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IRC log for #minetest-hub, 2018-04-27

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Time Nick Message
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09:10 tenplus1 hi folks
10:03 shivajiva morning tenplus o/
10:04 tenplus1 hi shiva, hows things
10:04 shivajiva good thanks, things are looking up :)
10:04 tenplus1 glad to hear :)
10:05 shivajiva have you enjoyed being off work?
10:05 tenplus1 I updated a few mods earlier and added settingtypes.txt to them so you can edit .conf settings within the SETTINGS tab
10:05 tenplus1 yeah, am finding time to do many things now
10:05 shivajiva that sounds sweet, didn't know you could do that
10:06 tenplus1 krock suggested it yesterday for Pova, thought I'd do the same for my other mods
10:07 shivajiva how long has that been possible?
10:07 tenplus1 0.4.16 stable I think
10:09 shivajiva heh good to know it can be done :)
10:10 tenplus1 there's prolly a lot of new features I'm unaware of in 0.4.16 still...
10:10 tenplus1 let alone 0.5x which I haven't tested yet
10:11 shivajiva guess we need to scour the documentation for the release and keep a closer eye on 0.5 changes =)
10:12 tenplus1 0.4.17 has some good stuff added as well, but few ppl report issues
10:15 shivajiva http://dev.minetest.net/Changelog
10:17 tenplus1 ? 0.4.17 isnt on there
10:17 shivajiva I thought 0.4.17 was a mistake
10:18 tenplus1 0.4.17 will be the next release with some of the 0.5x additions and fixes added
10:18 tenplus1 0.5x is total dev for new features...
10:21 rubenwardy some = 1 or 2
10:21 tenplus1 hi ruben
10:24 tenplus1 https://github.com/minetest/minetest/issues/6542
10:28 tenplus1 I cant even find any 0.4.17 builds to test
10:30 sfan5 there's some on my builds page
10:30 tenplus1 hey sfan, checking now
10:30 tenplus1 for linux ?
10:31 sfan5 winddows
10:31 sfan5 +d
10:31 tenplus1 buuuu... lol...
10:31 sfan5 ..
10:31 sfan5 you can always compile it yourself on linux
10:32 tenplus1 is it 0.4-backport thats officially 0.4.17 ?
10:32 shivajiva tenplus doesn't compile builds does he?
10:32 tenplus1 not on this old thing :P
10:32 tenplus1 my net-top is optimized for desktop use only, not compiling
10:33 shivajiva ten if you need a specific rev I could try but what works for me may not run on your system
10:34 tenplus1 no worries, am just checking 0.4- backport to see what changes are in there...
10:46 tenplus1 most of the lua changes I'm using anyhoo with  mod overrides :D
11:17 Fixer joined #minetest-hub
11:17 tenplus1 o/ fixer
11:26 Fixer \o
11:28 Krock joined #minetest-hub
11:28 Krock hi tenplus1
11:28 tenplus1 hey krock :)
11:29 tenplus1 the new item_entity.lua code makes it harder to implement water flowing for items
11:29 Krock !tell shivajiva You should consider updating the 3d_armor mod on your skyblocks server
11:29 MinetestBot Krock: yeah, yeah
11:30 Krock tenplus1, well yes but at least it's now better structured and supports slippery nodes (0.5.0-dev)
11:31 tenplus1 yeah, saw taht...
11:31 tenplus1 will squeezze it in somehow tho :D
11:32 Krock after all you can still overwrite the entire on_step function entirely
11:32 Krock but that will make it harder to update later
11:32 tenplus1 I have the 0.5x version of it and will add additional features like before (water flow, move items to space if block placed on top)
11:36 tenplus1 fixed :) w00t!
11:44 tenplus1 slides on ice, deletes in void, burns in lava, water pushes items and if block placed on top of item it moves to closest air block :)
11:44 tenplus1 nom time :D
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11:48 tenplus1 hey raven
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11:54 tenplus1 wb
11:54 Raven262 Hi ten
11:54 tenplus1 :P
11:55 Krock !tell shivajiva The creative inventory leak exists there too. I suggest patching asap :)
11:55 MinetestBot Krock: I'll pass that on when shivajiva is around
11:55 tenplus1 leak ?
12:05 Krock free items from the infinite creative inventory
12:05 Krock for everybody. was fixed months ago
12:06 tenplus1 so certain servers arent running the udpated version ?
12:07 * rubenwardy sighs
12:07 rubenwardy https://forum.minetest.net/viewtopic.php?p=317365#p317365
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12:07 tenplus1 enrico causing hassle on other servers now
12:07 tenplus1 hi longer
12:07 longerstaff13 Hi
12:08 Krock tenplus1, well yeah. it's not contained in the last stable so there are surely many unpatched servers there
12:09 Krock s/s there/s online/
12:09 Krock tenplus1, they're on #minetest btw :P
12:09 tenplus1 who is, enrico ?
12:10 Krock rubenwardy, http://3.bp.blogspot.com/-vgsccj-2ANU/VTFnvs4dLdI/AAAAAAAAPcE/IizjXwM4UPo/s1600/facebook-thumbs-star-wars-luke-skywalker.jpg
12:10 Krock tenplus1, yes
12:10 tenplus1 glad I dont go in there :P
12:10 tenplus1 had enough of him on Xanadu
12:10 rubenwardy he literally said "Hi"
12:10 Krock Quality player
12:12 tenplus1 heh
12:29 tenplus1 github.com/tenplus1/builtin_item updated
12:29 Mr_Pardison joined #minetest-hub
12:30 tenplus1 hi mister
12:30 Mr_Pardison ahoy
12:30 ThomasMonroe :P
12:30 tenplus1 hi thomas
12:30 ThomasMonroe hi tenplus1
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12:52 tenplus1 hi aerozoic
12:52 aerozoic wazup tenplus1
12:52 tenplus1 o/
13:01 shivajiva thanks krock :D
13:01 MinetestBot shivajiva: Apr-27 11:29 UTC <Krock> You should consider updating the 3d_armor mod on your skyblocks server
13:01 MinetestBot shivajiva: Apr-27 11:55 UTC <Krock> The creative inventory leak exists there too. I suggest patching asap :)
13:39 Krock np shivajiva. The latter one can be patched using the backport-0.4 MTG branch or applying the patch manually
13:41 shivajiva think I'll go for applying the patch manually at this stage, don't want to update everything just yet
13:48 shivajiva presumably this is #1840
13:48 ShadowBot https://github.com/minetest/minetest/issues/1840 -- Singlenode: Failed to resolve 'mapgen_water_source'
13:57 Krock yes, game#1840
13:57 ShadowBot https://github.com/minetest/minetest_game/issues/1840 -- Creative: Prevent unauthorized item access by SmallJoker
13:59 shivajiva heh wondered how to do that :P
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14:37 Mr_Pardison joined #minetest-hub
14:37 Mr_Pardison hai
14:37 tenplus1 hi mister :P
14:38 ircSparky is minetest.find_path heavy on ram or CPU?
14:39 rubenwardy more RAM
14:39 rubenwardy as you need to read the map, and also store an open list
14:39 tenplus1 has error message been fixed in chat for pathfinding when it cant find one ?
14:39 rubenwardy but it's blocking
14:44 ircSparky do you know offhand if open_ai is much heavier than mobs redo?
14:45 tenplus1 open_ai works well :) but is very simple...  mobs redo api has many more features to use but can be tailored to run fast
14:46 ircSparky does mobs redo have advanced pathfinding?
14:46 ircSparky open_ai disnt have any hostile mobs, and thats what i need, but I need mobs that are harder to loose
14:46 tenplus1 yes, has 2 level pathfinding... level 1 finds player through mazes... level 2 breaks walls/builds up to player etc
14:47 ircSparky does i tneed to be enabled? or just the version I have dosnt haveit
14:48 tenplus1 it's there, in mob registration you set pathfinding level
14:49 ircSparky ok
14:49 ircSparky ill try it out
14:50 tenplus1 if you get stuck check out the example .lua's for monsters and animals, or look at api.txt
14:50 ircSparky do most monsters haveleve 1?
14:50 tenplus1 some of the smarter one's...  the majority use no pathfinding and dumb directional to follow player
14:52 ircSparky ok which ones are the smart ones? :P
14:53 tenplus1 sand/stone monster and oerkki
14:54 ircSparky I mean, ill mostly have zombies, but zombies are usually know how to properly turn a corner :P
14:54 ircSparky kk
14:54 tenplus1 we have a mob called "Evil Bonny" on Xanadu that has level 2 pathfinding and kills everyone she's near
14:58 Mr-Pardison tenplus1: what kind of weapons are there on Xanadu?
14:58 rubenwardy contributions welcome to fix the engine pathfinder
14:59 rubenwardy also, would be awesome to make a parallel vesion
14:59 tenplus1 defaults, crystal, lava pick, super axe
15:00 Mr-Pardison no spears?
15:01 tenplus1 bows n arrows
15:01 tenplus1 snowballs :D eggs
15:03 tenplus1 players can use monsters as weapons also... sneaky players
15:06 Mr-Pardison sounds like something I would do :)
15:07 tenplus1 ehehe
15:08 tenplus1 I made 5x sky islands with a water source and a different tree for each... so far 4 players are trying to survive on them :D
15:08 Mr-Pardison is that 5th island claimed yet?
15:09 tenplus1 nah, u want ?
15:09 Mr-Pardison sure.
15:10 Mr-Pardison try a survival server other than DL (need to diversify my experiences).
15:11 tenplus1 am there now if you wanna join I'll to ya
15:11 Mr-Pardison k
15:12 Mr-Pardison what's the port for it? (my client refuses to load any other server names than what I've joined)
15:13 Mr-Pardison nvr mind.
15:13 tenplus1 lol
15:27 rdococ Yayâ„¢
15:30 tenplus1 hi rdococ
15:34 ircSparky so, the mobs_monsters are able to follow a player through a maze?
15:35 ircSparky or you need smart_mobs?
15:35 tenplus1 mobs redo api has pathfinding that allows a mob to find a player through mazes...
15:35 ircSparky hm
15:35 tenplus1 but of a set size :)
15:35 tenplus1 dont want them super OP
15:36 ircSparky yea
15:37 ircSparky https://www.youtube.com/edit?o=U&amp;video_id=FUZ0GOWFj8I
15:37 ircSparky they dont seem to be working the best for me
15:37 ircSparky idk why
15:37 tenplus1 lol
15:38 rdococ Huh, I didn't know Lua 5.4 was ut
15:38 ircSparky um
15:38 rdococ s/ut/out/
15:38 ircSparky wups
15:38 tenplus1 only attacking mobs use pathfinding... so make a glass maze 3x high so it cant jump over...  punch sand monster outside and quikly go inside, but leave an entrance for them to find
15:38 rdococ I'm gonna read its changelog
15:38 ircSparky https://www.youtube.com/watch?v=FUZ0GOWFj8I
15:39 ircSparky ah ok
15:39 ircSparky lemme try that
15:39 rdococ tenplus1: I think passive mobs could do with pathfinding too
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15:39 rdococ well, some of them, anyway
15:40 tenplus1 hi twoelk
15:40 twoelk o/
15:40 rdococ Also, when you attack a chicken, other chickens should be spawned that attack you like in TLoZ :P
15:40 tenplus1 once pathfinding and line of sight functions improve then all mobs could ise them
15:40 tenplus1 lol rdococ, chickens and rabbits runaway from player, unless you are owner
15:40 rdococ tenplus1: so chickens are chicken?
15:41 rdococ There could be a rare deer mob that drops cool stuff, and an even rarer unicorn mob that drops a unicorn horn
15:41 rdococ Both would run away from players if they don't hold sneak
15:42 * twoelk wonders wether mobs could deteckt nodes placed by players and avoid these as if they smelled dangerous as animals may do in real life
15:43 ircSparky so when do sand monsters and such go into pathfinding mode?
15:44 tenplus1 when they attack a player and a timer goes off saying it'd been idle too long
15:45 rdococ Certain mobs could be drawn towards artificial light sources
15:46 twoelk bsssssssszzzzzzz
15:46 rdococ twoelk: Imagine a horde of zombies that sees someone's torchlight in the distance . . .
15:46 ircSparky ok
15:46 ircSparky sounds would be nice too
15:46 tenplus1 yeah...  was thining of redoing walking cycle to move towards certain blocks/light etc
15:46 ircSparky if they could hear sounds
15:46 ircSparky yea the maze test worked
15:47 twoelk ah, my circling sharky jellyfish idea arises again
15:47 tenplus1 :P
15:48 rdococ Zombies would be attracted to artificial light sources as they have a higher chance of finding players there, those weird desert skeleton things could maybe be able to 'smell' blocks that are artificial and don't normally spawn in their biome (e.g. wood)
15:48 rdococ Hehe, that would be funny because skeletons and probably weird desert skeleton things don't have noses
15:49 tenplus1 am trying to think of a way to spawn mobs without using ABM's...
15:49 twoelk https://forum.minetest.net/viewtopic.php?p=241321#p241321
15:50 tenplus1 ooh jellyfish :P
15:50 rdococ Maybe zombies or jellyfish could change their behavior based on whether they're alone or in a horde. E.G. a lone zombie probably would run away from an armored player, but a horde would move towards them
15:50 tenplus1 we have fish and sharks handy for now, might be worth adding those nd turtles
15:54 ircSparky would it be heavy for each mob to check line of sight every second or half second?
15:55 rdococ Odd, I can't tell if Lua 5.4 is out or not
15:55 twoelk some sort of situation related herd behaviour that can react to changes would be really cool, although pretty creepy as it might get close to resembling an ai
15:55 rubenwardy no
15:55 rubenwardy line of sight is pretty optimised
15:55 rdococ Each mob should store a detailed neural network
15:56 ircSparky totally
15:56 ircSparky ok
15:57 tenplus1 if only :P
15:57 rdococ GMO crops mod: you'd be able to splice DNA and create new crops
15:57 ircSparky tenplus1, should i try to make the level 1 pathfinding use line of sight instead of a timer? or maybe make a new level? or do you want to code it yourself?
15:57 twoelk can one querry how many mobs are active at any given time on a running map?
15:59 tenplus1 api uses line of sight already
15:59 ircSparky oh, i thought you said it used a timer :P
16:00 rdococ yay, line of sightâ„¢
16:00 tenplus1 it uses all sorts, line of sight for attack and  pathfinding
16:03 ircSparky hm
16:03 ircSparky do you know what the main difference between it and open_ai pathfinding system is?
16:05 tenplus1 open_ai pathfinds towards certain blocks only, not players
16:06 ircSparky so, the block the player is standing on?
16:06 ircSparky or
16:06 ircSparky in
16:07 tenplus1 open_ai has sheep for instance look for grass blocks or wheat nodes to move around... it heads towards areas a sheep is at home :P
16:07 ircSparky ah
16:07 tenplus1 in mobs redo it's up to the mob where it wants to go, only using pathfinding to find player
16:07 ircSparky well most of the npcs also follow players when they hold dry grass
16:07 tenplus1 but I was gonna add a way to head towards certain blocks in api at some point
16:09 ircSparky you must not have seem my comparison video?
16:09 tenplus1 you made a video ?
16:09 ircSparky i mean, I guess its not very polite of me to just paste youtube links
16:09 ircSparky https://www.youtube.com/watch?v=FUZ0GOWFj8I
16:09 ircSparky im not rickrolling you though :P
16:09 tenplus1 heh
16:10 ircSparky the first time works for the stone monster
16:10 ircSparky not the rest though
16:10 ircSparky and i have one trying to get to me in that exact spot right now :P
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16:12 tenplus1 hi Jordach
16:12 tenplus1 ircSparky: pathfinding needs work :P yeh
16:12 Mr_Pardison joined #minetest-hub
16:12 tenplus1 wb mister
16:13 ircSparky yea
16:13 Mr_Pardison gracias.
16:13 ircSparky but of course, open_ai has the best pathfinding ive ever seen
16:14 ircSparky so it might be unfair to compare with mobs_redo
16:14 Mr_Pardison but have you seen closed_ai? :P
16:14 ircSparky :P
16:15 tenplus1 lol
16:15 ircSparky sometimes they get stuck in the middle of a open area though
16:15 ircSparky and it would be nice if they could get through doors
16:15 tenplus1 yeah doors kinda suck for that
16:16 ircSparky does find_path treat them as solid nodes?
16:16 tenplus1 yeah
16:16 tenplus1 pathfinding really needs a list of nodes that it can ignore (doors, slabs etc)
16:16 Mr_Pardison IMO if they went through doors, then that would defeat the purpose of them at night
16:16 Darcidride_ joined #minetest-hub
16:16 ircSparky yea
16:17 ircSparky and "open" doors can be used to close a different direction
16:17 tenplus1 hi Darcidride_
16:18 Fixer joined #minetest-hub
16:18 tenplus1 wb fixer
16:21 Fixer ty
16:21 tenplus1 open_ai has a newer framework which is really good... mobs redo still has compatibility with the older simple mobs framework
16:21 tenplus1 if features could be ported across :))
16:22 ircSparky ah, nice
16:22 ircSparky I think its the most used mob framework
16:23 tenplus1 for ease of use, yes... features, yes... but I still want it to be better
16:23 benrob0329 joined #minetest-hub
16:23 tenplus1 hi benrob
16:23 benrob0329 Hi tenplus1
16:24 tenplus1 o//
16:24 benrob0329 I definitely didn't stay up way too late last night making this thing https://gitlab.com/benrob0329/simpdown
16:25 tenplus1 heh
16:25 benrob0329 But hey, now I don't have to write my website in html
16:25 tenplus1 even better :P
16:26 tenplus1 back soon, making noms :P
16:29 Krock joined #minetest-hub
16:31 tenplus1 wb
16:31 Krock ty
16:35 rdococ Lua 5.4 is in developyayâ„¢
16:36 tenplus1 oooh
16:36 tenplus1 mt still doesnt use 5.3 yet
16:37 rdococ I'm pretty sure Minetest doesn't use 5.2 yet, nevermind 5.3
16:38 tenplus1 ehehe
16:38 rubenwardy Lua 5.2+ sucks
16:38 tenplus1 how come ?
16:38 rubenwardy No LuaJIT support
16:38 tenplus1 buuuu
16:39 rdococ does Lua 4.0 have LuaJIT?
16:40 sofar luajit is only 5.1 I think
16:40 Krock joined #minetest-hub
16:55 benrob0329 isn't that more the fault of LuaJIT, and not Lua?
16:59 tenplus1 they wont admit to it :D
16:59 rdococ X sucks because Y refuses to support itâ„¢
17:00 rdococ Totally makes senseâ„¢
17:01 rubenwardy LuaJIT hasn't got any maintainers anyway
17:01 tenplus1 o.O open_ai spawning is intruiging... it has a 70 second timer which then loops through every player and then loops through every mob to do a find_nodes_in_area(20 radius), choose random node and spawn mob...
17:01 rubenwardy and for me, LuaJIT is Lua
17:01 tenplus1 you'd think that 5.3 would do away with separate luajit and just have an option to enable
17:02 rdococ rubenwardy: So for you, Lua has no maintainers? :P
17:02 rubenwardy basically
17:02 rdococ hm, does Minetest require luajit?
17:03 benrob0329 No
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17:03 tenplus1 o/ longer
17:03 benrob0329 In fact, numerous problems tend to occur when its compiled with LuaJIT on heavy servers
17:03 tenplus1 the 2mb limit ?
17:04 rubenwardy that's because GC64 isn't stable yet
17:04 Mr_Pardison tenplus1: does the latest release of mobs_redo prevent mobs from glitching out through nodes?
17:04 longerstaff13 o/
17:04 Mr_Pardison \o
17:05 tenplus1 it tries to... the mt engine itself has a glitch where entities use stepheight to glitch through solid walls
17:05 rdococ I wonder if Minetest supports Lua 5.2+, seeing as it doesn't require LuaJIT
17:06 benrob0329 So using something that tends to crash the game, has very few maintainers, refuses to support new versions of the standard, and who's added speed boost does nothing for most mods is worth not supporting Lua 5.2+ ?
17:06 benrob0329 That sounds like some bs right there, ngl
17:06 rubenwardy doesn't crash that much
17:06 rubenwardy if your mods aren't bloated
17:07 benrob0329 Unless you use one if the heavy mods its supposed to help make faster
17:07 rubenwardy I'd rather have the 64x speed boost
17:07 rdococ > does nothing for most mods
17:07 rdococ > 64x speed boost
17:07 rdococ does not compute
17:07 benrob0329 For what, defining nodes?
17:07 rdococ globalsteps, ABMs
17:07 rubenwardy heavy on memory :P
17:08 tenplus1 how do I tell minetest to use lua isntead of luajit ?
17:08 rdococ (although, to be fair you should be avoiding globalsteps whenever possible anyway)
17:08 benrob0329 ABMs are used rarely anymore, and globalsteps need to be lightweight anyways
17:08 benrob0329 tenplus1: compile time option
17:09 tenplus1 whats different between using globalstep and mintest.after to run same function ?
17:09 tenplus1 benrob0329: damn, was gonna test a game without jit to see
17:09 benrob0329 Globalstep is repeated every step
17:09 benrob0329 After is only repeated once
17:09 rdococ ^
17:09 benrob0329 Er, done once
17:09 rdococ essentially
17:10 tenplus1 so even if I setup a globalstep with a 1 second timer wouldnt that help ?
17:10 rdococ globalsteps don't have a timer parameter so if you want a timer you'll have to keep track of it yourself
17:10 benrob0329 It will only run the code once a second, but will repeat the check every step
17:10 rubenwardy I've never had an OOM with LuaJIT
17:10 tenplus1 timer = 0 ; globalstep function ; timer = timer + dtime ; if timer < 1 then return end ; timer = 0 ; do something
17:11 rdococ minetest.after is better for things that don't run every step or so, because it minimizes the number of function calls per step
17:11 benrob0329 after() just delays a function
17:11 rdococ ^
17:11 benrob0329 rubenwardy: tagged: WORKSFORME
17:11 rdococ but you can define a function that uses minetest.after to call itself
17:11 rubenwardy basically
17:11 rdococ resulting in a loop
17:11 tenplus1 yeah, did that for stamina poisoning
17:12 benrob0329 Ive done it for smooth Alpha transitions :P
17:12 tenplus1 :P
17:12 rdococ I like exhaustion poisoning (takes 1 point of exhaustion away every second or so) because it makes you less tired
17:13 rdococ rubenwardy: hm, what do you think about a CTF map that takes place in space with planets? players would have to use their planet's resources to create bridges from planet to planet
17:13 rubenwardy interesting
17:13 rubenwardy maybe islands would be better
17:13 rdococ but islands aren't in space
17:13 rubenwardy or float lands
17:13 tenplus1 sounds a good idea, can you do planetoids with biomes ?
17:13 rubenwardy MT can't do space
17:13 sofar everything is in space, technically
17:13 benrob0329 Idea for sprint: you always sprint, but your speed decreases with stamina (and stamina with food)
17:13 rdococ Floatlands might be a good compromise
17:14 rdococ sofar: technicallyâ„¢
17:14 rubenwardy you'd expect a vacuum and low G
17:14 tenplus1 lol
17:14 benrob0329 Technically everything is moving too
17:14 tenplus1 pova's base overrides can set gravity to a lower value :)
17:14 rdococ benrob0329: technically everything can be said to be moving from one reference frame and not from its own reference frame
17:14 tenplus1 could wear say antigrav boots to compensate
17:14 rdococ s/one/at least one/
17:14 rdococ CTF space map: everyone suffocates repeatedly upon spawning
17:15 tenplus1 haha
17:15 benrob0329 Lol
17:15 Mr_Pardison XD
17:15 tenplus1 brb
17:15 rdococ rubenwardy: although, I wonder how low gravity would affect the game
17:16 rdococ PvP would essentially have a third dimension to it as you have to work harder to aim up and down at the enemy
17:16 benrob0329 Eh, just jump over peopl
17:17 rdococ They could jump up to you
17:17 benrob0329 We don't have collision thougb
17:17 rubenwardy would be interesting
17:17 rubenwardy Minetest won't like it though
17:17 rdococ benrob0329: but then they can reach you to hit you
17:17 rubenwardy maybe an underwater map would be cool too
17:17 rubenwardy with gas bubbles
17:18 rubenwardy and bases so far apart you need to build glass tunnels
17:18 Mr_Pardison methane bubbles? :P
17:18 benrob0329 *boom*
17:18 rdococ gas bubbles could be implemented as walk-thru translucent nodes
17:18 sofar cosmic rays constantly bombarding players with radiation making them mutate slowly altering their physical properties randomly
17:19 benrob0329 Thats morbid, but also really cool sounding
17:19 sofar it'll kill players over time, but they also might get stronger or faster
17:20 benrob0329 Or die instantly from radiation poisoning
17:20 rdococ Or you get cancer and die slowly and painfully
17:20 sofar instantly?
17:21 sofar whatever happened to slow, painful deaths?
17:21 rdococ I mentioned them
17:21 rdococ ;)
17:21 rubenwardy cancer -> disables hp regen
17:21 benrob0329 cancer -> you get teleported to a Roblox server
17:22 Krock cancer -> you're suddenly cured
17:22 Mr_Pardison cancer -> discord.
17:22 Mr_Pardison no wait.
17:23 Mr_Pardison cancer -> fortnite -> hype
17:23 rdococ lol
17:24 rdococ When people say "XXX is cancer" without elaborating as to why, it bugs mwe
17:24 rdococ s/mwe/me/
17:24 rdococ for example, I don't think fortnite or roblox ever caused people to die slow painful deaths or caused cells to multiply out of control
17:24 rdococ okay, roblox might have but idk about fortnite
17:25 Mr_Pardison fortnite is all hype.
17:25 Mr_Pardison ergo, cancer.
17:26 rdococ I'm pretty sure fortnite is a game of some sort, meaning that it is not literally composed of hype. I think you're talking metaphorically, but I don't completely understand so can you elaborate a little further?
17:26 rubenwardy fortnite is pretty fun though
17:26 rubenwardy basically a rip off of CTF
17:26 tenplus1 seen it being played on yt, not bad
17:27 Mr_Pardison I don't get ppls' obsession over it when it's just your basic build and fight game with fancy graphics and weapons.
17:28 rdococ I'm looking on Wikipedia
17:28 rdococ apparently Fortnite is a paid sandbox survival game while Battle Royale is a gamemode that can also be gotten for free as a standalone game?
17:29 rdococ it wasn't acquired by Microsoft, so it's already better than YKW
17:31 tenplus1 Q. should mobs despawn when stepping on "ignore" node ?
17:32 rubenwardy joined #minetest-hub
17:32 rdococ tenplus1: nah. the only way that could happen is if a mob was on top of an unloaded mapblock boundary and I don't think it should be removed just because the ground it's on isn't loaded yet
17:39 rubenwardy huh
17:40 rubenwardy I got 17.10 not 18.04
17:40 rubenwardy odd
17:40 rdococ I have 18.04
17:40 tenplus1 ditto
17:40 rdococ well, xubuntu 18.04
17:40 rubenwardy I ran do-release-upgrade, but it didn't give me 18.04. Hasn't it been released?
17:40 rdococ speaking of which, I think 18.04 was released yesterday
17:40 rubenwardy -d makes it find it
17:40 rubenwardy odd
17:40 tenplus1 rubenwardy: sudo update-manager -d
17:41 rdococ maybe look to see what the -d flag does
17:41 rubenwardy this is on a server
17:41 rubenwardy d means development version
17:41 tenplus1 and only works when current setup is up to date
17:44 rubenwardy "The upgrade has aborted. The upgrade needs a total of 117 M free
17:44 rubenwardy space on disk '/boot'. Please free at least an additional 35.5 M of
17:44 rubenwardy disk space on '/boot'. You can remove old kernels using 'sudo apt
17:44 rubenwardy autoremove' and you could also set COMPRESS=xz in
17:44 rubenwardy /etc/initramfs-tools/initramfs.conf to reduce the size of your
17:44 rubenwardy initramfs. "
17:44 rubenwardy ew
17:44 rubenwardy oops
17:44 rubenwardy stupid new lines
17:44 tenplus1 do you add your own /boot partition ?
17:45 rubenwardy no, from host
17:45 rubenwardy which is stupid for a server, as you'd expect to find a lot on /var/www
17:47 rubenwardy / also only has 15GB
17:47 rubenwardy /home  has 985GB
17:47 rubenwardy was wondering why those lines weren't sending ^
17:47 tenplus1 eek...  I set / to 50gb and the rest to /home
17:47 rubenwardy that would be logical
17:49 Raven262 joined #minetest-hub
17:50 tenplus1 wb raven
17:50 Raven262 ty ten
17:52 * rdococ updates his operating systemâ„¢
17:53 tenplus1 Ubuntu 18.04 final release was yesterday :)
17:53 Krock quick! distro upgrade!
17:54 * Mr_Pardison levels up his distro
17:54 tenplus1 :)
17:54 rdococ I'm a time traveller from the future
17:54 rdococ Linux 5.0.0 is all the rage
17:56 rdococ in 2030, GNU acquires Mojang from Microsoft at the end of an incredibly unlikely chain of events
17:57 tenplus1 lol
17:57 ircSparky is Elon Musk the supreme leader of Mars?
17:57 Mr_Pardison and how would that snowball start?
17:57 Mr_Pardison ircSparky: one day he might be.
17:57 Mr_Pardison but I'd take over and give it to the ppl for free :D
17:57 tenplus1 and Trump finally builds his wall.... on the moon
17:58 ircSparky does he deport mexicans to the moon?
17:58 rdococ a wall wouldn't work anyway
17:58 tenplus1 lol yeah... they'd just get a cheap flight to USA for holiday and not go back :P
17:58 rdococ there are these magic white birds in the sky that can carry tons of people, they're called "airplanes"
17:59 ircSparky yea we have those
17:59 rdococ time to restartâ„¢
18:04 tenplus1 https://libreboot.org/
18:07 rdococ I couldn't find installation instructions specific to my computer/its bootloader/I'm just stupid
18:07 sofar MS doesn't sign the UEFI bootloader
18:07 sofar MS signs the windows loader
18:08 sofar and the MS pubkey is used by UEFI to validate that the windows loader was signed by it
18:08 rdococ ah
18:08 sofar but UEFI itself isn't signed
18:08 * rdococ bashes his head against a wall
18:08 sofar take out the keys from UEFI, and you're trusting nobody
18:08 sfan5 intel employee defends microsoft
18:08 sfan5 classy
18:08 sfan5 /s
18:08 sofar troll
18:08 sofar you know well how it works
18:09 rdococ I have secure boot disabled on this laptop
18:09 sfan5 don't you see the /s I put
18:09 sofar btw it's your hardware vendor that puts the UEFI firmware on the motherboard
18:09 sofar I do, but I made sure others also know ;)
18:10 rdococ I'm not that familiar with bootloaders
18:10 sofar UEFI without secure boot is just fine, as long as you trust your motherboard firmware vendor
18:10 sofar you can also put in your own keys
18:10 sofar and prevent someone from possibly tampering with your OS
18:10 sofar at least, you can detect it that way
18:12 sofar btw most of UEFI is open source and you can see how it works (https://www.tianocore.org/)
18:12 rdococ Unicorns
18:12 sofar almost all EFI implementations are based on tianocore
18:13 rdococ rubenwardy: are there size restrictions for CTF maps?
18:21 Calinou ← proud user of disabled Secure Boot :p
18:21 tenplus1 lol, hi Cal
18:21 Calinou thankfully, my hardware still lets me do it
18:22 Calinou (there's reports of some motherboard models not allowing disabling Secure Boot, even on x86)
18:22 Calinou my old laptop required putting an UEFI password first in order to disable Secure Boot
18:22 Calinou the password I set was "123" :-)
18:23 rubenwardy rdococ: 225 max
18:24 rubenwardy 225*y*225
18:24 tenplus1 am prolly 1x bios update away from uefi forever
18:24 rubenwardy That's r < 115
18:25 rdococ what about y?
18:26 rdococ rubenwardy: what about y?
18:26 rubenwardy Err, don't go mad
18:26 Mr_Pardison joined #minetest-hub
18:27 Mr_Pardison ty.
18:27 rubenwardy It's usually smaller though
18:28 rdococ I meant what 'y' is in '225*y*225'
18:28 rubenwardy yeah
18:28 rdococ I'm mad as in insane but not as in angry :P
18:29 rubenwardy there's no coded limit unlike X and Z
18:29 tenplus1 y = 37.952
18:29 rubenwardy but bigger values will increase load time
18:29 rubenwardy so maybe max 200
18:29 rdococ ha
18:29 rdococ s/ha/ah/
18:29 rubenwardy but that should be rare, and you should justify it
18:29 rubenwardy and I will also need to make sure it's not too slow
18:30 rubenwardy two hills has a y of 140
18:30 rubenwardy bridge is the same
18:34 rdococ I'm trying to figure out how to set a world to use 'dummy' backend
18:34 rdococ I don't have a 'minetestserver' file I can execute and using './minetest --migrate [blah blah]' doesn't seem to work
18:35 rubenwardy literally just change backend in world.mt to dumy
18:35 rubenwardy *dummy
18:36 rdococ ah, world.mt didn't exist until I opened the world. I think.
18:37 rdococ or I'm just an idiot
18:37 rubenwardy set up windows builds on my CI for my game
18:38 rubenwardy source/server/worker/threadworker.hpp:34:8: error: ‘mutex’ in namespace ‘std’ does not name a type
18:38 rubenwardy silly Ubuntu being outdated :'(
18:38 rubenwardy hopefully the update will fix it
18:38 rubenwardy normal gcc works fine
18:38 rubenwardy so it's just mingw that's outdated
18:43 Mr-Pardison joined #minetest-hub
18:50 rubenwardy joined #minetest-hub
18:51 ircSparky im looking through the mob_redo api
18:51 tenplus1 :P
18:52 ircSparky if self.hornytimer > 240 then
18:52 ircSparky self.child = false
18:52 ircSparky wtf
18:52 tenplus1 mobs can be bred, have children :)
18:52 ircSparky lo
18:52 ircSparky l
18:52 rdococ Yayâ„¢
18:52 rubenwardy woo 18.04 on my server!
18:52 rubenwardy lol!
18:52 tenplus1 nice one rubem :P
18:52 rdococ so if a young mob becomes horny enough he becomes an adult?
18:53 sofar that code is wrong on many levels
18:53 rdococ sofar: exactly what I was thinking
18:53 sofar who wrote it?
18:53 tenplus1 lol, self.hornytimer controls 3 different things, hearts above mod meaning it can breed, timer until ti can breed again, and child growing up status
18:53 rdococ I feel like that might add several more levels of wrong
18:54 tenplus1 lolol, it's just a variable name :D
18:54 Jordach joined #minetest-hub
18:54 tenplus1 wb Jordach
18:54 rdococ so the mob becoming an adult is equivalent to it being able to breed for the first time?
18:54 sofar seriously though, variable names *matter*
18:54 rdococ and the mob becomes an adult by getting really horny
18:54 tenplus1 sofar: agree'd, and this means what it means :P
18:54 sofar do you honestly think people will be able to read your code objectively if you label your variables "swastika" and "redskin" ?
18:55 tenplus1 why would I use those ?
18:55 sofar whatever happened to "fertile"
18:55 rdococ I don't think "hornytimer" is on the same level as wrong as "swastika" and "redskin"
18:55 tenplus1 heh... my code is commented so you know exactly what's happening
18:55 sofar look
18:55 rdococ also, can mobs become infertile/
18:55 sofar I'm not part of the PC police here
18:55 rdococ s/\//?/
18:55 tenplus1 and self.hornytimer is exactly that... how long the mob is horny for so it can breed...
18:56 sofar the name is thick
18:56 sofar very, very thick
18:56 tenplus1 lol
18:56 tenplus1 what woudl ya make it ?
18:56 rdococ sofar: hehe, PC police... it kind of sounds like it could be recursive. PoliCe police
18:56 rubenwardy *SJWs
18:56 sofar mating, fertile, etc.
18:56 rdococ I'm not clear on the definition of SJW though
18:56 sofar reproductiontimer
18:57 sofar etc.
18:57 sofar plenty of normal ways of saying it
18:57 sofar heck even `aroused` sounds better
18:57 rdococ surely a grand title like "justice warrior" wouldn't be given to someone whose complaints about the way others use terms are extreme?
18:57 tenplus1 self.repo_timer ...  bam! guy breaks through your door to steal the car back :DDDDD hah
18:57 ircSparky testosteronetimer
18:57 IhrFussel joined #minetest-hub
18:57 tenplus1 hi fussel
18:58 IhrFussel tenplus1, not sure if it's still like that in the newest mobs redo version but slow animals with jump enabled cannot climb up nodes...only when I make them faster
18:58 rdococ ircSparky: wouldn't that suggest that all the mobs are male? then how would they create child mobs without advanced technology?
18:58 tenplus1 lol rdoc
18:58 rdococ :O
18:58 tenplus1 we cant assume their genders :D
18:58 rdococ lol
18:59 rdococ the mobs have a secret underground laboratory where they construct eggs
18:59 rdococ well, eggs and embryos
18:59 ircSparky males just generally have more, if i am understanding correctly
18:59 IhrFussel They simply jump at the same spot, they cannot reach the next node (in my version at least)
18:59 rdococ ircSparky: lolwat :P
18:59 ircSparky idk
19:00 rubenwardy women have testosterone
19:00 rubenwardy just less of it
19:00 rdococ IhrFussel: it's fun to jump repeatedly
19:00 rdococ rubenwardy: true, I suppose
19:00 IhrFussel In particular tamed mobs that try to follow the player
19:00 IhrFussel It's annoying to go with them on exploration tour cause they are stuck if they fall down 1 node
19:00 rdococ IhrFussel: just make them super fast ;)
19:01 tenplus1 fussel, set stepheight to 1.1 in the mob registry or add to jump_height so they can clear a block better
19:01 tenplus1 I've been getting complaints about mobs being able to escape captivity so much I limited them too much it seems
19:04 tenplus1 if I make stepheight 1.1 so they can walk up hills then they get stuck inside walls...  mt engine bug with entities
19:05 ircSparky self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
19:06 ircSparky we kno dey wey
19:06 ircSparky :P
19:06 tenplus1 lol
19:06 rdococ I'm bored so I'm experimenting with lua 5.3.4
19:06 ircSparky what are you experimenting?
19:06 rdococ not much yet
19:06 rdococ I'm looking on the lua-users wii
19:06 rdococ s/wii/wiki/
19:06 tenplus1 install love2d and play with gui's :P
19:07 rdococ there are cool things like mutable functions
19:09 IhrFussel tenplus1, jump_height 6 means 0.6 nodes?
19:10 tenplus1 set_velocity({x = x, y = self.jump_height, z = z})
19:11 IhrFussel Is velocity in nodes?
19:11 rubenwardy yes
19:11 tenplus1 then yeah, 0.6 nps
19:12 tenplus1 thing is, the mob jumps high enough to make the step up.. I gotta make it move forward at the apex of the jump
19:13 IhrFussel My "hack" is if self.owner ~= "" and self.order == "follow" then v.y = 11 end
19:14 IhrFussel That way it should prevent animals from jumping through walls if not following their owner
19:15 tenplus1 lol, that's a high jump
19:15 IhrFussel 1.1 nodes...is that wrong?
19:18 tenplus1 mob will jump very high into air
19:18 IhrFussel Is there a better self. value to check if the animal is currently following a player?
19:19 tenplus1 k, I've added a minetest.after when mob jumps to nudge it forward at ape
19:19 tenplus1 *apex
19:19 tenplus1 testing
19:20 IhrFussel How do you know whether you need to increase X or Z velocity?
19:21 tenplus1 it's all calculated in do_jump
19:21 IhrFussel Ah...will look at it. The tamed mobs save the player they follow in self.following correct?
19:22 tenplus1 jumping up works fine now :D
19:23 tenplus1 git updated, try new version
19:24 tenplus1 it puts a slight delay after jump which then moves mob forwards to get up that 1 block :D
19:24 tenplus1 without the use of stepheight
19:27 Calinou rubenwardy: Fedora is an excellent OS for MinGW builds, I use it for my Godot CI builds
19:27 Calinou GCC 7 out of the box :)
19:27 rubenwardy :'(
19:27 tenplus1 18.04 has gcc7
19:27 Calinou for portable Linux builds, you can use Ubuntu 14.04 with a GCC 7 PPA, and statically link libstdc++/libgcc
19:27 rubenwardy My computer has gcc7
19:27 rubenwardy (Manjaro)
19:27 Calinou you can run Docker containers in Travis CI if you really need to, but you should probably use GitLab CI instead
19:27 rubenwardy tenplus1: really?
19:27 Calinou (which uses Docker)
19:28 rubenwardy maybe it's because I'm using Docker?
19:28 tenplus1 yeh, currently sitting at gcc 7.3.0
19:28 rubenwardy no no
19:28 rubenwardy I'm talking about mingw-w64-gcc
19:28 rubenwardy not gcc
19:28 Calinou unfortunately, I haven't found a way to make portable Linux applications from a recent distribution in all cases
19:28 rubenwardy it's the windows cross compiler
19:28 Calinou (i.e. with graphical applications that link to OpenGL libraries)
19:29 Calinou it can be done for CLI apps, but not for GUI applications
19:29 rubenwardy companies like Steam and Unity seem to do it well
19:29 Calinou (https://github.com/intoli/exodus)
19:29 Calinou rubenwardy: they just build on old distributions :P
19:29 rubenwardy they probably compile on Ubuntu
19:29 Calinou which is what you should do for now
19:29 rubenwardy oh?
19:29 Calinou my pipe dream is building on a recent distribution so I can use recent tech all I want
19:29 rubenwardy what's the issue?
19:29 Calinou but Ubuntu 14.04 + GCC 7 PPA is good enough for this, just remember to link libgcc and libstdc++ statically
19:29 Calinou (the license allows it)
19:30 Calinou it should be enough for C++14 at least, not sure about C++17… I haven't tested
19:30 rubenwardy well, I use C++14
19:30 Calinou (GCC 7 has full C++17 support as far as I know, but I don't know if stuff will break when the binary is run on old distributions)
19:30 Calinou I'm writing my LearnOpenGL code in C++17 mode… not that I actually use features from it anyway :P
19:30 rubenwardy do you know how I can get a newer mingw-gcc version?
19:30 Calinou (I definitely use C++11 features and possibly at least one C++14 feature)
19:31 Calinou there should be PPAs for it, but I advise you to build from Fedora instead
19:31 Calinou nothing forces you to use the same container for all target platforms :)
19:31 Calinou https://github.com/Calinou/godot-builds-ci
19:31 Calinou I'm using Fedora 27 for all platforms except Linux (Ubuntu 14.04), macOS and iOS (which use Travis CI instead of GitLab CI)
19:32 Calinou it's also good for making WebAssembly and Android builds
19:32 rubenwardy I use self-hosted CI on my server
19:33 rubenwardy with the builds done in docker containers
19:33 Calinou ah, I see
19:33 Calinou it should be easy enough to run Fedora containers, no?
19:33 rubenwardy not sure
19:34 rubenwardy I mean, Fedora doesn't have apt, right?
19:34 rubenwardy I'd have to rewrite most of my scripts
19:34 rubenwardy I'd rather find a PPA
19:34 rubenwardy or build mingw-w64 myself
19:36 Calinou it uses DNF instead of apt, yeah
19:36 Calinou I don't know if there's a good MinGW PPA
19:36 rubenwardy doesn't appear to be
19:41 rdococ there seems to be no such thing as first-class scopes
19:46 Mr-Pardison perhaps there are first-rate ones
19:47 rubenwardy Calinou, tenplus1: turns out the docker container is running 16.04, not 18.04
19:47 rubenwardy I did delete and recreate them
19:48 tenplus1 :P#
19:48 Calinou keep in mind your binary won't run on old distributions
19:49 Calinou PSA https://www.gimp.org/news/2018/04/27/gimp-2-10-0-released/
19:49 tenplus1 ooh, havent tested new gimp out yet :))) thanks for reminding me
19:50 benrob0329 Calinou: I was using Fedora, then I tried Debian testing
19:51 rubenwardy Calinou: jesus, I'm building for Windows not Linux!
19:52 Jordach joined #minetest-hub
19:53 tenplus1 wb Jordach
19:53 rubenwardy argh
19:53 Jordach microfiber cloth + 99% isopropyl alchohol
19:53 tenplus1 :P
19:53 Jordach that shit cleans screens
19:54 rubenwardy do you know how I can override the ubuntu version of a docker parent image?
19:54 Jordach linux magic
19:54 rubenwardy I'm inheriting from this: https://github.com/JetBrains/teamcity-docker-agent
19:54 rubenwardy which uses u16.04
19:54 Jordach ayy LTS
19:54 Calinou rubenwardy: sorry, I thought you were building for Linux
19:54 Calinou I read it wrong
19:54 Calinou I mean, both platforms
19:56 Krock no idea.. check for docker updates?
19:56 rubenwardy I guess I'm going to have to fork both of these repos
19:57 sfan5 ayy docker
19:58 Krock ayy lmao sfan5 got triggered ^^
19:58 sfan5 yes
19:59 Mr_Pardison joined #minetest-hub
19:59 rubenwardy actually, with tagging I can replace a parent of a packet out of my control
20:00 tenplus1 wb mister
20:00 Mr_Pardison t.hanks.
20:00 Mr_Pardison something is going on with the internet here.....
20:09 rubenwardy so, the answer to my issue is to make my own image with 18.04 and java8, then tag it as the base image for the CI container
20:10 tenplus1 nite folks o///
20:10 tenplus1 left #minetest-hub
20:14 rdococ A scope would be a special case of associative array which has a 'parent'. If you try to access a scope's variable that is undefined, then it will look in its parent instead for that variable name
20:14 rdococ e.g. "function () { var a = 3; return (function () { return a })() }" in the inner function, 'a' does not exist in its scope so it checks the parent scope, which does have 'a'
20:15 rdococ This would also occur with assignment (assigning to 'a' will assign to the first variable 'a' it finds, checking the current scope first then its parent, and then its parent), unless you use a keyword like 'local'
20:16 rubenwardy makes sense
20:16 rubenwardy that's how my compiler/interpretter worked
20:17 rdococ Additionally: Function calls would treat 'return' statements as implicit parameters holding the caller's continuation (a function-like object that, when invoked, returns from that function), essentially turning calls into call/cc and also meaning that the call stack would be part of the scoping system
20:45 nerzhul joined #minetest-hub
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21:17 * rubenwardy is now running Linux 4.16 on his laptop
21:18 rubenwardy it's really cool how easy it is to switch on Manjaro https://i.rubenwardy.com/J2diI.png
21:20 rdococ I am using xubuntu 18.04 with Linux 4.15
21:20 rubenwardy yeah, that's what ubuntu comes with
21:20 rdococ which is good, as 4.15 is a fairly recent release
21:21 rubenwardy it has the spectre fixes in it, which makes it slower
21:21 rubenwardy 4.16 has improvements on that
21:21 rubenwardy it'll be backported though
21:21 rubenwardy may already have been
21:21 rdococ I'm bored and experimenting with lua
21:22 rubenwardy 4.15=28/Jan/18       4.16=1/April/18
21:22 rubenwardy oh, fart
21:22 rubenwardy $ sudo apt update
21:22 rubenwardy sudo: apt: command not found
21:22 rdococ Sounds smelly
21:23 Krock rdococ, then fite some players in CTF
21:23 rdococ rubenwardy: That doesn't sound good
21:23 rdococ Krock: What if I loze? :c
21:23 Krock rdococ, then grab a new sord and gun to try again
21:23 rubenwardy I'm not using a debian based OS anymore, so no apt
21:23 rubenwardy the command I was looking for was  pacman -Syyu
21:23 rdococ sounds apt
21:24 Krock < insert -Syyu meme here >
21:26 * rubenwardy adds pacman -Syyu to his crontab
21:27 Gael-de-Sailly joined #minetest-hub
21:29 Fixer pacman commands are so shitty
21:30 Calinou 4.15.17-300.fc27.x86_64
21:30 Calinou and yeah, my laptop feels a bit slower lately :/
21:30 Calinou desktop is fine still
21:32 rubenwardy > reuben
21:32 rubenwardy TRIGGERED
21:32 rubenwardy https://forum.minetest.net/viewtopic.php?p=317400#p317400
21:32 rdococ that's a weird way to do a 2x2 crafting table
21:33 rdococ yet I think that might actually work
21:34 Krock reuben, that method is not CSM-safe
21:35 rubenwardy no
21:41 xerox123 https://en.wikipedia.org/wiki/Reuben_sandwich
21:41 rdococ delicious?
21:42 xerox123 I guess so, possibly meat overload
21:43 rdococ warning: meat overload
21:45 rdococ yay
21:48 rdococ I'm working on a linked list implementation
21:48 rdococ should list[3] return list.tail.tail.tail or list.tail.tail.tail.head?
21:51 rdococ It's a Krock
21:59 * benrob0329 starts to setup his website on a more permanent setup
22:00 rdococ It's a benrob0329
22:00 rubenwardy it's a yay
22:00 rdococ I am slowly infesting everyone around me with the yay
22:00 rdococ Soon, everyone will say yay
22:02 rdococ I'm working on a linked list script in Lua
22:02 rdococ it adds linked lists that use zero-indexingâ„¢
22:04 sofar rdococ: you should't allow [] usage on a linked list
22:04 sofar x = List()
22:04 sofar x.insert(elem)
22:04 sofar x:insert(elem)
22:05 sofar etc..
22:05 rubenwardy * List:new()
22:05 rdococ sofar: whyZat
22:05 Jordach joined #minetest-hub
22:05 sofar x:next():get_value()
22:05 sofar something like that
22:06 rdococ so for the fourth item of a list I need x:next():next():next():get_value()â„¢
22:06 sofar rdococ: [] isn't a linked list operator
22:06 sofar rdococ: sure, yes
22:06 rubenwardy or get()
22:06 sofar or x:get_by_index(4)
22:06 rdococ sofar: that's long for x[4] though
22:07 rdococ at the moment you can access the head and the tail directly
22:07 sofar then your implementation is probably broken
22:07 rdococ e.g. "x.head = 42" will work
22:07 sofar x:head() and x:tail() should always be used
22:07 sofar x:head():set(value)
22:07 rubenwardy you know Lua has operator overloading, right?
22:07 sofar is he overloading?
22:07 rubenwardy it's still kinda wrong to have [], but not too wrong
22:07 rdococ yes
22:07 rdococ I am overloading
22:07 sofar I still wouldn't start with overloading [] tbh
22:08 rubenwardy it's the kinda wrong that you shouldn't worry too much about in Lua
22:08 rdococ I'm confused
22:08 rdococ I need more elaboration on what kind of wrong it i
22:08 rdococ s/it i/it is/
22:09 rdococ I also have x(n) - the difference is that x(n).head == x[n]
22:09 * xerox123 has exams in a couple weeks >.<
22:19 sofar I've never felt the need for a linked list in lua
22:19 sofar in C, sure
22:20 rubenwardy it's an academic exercise
22:20 rubenwardy obv
22:21 sofar well I've used LL in several work projects
22:21 sofar so I'd like to see what he cooks up in Lua
22:21 rubenwardy I've not used it much
22:22 rubenwardy mostly use vectors or deques in C++, as I didn't tend to change the contents
22:22 sofar systemd-bootchart uses a doubly linked list, for instance
22:24 rdococ The way my linked list script works is that the head and tail are exposed as properties of the table returned from List.new
22:24 rdococ allowing you to do whatever with them
22:24 sofar geesh
22:24 sofar can you stop swearing?
22:24 sofar I mean, that's just mean
22:25 rdococ wat
22:25 rubenwardy you don't store the tail
22:25 rubenwardy if it's a doubly linked list, you don't even have a tail
22:25 sofar rdococ: I'm just saying that doing that kind of stuff when you design a class, are just reasons why you would instantly fail your data structures 101 class
22:25 rdococ ?
22:26 sofar exposing your head/tail should really be done ONLY if you can show a computational advantage in a real world use case
22:26 sofar not when you design a basic class
22:26 rdococ I should just give up programming
22:27 sofar lol, no
22:27 sofar just take the learning experience
22:27 rdococ I don't see the point of having functions to set the head and tail as opposed to just exposing them
22:27 sofar you never should set the head
22:27 sofar the head is internally kept
22:28 sofar you give out a reference for it (a new list, essentially)
22:28 sofar but you never expose it
22:28 rdococ I still don't completely understand
22:33 rubenwardy OOP relies a lot on keeping things private if they should be private
22:33 rubenwardy like, as a class maker you decide what the things that use you should be able to access
22:33 rubenwardy and you should choose it in a way that dissuades hacky behaviour
22:34 rdococ Lua is the definition of hacky behavior
22:34 rubenwardy well, true
22:45 rdococ sofar: although, pretending that I'm swearing only really served to confuse me
23:52 Fixer HEY< LITTLE DRUM!

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