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MinetestBot |
[git] sofar -> minetest/minetest_game: Default/furnace: Indicate dst full 1d6fbe0 https://git.io/viYld (2016-09-03T01:08:29+01:00) |
00:17 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Creative: Make dig times near-identical for nodes of all levels 0664570 https://git.io/viYlF (2016-09-03T01:07:49+01:00) |
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LionLAD |
hey all |
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Void7 |
hi |
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MinetestBot |
burli: Aug-27 18:35 UTC <Krock> http://i.imgur.com/Vcgdjph.png |
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Megaf |
!server Megaf |
09:28 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/4 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 6ms |
09:28 |
Megaf |
Hi LionLAD |
09:28 |
Megaf |
Hows things? |
09:29 |
Megaf |
Good morning all |
09:29 |
agaran |
Hello |
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09:46 |
IhrFussel |
Do bone nodes from mod "bones" SERIOUSLY ignore protection??? Today at spawn there were hundrets of bone nodes and the area is completely protected...A player did it and even seems to be proud of that: (03/09/16 08:54:54) [shenanigans]: almost whole spawn area is filled with bones blocks :P (03/09/16 09:01:38) [shenanigans]: i just keep stacking more bones blocks on top haha until whole spawn is full |
09:47 |
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09:48 |
IhrFussel |
I thought EVERY default mod at least implements the protection check but it seems like I was wrong |
09:49 |
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09:49 |
agaran |
IhrFussel: you can check if mod code verifies that.. bones are default? |
09:49 |
IhrFussel |
Or are bone nodes objects and that's why protection can't stop placing them? |
09:49 |
IhrFussel |
agaran, AFAIK "bones" is part of the default minetest_game mods |
09:50 |
T4im |
bones do check it and won't replace e.g. buildable_to nodes when protected |
09:51 |
T4im |
but they still will spawn in protected areas by design |
09:51 |
agaran |
IhrFussel: I did not know, never used them on my server.. and died so far only twice on yours.. |
09:51 |
T4im |
no reason for people to lose their stuff just because they died on protected land (which is actually a very likely place to die, seen that some protection violation mods kill or harm the player) |
09:52 |
T4im |
by default they get "old bones" quicker on protected land though |
09:52 |
agaran |
Hmm, I would add code to move bones to 'graveyard' area.. |
09:52 |
T4im |
that sounds actually like a decent idea :) |
09:52 |
agaran |
so if person dies for next time all old bones of person move to graveyard |
09:52 |
agaran |
just to prevent intentional cluttering spawn etc |
09:52 |
T4im |
maybe not for mtg, because you can't really spawn a default graveyard safely, but a mod could well add such a thing |
09:53 |
IhrFussel |
No guys that's not it...the player states in the chat log that he simply stacks the nodes on top of each other..he doesn't die everytime |
09:53 |
T4im |
ah you mean the uhm decorative bones? |
09:53 |
IhrFussel |
(03/09/16 09:12:51) [shenanigans]: spamming spawn with bones blocks was more fun that playing this dumb game :D |
09:54 |
T4im |
they don't have a custom on_place though |
09:54 |
T4im |
do you have additional bones related mods installed? there are a few iirc |
09:54 |
IhrFussel |
Let me check the log |
09:55 |
T4im |
also what protection mod are you using? |
09:56 |
T4im |
people forget with protector and areas, that those leave protection gaps easily :) |
09:56 |
IhrFussel |
I'm using "areas" mod and the log actually did NOT even log the placing |
09:56 |
T4im |
can i see an installed mod list? |
09:57 |
T4im |
not logign the placement sounds too like a common custom on_place error |
09:57 |
T4im |
but mtg bones, as pointed out, doesn't have a custom on_place, so it looks to me another mod messes with that |
09:58 |
IhrFussel |
T4im, http://pastebin.com/y6dyxvCA |
09:58 |
IhrFussel |
Plus the default ones that are in minetest_game |
10:00 |
T4im |
"custom_respawn" sounds like it could mess with it, but can't really find on forums or github, where is it from? |
10:00 |
Krock |
IhrFussel, get http://www.youtube.com/watch?v=di1gYpgY8VU |
10:01 |
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10:01 |
IhrFussel |
T4im, it's just this function actually: minetest.register_on_respawnplayer(function(player) player:setpos({x=-58, y=13.5, z=138}) return true end) |
10:02 |
T4im |
ah ok |
10:04 |
IhrFussel |
Krock, lol ... T4im it also happened to the tetris_arcade node of mod "computer" ... someone placed that one in a protected city and placing didn't log..digging DID log |
10:05 |
JTE |
I hate all the mods that ignore protection. :( Such a pain. |
10:05 |
T4im |
then perhaps it's not messing with bones specifically, but with all placements or protection |
10:06 |
IhrFussel |
T4im, no I'm guessing some mods just forgot to implement protection violation? I will try it now with a new account and give myself bones |
10:06 |
aix |
is it at all possible to move the chat output to the lower half of the screen? |
10:07 |
T4im |
the default bones mod simpy does not implement a custom on_place, meaning it's using the one from minetest builtin, unless that one was broken (which would pretty much mess with any block) it can't really be it |
10:07 |
T4im |
protection violation isn't reported everywhere, but that's not that bad |
10:08 |
T4im |
as long as protection is checked |
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10:09 |
T4im |
of course if some mod would mess with the default on_place, that could also be an issue :D |
10:09 |
T4im |
they shouldn't be allowed to do that :/ |
10:11 |
IhrFussel |
T4im, yep seems to be the decorative bone node only since they have no meta data displayed |
10:12 |
T4im |
yea, that one is placed by the builtin placement :/ |
10:12 |
T4im |
i.e. the same that cobble uses for example |
10:14 |
T4im |
you could look if any of your mods overrides "minetest.item_place" for example |
10:16 |
IhrFussel |
Wait I'm confused...seems like it did log the placing 2016-09-03 08:26:59: ACTION[Server]: shenanigans tried to place bones:bones at protected position (-58,13,139) |
10:17 |
T4im |
then maybe you just have common areas protection gaps |
10:17 |
T4im |
:) |
10:17 |
agaran |
IhrFussel: I'll check |
10:17 |
* T4im |
prefers landrush style protection due to that |
10:17 |
agaran |
how landrush works? |
10:17 |
IhrFussel |
No the whole spawn is completely protected as a square |
10:19 |
IhrFussel |
The player tried to place the node at the same position 100 times or even more..maybe it's some internal bug |
10:19 |
T4im |
agaran: user places landclaim block and gets the complete mapblock 16x16 for practically the entire height (within limits to allow for mining for example) |
10:19 |
agaran |
IhrFussel: can you give me those red mushroms I mean to testeus |
10:19 |
T4im |
it doesn't leave any gaps and is easier for larger builds |
10:19 |
T4im |
well medium sized builds |
10:19 |
T4im |
at some point areas becomes easier again :D |
10:19 |
agaran |
T4im: so player get 16x16x16 or 16x<..>x16? |
10:19 |
T4im |
the latter |
10:20 |
agaran |
neat so 2-3 landclaims give nice amount of space |
10:20 |
agaran |
does that extend underground as most of my stuff is build downwards? |
10:20 |
T4im |
yea, and the chances of getting lava/water grieved are slim |
10:20 |
IhrFussel |
agaran, red mushrooms? |
10:21 |
T4im |
to a limit, i think -60 or so? you need to place another claim underneath that, still limited to a depth to allow mining |
10:21 |
agaran |
IhrFussel: yes |
10:21 |
T4im |
height is essentially split in 3 categories, underground, surface and sky claims |
10:21 |
T4im |
the limits are configurable |
10:22 |
agaran |
ah.. I see, makes sense unless one is underground dweller like me. |
10:23 |
T4im |
:) |
10:24 |
IhrFussel |
agaran, can you tell me the exact item string? I can't find it o.o |
10:25 |
agaran |
checking |
10:26 |
IhrFussel |
GUYS I KNOW WHAT HAPPENED |
10:26 |
agaran |
yes? |
10:27 |
IhrFussel |
My server HURTS players who try to place stuff at protected positions..each time - 1 HP so the player placed hundrets of dirts and died per 20 times cause HP = 0 |
10:27 |
agaran |
could be |
10:28 |
Krock |
hurting is bad |
10:28 |
agaran |
Krock: sometimes people otherwise ignore it.. what else you can do? |
10:28 |
IhrFussel |
agaran, the log tells me 2016-09-03 08:38:24: ACTION[Server]: shenanigans tried to place default:dirt at protected position (-66,13,139) lots of times |
10:28 |
agaran |
yup, that explains it |
10:28 |
Krock |
agaran, revoking interact for30s |
10:28 |
Krock |
s/r3/r 3/ |
10:29 |
agaran |
hmm, thats interesting idea |
10:29 |
Krock |
or maybe 15s |
10:29 |
IhrFussel |
Krock, they only lose 1 HP each time and it even tells them in the chat what they did wrong |
10:29 |
agaran |
I'd revoke interract for n seconds, doubling n every repeat.. starting at 8 s.. |
10:29 |
Krock |
it wouldn't help against flood on lag |
10:29 |
agaran |
once they get to 65536s they probably start to think.. |
10:30 |
Krock |
lol no. maybe limit it maximally to 120s. That's already quite much in a game |
10:30 |
agaran |
Krock: whyyy.. you ruin my fun ;) |
10:30 |
agaran |
geometric series are so nicelly increasing when factor is in order of 2 or more.. |
10:30 |
IhrFussel |
Okay the mysterous bone node playcing is solved but the player later stated this too: (03/09/16 09:22:19) [shenanigans]: seems you can cheat and duplicate stuff by killing yourself many times while holding items :) |
10:31 |
Krock |
agaran, but then you'd also need a decrease of the delay. otherwise it would increase the longer you play |
10:31 |
agaran |
Krock: yep.. |
10:32 |
agaran |
too bad you can't see protection ranges on map.. |
10:33 |
IhrFussel |
(03/09/16 09:21:35) [shenanigans]: something weird with the bones blocks, each of them have dirt inside but i did not have that much dirt, bug?? |
10:34 |
IhrFussel |
I need to try that |
10:36 |
IhrFussel |
OH MY GOD HE IS RIGHT |
10:36 |
IhrFussel |
I just placed dirt at a protected position until I died and after respawning I still had ALL dirt in my inventory PLUS the same amount in my bones |
10:36 |
agaran |
yup, doubling |
10:36 |
agaran |
tried same |
10:36 |
T4im |
agaran: landrush actually can :) |
10:36 |
T4im |
at least partly |
10:37 |
T4im |
each mapblock can be shown /showarea |
10:37 |
T4im |
would be nice if there was an api for minimap overlay though :o |
10:37 |
agaran |
yup.. |
10:38 |
IhrFussel |
THIS BUG IS FATAL to say in the least... |
10:38 |
agaran |
well if you change hurting to interact remote.. then it won't trigger that easilly |
10:39 |
agaran |
then inv doubling need to be adressed but, it is not that bad as players there can get all stuff anyway from mods.. |
10:42 |
IhrFussel |
agaran, players don't get all items from moderators, they get items rarely for free...they need to purchase the items with steel ingots |
10:43 |
agaran |
IhrFussel: still patient enough player will get all for ingots for free:) |
10:44 |
IhrFussel |
agaran, I don't think there's a way to limit how many steel ingots a player can have...I can't possibly track every chest/cabinet/oven/furnace/microwave etc |
10:45 |
agaran |
IhrFussel: hmm I would do it differently.. record how many times player got them from bot, and limit to some value |
10:45 |
agaran |
if you want to make them dig.. I don't care, I dig |
10:52 |
agaran |
IhrFussel: but when I got killed by monster items did not double |
10:53 |
agaran |
at least I was respawned with empty hands |
10:58 |
IhrFussel |
agaran, how to revoke only 1 priv? Do you know? |
10:59 |
IhrFussel |
Or do I need to do these steps: http://dev.minetest.net/minetest.set_player_privs and set privs.interact = false ? |
10:59 |
agaran |
or you mean in code? |
11:00 |
IhrFussel |
Yes in Lua |
11:02 |
agaran |
IhrFussel: I would do get_player privs, then set to false then apply them again, yes |
11:06 |
agaran |
IhrFussel: I am trying to clean those bones when I see them around spawn. |
11:12 |
agaran |
IhrFussel: recently teleport to old position is SLOW, you see for long time 0,0,0, even can walk there.. then you get tp'ed to last pos (on save/load) |
11:13 |
T4im |
that's an old and known issue :) |
11:13 |
T4im |
that's why some of us build nice little rooms at 0,0,0 :P |
11:13 |
T4im |
loading limbo waiting rooms |
11:13 |
agaran |
heh, sounds nice |
11:14 |
T4im |
homedecor pictures make great fake-views behind a window :P |
11:14 |
agaran |
lol |
11:17 |
IhrFussel |
agaran, I'm on the new protection violation system..I think it's done |
11:17 |
agaran |
IhrFussel: :) |
11:19 |
IhrFussel |
agaran, on violation it checks for a file, if it exists it takes the value from the file and adds * 2 then writes it back to the file, then it creates another file with os.time()+secondstoadd and on global step it checks if os.time() > secondstoadd |
11:19 |
T4im |
i wouldn't do IO on protection violation |
11:19 |
agaran |
file writing hmm.. not sure if I would do it this way.. |
11:19 |
T4im |
keep it in memory and save it on player leaving the server, loading when joining |
11:20 |
IhrFussel |
IO for nodes is totally fine...my server also checks the position on each node placing and checks if file X exists that was never an issue |
11:21 |
T4im |
well what you are saying is that if someone does 20 violations after each other, they'll cause 20 file writes |
11:21 |
IhrFussel |
T4im, I can check if the player has the interact priv before checking the file values |
11:24 |
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11:26 |
IhrFussel |
Done, now the game checks for the interact priv on violation and on global step before any IO |
11:29 |
IhrFussel |
agaran, time to check? |
11:29 |
IhrFussel |
Or test |
11:29 |
agaran |
IhrFussel: sure I can help with testing |
11:34 |
agaran |
IhrFussel: did I crash it? |
11:34 |
IhrFussel |
agaran, yeah I coded something wrong somewhere one sec |
11:36 |
agaran |
ooops.. I did it again.. |
11:36 |
IhrFussel |
No problem I wasn't done fixing it anyway..now it should work |
11:38 |
agaran |
got to 81920 s disable interact and still can place |
11:40 |
agaran |
you violated protection, interacting got disabled for 1.58456.... e+30 seconds |
11:41 |
* agaran |
laughs maniacally |
11:43 |
IhrFussel |
agaran, it doesn't seem to revoke interact even though the code should be correct |
11:44 |
IhrFussel |
local privs = minetest.get_player_privs(name) privs.interact = false minetest.set_player_privs(name, privs) |
11:44 |
agaran |
maybe not false but nil? or.. remove it from list? |
11:45 |
IhrFussel |
Let's try nil..restart |
11:45 |
T4im |
if it doesn't accept false, then that'd be worth a bug report |
11:45 |
agaran |
IhrFussel: you know.. I am just doing qa job;) |
11:47 |
agaran |
but you may add command for moderators to clear up that counter too |
11:47 |
agaran |
IhrFussel: now works |
11:47 |
agaran |
I have no interract |
11:52 |
IhrFussel |
agaran, I will make it so the game sends it private if violation timeout is less than 60 seconds otherwise public |
11:53 |
agaran |
hmm, maybe good idea... but yes for longer periods to prevent spamming |
11:53 |
agaran |
IhrFussel: there is one problem more, if you get interact revoked mobs still will try to kill you |
11:54 |
T4im |
that's actually something that should be fixed in the engine already |
11:54 |
IhrFussel |
Well that is part of the punishment then |
11:54 |
agaran |
T4im: maybe.. |
11:54 |
T4im |
nothing as annoying as not having interact, then dying from fall damage and not being able to do anything about it :D |
11:54 |
T4im |
even if you're just on a visit somewhere |
11:54 |
T4im |
some museum style map for example, without any chance of healing |
11:55 |
agaran |
yup.. |
11:55 |
agaran |
IhrFussel: one more item kind would be nice to have.. bone pick and bone shovel.. and bone hoe;) |
11:56 |
agaran |
made out of bone stick which is made from bones and all rest made too from bone, with parameters maybe about wodden tools just for fun |
11:59 |
IhrFussel |
agaran, I cannot design such things I need someone who can draw textures well |
11:59 |
agaran |
I slapped some textures together before, maybenot nice ones but.. still for that you need only pale white stick and pale version of normal wodden pick.. imo |
12:00 |
IhrFussel |
What should the maximum punishment time be? 128? |
12:00 |
agaran |
Imo at least 65636.. |
12:00 |
agaran |
if one is stubborn enough, make it annoying.. |
12:00 |
IhrFussel |
Nah trust me...2 minutes is A LOT for each violation |
12:01 |
agaran |
ok.. yours server :) |
12:04 |
agaran |
T4im: o you know if server selection screen in client has any lua hooks to write lua-based preserve-nickname feature? |
12:05 |
T4im |
well the main menu is written in lua you could just adapt it in your builtin/ directory |
12:05 |
T4im |
but that's a per-client modification |
12:05 |
agaran |
thats my goal.. I can't fix world.. but I can fix my own view on it;) |
12:09 |
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12:13 |
IhrFussel |
agaran, nevermind I'll just show the info to the player...to measure the time difference in seconds would invoke another IO |
12:13 |
agaran |
imo good.. |
12:18 |
IhrFussel |
agaran, interacting also disables any inventory actions so 2 minutes is alright |
12:18 |
agaran |
imo yes |
12:19 |
agaran |
IhrFussel: is there any command to decline teleport ? |
12:19 |
IhrFussel |
agaran, nope you just ignore it |
12:20 |
agaran |
meh, but then I need to know which of pending requests ia m going to acept with /ok |
12:20 |
agaran |
so /ok <nickname> optional syntax would be nice |
12:20 |
IhrFussel |
agaran, it only stores the most recent player name |
12:21 |
agaran |
so there is chance for race condition.. |
12:21 |
agaran |
and too bad there is no way to ignore certain person's tp requests.. especially if person would get info that player wishes to not be bothered.. |
12:21 |
IhrFussel |
I don't think it's very likely that 2 players type /teleport <yourname> at the same time..or it should happen very rarily |
12:22 |
agaran |
not necesarly same time just fast enough.. and that blue request is not very readable.. so you may not notice nickname change in it |
12:23 |
IhrFussel |
agaran, you can suggest me another color for the request text |
12:24 |
agaran |
no idea yet.. but most of things in game are dark.. not very bright blue gets hard to read.. |
12:24 |
agaran |
especially in night |
12:24 |
IhrFussel |
Preferably in RGB values when you found one |
12:25 |
IhrFussel |
Or wait |
12:25 |
IhrFussel |
agaran, not RGB hex values |
12:26 |
agaran |
btw if I get request then do /ok then person gets teleported to place where I am at doing /ok right? |
12:27 |
IhrFussel |
agaran, yes the current player position at the time of issuing /ok is the target position |
12:27 |
agaran |
good... so if I get annoyed again i can do spawn /ok, /home |
12:28 |
IhrFussel |
For example but I can think about a way to disable requests if the player doesn't want to receive any |
12:28 |
agaran |
well not 'any' just certain of kids in there.. |
12:28 |
agaran |
in general I don't mind helping newbies.. |
12:29 |
agaran |
I can live with current state of it.. just need be careful when I do /ok |
12:30 |
agaran |
IhrFussel: there might be slight problem with new code, when you don't see that digging block is priv violation.. |
12:31 |
IhrFussel |
agaran, player see in the bottom left if the area is protected |
12:31 |
IhrFussel |
players* |
12:31 |
agaran |
if you are IN area.. not if you are outside and digging underground |
12:34 |
IhrFussel |
agaran, That should also be a rare situation |
12:34 |
agaran |
well just describing when it may happen..;) |
12:34 |
IhrFussel |
agaran, should I delete the old timeout value file when leaving the game? |
12:35 |
agaran |
IhrFussel: no, I think not, but maybe if gap between logout and login is larger than timeout then halve timeout? |
12:35 |
agaran |
so people can't cheat to logout and reset time.. |
12:36 |
IhrFussel |
In theory a player then could join, violate, leave, join, violate, leave but...won't that be just as annoying as waiting for the timeout to elapse? |
12:36 |
agaran |
if it is halving.. after >1 interval then gain will be zero.. |
12:37 |
agaran |
because you need at least interval of logged out before you get it halved on login.. so not really a lot |
12:37 |
agaran |
and I would not reset interval and give back interract on login if person logged out without it.. |
12:37 |
agaran |
mean way, check if has no interact.. then assume it was workaround and make it wait whole interval |
12:39 |
IhrFussel |
agaran, good thing then my server tracks the "last action" time |
12:39 |
agaran |
just trying to make ones who try violate and workaround suffer more for attempt to cheat.. |
12:55 |
IhrFussel |
agaran, alright if os.time()-lastactiontime > 60 [violation timeout / 2] |
12:56 |
agaran |
hmm something like that |
13:06 |
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13:08 |
agaran |
IhrFussel: bug, for violation timeouts >60 above is always true.. |
13:14 |
agaran |
IhrFussel: it crashed on login |
13:28 |
IhrFussel |
agaran, should work now |
13:30 |
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13:31 |
IhrFussel |
agaran, I also added debug output in the chat when someone joins who's time difference is > 120 (I changed it to 120 cause loading time) |
13:31 |
agaran |
IhrFussel: see ing it |
13:31 |
agaran |
IhrFussel: you may want to remove water at 0,0,0 |
13:36 |
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13:37 |
agaran |
IhrFussel: looks good, I would add 1-2 sources of light for night but thats all |
13:43 |
IhrFussel |
agaran, I'm a bit busy now let me know when you found a good color for teleport requests =P |
13:43 |
agaran |
IhrFussel: sometimes ip check is bad, when you want to not tell everyone that you are other person.. |
13:43 |
agaran |
IhrFussel: sure |
13:44 |
IhrFussel |
The IP Check is perfect for alt accounts though...hm |
13:44 |
agaran |
IhrFussel: yes, I know.. but there is difference between making that visible for you/mods and all players.. |
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15:22 |
MinetestBot |
rubenwardy: Sep-02 16:54 UTC <Krock> yesterday I sent the program through the most of the topics. All of the valid ones should be added now :) |
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16:18 |
agaran |
does tree grow code in engine checks for some more than dirt under sapling and light amount? |
16:18 |
T4im |
time |
16:19 |
agaran |
time of day? |
16:19 |
T4im |
nah, just nodetimer with a minimum amount of grow time |
16:19 |
T4im |
don't stand around waiting for it to grow, it'll take a bit :) |
16:20 |
T4im |
not sure anymore how long exactly, but i think you're in for at least 20 minutes at minimum |
16:20 |
T4im |
oh it also checks for protection |
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16:24 |
agaran |
well then I have to be more patient and plant more trees |
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18:09 |
blerttt |
how can i change the red screen to some other color when i get damaged? |
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18:15 |
Hijiri |
It's hardcoded |
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19:35 |
IhrFussel |
agaran, we removed ALL smartshops from all major cities now...let's see if the server lags less now |
19:36 |
IhrFussel |
Total number was around 500 |
19:38 |
agaran |
IhrFussel: thats huge amount indeed |
19:47 |
T4im |
IhrFussel: yes, set_node resets/removes the metadata |
19:47 |
T4im |
use swap_node if you want to keep metadata intact and only change the content_id |
19:48 |
IhrFussel |
T4im, does WorldEdit use set_node() ? |
19:48 |
T4im |
I'd imagine they use voxelmanip |
19:49 |
T4im |
if you want to remove smartshops, keep in mind that that stuff likely won't call node destructors, and the entities will keep floating around :p |
19:49 |
IhrFussel |
T4im, voxelmanip will not destroy meta? |
19:49 |
T4im |
let me check what it actually uses |
19:49 |
T4im |
before i talk cobble here |
19:50 |
IhrFussel |
T4im, WE should also be able to handle entities..at least it works with itemframes and I think smartshops are just itemframes with more items displayed |
19:50 |
T4im |
well i had to fix itemframes at some point, and then they stopped working again, not sure what the status quo is |
19:50 |
T4im |
fix them to be removed by WE* |
19:51 |
T4im |
it's something you should test either way on a small scale first |
19:51 |
T4im |
is what I'm saying :P |
19:52 |
IhrFussel |
T4im, what I need is a definitive way of destroying nodes plus their meta...the smartshops likely lag my server when players load 100 or more of them at the same time |
19:52 |
T4im |
yes worldedit uses voxelmanip |
19:52 |
agaran |
IhrFussel: did you had time to find which block was that huge mapdata in database? |
19:52 |
T4im |
lag client or serverside? |
19:52 |
IhrFussel |
T4im, server side..lag spikes likely whenever a player goes near a "shop building" containing 100+ of the smartshops |
19:53 |
T4im |
hm, probably deserializing all those entities and then deleting them again :D |
19:53 |
T4im |
i can imagine, yea |
19:53 |
agaran |
lonesome entities will get purged after entity lifetime, right? |
19:55 |
T4im |
droped items will, but that's handled in the entities on_step |
19:55 |
T4im |
i.e. the code is making that decision deliberately |
19:56 |
T4im |
the engine will however delete when there is a max count reached; itemframes, signs etc will respawn them occasionally |
19:56 |
T4im |
but you could easily have some of them lingering around for a while until you call clearobjects :) |
19:57 |
agaran |
calling clearobjects is not big problem I guess.. |
19:57 |
T4im |
it takes a while :P |
19:57 |
T4im |
on a big world anyway |
19:57 |
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19:57 |
T4im |
there is a lazy version that does so on mapblock load, but it'll add a bit to the lag of course |
19:58 |
T4im |
but isn't as blocking at least |
20:02 |
* T4im |
can't even find smartshops on github |
20:03 |
T4im |
well if the inventory is called "main" you could try turning them all into locked chests :p at least people wouldn't lose their items then |
20:04 |
T4im |
assuming they also use the conventional owner metadata as well |
20:04 |
T4im |
otherwise don't bother, just worldedit them away |
20:04 |
T4im |
and call a clearobjects after |
20:04 |
T4im |
if something is left |
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20:09 |
Hi_to_All |
hi |
20:09 |
Void7 |
hi |
20:10 |
Hi_to_All |
How are you today? |
20:11 |
Void7 |
good |
20:12 |
Hijiri |
does set_node, remove_node call on_destruct callbacks? |
20:12 |
T4im |
yes |
20:13 |
Hijiri |
ok, thanks |
20:14 |
Hi_to_All |
are you guys on a server? |
20:17 |
Krock |
https://forum.minetest.net/viewtopic.php?f=17&t=15389 |
20:17 |
Krock |
should I post this? http://i.imgur.com/EtYq65v.gif |
20:17 |
Krock |
best shitpost ever |
20:18 |
Hi_to_All |
LOL |
20:18 |
Krock |
Hi_to_All, hello. I'm not playing rn |
20:18 |
Hi_to_All |
ME TOO |
20:18 |
T4im |
hello to you, too Krock |
20:18 |
T4im |
oh |
20:19 |
Krock |
Ohai T4im |
20:19 |
T4im |
nvm |
20:19 |
Krock |
hi T4im |
20:19 |
IhrFussel |
T4im, want a link to the mod? |
20:20 |
Krock |
We're all suffering from Alzheimer |
20:20 |
T4im |
I've found a zip file on the forums, haven't bothered opening that yet x) |
20:20 |
paramat |
voxelmanip doesn't delete metadata |
20:21 |
Krock |
neither it deletes param2, unless you overwrite it seperately |
20:21 |
T4im |
and doesn't call node destructors, I'd highly assume |
20:21 |
paramat |
correct |
20:22 |
paramat |
or any callback |
20:22 |
Krock |
but that's again the reason why the vmanip is so fast |
20:22 |
T4im |
unless one does it self :) |
20:22 |
T4im |
oneself |
20:23 |
T4im |
but there was a time when worldedit for some reason managed to call them iirc, but maybe i remember wrong |
20:23 |
IhrFussel |
That is NOT good in my case...now the smartshop nodes are gone with WorldEdit which uses voxelmanip and seems like the engine will still load the meta of the air nodes |
20:23 |
Hi_to_All |
OMG |
20:23 |
T4im |
have you called the clearobjects? |
20:23 |
paramat |
schematics i suspect act like vm |
20:23 |
Hi_to_All |
FUSSEL |
20:24 |
IhrFussel |
Yes? |
20:24 |
T4im |
well, is it still that bad then? |
20:24 |
Hi_to_All |
the legend |
20:25 |
IhrFussel |
Legend? lol |
20:25 |
T4im |
any set node will definitly erase them again, so placing stuff there won't "adopt" the metadat |
20:25 |
T4im |
they'll still be saved in the mapblock data, but, how much metadata can such shop have? |
20:25 |
IhrFussel |
T4im, will a simple placement by hand call set_node() ? |
20:25 |
T4im |
yea |
20:26 |
IhrFussel |
T4im, well the meta data contains the owner's name, the items for sale and the prices at least |
20:27 |
T4im |
infotext shouldn't be displayed with airnodes I'd imagine |
20:27 |
IhrFussel |
T4im, no it won't but I'm guessing the meta is still in the DB and gets loaded when a player goes near an air node with meta |
20:28 |
T4im |
I'd estimate that data to be as much as that of maybe 2 filled chests |
20:28 |
Hi_to_All |
? |
20:28 |
IhrFussel |
T4im, there were 500 of them...100-200 per city on the map |
20:28 |
T4im |
oh |
20:29 |
T4im |
but not in one mapblock? |
20:29 |
IhrFussel |
Up to 50 in one mapblock |
20:29 |
IhrFussel |
Imagine a building that contains rows with smartshops...that's what it looked like |
20:30 |
Hi_to_All |
bye |
20:30 |
Hi_to_All |
ill be afk |
20:30 |
T4im |
well I'm still assuming, that the entities that thing spawns are more of a problem |
20:30 |
T4im |
at least from what I've seen that's easier to get a server down to its knees |
20:32 |
IhrFussel |
I did /clearobjects quick 15 minutes ago...IIRC it will clear all entities whenever the mapblocks get loaded right? |
20:32 |
T4im |
yes, as well as all of the already active ones |
20:32 |
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20:33 |
T4im |
if you wanted to go nuclear with the cleaning, there is a command to delete the entire block from the db :P |
20:33 |
T4im |
all of it |
20:33 |
IhrFussel |
T4im, so the only way to make sure that the entities from the smartshops are gone is to fly to the mapblocks of their origin |
20:34 |
IhrFussel |
I think /deleteblocks here ? |
20:34 |
T4im |
yea |
20:35 |
IhrFussel |
But I'd like to not touch any buildings my players created... |
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20:45 |
Hi_to_all_ |
Hi |
20:45 |
Hi_to_all_ |
I'm back |
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20:56 |
JTE |
Are there any mods that add mobs which make unique footstep noises that don't sound completely indistinguishable from players? Because you just sort of continuously hear all kinds of things walking around and there's literally no way to tell without looking whether it's a friendly rat or a hostile mob trying to find a way into your house. |
21:01 |
Hi_to_all_ |
Hey |
21:05 |
Krock |
JTE, the currently easiest way of adding footsteps does not allow to configure the played sounds |
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21:13 |
JTE |
Yes, because everything in Minetest is a hardcoded pile of shite. :V You'd probably have to make a base mobs mod that specifically adds a wrapper to each mob's thinker callback or sommat which checks if it's moving along the ground and periodically plays a noise that mob was configured with. |
21:14 |
JTE |
Still not difficult, though. Why not? :3 |
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23:12 |
paramat |
shamoanjac did you get your mapgen working? |
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