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04:35 |
sur3 |
I'm a bid puzzled, there's someone who said he was on my server in 2016 with a specific username and that username really shows 2016 with /last-login but the account doesnt appear in the server logs... o.O |
04:36 |
sur3 |
where is that last-login time comming from, could he have faked that with some privs I gave him..? |
04:42 |
sur3 |
hm ok looked at an old backup,seems there really was a user with that name and he didnt fake it, but why does that user not appear in the server logs.. o.O |
04:47 |
sur3 |
ok the user is in the auth.txt but not in the players/ folder, how can that be? |
04:49 |
rubenwardy |
Auth and player data is separate |
04:50 |
rubenwardy |
Also, sure your logs go back that far? |
04:50 |
sur3 |
yes they do.. |
04:52 |
sur3 |
/last-login hello gives me 2016-06-13T06:14:26Z but the only entry in the logfile at that time is 2016-06-13 06:14:26: ACTION[Server]: cemen places node default:torch at (285,9,243) |
04:52 |
sur3 |
so no player hello |
04:54 |
sur3 |
also I seem to have about 3500 players in auth.txt but only 2500 people in players/ folder, how can that differ that much? |
05:00 |
sur3 |
that was 2017 now its even worse.. 8128 players in auth.txt but only 5755 in players/ folder.. |
05:04 |
sur3 |
I wonder if all players missing from the folder are missing from the log-file as well.. *panic* |
05:32 |
sur3 |
ok at least all players from the players/ folder are in the log-file as well aus in the auth.txt, but where do the additional players in auth.txt not appearing in the folder or the log-file come from?!? |
05:37 |
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05:48 |
sur3 |
ok the auth.txt contains 2373 more entries than the players/ folder and from these 2372 players are missing in the log file.. o.O |
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07:28 |
davisonio |
sur3: I think that if players enter a password but don’t connect fully it will create the with record but not the player file |
07:30 |
VanessaE |
same is true if you have a username filter mod in place |
07:37 |
embden |
sur3, thanks |
07:38 |
red-001 |
couldn't a filter mod use core.register_on_prejoinplayer? |
07:38 |
VanessaE |
I think the one I use does. |
07:39 |
VanessaE |
yep, it does. |
07:41 |
embden |
sur3, though the 11 y.o. boy likes only to fight and scream "John Cena!!!" |
07:42 |
VanessaE |
who the fuck is John Cena? |
07:43 |
VanessaE |
some wrestler/rappeer |
07:43 |
VanessaE |
bleh |
07:44 |
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07:50 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Remove misleading documentation about IPv6 server announcing a38ec9d https://git.io/f4wwI (2018-06-22T07:42:42Z) |
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11:43 |
Andrey01 |
hello |
11:45 |
Andrey01 |
Blender question: why does my object look like transparent? I have solid mode! [URL=http://www.imageup.ru/img86/3106062/screenshot_20180622_143239.png.html][IMG]http://www.imageup.ru/img86/3106062/screenshot_20180622_143239.png[/IMG][/URL] |
11:46 |
Andrey01 |
http://www.imageup.ru/img86/3106062/screenshot_20180622_143239.png |
11:48 |
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12:00 |
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12:02 |
MinetestBot |
[git] ClobberXD -> minetest/minetest: README.md: Improve formatting for consistency (#7472) b308cb6 https://git.io/f4Doa (2018-06-22T12:00:49Z) |
12:30 |
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13:07 |
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13:08 |
Andrey01 |
what does the error mean: function arguments expected near 'local' |
13:08 |
Krock |
you forgot to close the function call. ) |
13:10 |
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13:12 |
Andrey01 |
I have on error line only written: local set_textures = "". Where is a functon here? |
13:13 |
Krock |
I don't know what code you've got in the line above |
13:14 |
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13:15 |
Andrey01 |
default:player_set_textures(user, {player_add_texture}) above the line, but these lines nohow connect between themselves |
13:15 |
Andrey01 |
because here i use different varyables |
13:17 |
Andrey01 |
maybe is this strange error to text editor again that was with calling effect before? |
13:22 |
Andrey01 |
does default:player_get_textures() exist? |
13:22 |
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14:30 |
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14:31 |
Andrey01 |
how to save player texture that was changed in during of the game? |
14:32 |
Andrey01 |
default.player_set_textures() method doesn`t save it |
14:33 |
Krock |
player:get_properties().textures |
14:33 |
Krock |
player:set_attribute("my_cool_skin", minetest.serialize(player:get_properties().textures)) |
14:37 |
rubenwardy |
get_meta() instead of set+_attribute if you're aiming for 5.0 |
14:39 |
Andrey01 |
5.0 has not issued yet |
14:39 |
rubenwardy |
no, but you can still develop for it |
14:39 |
rubenwardy |
and if you're making anything big you should |
14:40 |
rubenwardy |
as it'll be released by the time you're done |
14:45 |
Andrey01 |
when i restarted the server the changed texture did not save |
14:46 |
Andrey01 |
i called that method that you told me |
14:46 |
rubenwardy |
use the player_api API and not get_properties |
14:54 |
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14:59 |
Andrey01 |
does set_meta exist for PlayerMetaRef? |
14:59 |
Andrey01 |
exist |
14:59 |
Andrey01 |
set_meta() |
15:01 |
Andrey01 |
and please split up lua_api.txt to few separate files |
15:04 |
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15:07 |
rubenwardy |
set_meta never exists |
15:07 |
rubenwardy |
it's always get_meta |
15:07 |
rubenwardy |
and it always sticks |
15:08 |
rubenwardy |
so player:get_meta():set_string("foo", "bar") |
15:08 |
rubenwardy |
just like minetest.get_meta({ x = 0, y = 1, z = 2 }):set_string("foo", "bar") |
15:08 |
Andrey01 |
oh, i have already confused in this API |
15:10 |
Andrey01 |
where can i read about PlayerMetaRef? |
15:11 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3975-L3982 |
15:16 |
Andrey01 |
i can not call user:get_meta(), i have 0.4.16 version |
15:17 |
Andrey01 |
is there 0.4.17 for OpenSuse? |
15:20 |
Andrey01 |
has 0.4.17 come for OpenSuse? |
15:22 |
Krock |
How about checking? It's always possible to Compile It Yourself (TM) |
15:22 |
Andrey01 |
i can not compile |
15:24 |
Andrey01 |
how to do it? |
15:38 |
Andrey01 |
how to compile 0.4.17? i can not |
16:03 |
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16:06 |
Ruslan1 |
Anyone need help |
16:07 |
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16:08 |
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16:09 |
Astrobe |
I really want to implement that idea that hitting a sign with a key transfers the text of the sign to the description of the key, but it seems there are obstacles. |
16:09 |
Astrobe |
I see I can return nil as a 'secret' to prevent the key's code to do anything, |
16:10 |
Astrobe |
but my on_key_use callback can't force a return of the itemstack. |
16:10 |
ANAND |
Hello! How do I define a function that takes 2 arguments plus an optional one as well? |
16:11 |
ANAND |
in lua |
16:11 |
rubenwardy |
Lua will pass `nil` in if you don't specify an argument |
16:11 |
Astrobe |
like a three arguments function. |
16:11 |
rubenwardy |
so function(a, b, c) end) |
16:11 |
ANAND |
Oh nice |
16:11 |
rubenwardy |
for default values, do c = c or DEFULAT |
16:11 |
ANAND |
Thanks |
16:11 |
ANAND |
Right |
16:12 |
Astrobe |
Would it hurt if I move the final "return itemStack" outside of the if? |
16:13 |
Astrobe |
(of course I'll have to pass the itemStack to the on_key_use callback) |
16:14 |
Astrobe |
That's around line 225 of craftitems.lua btw. |
16:15 |
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16:18 |
Astrobe |
Hmmm.. maybe I'm trying to hard; maybe just override the on_punch function of sign nodes would actually be simpler. |
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17:18 |
Andrey01 |
ANAND: here is how you need to define so function: function func(a, b, [c]), a and b are required, and c is optinal |
17:24 |
rubenwardy |
no |
17:24 |
rubenwardy |
that's invalid syntax |
17:24 |
rubenwardy |
also, we need a lua bot here |
17:24 |
Andrey01 |
what is lua bot? |
17:24 |
rubenwardy |
!lua print("hello") |
17:24 |
rubenwardy |
like thagt |
17:25 |
rubenwardy |
http://i.imgur.com/s7cw9T2.png |
17:25 |
rubenwardy |
oops |
17:26 |
rubenwardy |
http://i.imgur.com/jasQRqN.png |
17:27 |
Andrey01 |
then sorry for false answer |
17:31 |
Astrobe |
There's several "try lua online" sites. |
17:32 |
rubenwardy |
the point is to have it in this channell |
17:34 |
Astrobe |
Yeah, I guess that you want the deluxe option; but I was thinking that one of them would support lua execution straight from a GET or POST request, |
17:34 |
Astrobe |
which a bot probably can use. |
17:34 |
rubenwardy |
#lua has this |
17:34 |
ANAND |
That would be very helpful to people new to Minetest modding and lua in general |
17:35 |
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17:35 |
rubenwardy |
this one: https://github.com/mniip/xsBot |
17:40 |
Astrobe |
So I have my active mese blocks can now be activated freely or only with a key if the owner made a key for it. |
17:41 |
Astrobe |
Now the key labeling issue; I'm going for the brudal sign node override solution. |
17:41 |
Astrobe |
I'm a bit puzzled nobody complained about this; or maybe people don't use keys at all? |
17:45 |
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18:08 |
Astrobe |
Almost there. But the node behaves like it was dig_immediate because I call minetest.node_dig in on_punch() |
18:08 |
Astrobe |
I'll paste/bin the code |
18:10 |
Astrobe |
https://pastebin.com/CvVPZFCZ |
18:14 |
Krock |
do you need node_dig at all in there? if the tool can dig it, then it'll call on_punch first and starts digging in the meantime |
18:14 |
Astrobe |
Oh! I'll try that. |
18:16 |
Astrobe |
You are correct! Thanks! |
18:22 |
Krock |
np :) |
18:22 |
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18:24 |
Andrey01 |
I wanted to ask a question long ago: why when i create functions using Minetest API i need to eneter them in table? |
18:25 |
Andrey01 |
for example, sofar told me it should be so: effects.register_effect(), but not so: register_effect(), that is i need to enter this function in table "effects" |
18:26 |
Andrey01 |
what is it for? |
18:26 |
Astrobe |
That's in order to avoid name clashes, mainly. |
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18:56 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix ipv6_server=true not accepting IPv4 connections on Windows (#7471) c66d977 https://git.io/f4yWm (2018-06-22T18:54:23Z) |
18:56 |
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19:06 |
MinetestBot |
[git] red-001 -> minetest/minetest: Fix crash caused by Lua error during startup (#7473) 07b1743 https://git.io/f4ylz (2018-06-22T19:04:41Z) |
19:11 |
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19:17 |
LMD |
* `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))` * The same as before, except that it is called before the player crafts, to make craft prediction, and it should not change anything. |
19:18 |
LMD |
How does it work ? Better explanation, please ! |
19:19 |
LMD |
(sorry for exclamation mark) |
19:19 |
LMD |
taken out of lua_api.txt |
19:23 |
LMD |
MT Forum Thread : https://forum.minetest.net/viewtopic.php?f=3&t=20342 |
19:24 |
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19:24 |
Krock |
LMD, see description above. return the itemstack to craft. |
19:25 |
LMD |
so in function i just write return itemstack and that gonna be craft result ? |
19:25 |
LMD |
of course defining itemstack before |
19:26 |
LMD |
using minetest register craft, isnt there a way to define itemstack as result ? |
19:27 |
Krock |
return ItemStack("foo:bar") |
19:29 |
LMD |
so in minetest register craft can i use itemstack insted of itemstring ? |
19:29 |
LMD |
Cuz thatd be easier+ |
19:32 |
Krock |
no, but you can convert that stuff with ItemStack(whatever):to_string() |
19:32 |
Krock |
also adding metadata should be possible that way |
19:34 |
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19:36 |
LMD |
sounds nice ! |
19:36 |
LMD |
will try it out ! which MT was it added ? |
19:36 |
Krock |
dunno. use git blame |
19:37 |
LMD |
okay... |
19:37 |
LMD |
bye thanks very much for your help and wasting your time with me :) |
19:41 |
Krock |
!next |
19:41 |
MinetestBot |
Another satisfied customer. Next! |
19:46 |
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19:48 |
LMD |
So hello, thanks Krock, works fine ! |
19:48 |
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19:58 |
Krock |
Astrobe, @key rename mod: did you limit the characters? that's a potential abuse |
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21:07 |
Astrobe |
Krock: No, I forgot about it. I'll look into this issue. |
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22:28 |
entuland |
are comments supported in .conf file within minetest? can't find any mention of them anywhere |
22:29 |
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22:29 |
entuland |
scratch that, I found the example file that uses # comments |
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