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02:36 |
galaxie |
Is there such a thing as MineTest bots? Like client-side? |
02:38 |
galaxie |
I see there are mods like basic_robot but they look server-side and dangerous. |
02:38 |
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02:43 |
cheapie |
basic_robot is.... well, let's just say I've seen it in use and it's best avoided :P |
02:43 |
galaxie |
Hmm, it appears basic_robot is actually client-side.. |
02:44 |
galaxie |
What, accidentally destroying stuff you don't want destroyed? |
02:45 |
galaxie |
Is there safer alternatives? |
02:45 |
cheapie |
The person that seems to be behind it seems to be of the opinion that players (or at least "advanced") players are supposed to test everything they do in singleplayer beforehand to make sure it doesn't crash the server. |
02:46 |
galaxie |
Ah? Why not test it on your personal server? That would be better. |
02:46 |
cheapie |
Normally I'd recommend mesecons+digilines+pipeworks if you want to let players automate things. |
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04:52 |
jas_ |
omg https://forum.minetest.net/viewtopic.php?p=344358#p344358 yussss |
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11:59 |
jluc |
https://www.spip.net/fr_article5716.html chourak |
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12:52 |
mount2010 |
Hello! Just wondering, is it possible to switch between games on Android (I don't mind messing with game files.) |
12:53 |
mount2010 |
I've checked settings menu, tried setting the default_game setting but no luck. Minetest.conf doesn't seem to have a relevant setting |
12:56 |
sfan5 |
you can create a world first, then change the game for the world |
12:56 |
sfan5 |
in world.mt |
12:56 |
sfan5 |
by editing it I mean |
12:57 |
mount2010 |
Ah, alright. will that regenerate the world? |
12:57 |
sfan5 |
no |
12:57 |
sfan5 |
if you want to regenerate it, delete map.sqlite |
12:57 |
mount2010 |
alright, thanks |
13:02 |
mount2010 |
where would the game id be located |
13:02 |
mount2010 |
(mineclone 2, looking through the files. mcl, mineclone_2 and mcl_2 doesnt work) |
13:07 |
sfan5 |
it's usually the same as the folder name |
13:08 |
mount2010 |
renamed folder to mineclone_game, working. thanks |
13:10 |
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16:25 |
BXS |
Hello, small question for big guys : |
16:26 |
BXS |
i want to change KEY_LSHIFT key that sneak normally to other key |
16:26 |
BXS |
so i can take things from chests to inv and back with this key. |
16:27 |
BXS |
i tried to change it from settings but the inv automation doesnt work |
16:27 |
BXS |
do you know if its possible with some conf or its hardcoded on my client ? |
16:27 |
BXS |
thnx! |
16:28 |
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16:36 |
galaxie |
Is there any way to run MineTest's traffic through a, say, SOCKS5 proxy? |
16:36 |
rubenwardy |
it's just UDP |
16:38 |
galaxie |
But is there some option somewhere I'm not seeing? |
16:41 |
galaxie |
I don't see any setting.. |
16:58 |
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17:09 |
mmuller |
galaxie: you can't do UDP over socks. You'd have to use a VPN. |
17:09 |
mmuller |
and that would introduce some amount of latency |
17:29 |
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17:29 |
galaxie |
Hmmm... what's the big difference between basic_robot and basic_robot_csm? One says it's for multiplayer, the other for client.. is the latter just for singleplayer or what? |
17:30 |
rubenwardy |
both will work on singleplayer |
17:30 |
rubenwardy |
the latter is only useful if you don't own the server |
17:31 |
rubenwardy |
the server-side mod API is the classic mod API, and used in 99% of mods |
17:31 |
rubenwardy |
the client-side mod API runs on the client, and is very limited |
17:31 |
rubenwardy |
singleplayer is actually a client+server |
17:33 |
rubenwardy |
when you start singleplayer, what actually happens is a server is started locally which only allows one player in - "singleplayer" |
17:33 |
rubenwardy |
then the client starts and automatically connects to that server |
17:33 |
galaxie |
I figured that's what happened. |
17:34 |
galaxie |
But from the CSM API, would it be possible to, say, move my player? |
17:34 |
galaxie |
Or auto-respond to chats sent to me? |
17:34 |
rubenwardy |
no to the former |
17:34 |
rubenwardy |
yes to the latter |
17:34 |
galaxie |
Why not the former? Limitations? |
17:34 |
rubenwardy |
yes, it would be a pain for anti-cheat |
17:35 |
galaxie |
So it's just not implemented, or is it sandboxed, or what? |
17:35 |
rubenwardy |
it won't be implemented |
17:35 |
rubenwardy |
not until we have server-side player movemen |
17:36 |
rubenwardy |
The aim of client-side scripting is to allow greater possibilities in games, and to reduce the affect of latency (ie: better carts) |
17:36 |
rubenwardy |
it doesn't really do that yet |
17:37 |
rubenwardy |
this is also a controversial area, some people including the developer that introduced it wants it to be a WoW wild west where anyone can do anything with their client |
17:37 |
rubenwardy |
but the plans for client-side scripting which existed long before that isn't about that |
17:37 |
rubenwardy |
!dev Client-side_scripting |
17:37 |
MinetestBot |
No such page. |
17:37 |
rubenwardy |
!dev Client-side scripting |
17:37 |
MinetestBot |
No such page. |
17:38 |
rubenwardy |
https://dev.minetest.net/Client_scripting_plans |
17:38 |
galaxie |
Would basic_robot_csm work on servers? Or was that the point of basic_robot? |
17:39 |
rubenwardy |
basic_robot_csm runs on the client, not the server |
17:39 |
rubenwardy |
so you can run it on your client and connect to a server |
17:40 |
rubenwardy |
basic_robot runs on the server |
17:40 |
rubenwardy |
in 5.0, servers can tell clients not to allow client-side mods |
17:40 |
galaxie |
And they obey? |
17:41 |
rubenwardy |
if they're unmodified, yes |
17:41 |
rubenwardy |
you can modify the c++ code and recompile to ignore that command |
17:55 |
galaxie |
Huh. I am looking at client_lua_api.txt and comparing it to l_client.h and it seems that the latter doesn't have all the methods shown in the docs. Does the client and server APIs share code? Where? |
17:57 |
rubenwardy |
there's stuff in builtin/ |
17:57 |
rubenwardy |
and the API is also module based |
17:57 |
rubenwardy |
but IIRC the modules would be called in l_client.cpp |
17:57 |
rubenwardy |
like ModSomething::Init(L) |
17:59 |
galaxie |
It doesn't appear to initialize any modules in the code there. |
18:08 |
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18:18 |
p_gimeno |
galaxie: some SOCKS5 proxies can handle UDP, but I don't think MT has the option of using a SOCKS5 proxy |
18:18 |
p_gimeno |
if you're on linux, you could perhaps try redsocks |
18:19 |
p_gimeno |
I know the Tor SOCKS5 daemon in particular doesn't support UDP |
18:29 |
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18:36 |
galaxie |
How do you load external.. they call them modules in Lua, right? in MineTest? |
18:38 |
galaxie |
I use luarocks |
18:38 |
lumberJ |
galaxie: require() or dofile(): https://www.lua.org/pil/8.1.html |
18:39 |
lumberJ |
if you are just learning lua it would be worth while to skim the free pil and manual on lua.org |
18:40 |
galaxie |
I meant, does MineTest load modules that are installed system-wide or do I need to somehow enable them or whatnot? |
18:40 |
lumberJ |
you will need to configure minetest to use outside libraries |
18:41 |
galaxie |
So like a setting somewhere?? |
18:42 |
lumberJ |
minetest.conf and then in the mod using it you will have to use certain functions to access it |
18:43 |
lumberJ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4749 |
18:44 |
lumberJ |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1491 |
18:45 |
lumberJ |
i believe you need both of those but i haven't really done much with using outside libraries |
18:57 |
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19:08 |
Niwla_ |
Is talklounge on? |
19:10 |
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19:12 |
p_gimeno |
I think you can't use require without requesting an insecure environment, but IIRC rubenwardy was working on a patch to fake it |
19:13 |
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19:13 |
p_gimeno |
ah yes, #7621 |
19:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/7621 -- Add secure require() function by rubenwardy |
20:04 |
scr267 |
I find it unfortunate that some players still get conned into installing unofficial clients, especially for android... I'm going to add the following to my server's MOTD: "Official minetest: https://www.minetest.net/" |
20:05 |
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20:09 |
mmuller |
do people publish clients containing malware? |
20:12 |
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20:45 |
sofar |
quite likely, given app store versions with ads |
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21:31 |
paramat |
!tell mount2010 in MT 5.0.0 you will be able to switch games in the official MT Android app |
21:31 |
MinetestBot |
paramat: I'll pass that on when mount2010 is around |
21:51 |
fling |
Hello! |
22:10 |
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22:12 |
kaeza |
Greetings. |
22:33 |
entuland |
hello everybody |
22:33 |
entuland |
I'm pretty sure I've seen travelnets with a sorting feature for stations in some servers, but for the life of me I can't find the repo with such a feature |
22:34 |
entuland |
or maybe I'm seeing it and I can't find the sorting feature mentioned anywhere |
22:38 |
lumberJ |
that maybe a custome feature entuland. my info might be dated, but last I checked the travelnet mod it didn't have any sorting. stations just appeared in the order they were set. |
22:40 |
entuland |
no it's just silly me not properly browsing the repo, lumberJ |
22:40 |
entuland |
https://github.com/Sokomine/travelnet has the move feature since more than one year |
22:40 |
lumberJ |
nice. good to know |
22:41 |
entuland |
yep |
22:43 |
lumberJ |
quick question for you, since you are on hand: (not having yet looked at the source code) would lua-matrix be a useful tool for varying what function gets called based on what face of node get clicked/right clicked? |
22:43 |
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22:44 |
lumberJ |
for example if i had a node that brings up a formspec, would lua matrix provide a way to easily only have the formspec come up if i clicked on the front face of the node? |
22:44 |
lumberJ |
and otherwise I could build to the other faces of the node? |
22:47 |
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22:50 |
entuland |
lumberJ: it definitely would |
22:51 |
entuland |
but not really the library, more the functions I implemented in my own mod |
22:51 |
entuland |
I only use the library to apply the transforms |
22:52 |
entuland |
the task of working out what face I'm pointing at and working out the relative other faces is in my mods' code |
22:52 |
entuland |
among all the ones where I use the library, the rhotator one is definitely the easier to inspect there and also the more up to date |
22:53 |
entuland |
there I replaced a silly text lookup with a proper integer-indexed table using code kindly shared by pgimeno |
22:55 |
entuland |
one of such function is this one, in particular: https://github.com/entuland/rhotator/blob/master/init.lua#L156 |
22:57 |
entuland |
there I do some coord juggling to work out what are the back, the wrap and the thumb faces of the node, which refer to an imaginary hand (the back is the pointed to face, the wrap is the next face as if the node rolled away from you - direction of the fingers - and the thumb is one of the left-right faces) |
22:58 |
entuland |
right now I don't recall if I used a left or a right hand there |
23:01 |
entuland |
and if you're only interested in the front of the node, you most likely don't need any of that |
23:02 |
entuland |
also because from the point of view of my mods I don't really care about what's the "inner" front of a node |
23:04 |
entuland |
I'm only concerned of working out the face I'm pointing at and the nearby ones by deliberately ignoring the actual positive Y axis of the node |
23:04 |
entuland |
or, better said, by not having to worry about it, not really ignoring it |
23:05 |
entuland |
hope I'm making my point through, 36 hours awake are proving me and I should hit the bed probably :P |
23:13 |
entuland |
said in other words still, the core difference between the default screwdriver and my rhotator screwdriver is that the default one operates the node's orientation reference frame, whereas the rhotator does that from the world reference frame, for that reason you may probably not need matrices at all, and probably litle if none of the techniques I use in my mods |
23:13 |
entuland |
but since I'm having hard time understanding not only my own code right now but even what I'm writing here, I'll definitely call it a day |
23:13 |
* entuland |
waves |
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