Time |
Nick |
Message |
00:23 |
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00:49 |
MarioBranco |
Calinou, mintest server works great on Raspberry Pi |
00:50 |
MarioBranco |
I test with 100 mb/s Internet connection and 4 players at the same time |
00:50 |
MarioBranco |
You just need to configure the server for the minimal, and you can have your personal and private small minetest Server |
00:53 |
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03:48 |
Wuzzy |
How do I load a schematic from an MTS file? |
03:49 |
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03:51 |
Wuzzy |
ok i found it! |
04:06 |
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05:47 |
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06:15 |
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06:17 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Fix mem leak in mesh cache (#5781) d176dab https://git.io/vHJww (2017-05-20T06:16:16Z) |
06:17 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Various code cleanup & little performance improvement on HTTP downloa… ce98022 https://git.io/vHJwr (2017-05-20T06:15:56Z) |
06:27 |
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07:01 |
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07:52 |
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08:12 |
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08:14 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix input regression introduced by a4a377ecad6f1732cc54e7ac329fdef994… 1469424 https://git.io/vHJ6m (2017-05-20T08:12:54Z) |
08:15 |
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08:29 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: [CSM] Fix crash when the minimap is disabled. Caused by e25a38e 673ac55 https://git.io/vHJ61 (2017-05-20T08:26:09Z) |
08:31 |
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08:34 |
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08:49 |
MinetestBot |
[git] red-001 -> minetest/minetest: this might fix #5661, needs testing (#5775) 00972d4 https://git.io/vHJii (2017-05-20T08:48:44Z) |
08:52 |
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09:05 |
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09:06 |
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09:46 |
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10:03 |
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10:06 |
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10:06 |
Sporax |
wow too many users |
10:07 |
wilkgr |
Just 135 people in the channel :P |
10:07 |
red-001 |
just |
10:07 |
Sporax |
lol |
10:08 |
wilkgr |
Exactly |
10:08 |
wilkgr |
:P |
10:09 |
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10:14 |
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10:29 |
MinetestBot |
[git] davisonio -> minetest/minetest: Fix shift key producing space in console (#5777) 605599b https://git.io/vHJDC (2017-05-20T10:29:31Z) |
10:32 |
MinetestBot |
[git] numberZero -> minetest/minetest: Cleanup in content_mapblock (#5746) 7779bac https://git.io/vHJDz (2017-05-20T10:29:54Z) |
10:32 |
MinetestBot |
[git] red-001 -> minetest/minetest: Improve password change menu (#5757) 1ff5ee0 https://git.io/vHJDg (2017-05-20T10:29:44Z) |
10:32 |
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10:34 |
zyabin101 |
@MinetestBot order fail! |
10:34 |
red-001 |
zyabin101 ? |
10:35 |
zyabin101 |
mtbot orders these three commits wrongly |
10:35 |
zyabin101 |
7779bac happened *before* 1ff5ee0 |
10:35 |
zyabin101 |
(probably should be a problem with GitHub api) |
10:35 |
red-001 |
yeah thats a bit werid |
10:36 |
red-001 |
alphabetaic ordering? |
10:37 |
zyabin101 |
^^^^ whoops |
10:37 |
* red-001 |
is looking at commit message |
10:37 |
zyabin101 |
I meant 7779bac happened *after* 1ff5ee0 |
10:44 |
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10:47 |
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10:52 |
sfan5 |
if multiple commits happen at once the order is reversed |
10:57 |
MinetestBot |
[git] octacian -> minetest/minetest: Add /clearinv chat command (#4994) dada983 https://git.io/vHJyV (2017-05-20T10:56:17Z) |
10:57 |
MinetestBot |
[git] nerzhul -> minetest/minetest: chat.cpp fix wchar_t isspace -> iswspace & wrong isspace on an index … 8797a0a https://git.io/vHJyw (2017-05-20T10:56:02Z) |
10:58 |
zyabin101 |
@sfan5 except that in that case, multiple commits happened within 10 secs |
10:59 |
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10:59 |
zyabin101 |
probably mtbot needs a local sorting algorithms for the case multiple commits happened after the previous github api ping |
10:59 |
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11:11 |
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11:12 |
IhrFussel |
When was player:set_nametag_attributes() added? 0.4.13? |
11:13 |
IhrFussel |
Or 0.4.14? There is a player on my server who cannot see nametag colors and I'm trying to find out what the version of his client is (he is on iOS so the app is not Minetest) |
11:14 |
zyabin101 |
@IhrFussel my guess: https://github.com/minetest/minetest/commit/18c2f16c138f4b40b4705507b46d24e1518e4705 |
11:15 |
zyabin101 |
!title https://github.com/minetest/minetest/commit/18c2f16c138f4b40b4705507b46d24e1518e4705 |
11:15 |
MinetestBot |
zyabin101: Generalize core.get/set_nametag_color into core.get/set_nametag_attri… · minetest/minetest18c2f16 · GitHub |
11:15 |
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11:16 |
zyabin101 |
It's been consisting in all of 0.4.15 0.4.14 0.4.13 |
11:16 |
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11:20 |
Krock |
was added between 0.4.12 and 0.4.13 |
11:23 |
IhrFussel |
SMH...some 3rd party apps must be EXTREMELY outdated then... |
11:23 |
IhrFussel |
zyabin101, thanks for the link =) |
11:23 |
zyabin101 |
@IhrFussel you're welcome :D |
11:25 |
IhrFussel |
I wish it was possible to offer at least 1 official client in the Apple Store, maintained by some core devs =/ |
11:26 |
zyabin101 |
@IhrFussel it'd cost around 99 $ *per month* |
11:26 |
IhrFussel |
The iOS users are a BIG portion of the player base...it's a shame that they cannot enjoy the REAL Minetest without paying, being forced to watch ads |
11:26 |
red-001 |
zyabin101, I think it's per-year |
11:27 |
red-001 |
plus it will depend on no-one pointing out the license issue |
11:27 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=3&t=16020 |
11:27 |
rubenwardy |
please report any forks there, infringing or otherwise |
11:27 |
red-001 |
rubenwardy, thats the android fork trend |
11:28 |
red-001 |
there already is an iOS one |
11:28 |
rubenwardy |
oh |
11:28 |
rubenwardy |
should be renamed, io |
11:28 |
rubenwardy |
*imo |
11:30 |
red-001 |
https://forum.minetest.net/viewtopic.php?f=3&t=16707 |
11:30 |
red-001 |
!title |
11:30 |
MinetestBot |
red-001: Minetest clone thread - Minetest Forums |
11:30 |
red-001 |
my bad it's a general clone thread |
11:30 |
rubenwardy |
the other one is older |
11:31 |
IhrFussel |
And how does it help iOS users who want to connect to Minetest servers if we report clones there? |
11:33 |
rubenwardy |
heh |
11:34 |
IhrFussel |
Is it the goal of core devs to BLOCK iOS users? |
11:34 |
rubenwardy |
any forks on the app store are infringing, so we could selectively take down the ones with IAP |
11:34 |
rubenwardy |
ie: cheating clients |
11:36 |
IhrFussel |
But iOS users don't have much choice AFAIK ... plus it will not change the fact that at least 1 client right now gives players random names with 3-digit numbers for example...what I mean is without any official clients iOS users will NEVER have the orginal experience |
11:37 |
rubenwardy |
we can't legally do an official client |
11:38 |
IhrFussel |
Only cause of the fee you have to pay monthly/yearly? |
11:38 |
rubenwardy |
no, legally |
11:38 |
rubenwardy |
not monetarily |
11:39 |
rubenwardy |
the LGPL license is not compatible with the app store |
11:39 |
rubenwardy |
so we'd have to ask the permission of every single contributor that Minetest has ever had |
11:40 |
rubenwardy |
or rewrite the bits they wrote, and anything that was built on top of it |
11:40 |
rubenwardy |
so there can never be an *official* client |
11:40 |
rubenwardy |
but there could be a community client, not directly associated with the project |
11:41 |
rubenwardy |
still illegal though |
11:43 |
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11:46 |
IhrFussel |
Well as it is now Minetest prevents ~ 15% of smartphone/tablet users from enjoying the real game |
11:49 |
Calinou |
yeah, installing that client would require jailbreaking your device |
11:50 |
IhrFussel |
And it's a real shame that we server owners cannot simply tell them to "download the original client app" either when they play with some scam app and EVEN think it would be the real one (that is the worst part) |
11:50 |
Calinou |
IhrFussel: technically, there is no open source software available on iOS without jailbreaking. None. |
11:50 |
Calinou |
why? because the App Store's license makes any open source thing proprietary |
11:50 |
Calinou |
(this is why the GPL and LGPL are not allowed without some sort of exception) |
11:51 |
IhrFussel |
Some players ACCUSE me of being a scammer BECAUSE their app tells them to PAY money and they associate the app with the servers they play on |
11:53 |
IhrFussel |
And if the app doesn't require money it most likely shows ads (just like most 3rd-party Android clones) |
11:54 |
Calinou |
yeah |
11:54 |
Calinou |
(nobody makes a mobile app distributed on the Play Store without the intention of money…) |
11:55 |
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11:55 |
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11:56 |
IhrFussel |
Soo frustrating when you want to help a player using a non-Minetest client and suddenly they don't respond/reply because they are busy watching ads...then you think "oh hey now I can continue to explain him/her the server" and BAM second ad is coming |
11:57 |
rubenwardy |
pretty much all apps for Minetest with ads in them are illegal |
11:59 |
Calinou |
they are, indeed |
11:59 |
Krock |
and surely those who don't provide the source |
11:59 |
Calinou |
proprietary SDKs can't legally be integrated into a GPL or LGPL application |
11:59 |
rubenwardy |
yeah |
11:59 |
rubenwardy |
http://wiki.minetest.net/Licensing#Complying_with_the_License |
11:59 |
IhrFussel |
That would mean Multicraft is illegal too? |
12:00 |
Calinou |
IhrFussel: are there actually mature players using these apps? |
12:00 |
rubenwardy |
yes, IhrFussel |
12:00 |
Calinou |
it definitely is |
12:00 |
IhrFussel |
But nobody sued the creator yet |
12:01 |
Calinou |
suing takes a ton of money and time |
12:01 |
Calinou |
you can send a DMCA, if you have a significant amount of code in Minetest or minetest_game |
12:01 |
red-001 |
not worth it |
12:01 |
red-001 |
it will just get replaced by another app |
12:01 |
Calinou |
also, that ^ |
12:01 |
Calinou |
it will hurt them a bit, but not by much |
12:02 |
Calinou |
because Google/Apple don't care about infringement, it brings them even more money in fact |
12:02 |
Calinou |
they just comply with your DMCA request to look good |
12:02 |
IhrFussel |
Calinou, most Minetest players are underaged, immature, non-experienced kids IMO ... don't expect them to know that they are using a clone app...many just refer to Minetest as "MultiCraft" |
12:03 |
Calinou |
so why care about them? |
12:03 |
Calinou |
this might sound blunt or insensitive but this is what we did in the gaming scene since like, forever |
12:04 |
Calinou |
to be honest, I've not enjoyed Minetest multiplayer for a long time, basically when the players you saw on public servers were mature for the most part |
12:05 |
Calinou |
(this doesn't mean adult, just "isn't annoying all the time") |
12:05 |
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12:05 |
IhrFussel |
I care about any player who has serious interest in my server...the age etc doesn't matter to me, but I cannot expect from a ~ 10 year old kid to know that they don't play the right app ... Multicraft being A LOT more popular and better rated doesn't help with that either |
12:06 |
Calinou |
it would be fun if Mojang/Microsoft DMCA'd these apps for infringing on Minecraft's trademark |
12:07 |
Calinou |
they're not going to, to avoid creating a Streisand effect, I guess |
12:07 |
Calinou |
they likely could do it though |
12:07 |
sfan5 |
Calinou: that's incorrect |
12:07 |
sfan5 |
lgpl explicitly allows this |
12:07 |
rubenwardy |
not in the way the likely do it |
12:08 |
rubenwardy |
you have to be allowed to replace any lgpl code |
12:08 |
rubenwardy |
*they |
12:08 |
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12:08 |
sfan5 |
that only applies to lgpl 3 afaik |
12:10 |
rubenwardy |
don't think that's true https://www.gnu.org/licenses/lgpl-2.1.html |
12:11 |
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12:11 |
sfan5 |
hm might've been something else then |
12:11 |
rubenwardy |
see 6 |
12:11 |
rubenwardy |
:) |
12:12 |
Calinou |
sfan5: LGPLv2 allows only dynamic linking with GPL-incompatible software |
12:12 |
Calinou |
static linking can be added via an exception, but it's rarely done |
12:13 |
Calinou |
(wxWidgets does it, for example) |
12:13 |
sfan5 |
right |
12:13 |
sfan5 |
so if the platform does not provide means of dynamic linking then you can't release LGPL software on it? |
12:15 |
Fixer |
IhrFussel: thats why you need some kind of small popup window at first login that tells you are playing minetest, if you get ads/have to pay money = rip off |
12:15 |
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12:16 |
sfan5 |
looking at http://stackoverflow.com/questions/459833// it seems that since the testing apps on your device no longer requires payment it is kind of okay |
12:17 |
red-001 |
Fixer, the apps could just remove that |
12:17 |
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12:17 |
Fixer |
red-001: as simple mod, i mean |
12:18 |
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12:19 |
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12:20 |
IhrFussel |
Fixer, I don't think showing it on first login only would be enough...you'd have to show it a lot of times for them to understand the message behind it (talking about kids) ... plus on iOS they have no alternative |
12:29 |
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12:31 |
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12:35 |
MinetestBot |
[git] theFox6 -> minetest/minetest_game: Default: Shorter and better ABMs (#1739) e523c3a https://git.io/vHJ7b (2017-05-20T12:32:52Z) |
12:39 |
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12:41 |
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12:47 |
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13:03 |
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13:03 |
MinetestBot |
muhdnurhidayat: May-19 18:29 UTC <rubenwardy> feel free to add yourself to all of the translation credits, and translate the credits into any other languages (although keep the name the same, ofc) |
13:04 |
muhdnurhidayat |
@rubenwardy okay, thank you... :D |
13:05 |
rubenwardy |
no, thank you :D |
13:29 |
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13:30 |
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13:33 |
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13:43 |
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14:00 |
DS-minetest |
is there a bone that every object has? |
14:05 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Typo fix in README.txt 7e18506 https://git.io/vHJAi (2017-05-20T14:04:44Z) |
14:25 |
zyabin101 |
@DS-minetest which bone? |
14:27 |
DS-minetest |
a bone that can be used for set_bone_position |
14:29 |
zyabin101 |
no idea. =/ |
14:29 |
zyabin101 |
maybe you set a bone ident (a string) and act on it, or... |
14:31 |
DS-minetest |
i know how to set bones in models |
14:32 |
DS-minetest |
but is there a global bone? |
14:34 |
zyabin101 |
probably not |
14:34 |
zyabin101 |
looking up lua_api.txt in master does nothing |
14:44 |
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14:47 |
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14:48 |
MinetestBot |
[git] paramat -> minetest/minetest: Particle spawner: Do not spawn particles distant from player (#5766) 60baf81 https://git.io/vHJhM (2017-05-20T14:46:35Z) |
14:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: [CSM] Correct the log destination of print() (#5784) af2f025 https://git.io/vHJhD (2017-05-20T14:46:12Z) |
14:48 |
MinetestBot |
[git] red-001 -> minetest/minetest: Fix CSM crash (#5779) 772944d https://git.io/vHJhy (2017-05-20T14:45:49Z) |
14:50 |
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14:55 |
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14:58 |
zyabin101 |
I kinda got an empty game working: |
14:58 |
zyabin101 |
http://i.imgur.com/gjkbve4.png |
15:01 |
zyabin101 |
The engine requires the crack animation, heart and 2D player skin (of course), and I could spawn items with /give. |
15:02 |
zyabin101 |
Lastly, I need a way to remove items without any additional mod (magic word needed?) |
15:02 |
red-001 |
"Q" doesn't work? |
15:03 |
zyabin101 |
s/remove items/remove items or nodes out of the world/ |
15:03 |
zyabin101 |
Do item entities despawn after some time? |
15:03 |
red-001 |
yes |
15:04 |
zyabin101 |
when? |
15:04 |
red-001 |
well not all |
15:04 |
red-001 |
but iirc drop items do |
15:04 |
red-001 |
zyabin101, a few minutes for items |
15:04 |
zyabin101 |
Now, how do I remove nodes out of the world? |
15:05 |
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15:05 |
zyabin101 |
Do I make an Admin-Delete-Node-Inator? |
15:07 |
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15:07 |
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15:07 |
zyabin101 |
^^^ Kludges won't work! |
15:07 |
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15:10 |
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15:34 |
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15:38 |
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15:45 |
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15:51 |
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15:58 |
zyabin101 |
^ noooooooooo |
15:58 |
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15:58 |
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16:05 |
zyabin101 |
How do I make the Admin-Delete-Node-Inator? |
16:06 |
zyabin101 |
That is, I want the tool to break *any node* (even those that are unbreakable otherwise) instantly. |
16:07 |
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16:08 |
VanessaE |
zyabin101: maptools admin pick |
16:08 |
VanessaE |
the one "with drops" works like a super-over-powered pickaxe |
16:08 |
VanessaE |
the one "without drops" is more like a delete tool |
16:09 |
zyabin101 |
!mod maptools |
16:09 |
MinetestBot |
zyabin101: Map Tools [maptools] by Calinou - https://forum.minetest.net/viewtopic.php?t=1882 |
16:09 |
VanessaE |
(the latter is probably what you want, but the former is very useful for general building during admin work) |
16:09 |
VanessaE |
that's the one |
16:09 |
VanessaE |
Calinou needs to fix the dig times on a few node types though |
16:10 |
VanessaE |
(there's one or two things, like signs or unknown nodes, which don't insta-dig) |
16:14 |
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16:18 |
zyabin101 |
uh |
16:18 |
zyabin101 |
@VanessaE @Calinou how do I obtain the admin pick? What's the item id? |
16:20 |
zyabin101 |
> <...> see README.txt for item and node names. |
16:20 |
zyabin101 |
... |
16:20 |
VanessaE |
zyabin101: /giveme maptools:pick_admin_with_drops |
16:21 |
zyabin101 |
Ok |
16:21 |
zyabin101 |
seriously |
16:22 |
zyabin101 |
do maptools *really* need `default` mod :| |
16:23 |
zyabin101 |
yet another time: I *don't* have a `default` mod |
16:23 |
zyabin101 |
in the subgame I'm running it on |
16:25 |
VanessaE |
get a better subgame :P |
16:27 |
AlexYst |
Not every subgame wants default. When I was building my own, it didn't. Then again, my subgame was left unfinished and abandoned, so maybe mine's a bad example. |
16:27 |
rubenwardy |
default is a cluster fuck |
16:27 |
rubenwardy |
it should not have ended like that |
16:27 |
AlexYst |
I know, right? |
16:28 |
AlexYst |
It needs to be broken up into smaller mods. |
16:28 |
rubenwardy |
any all my attempts to split it up have ended with compatibility complaints |
16:28 |
AlexYst |
Even with aliases? |
16:28 |
VanessaE |
there's a simple solution to that: make "default" depend on all of those other sub-mods you would split it into |
16:28 |
VanessaE |
then the dependency chain merely gets a little longer, but doesn't break |
16:28 |
AlexYst |
Ah, then make default empty. |
16:29 |
rubenwardy |
yeah, as most mods do things like stack:get_name() == "default:stone" |
16:29 |
VanessaE |
and a sub-game author can then delete from default's depends.txt those components he doesn't want. |
16:29 |
VanessaE |
(and of course the corresponding sub-mod) |
16:29 |
VanessaE |
AlexYst: precisely. |
16:29 |
rubenwardy |
that's a good plan VanessaE, and was my plan to do - however you wouldn't be able to rename any nodes due to the corresponding problems |
16:29 |
VanessaE |
or at least, default could contain all the core functions everything else would still need |
16:29 |
VanessaE |
but nodes et al in their own submods |
16:29 |
rubenwardy |
not sure how bad that is |
16:31 |
zyabin101 |
maptools:default_nodes.lua line 19: attempt to index global `default` (a nil value) |
16:31 |
AlexYst |
VanessaE: Default can either be a dependency list for previously-default mods or a mod with functionality. THe moment it does both, there's little point in splitting it. I mean, you'd be able to use the sub-parts on their own, but you couldn't use the functionality of the new default on its own. |
16:31 |
zyabin101 |
^^ ... |
16:31 |
VanessaE |
AlexYst: that's my point though |
16:32 |
VanessaE |
mods that depend on "default" now, would not break if you split it into sub-mods with 'default' as the master list |
16:32 |
VanessaE |
and subgames or mods that only want one component can depend on just that one part |
16:32 |
VanessaE |
"Principle of least surprise" |
16:32 |
AlexYst |
VanessaE: Right, but you also said to put some core functionality into the new default, making the new default not just that dependency list. |
16:33 |
VanessaE |
hm, right |
16:33 |
VanessaE |
ok then yeah, make it a totally empty mod that serves only as a dependency list |
16:33 |
rubenwardy |
I wouldn't put anything in default |
16:33 |
AlexYst |
Which means you can't use that core functionality without all those smaller mods, some of which we don't want. |
16:33 |
rubenwardy |
I'd put the functions etc in a defaultlib |
16:33 |
AlexYst |
Right. It's got to be empty or it's pointless. |
16:34 |
VanessaE |
rubenwardy: that sounds fair |
16:34 |
AlexYst |
Yeah, defaultlib sounds like a good idea. |
16:34 |
VanessaE |
so split default into trees, blocks, plants, default_lib, maybe a few others? |
16:34 |
VanessaE |
("blocks" would be stuff like cobble or sand) |
16:34 |
AlexYst |
(As a Debianite, "libdefault" sounds good too.) |
16:34 |
AlexYst |
VanessaE: That would be fantastic. |
16:35 |
AlexYst |
I'd love to have default_lib for the sounds and stuff, but a lot of the other stuff I'd want to implement in my own mods. |
16:35 |
zyabin101 |
:http://irc.minetest.ru/minetest/2017-05-20#i_4930415 |
16:35 |
rubenwardy |
high cohesion, low coupling |
16:35 |
zyabin101 |
@VanessaE it's my own game :/ |
16:36 |
AlexYst |
Heh heh, I was even experimenting with custom tree generation, though it left strange shadows, if I recall. |
16:36 |
VanessaE |
zyabin101: well, see above. you kinda broke compatibility with nearly every mod out there by not having at least a minimal "default" mod :P |
16:39 |
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16:39 |
* AlexYst |
finds stone picks are unable to mine non-steel metal blocks and wonders if it was always that way |
16:39 |
AlexYst |
I hardly ever build out of metal, ha ha. |
16:40 |
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16:41 |
VanessaE |
rubenwardy: this would be a REALLY good time to add that "simple metals" mod we talked about ages ago |
16:41 |
VanessaE |
i.e. wire, rebar, ingots, sheeting/plating, blocks, etc. |
16:42 |
VanessaE |
+lumps |
16:42 |
VanessaE |
mt_game could really use something like that. several nodes/items for each registered metal |
16:42 |
VanessaE |
+strips too |
16:42 |
AlexYst |
Ha, that would go fantastically with the main mod I'm building right now. |
16:43 |
VanessaE |
that makes seven, of which only four apiece would be new since we have lumps, ingots, and blocks for each metal type already |
16:44 |
rubenwardy |
heh |
16:44 |
rubenwardy |
there needs to be a better way to get standards than by having them in MTG |
16:44 |
VanessaE |
that's the only way to establish a true standard |
16:44 |
rubenwardy |
and installing dependencies needs to be easier - mods too |
16:44 |
VanessaE |
otherwise you end up with a bunch of de-facto standards like biome_lib or unified dyes |
16:44 |
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16:45 |
AlexYst |
I'm working on something that puts eight new slots in an inventory menu. Each slot represents a mineral from the game. You can put an item crafted from that mineral in the slot to get a bonus. For example, using a powered rail in the iron or mese slot will probably speed your walking. More metal nodes means more options for the four metal-based mineral slots. |
16:46 |
Calinou |
you aren't a real Minetest player if you build your houses in materials other than steel blocks |
16:46 |
Calinou |
(and Mese blocks) |
16:46 |
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16:46 |
AlexYst |
Aw. I've never built a house of steel. |
16:46 |
AlexYst |
Or mese. |
16:47 |
AlexYst |
I typically hoard those instead. |
16:47 |
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16:47 |
AlexYst |
I'm going to be consuming lots of steel and mese soon though. A vast, underground subway with powered rails. |
16:48 |
AlexYst |
And flames. Lots of coal blocks with flames. |
16:49 |
VanessaE |
so...who's gonna code the "simple metals" idea, and can we get it into mt_game before freeze? |
16:49 |
VanessaE |
(freeze is tonight I think) |
16:49 |
VanessaE |
sofar, nore, paramat ^^ |
16:49 |
red-001 |
VanessaE, moved |
16:49 |
red-001 |
tomorrow |
16:49 |
VanessaE |
oh good./ |
16:49 |
red-001 |
at 23:69 |
16:49 |
red-001 |
at 23:59* |
16:49 |
VanessaE |
23:59 * |
16:49 |
VanessaE |
ok fair enough |
16:49 |
VanessaE |
still, who's gonna code it and can we get it in? |
16:49 |
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16:50 |
VanessaE |
mt really kinda needs this |
16:50 |
AlexYst |
If we had a week or so, I'd love to do it myself, but I have coursework to work on in the next few days. |
16:50 |
VanessaE |
more unification among mods that way |
16:50 |
red-001 |
VanessaE, does the code freeze apply to both core and game? |
16:50 |
VanessaE |
red-001: I don't know. I assume it does |
16:50 |
VanessaE |
I'd code it right now if I could be sure of its inclusion |
16:51 |
AlexYst |
Oh, wait. wire and rebar. I can't do that, I kind of suck at drawing. |
16:52 |
AlexYst |
I can do node boxes, but the rest needs a hand other than mine. |
16:52 |
VanessaE |
I have textures in Home Decor that would be suitable |
16:55 |
AlexYst |
Oh, sweet. We can just recolour them for each metal then. |
16:55 |
AlexYst |
Yeah, I can't do this tonight, but if it's not done soon, I'll get on it. |
16:55 |
VanessaE |
yes |
16:55 |
VanessaE |
just use the steel strips and wire images, recolor using hardware coloring, done. |
16:57 |
VanessaE |
(probably need to separate the wire image into wire with the spool as an overlay, so that only the wire is colorized) |
16:58 |
AlexYst |
What is hardware colouring? Is that just recolouring the metal or is that a special image-editing technique? |
16:58 |
VanessaE |
it's a method of altering a texture's color without actually baking the color into the texture or creating a new one with compositing |
16:59 |
VanessaE |
{ name = "foo.png", color = 0x123456 } |
16:59 |
VanessaE |
er, |
16:59 |
VanessaE |
{ name = "foo.png", color = 0x12345678 } |
16:59 |
VanessaE |
foo.png will be re-colorized to #12345678 (AARRGGBB) |
16:59 |
zyabin101 |
:O is the Feature Freeze of 2017 happening? :D |
16:59 |
VanessaE |
zyabin101: tomorrow. |
17:00 |
AlexYst |
Oh, got it. So only one actual texture file then. Nice. |
17:00 |
VanessaE |
AlexYst: precisely so. |
17:00 |
VanessaE |
has a similar effect as "[colorize" but without the extra texture memory usage. |
17:06 |
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17:22 |
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17:25 |
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17:26 |
paramat |
erm, this is obviously the worst possible time to add a big new feature to MTG, as '"simple" metals' would be |
17:26 |
VanessaE |
why? |
17:27 |
paramat |
um, what's happening tomorrow? |
17:27 |
VanessaE |
irrelevant :) |
17:28 |
VanessaE |
assuming someone wrote such a mod, working code is working code, whether there's a freeze imminent or not |
17:28 |
VanessaE |
and anyway, it would be a single function that registers several variants of the input metal, that's all |
17:28 |
VanessaE |
so you'd get steel rebar, steel ingots, ...; gold rebar, gold ingots, ... |
17:29 |
VanessaE |
(with options to not register some things, or register them differently, like iron lump instead of steel lump, etc) |
17:29 |
VanessaE |
pass all of the existing metals through it, bang, you have a dozen or so new items that mods can use in their recipes, with very little effort |
17:30 |
paramat |
'feature freeze is irrelevant' =/ |
17:30 |
VanessaE |
no, the timing thereof is. |
17:30 |
paramat |
assuming 1 dev was interested, it would take about a week, all those textures |
17:30 |
VanessaE |
wat |
17:31 |
VanessaE |
I could do it in a couple of hours. |
17:31 |
VanessaE |
but since it obviously isn't wanted, I won't. |
17:31 |
paramat |
good textures take a long time, the code itself would need days of dev |
17:32 |
VanessaE |
nah |
17:32 |
VanessaE |
textures already exist |
17:32 |
VanessaE |
and the code would be an hour's worth at most, undisturbed. |
17:32 |
paramat |
then several days for devs to see it, discuss and review |
17:33 |
VanessaE |
if it takes several days to review a piece of code I throw together in an hour, something's wrong with the review process. |
17:34 |
paramat |
no, that's just reality, devs are busy and have little time |
17:35 |
paramat |
several days is fast |
17:35 |
VanessaE |
... |
17:36 |
VanessaE |
then suggest that non-devs be allowed to approve code as well (provided they're accomplished contributors or known-reliable testers) |
17:36 |
VanessaE |
"we're overworked!" "I know! let's keep all the work for ourselves! that'll help....right?" |
17:37 |
rubenwardy |
the time to review depends on complexity |
17:37 |
VanessaE |
...and what I propose would be simple. |
17:38 |
VanessaE |
but the above discussion has already killed any desire I had to code it. |
17:38 |
paramat |
a non-dev that can approve is a dev |
17:38 |
VanessaE |
approve != commit |
17:39 |
paramat |
we have 7 mtg devs already, probably too many, remember the idea is to keep the team small |
17:39 |
VanessaE |
all a core (or game) dev should need to do in such a situation is do a quick test and then merge if enough people already have tested and declared it good. |
17:40 |
paramat |
it's hardly simple |
17:40 |
paramat |
yes, only a dev can approve |
17:41 |
paramat |
^ that's how we already work, it doesn't make things fast |
17:42 |
red-001 |
a few days isn't long with the sort of time frame this sort of stuff takes around here |
17:45 |
VanessaE |
there's another problem with this line of logic: |
17:46 |
VanessaE |
this particular mod has been proposed before, at least twice...and both times, no one wanted to even discuss it seriously. |
17:46 |
VanessaE |
and this shit happens ALL THE TIME with this project |
17:47 |
VanessaE |
and it's not about "devs have no time/other things to do". I'll refrain from what I think IS the reason (that would just start an argument) |
17:47 |
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17:50 |
CWz |
VanessaE-sama! |
17:51 |
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17:52 |
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17:53 |
VanessaE |
hi |
18:12 |
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18:14 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix wchar_t type on 605599b6f150b89ba6539c4d088231b326adcb48 a2bb776 https://git.io/vHUqA (2017-05-20T18:13:29Z) |
18:16 |
paramat |
that's expected, we are overwhelmed with suggestions and feature requests so inevitably most will not get an enthusiastic response, or any response :] |
18:20 |
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18:25 |
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18:38 |
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18:44 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Fix instant digging (#5785) 358074b https://git.io/vHUYr (2017-05-20T18:43:13Z) |
18:49 |
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18:49 |
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18:50 |
weston_ |
join #thepixelshadow |
18:50 |
Krock |
now about no |
18:51 |
Krock |
hello |
18:51 |
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18:52 |
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19:19 |
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19:20 |
ExeterDad |
Hey guys... how to stop water from spreading immediatly? Large body of water high above in our server about to take over the map. |
19:24 |
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19:24 |
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19:26 |
paramat |
hmm maybe we need a setting that stops liquid flow .. |
19:27 |
paramat |
because i don't know how you can |
19:28 |
VanessaE |
seems to me on each spread event, just check how close each node being spread is, from the nearest source |
19:28 |
VanessaE |
could be done in Lua with only a small impact I think |
19:29 |
Fixer |
i'm not sure if this is possible |
19:30 |
VanessaE |
or better, |
19:30 |
ExeterDad |
Sorry at work on webchat. Yeah... I nearly killed the server with WE draining... it's growing faster than I can remove |
19:30 |
VanessaE |
check the node's param2 before spreading it. if it's too low, and the next target position for the spread is below, don't spread. |
19:30 |
VanessaE |
that way water could run down a long hill but would eventually "soak into" the terrain |
19:31 |
Fixer |
ExeterDad: griefing? |
19:31 |
ExeterDad |
Don't think so. The mods keep finding land masses with lakes high in the air. Some water all alone. This one is a ocean and it's moving |
19:31 |
VanessaE |
basically if there's too great of a difference between the existing param2 and the next param2 to be used, don't spread. |
19:32 |
VanessaE |
that should be pretty fast to calculate |
19:32 |
Fixer |
ExeterDad: strange, where you found it? |
19:32 |
Fixer |
high in the air? |
19:32 |
ExeterDad |
Very high y 1500 or so |
19:32 |
Fixer |
o.O |
19:33 |
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19:33 |
ExeterDad |
And of course them being there got the area active and it's out of control. Can't even fly ahead of it |
19:33 |
Fixer |
some special mod? or mapgen problem? |
19:33 |
ExeterDad |
HOMETOWN I had to shut it down |
19:34 |
ExeterDad |
No mods that I know of that would do that? |
19:34 |
Calinou |
there could be a core minetest.conf setting to disable liquid spread entirely |
19:34 |
frostsnow |
mgv7 with floating islands, perhaps? |
19:34 |
Calinou |
also toggleable with a command |
19:34 |
Calinou |
would be pretty handy at times, I find |
19:34 |
Fixer |
ExeterDad: you can stop water spread yes |
19:34 |
ExeterDad |
I'm about to redefine water. But then I won't be able to see it to do away with it |
19:34 |
Fixer |
minetest.conf has it |
19:35 |
VanessaE |
edit default/nodes.lua and comment-out the water defs. then boot the server, clean up the mess, and re-enable the water defs |
19:35 |
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19:35 |
ExeterDad |
That's the answer I was hoping to get VanessaE. Just to rattled to come up with it myself lol |
19:35 |
VanessaE |
no one's listening to me about how to limit the spread? |
19:35 |
Fixer |
ExeterDad: give me your seed and exact water position if possible, want to look it in singleplayer |
19:36 |
ExeterDad |
Okay Fixer. Will take a few to get that for you |
19:36 |
Fixer |
could this be some kind of mapgen error |
19:37 |
ExeterDad |
Water level is untouched in conf, but I'll check |
19:37 |
VanessaE |
ExeterDad: *sees screenshots* holy fuckballs |
19:39 |
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19:39 |
Fixer |
ExeterDad: also, any signs in debug.txt, maybe someone did water ocean intenionally? |
19:39 |
ExeterDad |
How? I am the only one with WE privs |
19:40 |
Fixer |
ExeterDad: via bucket |
19:40 |
ExeterDad |
But you can't place in mid air right? |
19:41 |
ExeterDad |
Seed 14105561135541706857 |
19:41 |
ExeterDad |
I have to scan to get the cords |
19:41 |
Fixer |
ExeterDad: he pillared to it, made huge 1 block "fence", added as much source as possible |
19:41 |
Fixer |
ExeterDad: v7 with default settings? |
19:41 |
ExeterDad |
Yes |
19:41 |
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19:44 |
GNU[BDC] |
hi |
19:44 |
paramat |
is mgv7 'floatlands' flag enabled? |
19:45 |
paramat |
it would be in map_meta.txt under mgv7_spflags = |
19:45 |
ExeterDad |
These are the cords vita gave me to tp to. I'm assuming this would be closer to the beginning 2000*2000*1500 |
19:45 |
Fixer |
ExeterDad: grep for buckets/waterplacingwhatever if that is logged |
19:46 |
paramat |
by default mgv7 floatlands are at y = 1280 |
19:46 |
Fixer |
i dont see anythingh |
19:47 |
ExeterDad |
mgv7_spflags = nomountains, ridges, nofloatlands, caverns Caverns was "added for me" |
19:47 |
paramat |
ok phew |
19:48 |
GNU[BDC] |
is this an old bug? |
19:48 |
GNU[BDC] |
Trying to store id = 2058 statically but block (-22,0,85) already contains 64 objects. Forcing delete. |
19:48 |
GNU[BDC] |
some lines then server crashed with AsyncErr: ServerThread::run Lua: Invalid float vector dimension range 'x' |
19:49 |
ExeterDad |
my map_meta.txt was tweaked a long time ago a bit. Should I make a jist? |
19:49 |
ExeterDad |
Actually Fixer I think you had that map_meta.txt |
19:50 |
Fixer |
somewhere long ago |
19:50 |
ExeterDad |
This is hard. At work on Windows with Putty |
19:50 |
VanessaE |
as I was saying in #-dev, |
19:51 |
VanessaE |
check all your config files for code. some mods use dofile() to load configs, and thus can load code too |
19:51 |
VanessaE |
and refresh ALL of the mods |
19:51 |
VanessaE |
the exploit could be used to rewrite any of these, mods too if mod security is disabled. |
19:51 |
VanessaE |
another user the other day had that happen, |
19:52 |
VanessaE |
someone used the exploit to insert an on-joinplayer() call to kick the user off (and point them at a non-official minetest site, too) |
19:52 |
shivajiva |
the refresh will alert you to any mod with changes hopefully |
19:52 |
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19:53 |
VanessaE |
well when I say "refresh" I mean delete all mods, get them from known sources, and put them back into place |
19:53 |
ExeterDad |
map_meta.txt https://gist.github.com/ExeterDad/997e61e06b3e61648522a0634bb54222 |
19:53 |
VanessaE |
I highly advise managing your server's mods from your home PC |
19:53 |
VanessaE |
that way you can just rsync to refresh them |
19:54 |
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19:55 |
GreenDimond |
Replacing *all* the mods would be bad :) |
19:55 |
VanessaE |
that's what I do every night |
19:55 |
VanessaE |
every single mod on my servers is deleted and reloaded from a safe cache |
19:56 |
VanessaE |
which is, itself, updated from my home PC |
19:56 |
GreenDimond |
You set specific mods to do that? |
19:56 |
GreenDimond |
Because he has some mods that don't have a sourcwe |
19:56 |
GreenDimond |
*source |
19:56 |
VanessaE |
I have a script that runs every night as part of the backup procedure. |
19:57 |
GreenDimond |
Could he make it so it gets a fresh copy from his own PC? Like get it from a different folder where it would be untouched by the server? |
19:57 |
VanessaE |
the mods are rsynced to a dir outside of the ~/.minetest dir whenever I push updates from my PC, and every night the script rsyncs them from the outside dir to the minetest dirs where the mods are actually needed. |
19:57 |
GreenDimond |
ah so it is all local |
19:57 |
ExeterDad |
That wouldn't be hard to script GD. Just never thought it would be needed. |
19:57 |
VanessaE |
no |
19:58 |
GreenDimond |
ayayay I am missing something |
19:58 |
GreenDimond |
it *can* be local |
19:58 |
GreenDimond |
but it isnt *all* local |
19:58 |
shivajiva |
nice strategy VanessaE |
19:58 |
VanessaE |
the mods are stored on my PC. I upload them to the server as needed, and it re-deploys the ENTIRE collection of mods from there every niught |
19:58 |
VanessaE |
night* |
19:58 |
GreenDimond |
do you host it from your PC? |
19:59 |
VanessaE |
no |
19:59 |
GreenDimond |
ahhh I see now |
19:59 |
VanessaE |
the hosting machine is a dedi I pay for in France |
19:59 |
GreenDimond |
the mods it pulls from are on *your* PC not from the internet |
19:59 |
Fixer |
ExeterDad: don't see any water on that coords |
19:59 |
VanessaE |
correct |
19:59 |
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19:59 |
GreenDimond |
oki I get it now :) |
20:00 |
VanessaE |
so as long as the original sources of those mods on github et al. are not compromised, the ones on my servers are guaranteed safe |
20:00 |
VanessaE |
(provided I can upload updates in a timely manner) |
20:00 |
ExeterDad |
It seems believable that mapgen "could" of done it with what SkyFall and kiko have been finding up there all around the map. |
20:00 |
Fixer |
ExeterDad: use MidnightCommander (tm) |
20:00 |
GreenDimond |
I think it's a mapgen bug |
20:01 |
GreenDimond |
Did this start when you updated the server? |
20:01 |
GreenDimond |
(to the ver. with opening chests) |
20:01 |
ExeterDad |
I do use it Fixer. But copy and paste is a challenge in the viewer. So I have to use nano and I don't know my way around it well. |
20:01 |
GreenDimond |
afk |
20:02 |
Fixer |
first, how you even found that water? |
20:02 |
paramat |
terrain in the air, that's concerning. what commit is the server at? |
20:02 |
ExeterDad |
I'd have to look back Fixer. kiko found water that created a "shadow". Then yesterday SkyFall and GD found a island with water |
20:03 |
Fixer |
ExeterDad: island with water? |
20:04 |
ExeterDad |
Built from minetest GIT master, last commit 9b5effffbb0599f85014b53c3fd025b6a8222e02 |
20:04 |
paramat |
thanks |
20:05 |
ExeterDad |
Yes.... I don't have the screenie. SkyFall texted it to Kibbie on her phone. It was.... well another world with square sides. |
20:05 |
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20:05 |
paramat |
sounds like cutoffs at mapchunk borders |
20:06 |
paramat |
nothing weird in map meta txt |
20:08 |
ExeterDad |
kiko PM'd me this via forum about a lake he found on may 16 300,80,600 |
20:08 |
GreenDimond |
i have some screenies of the water i sealed bu am a bit busy atm |
20:08 |
GreenDimond |
*but |
20:10 |
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20:11 |
ExeterDad |
So if one was found may 16, hometown was running this commit: Built from minetest GIT master, last commit f6d1b682d3c3fa25e11d64d52c93b92760fe2612 |
20:16 |
paramat |
interestingly that's just after 'Mgflat, Mgv7: Only create noise objects if needed' and just before 'Mgflat, Mgv7: Fix noise crash on world exit.' |
20:17 |
paramat |
so it could have been mapgen going crazy, but that was fixed very quickly |
20:17 |
paramat |
maybe stuff was generated during commit f6d but you've only just discovered it now |
20:18 |
paramat |
the noise crash occured when a mapgen option was disabled, and your server has mountains disabled |
20:19 |
paramat |
however i don't see how that would create terrain in weird places |
20:19 |
paramat |
but maybe it did |
20:20 |
paramat |
and this would have been fixed on your next server update after f6d |
20:21 |
ExeterDad |
I don't have much details about the terrain they found. I haven't seen it yet. GreenDimond would know more. He was battling the water flow off of it. But today... this is different. It's growing like a perpetual water source. |
20:21 |
paramat |
^ water is renewable, that's normal |
20:22 |
Fixer |
bigfoot547: it is ok, no |
20:22 |
paramat |
a diagonal line in air would spread outwards |
20:23 |
ExeterDad |
I did the biggest select in WE I have ever done. It maxed out one of the cores on the server and the chat was silent for a long time. Seems most everyone had to log back in when it settled down. And I only made a small dent in the water. |
20:23 |
paramat |
maybe regenerate the volume with /deleteblocks ? |
20:24 |
VanessaE |
bad idea |
20:24 |
paramat |
it would return to mapgen state, only air |
20:24 |
ExeterDad |
lol That was my first thought too |
20:24 |
VanessaE |
not necessarily, paramat |
20:24 |
VanessaE |
deleteblocks may cause the mapgen to interpret the map seed differently than normal |
20:25 |
paramat |
it should not |
20:25 |
VanessaE |
I've had it, as recently as a couple months ago, definitely create different terrain than what should have been, on maps where I know for a fact that the seed has never changed,. |
20:25 |
ExeterDad |
That's been true when doing small repairs on the surface. |
20:25 |
paramat |
that's because mgv7 terrain changed a few months ago |
20:25 |
ExeterDad |
Yep |
20:25 |
VanessaE |
this was mgv6. |
20:26 |
paramat |
oh weird |
20:26 |
VanessaE |
yeah. |
20:26 |
paramat |
1500 nodes up, it doesn't matter if seed changes, there will only be air in mgv7 |
20:26 |
VanessaE |
well that's true I guess |
20:27 |
paramat |
if you are sure there are no builds up there |
20:27 |
ExeterDad |
Well I'll give it a go after backing up the database. I'll be home soon with my own tools and less freaked out. |
20:27 |
paramat |
problem is WE can only cope with mapchunk-sized volumes |
20:28 |
paramat |
somehow i suspect a griefer placing a long line of diagonal sources |
20:29 |
paramat |
or of course weird terrain generated during f6d |
20:29 |
ExeterDad |
The top of the one that made me shut down was at y 2000 or so |
20:29 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Real control fix (#5787) 90808a4 https://git.io/vHUZe (2017-05-20T20:29:15Z) |
20:30 |
ExeterDad |
I couldn't tell. When flying down I couldn't tell if it was loading in, or falling. Everything was appearing in chunks. |
20:33 |
ExeterDad |
One question before I go... when I stop the flow as suggested by VanessaE.... Should I somehow disable flowing water so I can pinpoint only the sources when cleaning? |
20:35 |
ExeterDad |
Thanks guys... gotta clock out of work to go home. |
20:35 |
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20:36 |
GreenDimond |
... |
20:36 |
GreenDimond |
dammit |
20:36 |
GreenDimond |
just about to post the screenshots of yesterdays water |
20:37 |
GreenDimond |
will anyway |
20:37 |
GreenDimond |
https://pasteboard.co/8G8Yxt7Bw.png https://pasteboard.co/8G9ctkrqM.png |
20:38 |
GreenDimond |
its ~8 blocks tall with water flowing down |
20:38 |
GreenDimond |
dont remember the exact dimensions |
20:39 |
GreenDimond |
I was the lucky one that got to seal it up :( |
20:39 |
GreenDimond |
rightclick repetition interval set to 0.01 really helped :D |
20:39 |
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20:39 |
AlexYst |
The images don't show up for me. They just don't load. |
20:41 |
GreenDimond |
no that was discovered by me |
20:41 |
GreenDimond |
not by me actly by som1 else |
20:41 |
GreenDimond |
we thought it was a WE hacker |
20:41 |
GreenDimond |
but yes could b |
20:42 |
GreenDimond |
that dirt was placed by us |
20:42 |
GreenDimond |
world edit |
20:42 |
GreenDimond |
the exploit |
20:42 |
GreenDimond |
with //lua or whatever |
20:43 |
GreenDimond |
i dunno never tried it myself |
20:43 |
GreenDimond |
only skimmed what it was about |
20:43 |
VanessaE |
the exploit lets you run arbitrary lua code without privs |
20:43 |
AlexYst |
Well that's fun. Is worldedit vulnerable to exploits by players without the privilege? |
20:43 |
IhrFussel |
No //lua didn't have ANY priv check |
20:43 |
VanessaE |
which can be used to give yourself all privs |
20:43 |
AlexYst |
Oops, I was too slow, ha ha. |
20:43 |
VanessaE |
then you can use any regular server command, including other worldedit commands |
20:44 |
GreenDimond |
but now it could be mapgen |
20:44 |
VanessaE |
it could be, but I wouldn't rule out the exploit |
20:44 |
GreenDimond |
tru^ |
20:45 |
GreenDimond |
the others that seemed "mapgen-like" were more high in the air. this one was very close to the ground. |
20:45 |
AlexYst |
I'd check to see if it's on chunk boundaries. If not, it's probably not mapgen. |
20:46 |
GreenDimond |
but whoever did it (if it was a someone) was courteous enough to not spill any water on buildings (literally skimmed a tent by a block) |
20:46 |
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20:52 |
Fixer |
GreenDimond: whats up with that dirt on borders? this is clearly a grief |
20:52 |
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20:52 |
Fixer |
GreenDimond: seen that before on anarchy servers |
20:53 |
paramat |
"that dirt was placed by us" ^^ |
20:53 |
Fixer |
ohhh |
20:54 |
Fixer |
only top row is source or everything is source? |
20:54 |
Fixer |
griefers typically place 1 layer of source at top |
20:55 |
Fixer |
paramat: thats why we need a mod that show chunk borders ingame :trollface: |
20:55 |
Fixer |
shows* |
20:57 |
Fixer |
visually |
20:57 |
Fixer |
like in MC |
20:58 |
Fixer |
https://i.stack.imgur.com/vs4Cf.png |
20:58 |
Fixer |
https://github.com/tenplus1/bucket this may be useful, iirc it saves info about bucket placer (if that turns out as a grief) |
21:07 |
Fixer |
VanessaE: water is high above, /deleteblocks will not affect terrain |
21:11 |
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21:15 |
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21:23 |
Fixer |
bigfoot547: |
21:24 |
Fixer |
bigfoot547: nope |
21:25 |
Fixer |
bigfoot547: your IRC client? |
21:25 |
red-001 |
yeah |
21:25 |
red-001 |
chances are it's your client |
21:26 |
GreenDimond |
Fixer, I placed that. |
21:26 |
Fixer |
bigfoot547: nope |
21:27 |
GreenDimond |
ah nvm i c some1 else filled u in |
21:27 |
GreenDimond |
Also it is ~8 blocks tall source |
21:27 |
GreenDimond |
maybe ~5 |
21:27 |
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21:30 |
Fixer |
bigfoot547: i'm read probably because I highlight you |
21:30 |
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21:32 |
red-001 |
bigfoot547, like so |
21:32 |
Fixer |
highlight is mentioning of your nickname in chat, irc client can change text colour in such cases |
21:33 |
GreenDimond |
highlights for me are green |
21:33 |
GreenDimond |
ironic |
21:33 |
Fixer |
bigfoot547: https://i.imgur.com/k0X0a7j.png |
21:34 |
red-001 |
4 Fixer lol |
21:34 |
GreenDimond |
lol |
21:35 |
red-001 |
4 thats a lot of high lights |
21:36 |
red-001 |
5 just say the name of the person? |
21:36 |
red-001 |
8 or learn how to use IRC colour codes on your client |
21:37 |
Fixer |
can't see yellow one |
21:37 |
Fixer |
literally |
21:37 |
Calinou |
,01hunter2 |
21:37 |
Calinou |
if you type in your password, this will happen ^ |
21:37 |
Fixer |
okay |
21:38 |
red-001 |
redisthebestcolour |
21:38 |
VanessaE |
******* |
21:38 |
Calinou |
most mobile IRC clients don't let you input color codes |
21:38 |
red-001 |
it didn't work for me |
21:38 |
Fixer |
interesting |
21:38 |
red-001 |
do you guys see it? |
21:38 |
GreenDimond |
yep |
21:38 |
Fixer |
i can see it |
21:38 |
red-001 |
oh |
21:38 |
GreenDimond |
it's light grey |
21:38 |
VanessaE |
red-001: all I see is ******* |
21:38 |
red-001 |
oh good |
21:38 |
red-001 |
I guess they are just trying to freak me out |
21:38 |
GreenDimond |
how does one color code? |
21:38 |
VanessaE |
heh |
21:38 |
Fixer |
,01magic |
21:39 |
red-001 |
hey redisthebestcolour redisthebestcolourredisthebestcolourredisthebestcolour redisthebestcolour |
21:39 |
red-001 |
what do you see now? |
21:39 |
VanessaE |
I still see ******* |
21:39 |
red-001 |
wow neat |
21:39 |
GreenDimond |
? |
21:39 |
red-001 |
I wonder will you see it if I set it as my nick |
21:40 |
VanessaE |
"* red-001 is now known as *******" |
21:40 |
redisthebestcolo |
wow |
21:40 |
Fixer |
https://i.imgur.com/CB0rlnu.png |
21:40 |
redisthebestcolo |
irc sure is cool |
21:40 |
GreenDimond |
... |
21:40 |
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21:40 |
GreenDimond |
still dunnno how do do that |
21:40 |
VanessaE |
G*d damn it Fixer. nice way to kill the joke |
21:41 |
GreenDimond |
9? |
21:41 |
redisthebestcolo |
wait Fixer how did you get a screenshot of my client??!!??! |
21:41 |
GreenDimond |
:O |
21:41 |
redisthebestcolo |
are you a real hacker ?? |
21:41 |
GreenDimond |
9heyyyy thats pretty kewl!!!! |
21:41 |
GreenDimond |
9#TalkingGreen4Life |
21:42 |
redisthebestcolo |
I now own that channel |
21:42 |
Calinou |
Fixer: is that Quassel? looks like it :) |
21:42 |
Fixer |
yes |
21:42 |
Calinou |
nice monospace font :D |
21:42 |
Calinou |
I use a proportional font for IRC now, Noto Sans |
21:42 |
Calinou |
it breaks ASCII art but has no other downsides |
21:43 |
Fixer |
CSM mod enable/disable is already in engine? |
21:43 |
redisthebestcolo |
Fixer, yeah but nerzhul merged it in some werid way |
21:43 |
Fixer |
o.O |
21:44 |
Fixer |
because I see new clientmods/mods.conf |
21:44 |
Fixer |
suddenly |
21:44 |
redisthebestcolo |
he added it on to another smaller commit for some reason |
21:45 |
Fixer |
ah |
21:47 |
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21:59 |
VanessaE |
zzz |
21:59 |
red-hunter-002 |
ye? |
22:05 |
Fixer |
I hope you are not trolling |
22:06 |
Fixer |
yeah |
22:08 |
red-hunter-002 |
bigfoot547, get a bnc |
22:17 |
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22:18 |
red-hunter-002 |
EliteBnc |
22:18 |
red-hunter-002 |
or just run /whois on me |
22:18 |
red-hunter-002 |
nvm |
22:18 |
red-hunter-002 |
I though you said what is your bnc |
22:19 |
red-hunter-002 |
bigfoot547, a bnc is a server through which you can connect to IRC |
22:20 |
red-hunter-002 |
it's the irc version of a proxy |
22:20 |
red-hunter-002 |
a lot of bnc's also add some way to record messages when you are offline |
22:21 |
red-hunter-002 |
so if you lose connection/ disconnect you will still know what happened |
22:21 |
red-hunter-002 |
eaiser |
22:21 |
red-hunter-002 |
it just displays the messages right in your client |
22:22 |
red-hunter-002 |
plus people can /msg you when you are offline |
22:24 |
red-hunter-002 |
well I would suggest getting an IRC client first |
22:26 |
red-hunter-002 |
you can't even chat in a lot of channels with kiwirc/freenode web |
22:26 |
red-hunter-002 |
e.g. -dev |
22:27 |
Fixer |
https://i.imgur.com/V1JEI9h.png |
22:28 |
red-hunter-002 |
the health bar is like the minetest version of a phone battery percentage |
22:28 |
wilkgr |
Fixer, that's an ineffective door |
22:28 |
red-hunter-002 |
should |
22:28 |
wilkgr |
It's a client, so should |
22:29 |
red-hunter-002 |
it looks like it's kinda dead through |
22:29 |
red-hunter-002 |
xchat dev that is |
22:29 |
Fixer |
davisonio: you here? |
22:29 |
* red-hunter-002 |
uses hexchat |
22:31 |
rubenwardy |
hexchat is way better than xchat |
22:31 |
rubenwardy |
it's a fork too, iirc |
22:31 |
Fixer |
rubenwardy: still has UGLY bugs |
22:32 |
rubenwardy |
haven't noticed any bugs in hexchat |
22:32 |
red-hunter-002 |
ywah it's a fork |
22:32 |
Fixer |
rubenwardy: crash on network disconnect still not fixed all those years, and mods even locked that bug report |
22:33 |
rubenwardy |
I don't remember ever having that |
22:33 |
red-hunter-002 |
I started getting that in winshit 10 after a forced update |
22:33 |
Fixer |
rubenwardy: https://github.com/hexchat/hexchat/issues/600 |
22:33 |
Fixer |
rubenwardy: 4 years old bug, Karl |
22:34 |
rubenwardy |
win32 |
22:34 |
rubenwardy |
and it was locked to stop bumping |
22:34 |
Fixer |
rubenwardy: same for 64bit |
22:34 |
Fixer |
rubenwardy: both crashed, thats why I'm on quassel |
22:35 |
rubenwardy |
windows, Fixer |
22:35 |
rubenwardy |
I don't use that shit :P |
22:35 |
Fixer |
rubenwardy: yep |
22:36 |
Fixer |
rubenwardy: still... 4 years old bug... on any network problem, that is _annoying_ bug, nobody cares |
22:36 |
red-hunter-002 |
did happen on win7 iirc |
22:36 |
Fixer |
ofc people will bump it |
22:36 |
red-hunter-002 |
didn't* |
22:36 |
red-hunter-002 |
**** |
22:38 |
Fixer |
rubenwardy: it is 5 years old bug btw |
22:38 |
Fixer |
not 4 years |
22:38 |
rubenwardy |
heh |
22:40 |
Fixer |
https://github.com/hexchat/hexchat/issues/30#issuecomment-219405670 |
22:40 |
Fixer |
issue 30, Karl... |
22:40 |
Fixer |
20 |
22:41 |
Fixer |
*30* |
22:41 |
red-hunter-002 |
so who is this karl? |
22:42 |
GreenDimond |
I use hexchat with no bugs :P |
22:42 |
red-hunter-002 |
Karl Marx? |
22:42 |
Fixer |
boy from zombie apocalypse |
22:42 |
Fixer |
movie |
22:42 |
Fixer |
meme |
22:42 |
red-hunter-002 |
oh that karl |
22:42 |
Fixer |
memes everywhere, Carl/Karl |
22:42 |
red-hunter-002 |
I though he was carl |
22:42 |
Fixer |
little difference |
22:45 |
Fixer |
rubenwardy: amount of dupes for this crash is impressive |
23:03 |
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