Time Nick Message 00:59 HasbaraLmao Hello. My question, being: I have a VPS that I installed minetest on via the aptitude package manager. I was trying to give myself privileges through the terminal, but I later found out about auth.txt and just edited my privileges through that. But, I came across another question which is what I need answered... Where do the hashes of the passwords come from? How does the server get the password of the 00:59 HasbaraLmao user? 00:59 rubenwardy SRP 00:59 HasbaraLmao srp? 00:59 rubenwardy part of the connection protocol is authentication. Minetest clients use SRP to identify themselves 01:00 rubenwardy SRP stands for secure remote password 01:00 rubenwardy and is a way of proving you know the password without actually sending it 01:00 HasbaraLmao Okay let me better word my question 01:00 rubenwardy so the client never sends the password to the server 01:00 HasbaraLmao At what point does the server recieve my password? 01:00 rubenwardy never 01:00 HasbaraLmao lol 01:00 HasbaraLmao At what point does the server hash my password then? 01:01 rubenwardy never 01:01 HasbaraLmao it must as some point if it has the hash in auth.txt 01:01 rubenwardy https://en.wikipedia.org/wiki/Secure_Remote_Password_protocol 01:01 rubenwardy the password is never send to the server, so the server can't hash it 01:02 rubenwardy the client also doesn't send a hash 01:02 rubenwardy I'm not sure entirely how it works however 01:02 HasbaraLmao This is not helping at all 01:02 HasbaraLmao So how does the hash become tied to the player? 01:03 rubenwardy As part of the srp protocol, it makes results in that 01:03 HasbaraLmao So the client is the reason behind the authentication 01:03 rubenwardy So it gets stored when they create an account or change their password 01:04 rubenwardy If you do /setpassword, it won't use srp 01:04 rubenwardy It'll make a sha-something hash 01:04 rubenwardy You should probably then change your password using change password to convert it to srp 01:04 rubenwardy Probably doesn't matter too much really 01:05 rubenwardy There are multiple password algorithms, srp is the default and the only one unprivileged players will probably do. Hashing is legacy and only happens if you set the password with setpasswotd 01:07 rubenwardy Hope that helps lol 01:07 HasbaraLmao I have figured out a workaround 01:07 rubenwardy Lol 03:21 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Lua_api.txt: Formatting and grammar fixes (#7534) 13334d8c3 https://git.io/fNvPN (152018-07-08T03:18:53Z) 07:25 Astrobe Based on the player's character name, my game gives the character one out of two abilities and a speed/jump/energy bonus. 07:25 Astrobe I made chat command that tells which character names give what but I'm looking for better alternatives. 07:27 Astrobe So that players don't "pollute" the player database by trying different names and so that they can start out with a combo they a priori like. 07:50 sy Astrobe: you could make it random 07:50 sy or even IP based :) 07:50 sy so it can be different for people some of the time 07:59 Astrobe Nevermind me. I'm just annoyed by the fact that I give a female or male skin based on the length of the name, and there could be mismatches between the name and the looks. 08:02 Astrobe Could state it in the server description, but nobody reads it. 08:07 Astrobe Maybe if I set up a guest account and give the login/password in the description... Then all I need is to configure the server as invite-only. Is it possible? 08:36 Fahrradkette hi guys. what mods do you recommend for a "tryout" single player session? I got version 0.4.15 and it feels a bit empty 08:39 Astrobe Try some game server. 08:39 Astrobe But you'd rather upgrade to latest version first for that. 08:41 Astrobe Could someone recommand an newbie-friendly feature-rich server? Mine is not good for that. 08:42 Fahrradkette so should I jump on a server directly? I thought I'd figure out the game first to not disturb others too much 08:43 Astrobe If you're not actively being annoying, it should be fine ;-) 08:44 Fahrradkette :) 08:46 Astrobe Just make sure to do the minetest tutorial first to have the basics down. 08:50 Fahrradkette oh, there is a tutorial? i just apt-get'ed it and read a bit in the wiki about how to craft stuff 08:52 Krock > 0.4.15 08:52 Krock you're like 1.5 years too late 08:52 Astrobe Oh, I guess the tutorial wasn't packages with this version? 08:52 Astrobe *packaged 08:52 Krock grab a 0.4.17.1 binary and you can be sure that more mods will run there 08:53 Krock !mod tutorial 08:53 MinetestBot Krock: / Tutorial / by Wuzzy - https://forum.minetest.net/viewtopic.php?t=10192 08:53 Krock ^ Fahrradkette, something like this? 08:54 Astrobe For offline play you can find custom games here: https://content.minetest.net/packages/?type=game 08:54 Krock huh? these can also be used online 08:55 Krock only requires portforwarding or a VPS to set up a server 08:55 Astrobe Yes, of course, but I directed him/her to servers earlier. 08:57 Fahrradkette thanks Krock for the tutorial link. Most of the bullet points listed there I already did, gona focus on the remaining ones:) 08:57 Fahrradkette about the version 08:58 Fahrradkette is https://packages.debian.org/buster/minetest the same as the one available for download? 08:58 Krock that looks about right 08:58 Fahrradkette i'd like to have my package manager handle the installations 08:59 Fahrradkette nice, thanks again. appreciate it greatly:) 09:00 Krock np. Here I compiled Minetest as standalone binary so I can use 5.0.0-dev and 0.4.17.1 in parallel with the same mods and games. But that might be too early for regular players :3 09:01 Fahrradkette so the dev build doesn't clutter the system by default? 09:02 Krock the standalone option is disabled by default on Linux/UNIX systems 09:03 Krock but yes, all the data is inside one directory 09:03 Fahrradkette so the standalone bakes the server into the client? 09:03 Krock doesn't matter. any binary you can download includes both 09:04 Krock singleplayer requires a server built in, but server don't need the client (no GUI) 09:04 Fahrradkette i'm afraid of having stuff in /usr $HOME/. and $PATH 09:04 Calinou "sudo make install" will install in /usr/local/bin 09:05 Calinou but you can change the install prefix with -DCMAKE_INSTALL_PREFIX=/some/path 09:05 Calinou it's been years since software avoids installing in /usr/bin when running "make install" :P 09:05 Calinou (so that it doesn't conflict with system packages) 09:05 Fahrradkette now its in local instead :P 09:06 Calinou anyway, you could try the Minetest Flatpak https://flathub.org/apps/details/net.minetest.Minetest 09:06 Calinou Flatpaks are sandboxed and never conflict with system applications (they use their own configuration file paths) 09:07 Fahrradkette kinda semi-docker? 09:08 Calinou yeah 09:11 Fahrradkette guess I got to go that route, installing from buster (I'm running stretch) wants to upgrade libc-bin... 09:11 Fahrradkette I have a feeling that doesn't end well 09:29 Astrobe answering to myself: use register_on_prejoin() to do the invite-only stuff. 09:34 Krock * register_on_prejoinplayer( 09:51 Alexand{er|ra} Wait a minute. I was a bit disapointed that there were'nt more coloured paramtype2 options, such as a coulourglasslike, but then I realised that glasslike is a drawtype, not a paramtype2. I think this means any node not using its paramtype2 for something else can use it for colour. Awesome! 09:53 Alexand{er|ra} I was disappointed not to be able to add dyeable glass to the mod I'm working on, but it looks like it'll make it into the mod after all. 10:06 rubenwardy Alexand{er|ra}: your name is getting longer 10:14 Astrobe You don't need a maze generator mod: just give players a short-range metal detector, they'll dig deadly mazes themselves. 10:38 Alexand{er|ra} rubenwardy: Ha ha, yeah. At least for now. 10:41 * Alexand{er|ra} contemplates "Alexand{er|ra}TheodoraYst as their next nick 10:43 wilkgr why not? 10:43 Alexand{er|ra} Way too long. 10:44 Alexand{er|ra} Also, I don't use a middle name often. Legally, I don't even have one, though I tend to use Theodora as a middle name occasionally. 10:53 wilkgr aw, I see :P 11:12 MinetestBot deltasquared: Jul-05 17:15 UTC because 'emerge area' is async: it's done at some undefined point later when the server isn't busy 11:13 deltasquared !tell paramat yet other code begins executing immediately, and this is a singlenode world. why does it take *two whole seconds*, that suggests someone put a delay in as a half-assed fix 11:13 MinetestBot deltasquared: I'll pass that on when paramat is around 11:13 deltasquared anyway 11:13 deltasquared onto today's weirdness 11:14 deltasquared what is up with player cboxes 11:14 deltasquared get_pos() returns the position at the player's feet, yet the cbox does not reflect this if you were to stand on top of a node 11:14 deltasquared I would have assumed that when at rest, your position would be top of node + underside of your cbox 11:15 deltasquared but a player's cbox ymin is -1. screws up calculating positions at the edge of the cbox 11:16 deltasquared all other entities are consistent with this at least 11:16 deltasquared (as in, they have cboxes that actually reflect how they collide in-world) 11:19 Astrobe I think all positions are relative to the center of the model; 11:20 Astrobe for instance when I look at my coordinates, it says why=10.5, 11:20 Astrobe * y=10.4 11:20 Astrobe *y=10.5 damnit. 11:20 Astrobe The node below me is at 9.5 11:21 Astrobe character models are 2 high, so from my feet to the center of the char, there's 1. 11:21 Astrobe 9.5+1=10.5 CQFD 11:22 Astrobe I mean, QED. 11:23 deltasquared Astrobe: yet if I configure an entity's cbox to match that of the player but with the Y coordinate correction applied, I can plainly tell in-game it is *not* relative to the cbox center, but relative to the entity' position 11:23 deltasquared I suspect the player is a weird exception 11:23 deltasquared again 11:23 deltasquared (I wonder what would happen if I tried to adjust the cbox on the player itself... explosions, probably) 11:26 deltasquared the reason I was getting frustrated with it, was because I was using the player's cbox to see what nodes they were touching. I was wondering why my code kept reporting that the X/Z sides were reporting touching a node when stood on a flat surface (yes, I made sure to check it wasn't exactly 0.5), until I examined the coordinates being checked 11:26 deltasquared and found that the -1 ymin on the player's cbox caused it to look inside the floor 11:27 deltasquared despite the player being stood on the surface, and get_pos() reporting being stood exactly on top of the block, therefore I'd have expected the ymin to be zero. 11:28 Astrobe Weird. 11:29 deltasquared Astrobe: to put it another way, it seems there is a discrepancy between the player's :get_properties().collisionbox and what the game is actually using for the player's physics collisions 11:30 deltasquared I'd have to draw a diagram I think 11:40 deltasquared hmm, I'll have to continue this later. lunch time 13:35 Andrey01 hi 13:40 Andrey01 now i have tested 5.0.0-dev version and i want to say this update is really cool 13:40 Andrey01 and btw devs have added something "TNT stick" i noticed 13:40 Andrey01 how does it work? 13:43 sfan5 you use it to craft tnt nodes 13:47 Andrey01 ok, could you add crafting guide for standard inventory? 14:30 LMD Hello ! Is it possible to change HUD element offset using hud_change ? lua_api.txt says : hud_change(id, stat, value): change a value of a previously added HUD 14:30 LMD element. 14:30 LMD element stat values: 14:30 LMD position, name, scale, text, number, item, dir 14:30 LMD which would mean : No 14:33 rubenwardy most likely yes 14:33 rubenwardy try it 14:33 Krock https://github.com/minetest/minetest/blob/master/src/script/common/c_content.cpp#L1931-L1934 14:33 Krock you can 15:00 LMD ok then change lua_api.txt : "position, name, scale, text, number, item, dir" should be "position, name, scale, text, number, item, dir, **offset**" 15:17 Krock suggestion: open a PR to correct that so it doesn't outdate "applies to any fields specified in the HUD definition" 15:58 LMD i wont open PR for adding one single word... 16:46 paramat !tell deltasquared "yet other code begins executing immediately" that's because other code isn't 'async' so it's run immediately. when you start a world the server is very busy and 'emerge area' is low priority so is delayed a little. "that suggests someone put a delay in as a half-assed fix" um no we wouldn't 16:46 MinetestBot paramat: I'll pass that on when deltasquared is around 16:51 paramat heh LMD a 1 word fix is still very important. we'd appreciate more contribution and less sillyness 17:06 Astrobe Aren't you a bit worried that with people moving away from Github, you'll get less contributions? 17:07 rubenwardy it's more the opposite 17:07 rubenwardy people are worried they're get less contributions if they moved away from github 17:07 rubenwardy also, you can submit patches to a core dev or on the gitlab mirror https://gitlab.com/minetest/minetest 17:07 Astrobe Makes sense. 17:10 Krock rubenwardy: I don't think that you can submit PRs there.. at least I can't find any button or link for that 17:53 jluc a game of life mod 17:53 Krock !mod game of life 17:53 MinetestBot Krock: Game of Life by Jordach - https://forum.minetest.net/viewtopic.php?t=13529 17:54 jluc interesting 17:55 paramat eww could be much better 17:56 rubenwardy !mod automata 17:56 MinetestBot rubenwardy: Cellular Automata [automata] by bobomb - https://forum.minetest.net/viewtopic.php?t=12421 17:56 paramat the ABM method is probably wrong 17:57 rubenwardy yeah 17:57 rubenwardy almost certainly not double buffered 17:59 paramat bobomb's looks good 20:31 MinetestBot 02[git] 04lhofhansl -> 03minetest/minetest: Revert 6587 - Optimize entity-entity collision (#7539) 1394cd2bf https://git.io/fNfq6 (152018-07-08T20:30:55Z) 20:37 sur3 is this an error in xdecor or in mtg? https://pastebin.com/raw/uEkqv85x 20:39 Astrobe The caller is usually the culprit in these cases. 20:40 Astrobe So, I'd xdecor. 20:42 sur3 yeah normally the culprit was on top row, but in this case the the top rows show mtg and xdecor seems to be in the middel of the call chain.. 20:46 Astrobe I'd say that's because minetest.after() was used. 20:50 Astrobe Maybe the player object became invalid between the call to after and the actual execution? 20:51 rubenwardy it's using a fake object 20:51 rubenwardy ie: it's not actually passing a player in 20:51 rubenwardy but a table that looks like one 20:54 sur3 rubenwardy, Ohh ok how could that be evaded, is it something xdecor can fix or shouldnt mtg then check if the player still exists at the callback? 20:59 Alexand{er|ra} xdecor should fix that. It shouldn't be passing in tables to functions where player objects are expected. 21:01 cafee Hey guys, can someone help me with noiseparams? For example there are not all parameters (offset, scale and persist) are documented, and it's like pretty much everything (lua_api.txt, other perlin-related pages) https://dev.minetest.net/PerlinNoiseMap 21:02 cafee I'm interested in what exactly persist parameter does 21:03 paramat yes 21:03 paramat you've read the explanation in lua-api.txt? 21:03 Krock https://github.com/minetest/minetest/blob/master/src/noise.cpp#L304-L317 21:04 Krock octaves are applied with the factor persistence^num_octave 21:04 Krock so with a low persistence higher octaves will have a lower impact 21:04 paramat i recently rewrote the lua-api entry 21:05 cafee Found it, thanks 21:07 cafee So a basic definition of a noise with offset=0 and scale=1 would generate a noise in range of -2 to 2? 21:08 paramat yes with typical parameters like 3 oct 0.5 persist 21:08 Krock no, the values range from -1 to 1 (may over/undershoot a little) 21:08 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Lua templating reading (part 4): s16, v2s16, v2f (#7512) 13a61e1a4 https://git.io/fNfmK (152018-07-08T21:06:33Z) 21:08 paramat ;) 21:08 Krock huh? wouldn't scale = 2 cause that? 21:09 paramat 3 oct 0.5 persist will range from -1.75 to 1.75 21:09 paramat 1 + 0.5 + 0.25 21:09 Krock I see. However, those values are not quite common to be found in a world 21:09 paramat true 21:11 paramat mostly -1 to 1 21:11 paramat however if you have 1 octave that is strictly -1 to 1 21:18 red-001 rubenwardy, has setpassword not be switched over to use a SRP hash? 21:18 red-001 s/use/create 21:18 rubenwardy No 21:21 paramat cafee anyway with most typical parameters noise is within -2 to 2, the exact range is calculated as shown in lua_api.txt 21:23 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Fence rails: Add fence rail textures 13513609d https://git.io/fNfYc (152018-07-08T21:22:07Z) 21:58 teratorn_ i just upgraded our server from 4.15 to 4.17. is there anything i need to do with the player database? i heard the data is not stored in mysql 21:59 sfan5 it will continue working just fine 22:00 sfan5 you can however migrate the player data to sqlite 22:00 teratorn_ i tried to ban a player, and it says player does not exist 22:00 teratorn_ even though he does exist 22:01 teratorn_ is there documentation on migration? 22:08 Krock !dev database 22:08 MinetestBot No such page. 22:08 Krock !wiki database 22:08 MinetestBot No such page. 22:08 Krock stupid bot 22:08 Krock https://wiki.minetest.net/Database_backends#Player_backend 22:10 Out`Of`Control teratorn_: get xban mod 22:26 hisforever I need help with digtron ? https://ibb.co/d1E9Mo 22:27 hisforever I see nothing blocking Me grrrr 22:37 hisforever sorry I got disconnected 22:38 hisforever I need help with digtron? here is a screen shot https://ibb.co/d1E9Mo 23:04 teratorn_ @Krock @Out`Of`Control Cheers