Time Nick Message 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 tenplus1 o/ fixer 11:26 Fixer \o 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 11:48 tenplus1 hey raven 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 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 12:30 tenplus1 hi mister 12:30 Mr_Pardison ahoy 12:30 ThomasMonroe :P 12:30 tenplus1 hi thomas 12:30 ThomasMonroe hi tenplus1 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 You should consider updating the 3d_armor mod on your skyblocks server 13:01 MinetestBot shivajiva: Apr-27 11:55 UTC 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 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 Yay™ 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&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 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 sight™ 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 16:12 tenplus1 hi Jordach 16:12 tenplus1 ircSparky: pathfinding needs work :P yeh 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 ircSparky yea 16:17 ircSparky and "open" doors can be used to close a different direction 16:17 tenplus1 hi Darcidride_ 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 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 16:31 tenplus1 wb 16:31 Krock ty 16:35 rdococ Lua 5.4 is in developyay™ 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 16:55 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 it™ 17:00 rdococ Totally makes sense™ 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 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: technically™ 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 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 17:50 tenplus1 wb raven 17:50 Raven262 ty ten 17:52 * rdococ updates his operating system™ 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 restart™ 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 18:27 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 18:51 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 Yay™ 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 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 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! 19:53 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 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/// 20:14 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 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 21:29 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-indexing™ 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 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()™ 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!