Post your videos!
- LMD
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- Joined: Sat Apr 08, 2017 08:16
- GitHub: appgurueu
- IRC: appguru[eu]
- In-game: LMD
- Location: Germany
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Re: Post your videos!
Well, a four digit code means 10k combinations, which in turn means it's vulnerable to a brute force attack.
- sorcerykid
- Member
- Posts: 1842
- Joined: Fri Aug 26, 2016 15:36
- GitHub: sorcerykid
- In-game: Nemo
- Location: Illinois, USA
Re: Post your videos!
To instigate a brute-force attack would require bypassing the automated security controls. By design, the safe is disabled for ten seconds after each incorrect entry, so that would be remarkably inefficient.
Moreover, the 4-digit access code is only used to generate the public key. The private key is a 64-bit hash derived from a password set by the administrator. So even downloading a copy of the map would involve two-factor authentication. With a 64-bit private key in addition to a 4 digit access code, that means 21.4 trillion possible combinations. If someone really has that much time on their hands to hack a virtual safe in a 3d game, I think there are much bigger security concerns at play.
Moreover, the 4-digit access code is only used to generate the public key. The private key is a 64-bit hash derived from a password set by the administrator. So even downloading a copy of the map would involve two-factor authentication. With a 64-bit private key in addition to a 4 digit access code, that means 21.4 trillion possible combinations. If someone really has that much time on their hands to hack a virtual safe in a 3d game, I think there are much bigger security concerns at play.
Re: Post your videos!
Very interesting! Do you have the code somewhere so people can verify that this offers the security benefits you claim? Also, in your video you state that this uses pub/private key pairs (makes total sense, that's what I would likely use if I'd design something like this), but that isn't the same as "block-chain" encryption (i.e. perfect forward signing/secrecy, which doesn't seem logical, but, enlighten me? I'm no blockchain expert at all).sorcerykid wrote:Last year one of my more vigilant players made me aware that it is possible for anyone to inspect locked chests on servers with only basic CSM knowledge. This means that confidential information in written books are vulnerable to intrusion.
So I ended up developing a mod that offers block-chain encryption of metadata for itemstacks (in particular books), in addition to encrypted node inventories with pass-code access via a new "Digital Safe" node. The safe is particularly suited for players that want the extra peace of mind that nobody -- not even moderators with protection_bypass privilege -- can snoop through their personal belongings.
Re: Post your videos!
NVM, I found your bitbucket and the code.sofar wrote: Very interesting! Do you have the code somewhere so people can verify that this offers the security benefits you claim? Also, in your video you state that this uses pub/private key pairs (makes total sense, that's what I would likely use if I'd design something like this), but that isn't the same as "block-chain" encryption (i.e. perfect forward signing/secrecy, which doesn't seem logical, but, enlighten me? I'm no blockchain expert at all).
This is really neat, but, the player has no way to verify that the server mod is the exact code that you posted. An evil server operator could just replace your code with a version that does no encryption at all, and then moderators could gain access to the data.
Without a CSM where the user controls the actual encryption, this isn't really giving the user much security.
However, it is a killer way to grant other players access to a safe and share them. I didn't check if other players that know the code can change the combination, but, that's not a big deal as that's how combination-only safes work usually. Even a key mechanism has it's flaws as players can give away keys to untrusted 3rd parties. Part of the game ;)
- Hybrid Dog
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Re: Post your videos!
Itdl woulduoc b sere yalnp eht neht ;nicoitepy rcne tgsmo / MSChav esofar wrote:Without a CSM where the user controls the actual encryption, this isn't really giving the user much security.
However, it is a killer way to grant other players access to a safe and share them. I didn't check if other players that know the code can change the combination, but, that's not a big deal as that's how combination-only safes work usually. Even a key mechanism has it's flaws as players can give away keys to untrusted 3rd parties. Part of the game ;)
tetonnac lrenwo revl keyres ehs andt dna , parehto sswhcordae s ot
.rreyealpa redht to ehht setaneosm exrepmi cyllepufsstec when cush ehs/e
Re: Post your videos!
And if the players had shared keys before hand, even that would fail.Hybrid Dog wrote: Itdl woulduoc b sere yalnp eht neht ;nicoitepy rcne tgsmo / MSChav e
tetonnac lrenwo revl keyres ehs andt dna , parehto sswhcordae s ot
.rreyealpa redht to ehht setaneosm exrepmi cyllepufsstec when cush ehs/e[/quote
Re: Post your videos!
Video
Sry but it requires a download to view
If anybody wants to record a video I'd be very happy
Mod here
Sry but it requires a download to view
If anybody wants to record a video I'd be very happy
Mod here
Creator of jelys_pizzaria and motorbike, and player of persistent kingdoms. RIP
Re: Post your videos!
Been awhile, had to start over though. But it might be better that way.
https://youtu.be/saIm99HZOK0
https://youtu.be/saIm99HZOK0
- aristotle
- Member
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- GitHub: askotos
- IRC: aristotle_
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- Location: Currently on Melpomene, waiting for the starship to be fixed.
- Contact:
Re: Post your videos!
If anyone is ready to attend a couple of creative classes on stairs and slabs...
HERE is my 1st attempt to provide a tutorial to the community.
I hope that it might be helpful to newbies and that experienced builders might reconsider a quite underrated mod such as Multinode Gates. Addi as well! ;)
HERE is my 1st attempt to provide a tutorial to the community.
I hope that it might be helpful to newbies and that experienced builders might reconsider a quite underrated mod such as Multinode Gates. Addi as well! ;)
Happy builds & explorations! | Initiating my Creative Minetest channel on YouTube
- joe7575
- Member
- Posts: 851
- Joined: Mon Apr 24, 2017 20:38
- GitHub: joe7575
- In-game: JoSto wuffi
- Location: Germany, in the deep south
Mod Techage: In-game manuals (DE/EN) with construction plans
https://youtu.be/YE8dF0HHQiE
The in-game manual is based on MD files that are also available on GitHub
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- techage-1.png (120.38 KiB) Viewed 2095 times
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: Post your videos!
I have now 208 videos in my German-Creative-Server-LetsPlay series ( in German )
> https://www.youtube.com/playlist?list=P ... TjuG0DHzwi
> https://www.youtube.com/playlist?list=P ... TjuG0DHzwi
My YouTube-Site with Minetest-LetsPlays and some of my Servers: Carpathian Ethereal Vanilla Creative MineClone2 --- Discord
Re: Post your videos!
dark piano [29:25]
Code: Select all
--wtfpl
play = {}
local rand = math.random
local step = 1
local players = {}
local internal_sounds = {}
local nodes = {}
local heartbeat = {ebb = 1, flow = -1}
local function sound_scrape()
for k, v in pairs(nodes) do
if v.sounds then
for _, vv in pairs(v.sounds) do
local n = vv.name
if n ~= "" then
if not internal_sounds[n] then
internal_sounds[n] = 1
end
end
end
end
end
end
play.sounds = {
"play_c3h",
"play_c3h",
"play_c8l",
"play_c8l",
}
local aplay = function(sound, spt)
minetest.sound_play(sound, {
pos = spt.pos,
pitch = spt.pitch,
gain = spt.gain,
}, true)
end
play.play = function(sound, pos)
-- find intensity values (affecting pitch and gain, mostly,
-- as well as grains) in player setup
local pitch = rand() / 3
-- if pitch and/or gain is low enough
local gain = rand() / 12
-- extend duration of step/silence
local f = function(x)
return x + rand(-3, 3)
end
local ppos = vector.apply(pos, f)
local spt = {
pos = ppos,
pitch = pitch,
gain = gain,
}
aplay(sound, spt)
end
play.start = function(name)
players[name].switched_on = true
end
play.stop = function(name)
players[name].switched_on = false
end
local rplay = function(name, param)
local player = minetest.get_player_by_name(name)
local pos = player:get_pos()
local sound = play.sounds[rand(#play.sounds)]
local label = "Playing " .. sound
play.play(sound, pos)
if param == "internal" then
for sound2, v in pairs(internal_sounds) do
if rand() < 0.2 then
label = label .. " + " .. sound2
play.play(sound2, pos)
end
end
end
return true, label
end
local delay = 0
minetest.register_globalstep(function(dtime)
--print(heartbeat.ebb, heartbeat.flow, delay)
if heartbeat.ebb >= -1 then
heartbeat.ebb = heartbeat.ebb - dtime / 2 / #players
return
end
heartbeat.ebb = -1
if heartbeat.flow <= 1 then
heartbeat.flow = heartbeat.flow + dtime / 2 / #players
return
end
heartbeat.ebb = -1
if delay < rand(3, 6) then
delay = delay + dtime * rand(12)
return
end
delay = 0
local r
local rplayers = minetest.get_connected_players()
for _, v in pairs(rplayers) do
local name = v:get_player_name()
if minetest.get_player_by_name(name) then
if players[name].switched_on then
_, r = rplay(name, "internal")
end
end
end
end)
minetest.register_chatcommand("play", {
description = "Play a sound",
params = "[internal]",
func = rplay,
})
minetest.register_chatcommand("ambient", {
params = "on|off",
func = function(name, param)
local player = minetest.get_player_by_name(name)
local meta = player:get_meta()
if param == "off" or param == "false" then
meta:set_string("ambient", "")
players[name].switched_on = false
elseif param == "on" or param == "true" then
meta:set_string("ambient", "switched_on")
players[name].switched_on = true
end
return true, tostring(players[name].switched_on)
end,
})
minetest.register_on_mods_loaded(function()
nodes = minetest.registered_nodes
--sound_scrape()
end)
minetest.register_on_joinplayer(function(player)
local switched_on = player:get_meta():get_string("ambient") == "switched_on"
players[player:get_player_name()] = {switched_on = switched_on}
end)
minetest.register_on_leaveplayer(function(player)
players[player:get_player_name()] = nil
end)
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Re: Post your videos!
- Attachments
-
- mq2.jpg (2.44 KiB) Viewed 2095 times
Re: Post your videos!
- Attachments
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- Screenshot_2020-05-06_20-50-11.png (211.46 KiB) Viewed 2095 times
-
- New member
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- aristotle
- Member
- Posts: 79
- Joined: Wed Mar 14, 2018 23:40
- GitHub: askotos
- IRC: aristotle_
- In-game: aristotle
- Location: Currently on Melpomene, waiting for the starship to be fixed.
- Contact:
Re: Post your videos!
Yay! It looks good! Really good! :Dapercy wrote: ↑Sun May 17, 2020 02:08Karttest development progress
https://www.youtube.com/watch?v=n3HyB8S ... e=youtu.be
Happy builds & explorations! | Initiating my Creative Minetest channel on YouTube
Re: Post your videos!
tnt and lava! and antifire
Later I uploaded: https://www.youtube.com/watch?v=J6AWPferrz8 "Way Talkie Waypoints" is a two min video showing this feature.
Later I uploaded: https://www.youtube.com/watch?v=J6AWPferrz8 "Way Talkie Waypoints" is a two min video showing this feature.
Re: Post your videos!
Longplay III 31:31
I was going to test the video quality, but ended up playing for thirty minutes instead.
I was going to test the video quality, but ended up playing for thirty minutes instead.
-
- Member
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- GitHub: ChrysoliteAzalea
Re: Post your videos!
Deleted
Last edited by Chrysolite Azalea on Thu Apr 15, 2021 06:12, edited 1 time in total.
cdb_JQUaRqvA1Vho
- Phoenixflo44
- Member
- Posts: 639
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- In-game: EvilPhoenix
- Location: Behind my PC, in Germany
Re: Post your videos!
I am currently rebuilding the Phoenix Hotel for the Karsthafen map, this time without any problems, I am taking on the whole new construction, this is the first part
Phoenix Hotel | Part 1
Phoenix Hotel | Part 1
Spoiler
I hate my life
-
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- GitHub: oilboi
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Re: Post your videos!
Well okay, this is me absolutely amazed by a circuit I created in my game:
https://youtu.be/8tLXGoIJ9tk
https://youtu.be/8tLXGoIJ9tk
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