side |
12:39 |
germanuel24 |
I mean they cannot manipulate the privs on the server side |
12:39 |
Calinou |
they can't but they can make their client ignore the fly priv |
12:40 |
germanuel24 |
I know thats why I'm trying to prevent that by checking surrounding nodes and letting everyone know in chat if someone without fly priv seems to be up in air |
12:40 |
Calinou |
players being in air for a long time are not necessarily flying |
12:41 |
everamzah |
players moving upwards with only air ever below them should be flying, no? |
12:41 |
Calinou |
you could detect if a player is going up in air after jumping |
12:41 |
germanuel24 |
Well i can investigate and see for myself then what they are doing |
12:41 |
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12:41 |
germanuel24 |
I check the first 3 nodes below players plus 2 on each side |
12:42 |
germanuel24 |
If all equal air the message appears |
12:42 |
everamzah |
if feet are surrounded by air, and the positions of the air nodes are increasing vertically, playing could be said to be in flight? |
12:42 |
everamzah |
player* could be said to be in flight. |
12:43 |
everamzah |
(thinking out loud) |
12:43 |
germanuel24 |
Well at least i can look for myself what is happening |
12:43 |
everamzah |
the million dollar question, germanuel24, is whether the player is flying or falling |
12:44 |
germanuel24 |
Yeah but i didn't find a way to check the speed |
12:44 |
everamzah |
compute the difference in time by the distance ? |
12:45 |
germanuel24 |
I'm not good at math |
12:45 |
Calinou |
players don't have a server-side velocity (the downside of having client-side physics) |
12:45 |
everamzah |
i think the speed isn't so important: if feet are inside a radius of air nodes, and continue to be over some time, and the pos.y value of these air nodes is increasing, then they could be said to be flying. that's my thought |
12:46 |
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12:46 |
germanuel24 |
Calinou, so you mean each client could set their own walking/running/flying speed? |
12:46 |
Calinou |
sure |
12:46 |
Calinou |
there are basic checks against speedhacking but they suck so much that most servers end up disabling it |
12:46 |
Calinou |
(it's not tolerant of lag at all) |
12:47 |
srifqi |
(also connection speed) |
12:47 |
germanuel24 |
How would i implement a timer inside a loop for each player? |
12:48 |
germanuel24 |
So that i can count seconds or whatever when the player is surrounded by air |
12:48 |
everamzah |
i gave a one-liner earlier for a counter loop, i think it would work |
12:48 |
everamzah |
otherwise i should have to refer you to Programming in Lua website: http://www.lua.org/pil/ |
12:49 |
everamzah |
(me is a novice) |
12:49 |
germanuel24 |
But i think your timer is for the entire loop so each player has the same one |
12:50 |
germanuel24 |
Is it slow to remember the counts via files? |
12:51 |
germanuel24 |
Cause i could create a file for each player and check the contents against the global timer |
12:53 |
everamzah |
i think a table would hold the data alright |
12:57 |
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12:59 |
everamzah |
there is io.write and io.read for reading and writing to files, if you prefer |
13:18 |
everamzah |
https://www.youtube.com/watch?v=d20tEPP0Mmw |
13:19 |
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13:46 |
germanuel24 |
But is writing/reading files fast enough? |
13:50 |
everamzah |
i couldn't say. storing data in a table should be all that's needed for most cases, i think. |
13:51 |
germanuel24 |
Will the table be in RAM? |
13:52 |
everamzah |
oh gosh now we've reached a level of technicality that i'm completely uncomfortable with |
13:52 |
everamzah |
i can only imagine that it would |
13:52 |
germanuel24 |
Okay I'll look into it |
13:55 |
everamzah |
Taoki: playing with creatures and structures right now, always loved this mod. it seems to complain about the doors tho, and the structures seem to be missing them. (using newer minetest_game sans player.lua) |
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15:17 |
everamzah |
https://www.youtube.com/watch?v=d9pUwjHDzPU |
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16:31 |
archer-girl |
hi |
16:32 |
srifqi |
hi archer-girl |
16:32 |
archer-girl |
hows everything going |
16:32 |
archer-girl |
i am at a best buy trying out the computer lol |
16:33 |
srifqi |
you use the computer to connect here? lol |
16:33 |
archer-girl |
its unlocked |
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17:12 |
Fixer |
hmm, new "security" update for windows 7 adds popup into IE about "please please update to win10", ffs |
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Out`Of`Control |
Fixer: haha |
17:43 |
Out`Of`Control |
is it posible to limite castle:ropebox ? |
17:43 |
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20:34 |
SaKeLWorld |
ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Timeout was reached) (response code 0) |
20:34 |
SaKeLWorld |
hate this error :( |
20:34 |
SaKeLWorld |
is there any fix for it yet ? |
20:36 |
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20:40 |
WookieWarlock |
Hi IRC |
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20:54 |
Fixer |
https://i.imgur.com/EyhqAVb.png |
20:57 |
Fixer |
https://i.imgur.com/2rRNGAA.png |
21:20 |
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21:20 |
kaadmy |
fly mode? |
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Elinvention |
hi, how do I compile minetest with compiler optimizations like -march=native? |
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bashterm |
hello? |
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22:59 |
nm0i |
Elinvention: make CXX=whatever |
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bashterm |
Anyone seen sofar? |
23:01 |
sofar |
I'm around |
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Elinvention |
nm0i: thanks |
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Elinvention |
can I verify if a binary is optimized? |
23:02 |
sofar |
not very easily |
23:02 |
nm0i |
dizassemble it and look for pmull variants or other architecture specific stuff |
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nm0i |
s/diz/dis/ |
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Elinvention |
I found this way https://stackoverflow.com/questions/12112338/get-the-compiler-options-from-a-compiled-executable |
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sofar |
that doesn't work on binaries you didn't compile |
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