Time Nick Message 06:21 Asean12 Hello Everyone!! 06:21 Asean12 What's Up?? 10:13 fireglow webchatters 13:24 Lowe #minetest-de 13:57 jas_ i wonder whether the infotext location on screen is adjustable or hardcoded. 13:58 Krock it can be hardcoded. in fact it's already that way 14:00 jas_ oh ok, i was curious but not enough to look i guess. i assumed it was hardcoded but suddenly got an urge to move it heh 14:00 jas_ thx 14:03 Krock !next 14:03 MinetestBot Another satisfied customer. Next! 14:07 jas_ maybe i want to make it !rainbow 14:07 jas_ :( 14:07 sfan5 !rainbow Another satisfied customer. Next! 14:07 MinetestBot 4Anot7her 8sati3sfie12d cu6stom13er. 4Next7! 14:07 jas_ lol!! 14:11 Lowe !rainbow Another satisfield customer. Next! 14:11 MinetestBot 4Anot7her 8sati3sfie12ld c6usto13mer.4 Nex7t! 14:11 Lowe Amazing xD 14:11 Krock even better would be nested commands: 14:12 Krock !rainbow !rev !next 14:12 MinetestBot 4!r7ev8 !3ne12xt 14:12 Lowe !rainbow IRC is Nice 14:12 MinetestBot 4IR7C 8is3 N12ic6e 14:12 Lowe loool, its crazy xD 15:44 sofar https://www.youtube.com/watch?v=o4V5PR9Xh1s 15:44 sfan5 !title 15:44 MinetestBot sfan5: Inside the Box - Creating your first box - Guide - YouTube 16:15 Out`Of`Control Hi 16:15 Out`Of`Control is it a cheat, when player can pass doors without opening? 16:16 Out`Of`Control looks as noclip 16:19 Krock the "open" state depends on the collision box, not visuals. But if you collide and they don't, then they're cheating 16:23 Out`Of`Control Krock: server lag less than 1 sec. There is no sound or visual door opening 16:37 Billre Are they using the lag glitch? 16:44 IhrFussel Out`Of`Control, any player can dig any node (except the ones with the unbreakable group) for 0.1 secs by default cause that's the time the server needs to check that the node should re-appar 16:45 IhrFussel re-appear* ... some players are able to walk through within that time 16:45 sfan5 lolwut 16:45 sfan5 the delay of the node reappearing is basically just the ping 16:45 IhrFussel sfan5, the server doesn't check the nodes in realtime it does in ticks...and in between ticks you CAN walk through dug nodes if you're fast enough 16:46 sfan5 >it checks them in ticks 16:46 sfan5 umm no 16:46 IhrFussel If you set the server step as 0.5 secs you can easily see it is NOT just the ping 16:46 IhrFussel Test it 16:48 IhrFussel If i dig a protected/locked node with 0.5 s ticks I can either have bad luck and the server is executing its tick code right after I dig or if I have good luck it will take a few hundred ms to re-appear 16:49 IhrFussel Maybe SERVERSIDE it happens in realtime but I think the server probably only sends the updated map data per tick to clients 16:50 sfan5 it reappears instantly with dedicated_server_step = 1.0 16:50 sfan5 you are wrong 16:52 IhrFussel No it wouldn't! I tested it myself for some time...I set my server step to 0.4 secs and I doubt my ping is 300+ ms 16:52 sfan5 "no it wouldn't" but it just did 16:52 sfan5 i tested it 16:54 sofar one of the problems is that digging cracks are client-side, so you can't see where other players are digging 16:55 sofar most likely they just lag-dig through doors 16:55 IhrFussel I tested it on my dedi, will test locally 17:02 Out`Of`Control IhrFussel: but player does not hit anything, just walk in 0.5 sec to other side of door. 17:03 Out`Of`Control player cant dig without moving hands 17:03 Out`Of`Control ? 17:05 IhrFussel Maybe it just happens too fast and their connection is pretty slow ... or they modified the c++ code 17:06 Out`Of`Control IhrFussel: there was no digging door in logs 17:07 IhrFussel Not sure but the engine only logs successful digging I think ... are you using areas mod? If yes is the door also protected? The areas mod reports "protection violation" 17:07 Out`Of`Control landrush 17:07 Out`Of`Control it show them too 17:08 IhrFussel Ok if the door is under protection and the mod didn't report it then the player likely really modified their client to enable noclip client-side 17:11 sfan5 IhrFussel: if the server notices something wrong with what a client did the containing block will get set as non-sent and will be sent back to the client next independent of dedicated_server_step 17:11 sfan5 i'm actually not sure where the serverthread ever sleeps 17:11 IhrFussel You can enable fly, fast and noclip with a few changes in the client... and until recently you could also nullify node damage that way...now it's server-side calculation for the damage at least 17:13 sfan5 or as a simpler explanation: block sending is not affected by server dtime and always done 17:19 Out`Of`Control so it was a cheater 17:19 Out`Of`Control thanks! 17:22 IhrFussel sfan5, you are WRONG 17:22 sfan5 i just read the code myself but okay 17:22 IhrFussel I set my server to 1.0 ticks and it takes > 0.5 secs now for the nodes to re-appear 17:23 sfan5 did you test this locally? 17:23 IhrFussel No but it re-appeared faster with 0.2 secs tick 17:24 sfan5 did you measure that? was the ping identical? 17:24 IhrFussel Connect to my server if you don't believe it 17:24 sfan5 there are so much more factors involved if you're testing a remote server 17:24 sfan5 unless this can be reproduced locally it's not solid proof 17:25 IhrFussel I removed a furnace with meta ~ 50 times and the highest time it took to re-appear was 0.3 secs ... now with 1 sec ticks it takes almost always 0.5+ secs 17:25 IhrFussel Okay I will increase the server step even more 17:26 IhrFussel It takes 1-1.5 secs to re-appear now with 2 secs ticks 17:26 IhrFussel That is NO coincidence 17:27 sfan5 not the case locally ¯\_(ツ)_/¯ 17:28 IhrFussel Did you test it with furnace? 17:28 sfan5 locked chest in minimal subgame 17:30 IhrFussel sfan5, the local server seems to ignore the server_step setting 17:31 sfan5 uh well that could be possible 17:31 IhrFussel I set it to 2 so how can it say max_lag is 0.1 sec? 17:33 IhrFussel I'm pretty certain the local server doesn't apply the server_step setting you set in advanced settings 17:35 IhrFussel If so then I'm right: The time it takes for protected/locked nodes to re-appear depends on the server tick rate 17:35 sfan5 that doesnt agree with the code i just read but i might have missed something 17:36 IhrFussel I invite you to my server, it operates with 1 tick per 2 seconds right now 17:36 IhrFussel And I can clearly see how the furnace with meta only re-appears whenever the next server tick executes 17:37 IhrFussel It can be after 0.1 sec or after 1 sec or after 1.5 sec..it completely depends on how long the last tick was ago 17:39 IhrFussel This is not about ping...check the server list my server ping averages at ~ 20 ms and my local ping is 30ms 19:55 Taose A quick question is there a simple mod that adds sleep? 19:56 * Taose hastily rephrases 19:56 Taose adds the requirement to sleep?