Time |
Nick |
Message |
00:36 |
specing |
I wonder- why does the furnace not have multiple slots for items and multiple for fuel? |
00:58 |
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01:31 |
SoylentCow |
it's traditional |
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05:48 |
theolodger |
oh |
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11:00 |
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11:02 |
Markow |
Hi everyone. Huge question. I'm currently on a Minetest server and I have my area protected (the server uses "Areas" mod). There is a player, without any special privileges, he is able to walk righ through protected walls!!! How is this possible? |
11:02 |
Markow |
I asked him and he said it is a "glitch" which allows him to do this, but he will not tell me how it is done |
11:03 |
Markow |
He walks through any protected area through the walls. I have no idea how this is being done. |
11:04 |
Markow |
This player is unable to destroy my protected blocks though. He can only "walk through" them |
11:05 |
Markow |
The only "privs" we have are: fast home interact money shout |
11:10 |
Markow |
The server version being used is 5.0.1. My MT client is 5.3.0. |
11:10 |
Markow |
Is it possible a server version that old has the glitch I mentioned? |
11:13 |
Markow |
I notice that this player "punches" the blocks in the protected area and just walks right through it |
11:14 |
Markow |
But the blocks are not destroyed |
11:21 |
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11:21 |
bdju |
can 1 node of water stop fall damage from 100 blocks or so? I died and I want to know if I hit the edge of the next node or if the water was the problem |
11:21 |
bdju |
I'm using dynamic liquids in case that matters |
11:24 |
Markow |
Oh well, everyone must be either busy or sleeping, or working |
11:25 |
bdju |
yes probably (sorry I don't know about your problem btw) |
11:25 |
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12:09 |
luk3yx |
Markow: The client predicts that the node will be destroyed, and it's possible to sneak through before the server can correct it. |
12:10 |
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12:10 |
Markow |
luk3yx: But how is that player able to do it, and I canno do it. We have the same privs. |
12:11 |
Markow |
I asked that player how it is being done. No explanation, silence. |
12:15 |
luk3yx |
Markow: Latency |
12:15 |
Markow |
How is it controlled? |
12:15 |
Markow |
What timing is used? |
12:16 |
luk3yx |
If you're closer to the server it will take less time for the correction to be sent to your computer |
12:19 |
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12:21 |
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12:21 |
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12:21 |
specing |
luk3yx: why doesen't the server correct the player's position as well? |
12:22 |
Markow |
I don't think that player runs the server. But being close enough to it is sufficient to take advantage of the latency? |
12:23 |
specing |
maybe they modified the latency? |
12:23 |
specing |
it's possible to tell your OS to delay minetest's packets by a few seconds |
12:23 |
specing |
you could try it out yourself |
12:23 |
Markow |
Ah, yes, with Iptables |
12:25 |
specing |
no, with qdisc |
12:25 |
Markow |
Thanks for the response. It's hard to believe the lengths some players go through just to compromise a game |
12:25 |
specing |
I haven't tried this myself |
12:25 |
specing |
you should 1) file a bug 2) tell the admins to ban that player |
12:26 |
Emerald2 |
It's annoying when they do that. I've seen people turn off and on their wifi to break into secured areas on some servers. |
12:26 |
Emerald2 |
And yeah, if there's enough lag you can straight up dig through some walls and get through before the blocks get replaced. |
12:27 |
Markow |
I wonder if there is a way in MT to prevent that, or in the mod? |
12:28 |
* Emerald2 |
shrugs. |
12:28 |
Emerald2 |
Above my paygrade. ;) |
12:28 |
specing |
if the server doesen't check player position for correctness then you could just program an arbitrary teleport command into the client |
12:28 |
specing |
no need to lagbreak walls |
12:28 |
Markow |
Would be a nice workaround to fix in MT, if possible |
12:30 |
Markow |
Well, at least the player wasn't allowed to destroy the blocks, that is important, to prevent griefing. |
12:32 |
Emerald2 |
Position correction is tricky though. Add in lag and it starts throwing players around the place. |
12:32 |
specing |
yes, I'm mostly concerned with chests and dig protection working |
12:32 |
Markow |
But still, some privacy is nice when you get these kids in your face, not leaving you alone during gameplay. |
12:33 |
Markow |
They just follow you around, everywhere you go |
12:33 |
Emerald2 |
I had that problem on some servers. |
12:33 |
specing |
knockback is also broken in minetest. You can get armor, find a rat and a wall. And the rat attacks will push you until you end up INSIDE the wall |
12:33 |
specing |
and you will take damage from being inside the wall. And you will have to dig yourself out |
12:34 |
Markow |
Overall though, "areas" mod is a great one. Essential to avoid griefers. |
12:34 |
Emerald2 |
And much simpler than placing protection blocks all over your build. |
12:36 |
Emerald2 |
And certainly less ugly. :) |
12:39 |
Markow |
Is there a mechanism in MT for the server owner to see the IP addresses of those who join? |
12:39 |
Markow |
Or that must be done using standard Linux CLI commands? |
12:44 |
sfan5 |
specing: you can indeed teleport to arbitrary locations provided the elapsed time matches player walk speed |
12:45 |
specing |
that's a serious bug, then |
12:46 |
sfan5 |
also the issue you're describing with knockback and a wall sounds like a bug in the mob mod |
12:49 |
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12:55 |
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13:42 |
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13:58 |
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14:00 |
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14:04 |
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14:06 |
balirt |
I wonder how much work it would be to allow setting a damage group for the damage_per_second of a node |
14:07 |
balirt |
currently, one can only differ between the node types that cause the nodedamage by checking for the "reason=node_damage" in the "minetest.register_on_player_hpchange" callback |
14:07 |
balirt |
and then checking the surrounding nodes and guessing which node caused it |
14:08 |
sfan5 |
guessing? doesn't the damage table give the name of the node? |
14:08 |
balirt |
the amount of damage doesn't need to be guessed, but I want to have the information on which node caused the damage |
14:09 |
balirt |
so I can both make the cactus collision box yield a constant damage, and prevent the constant damage from it when sam wears iron shoes |
14:09 |
balirt |
it all comes back to the cursed cactus issue, and the lack of on_contact events |
14:09 |
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14:11 |
balirt |
but having a more general method in c++ would be nice since querying over the environment blocks of all players (or entities) at each on_step is kind of excessive |
14:11 |
balirt |
imagine wanting to make a skeletonmob have that damage, and requiring to check each creeper's surrounding blocks every step |
14:11 |
sfan5 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4474 |
14:12 |
balirt |
...well now I feel stupid |
14:12 |
balirt |
sorry for my inability to read the api |
14:13 |
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14:14 |
balirt |
I was reading in https://rubenwardy.com/minetest_modding_book/lua_api.html and I guess it claims it's outdated for a reason |
14:17 |
sfan5 |
there's https://minetest.gitlab.io/minetest/ which is up to date |
14:17 |
sfan5 |
but it's not on a single page, somewhat inconvenient |
14:18 |
balirt |
I had that bookmarked but switched to the old one for precisely this convenience :D |
14:20 |
balirt |
well with that solution, I can't think of any ungrateful complaints anymore |
14:20 |
balirt |
you guys really fix/enhance everything eventually |
14:21 |
sfan5 |
eventually |
14:21 |
balirt |
only takes a few decades at most |
14:23 |
balirt |
maybe in 20 years we'll have custom tool animations and animated pictures in HUD and item textures |
14:23 |
balirt |
at that point we can basically call it an unreal engine-lite |
14:24 |
balirt |
and rebuild AAA games of 2020 inside |
14:24 |
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14:49 |
balirt |
nvm I think found a workaround |
14:54 |
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15:02 |
balirt |
is there a way one could make a block/texture invisible to some people, and visible to others at the same time? |
15:03 |
balirt |
in other words, make a render command dependent on the player ID |
15:22 |
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16:03 |
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16:03 |
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16:04 |
Tumby |
Hello, I saw in a 5.0.0 changelog video that global textures are in the game, which allow nodes to look less repetitive. But I can't find any information on how to use them |
16:07 |
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16:11 |
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16:12 |
balirt |
can this video answer some of your questions? he creates a global texture and then shows it's use, including code. his minetest version is 5.1.0 so should be accurate |
16:12 |
balirt |
https://www.youtube.com/watch?v=wLNvq6xKjCQ |
16:12 |
balirt |
(@Tumby) |
16:13 |
Tumby |
thats exactly what i need, thank you. i wonder why google didnt just show me that |
16:29 |
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17:42 |
djenkins_ |
Is it possible for a mod to trigger a screenshot (I'd like to do this as part of some semi-automatted debugging / AI/ML mapgen annealing. |
17:42 |
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17:42 |
djenkins_ |
If not, would it be difficult to add a "minetest.screenshot(pos, vector)" api? |
17:43 |
sfan5 |
https://github.com/minetest/minetest/pull/6932 |
17:43 |
sfan5 |
there used to be one but it was removed as you can see |
17:44 |
djenkins_ |
bummer, ty |
17:45 |
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17:45 |
sfan5 |
if you run server and client on the same system i'm sure you could use system APIs to create a screenshot (after positioning the player correctly) |
17:57 |
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19:17 |
u0_a259 |
hey i seem to be having problems launching minetest: https://0bin.net/paste/NufyzDCivSBMIakZ#qPzFBL97hcHZqveQygAYmGP-YiLVOczGSH+/qm8H4gg |
19:17 |
u0_a259 |
could someone please help me? |
19:20 |
Krock |
update builtin |
19:21 |
Krock |
the minetest binary you're running is probably older than the misc stuff you have installed |
19:22 |
Krock |
check whether "minetest --version" is 5.3.0 |
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19:34 |
u0_a259 |
sorry if someone answered me but i can't see your messages |
19:37 |
Lone_Wolf |
<Krock> update builtin |
19:37 |
Lone_Wolf |
<Krock> the minetest binary you're running is probably older than the misc stuff you have installed |
19:38 |
Lone_Wolf |
<Krock> check whether "minetest --version" is 5.3.0 |
19:38 |
Krock |
u0_a259: http://irc.minetest.net/minetest |
19:39 |
Lone_Wolf |
heh, forgot about that, guess I could have just linked it |
19:43 |
u0_a259 |
i updated my game and it works |
19:44 |
u0_a259 |
thanks krock |
19:44 |
Krock |
!next |
19:44 |
MinetestBot |
Another satisfied customer. Next! |
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21:53 |
specing |
Why do register_craftitem and other functions not require documentation strings? |
21:53 |
specing |
there's description field but it's actually just human readable name! |
21:54 |
sfan5 |
documentation strings? |
21:55 |
specing |
yes, like multiple lines of text per item |
21:55 |
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21:55 |
specing |
verbosely describing what an item does |
21:57 |
specing |
and what it is |
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21:57 |
MinetestBot |
swift110: Jul-12 04:18 UTC <cheapie> Just got a message from Debian's package management system earlier today, "Accepted minetest 5.3.0+repack-1 (source) into unstable" |
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22:44 |
fruitsnack |
is it possible to make entity collide with nodes that aren't walkable? For example water |
22:44 |
fruitsnack |
with physical = true |
22:44 |
sfan5 |
no |
22:45 |
fruitsnack |
thanks |
22:47 |
* SoylentCow |
wags tail thoughtfully |
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22:55 |
swift110 |
hey all |
22:57 |
SoylentCow |
yo |
22:57 |
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