Time Nick Message 00:23 big-MAC -- Should be called at match start 00:23 big-MAC *isnt called at match start but when there isnt even a "match" yet 00:23 big-MAC HAHAHAHAHA 00:34 big-MAC is lonewolfht here 00:34 big-MAC i wanna ask him about https://github.com/MT-CTF/capturetheflag/commit/75ec171e9e7adbb3a161bff6de12e100d5e5f342 00:34 big-MAC i keep changing the settings but i dont see any change visually 11:03 MTDiscord A setting to turn off the undeclared variable in a game would be quite nice 12:53 MTDiscord just set a new metatable to replace the existing one to shut up the warning? 12:53 MTDiscord https://github.com/minetest/minetest/blob/ecfe9c5c2fb878137a669022b7c0b3c922f96f3b/builtin/common/strict.lua#L46 14:27 MTDiscord Mhm, I suppose that shouldn't blow anything up, maybe 14:37 MTDiscord My completely rational solution: ts // Stop minetest from COMPLAINING ABOUT EVERYTHING! minetest.global_exists = (name: string): boolean => { return true; } 14:37 MTDiscord Now it's very simple: Every single mod has to depend on anti_complain 14:41 MTDiscord Hey guess what? It didn't work 14:41 MTDiscord https://tenor.com/view/bart-the-simpsons-cake-at-least-you-tried-throw-gif-4970812 14:44 MTDiscord And by that, I mean me 14:46 ROllerozxa what kind of cursed things are you trying to accomplish that makes you need to get the values of undeclared variables 14:46 MTDiscord ts setmetatable(_G, {}); I am advancing in the field of programming 14:46 MTDiscord My namespaces, my namespaces are transpiled into a global table like core = {} is a namespace 14:47 MTDiscord ts namespace blocks {} becomes lua blocks = blocks or ({}) because you can declaratively add into an existing namespace 14:49 MTDiscord If you think that's bad you should look into the scripts folder of forgotten lands 14:51 ROllerozxa holy hell how is this game written in typescript 14:51 MTDiscord typescripttolua 14:52 MTDiscord I have customized the settings to fit my insanity 14:52 ROllerozxa x_x 14:52 ROllerozxa I need to lay down 14:52 MTDiscord If you think that's ridiculous, you also can have a luaentity be an interface then a mob be an extension of that interface, then design mobs around extending the mob class 14:53 MTDiscord Literal, oop, programming, in, typescript, 14:54 celeron55_ that's ridiculous 14:54 celeron55_ go on 14:54 MTDiscord Due to the way that entities are registered, when you register an entity, you're literally giving an instance of the entity and the game is cloning it. So you gotta register an entity as new Moblet() or whatever 14:54 MTDiscord That's how I got the item entity functioning very noicely 14:56 MTDiscord Here is what the translated item entity looks like: https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/item_entity/init.ts#L408 I hijacked the builtin function with a special analyzer to make sure nothing blows up randomly: https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/utility/init.ts#L138 14:58 MTDiscord And ironically, the registration is only checking if it's a definition with a constructor, so that's probably going to blow up, let me fix that real quick 14:59 MTDiscord Oh, wait, it checks if it's going to get a LuaEntity interface based object from it, that's correct 15:00 MTDiscord The only true problem with this code, is the actual TS declaration is pointing into the utility library and the utility library points back for certain things. Because some of it needs to be compiled into the game. And then other mods are pointing into either and. So it's one big spiderweb of things pointing to definitions 15:05 celeron55_ the concept barely makes sense, the implementation is whatever-it-takes and the resulting inner workings are undecipherable? 15:06 MTDiscord Precisely! he main reason that 15:06 MTDiscord O no 15:06 celeron55_ then just what remains is releasing a product based on it 15:06 MTDiscord Precisely! The main reason why this is like this is because of these strings https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/utility/enums.ts 15:07 MTDiscord Basically, if you didn't program it, you have no idea how the heck it works. But when it's set up, the IDE kicks in 100x over and makes your life a LOT easier 15:07 celeron55_ well it's pretty nice that typescript supports strings as the backing values of enums 15:08 celeron55_ you don't get that in most languages 15:08 celeron55_ not that it actually makes sense most of the time 15:10 MTDiscord Yeah, you can even iterate over them ts // fancy for (const [key, value] of Object.entries(Drawtype)) { print(key, value); } 15:10 MTDiscord I'm not sure why you'd do that, but you can 15:14 MTDiscord But, what I'm most excited about, to the absolute end of the earth is: I can make a mob system that works fluently and doesn't interfere with itself with basic inherited behaviors 15:49 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Expose OpenGL debugging as a normal setting 137a6ca85 https://github.com/minetest/minetest/commit/7a6ca85081d76ac7a6dfd3e8b9ee3d820300233b (152024-04-15T15:48:33Z) 15:49 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Improve error checks in COpenGL3DriverBase 1313e271c https://github.com/minetest/minetest/commit/13e271c6cb41de2e7d6fbd0c3455eae00c9200c8 (152024-04-15T15:48:33Z) 17:11 Helenah I can see a lava pool on my minimap, is there a way to figure out which level it's at? 17:20 Mantar if you're using the non-radar minimap then it's above you by like 9 or 10 map chunks IIRC, and those are 16 nodes high, so the pool is like 144 or 160 nodes above you, give or take 1-15 depending on where you are in the current chunk 17:20 Mantar you can use the "block bounds" key to show where the boundaries are 17:21 Mantar *map chunks->map blocks, I always get those mixed up 17:21 Mantar chunks are a bunch of 16x16x16 blocks 17:22 jonadab Yeah, all you have to do is move to the correct horizontal position, and then dig upward until you encounter lava. EZ. 17:22 Mantar :D 18:28 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Try to fix macro definition order problem with OpenGL code 1338cacfa https://github.com/minetest/minetest/commit/38cacfa577a14be0b7b8f42484970ef234d44e38 (152024-04-15T17:27:05Z) 20:08 shaft Is it even possible to retheme buttons in MTG? 20:11 sfan5 probably 20:14 shaft Why not change it? The gray stock buttons are ugly. 20:16 shaft 9slices are supported by the engine it seems