Time |
Nick |
Message |
00:20 |
|
Tmanyo joined #minetest-hub |
00:45 |
|
benrob0329 joined #minetest-hub |
01:30 |
|
Jordach joined #minetest-hub |
02:08 |
|
__vy_ joined #minetest-hub |
02:12 |
|
Aello1 joined #minetest-hub |
02:37 |
ircSparky |
how do you get an object property? in this case the nametag string (I need the player's name) |
02:37 |
ircSparky |
I thought it would just be objectRef.nametag |
02:56 |
|
AndroBuilder joined #minetest-hub |
03:30 |
|
Thomas-S joined #minetest-hub |
06:48 |
|
Helmasur joined #minetest-hub |
07:00 |
|
CWz joined #minetest-hub |
08:49 |
|
Aello joined #minetest-hub |
09:05 |
|
Fixer joined #minetest-hub |
09:14 |
|
tenplus1 joined #minetest-hub |
09:14 |
tenplus1 |
hi all |
09:20 |
tenplus1 |
POVA 0.4 - https://github.com/tenplus1/pova |
09:34 |
|
Fixer_ joined #minetest-hub |
09:35 |
|
Helmasur_ joined #minetest-hub |
10:02 |
|
lisac joined #minetest-hub |
10:02 |
tenplus1 |
hi lisac |
10:02 |
Raven262 |
hi ten |
10:02 |
tenplus1 |
hey raven :P |
10:02 |
lisac |
hey tenplus1 |
10:09 |
|
rubenwardy joined #minetest-hub |
10:09 |
tenplus1 |
hi ruben |
10:11 |
rubenwardy |
o/ |
10:19 |
|
Aello joined #minetest-hub |
10:19 |
tenplus1 |
wb Aello |
11:30 |
|
Fixer joined #minetest-hub |
11:30 |
tenplus1 |
wbf ixer |
11:30 |
tenplus1 |
*fixer |
11:30 |
tenplus1 |
there, fixed |
11:30 |
Fixer |
hi |
11:41 |
tenplus1 |
updated POVA to 0.4, my 3d_armor, sprint and playerplus mods all use pova now |
11:42 |
CWz |
but does 0.4. support pova? |
11:42 |
tenplus1 |
hi CWz |
11:42 |
tenplus1 |
yes, it supports itself fully :P |
11:43 |
|
Fixer_ joined #minetest-hub |
11:49 |
|
Fixer joined #minetest-hub |
12:04 |
|
Fixer joined #minetest-hub |
12:05 |
|
Jordach joined #minetest-hub |
12:07 |
tenplus1 |
hi Jordach |
12:07 |
Jordach |
*waits for ping timeout* |
12:08 |
* tenplus1 |
resets timeout to 27 and a half minutes |
12:09 |
Jordach |
ok good |
12:09 |
Jordach |
my mac doesn't like bluetooth tethering |
12:11 |
* tenplus1 |
tethers mac to a fence and leaves it out in the woods |
12:13 |
Jordach |
no u |
12:13 |
tenplus1 |
:P |
12:14 |
|
Fixer joined #minetest-hub |
12:20 |
|
Jordach_ joined #minetest-hub |
12:21 |
tenplus1 |
o.O |
12:22 |
Jordach_ |
dammit virgin |
12:22 |
Jordach_ |
you had one job |
12:22 |
tenplus1 |
are they working in your area ? |
12:24 |
Jordach_ |
like partially |
12:25 |
tenplus1 |
hopefully it'll be sorted soon |
12:29 |
|
Mr_Pardison joined #minetest-hub |
12:29 |
tenplus1 |
hi mister |
12:29 |
Mr_Pardison |
'ello |
12:29 |
|
sniper338 joined #minetest-hub |
12:29 |
tenplus1 |
hey sniper |
12:36 |
|
aerozoic joined #minetest-hub |
12:36 |
tenplus1 |
hi aerozoic |
12:36 |
aerozoic |
hey tenplus1 how's it goin |
12:36 |
tenplus1 |
good thanks, you ? |
12:39 |
aerozoic |
i'm ok :) |
12:39 |
tenplus1 |
kewl... updated playerplus, 3d_armor, sprint (on my git) to all use POVA |
12:40 |
aerozoic |
I forgot to investigate what pova is. |
12:41 |
tenplus1 |
heh... pova makes it safe for player overrides so they all work together for every mod using it |
12:42 |
aerozoic |
ah ok |
12:42 |
aerozoic |
what makes it dangerous without it? |
12:42 |
tenplus1 |
wearing special boots in 3d_armor could boost player speed 2x, then all of a sudden another mod resets it to 1.0 without you nkowing cause it didnt know 3d_armor changed it |
12:43 |
tenplus1 |
POVA makes them all play nice |
12:43 |
aerozoic |
oh cool |
12:45 |
aerozoic |
oh hey tenplus1, are you interested in hearing feedback about your mods? |
12:46 |
tenplus1 |
yeah, feedback is always good :) |
12:48 |
aerozoic |
One of my best server helpers has spent alot of time doing things the hard way and wrote a nice paragraph if ideas: https://pastebin.qbuissondebon.info/?980414e2c1158179#drujisPdaGG9l7br61btP8jRtlewei2v3wFEqawhJdk= |
12:50 |
tenplus1 |
saved paragraph for future reading :D |
12:53 |
tenplus1 |
farming redo plants do need some relocation |
12:54 |
aerozoic |
I also wondered is it really impossible to make new plants spawn on parts of the map already generated? |
12:55 |
tenplus1 |
only way to do that would be to add an abm, not really worthwhile and all too easy for players to find food if it keeps respawning :D |
12:56 |
Mr_Pardison |
can you set a limit on the number of times an abm runs? |
12:56 |
aerozoic |
The issue i've noticed is so much of my map was explored before adding the new onions, green peppers, etc... that they are difficult to find. |
12:57 |
tenplus1 |
very true... was thinking of adding a "garden" plant that could be broken to give different foods |
12:57 |
aerozoic |
Also there might be a problem with green peppers. I've been told nobody has found a single one on the map anywhere. |
12:58 |
tenplus1 |
peppers generally spawn in jungles |
12:58 |
ThomasMonroe |
hmm, try planting a few somewhere |
12:58 |
tenplus1 |
nesr trees |
12:59 |
tenplus1 |
is he using ethereal ? |
13:01 |
aerozoic |
Me? nope. |
13:25 |
tenplus1 |
k, farming redo updated with some crop changes, upped rarety so plants appear just that little but more |
13:32 |
|
lisac joined #minetest-hub |
13:32 |
tenplus1 |
pumba spawns on grass for v6, dry grass for v7 and mushroom dirt for ethereal :D |
13:34 |
|
Fixer joined #minetest-hub |
13:34 |
tenplus1 |
wb fixer |
13:53 |
|
benrob0329 joined #minetest-hub |
13:53 |
tenplus1 |
hi benrob |
13:53 |
benrob0329 |
tenplus1: I see the hi script is still working :P |
13:55 |
tenplus1 |
lol |
13:55 |
tenplus1 |
what was the idea ? |
13:56 |
tenplus1 |
lol :P it has been done |
13:56 |
tenplus1 |
POVA 0.4 now |
13:56 |
tenplus1 |
my git has 3d_armor, playerplus and sprint mods working with it |
13:56 |
benrob0329 |
But for the core api |
13:56 |
tenplus1 |
yeah, we need it in core for ALL to use |
13:58 |
benrob0329 |
Paramat said none of the suggestions would work because they assume things about the mods, but mine was specifically made so that it didnt (and as to why it didn't accomplish that I'd love to know) |
13:58 |
tenplus1 |
assume things ???? I dont get that |
13:59 |
benrob0329 |
Not for the sake of "hurr durr my idea is best" but rather because it helps to communicate more about the issue |
13:59 |
tenplus1 |
show meh code :P |
14:00 |
benrob0329 |
Show meh c++ course :P |
14:00 |
tenplus1 |
ehehehe |
14:00 |
tenplus1 |
I wanna know what paramat means by out mods assuming ?!?! |
14:01 |
benrob0329 |
tenplus1: he means that trying to put eg diminishing returns assumes what mods want to do |
14:02 |
tenplus1 |
k, you lost me with that... dumb it down a bit plz |
14:03 |
benrob0329 |
We can't make something that assumes what kind of mods will be used |
14:03 |
tenplus1 |
heh... pova assumes nothing, it only lets modders add modifiers, defaults, min, max and force overrides |
14:03 |
tenplus1 |
up to modder to do what they want with them |
14:04 |
benrob0329 |
See, but what of two things override? |
14:04 |
benrob0329 |
Which one do you choose? |
14:04 |
Shara |
benrob0329: that sounds off. I'm the one who raised the possibility of diminshing returns as one way to handle the ridivulous high ceilings multiplication can leave you with |
14:04 |
tenplus1 |
hi shara |
14:04 |
Shara |
ridiculous* |
14:04 |
tenplus1 |
that's why I added min/max feature to limit them |
14:05 |
Shara |
the point is that we should have options |
14:05 |
benrob0329 |
Shara: I know, I'm just trying to relay what paramat said, if I'm failing please correct me :P |
14:05 |
Shara |
if the engine is adjusted to say "only multiplocation is allowed".. this seems like yet another assumption about what mods should do anyway |
14:06 |
benrob0329 |
tenplus1: so you have a hard limit mods can set for overrides? |
14:06 |
tenplus1 |
pova allows a min/max limiter to be applied, also a force override for things like beds |
14:06 |
benrob0329 |
Yes but what if another override comes in after? |
14:07 |
Shara |
then the last applied rules |
14:07 |
tenplus1 |
then the get_override function can be used to cehck for that and amend accordingly |
14:07 |
Shara |
assuming you have something that is an absolute and defined to overrule everything else, then that one applies regardless of what was before |
14:08 |
tenplus1 |
last set last applied, unless you specifically check |
14:09 |
benrob0329 |
So the mod has to check for the priority of the other override before applying thiers? |
14:09 |
benrob0329 |
That sounds like its assuming mods actually know about other mods :P |
14:09 |
tenplus1 |
all depends on the mod writer, but generally things like playerplus (walking faster on ice, slower on snow) doesnt need to check... sprint speed increase doesnt need to check |
14:11 |
benrob0329 |
Perhaps, I still like the idea of giving things a priority so that they dont have to know about each other, but maybe thats just me |
14:11 |
Shara |
benrob0329: nope, that isn't what I said |
14:12 |
tenplus1 |
coudl easily add a priority flag for forced overrides |
14:12 |
benrob0329 |
Shara: I was mostly replying to ten there |
14:12 |
Shara |
okay |
14:13 |
tenplus1 |
min/max/force/default would all need priority... anything else is mod specific |
14:13 |
benrob0329 |
I think a simple system would work (last applied rules) it just might make more complex physics setups complicated |
14:13 |
benrob0329 |
tenplus1: why not just the whole rule? |
14:13 |
Shara |
benrob0329: you should only go with that when something is specifically flagged to work that way |
14:14 |
tenplus1 |
pova was designed to be very simple to use |
14:14 |
benrob0329 |
If its key-based (as the current PR is) then each key could have a priority |
14:14 |
Fixer |
ty |
14:14 |
tenplus1 |
I dont wanna overcomplicate it if I can help it, which is why the get_override exists |
14:21 |
tenplus1 |
https://github.com/tenplus1/pova example axe at bottom |
14:32 |
|
sniper570 joined #minetest-hub |
15:02 |
tenplus1 |
Shara: I've added a priority system for add_override |
15:03 |
tenplus1 |
uses def to add and defaults to 50 |
15:05 |
tenplus1 |
git updated |
15:07 |
|
Gael-de-Sailly joined #minetest-hub |
15:11 |
benrob0329 |
tenplus1: noice, looked at the axe example too |
15:11 |
tenplus1 |
:P |
15:11 |
benrob0329 |
Seems a bit odd to make a new rule for every property |
15:12 |
benrob0329 |
To me anyways |
15:12 |
tenplus1 |
every add_override has a default priority of 50 unless specified... so super important force settings can be 90 or lower end changes 10 |
15:15 |
rdococ |
There's this weird big yellow ball in the sk |
15:16 |
rdococ |
s/sk/sky/ |
15:16 |
tenplus1 |
lol, hi rdococ |
15:16 |
* rdococ |
becomes a unicorn |
15:16 |
tenplus1 |
hrm, I dont like the priority control... |
15:17 |
rdococ |
Array indexing doesn't start at -5 in Lua, which bugs me |
15:20 |
benrob0329 |
Lua doesn't have arrays tho 🤔 |
15:20 |
rdococ |
But the table library adds functions which treat tables as 1-indexed arraysâ„¢ |
15:23 |
rdococ |
I've seen actual reasons to use 0-indexed arrays over 1-indexed arrays, but the only one I've seen to use 1-indexed arrays over 0-indexed arrays is "to be intuitive". I get that Lua is meant to be an intuitive scripting language but it's not hard to understand array offsets that start at 0. |
15:24 |
rdococ |
Okay, update: I have seen a legitimate argument for 1-indexed arrays and now I'm on the fence |
15:25 |
* rdococ |
lands on the 0-indexing side |
15:25 |
tenplus1 |
lol |
15:30 |
rdococ |
It'd be fun to create a language like Lua but differet |
15:30 |
rdococ |
s/differet/different/ |
15:30 |
* tenplus1 |
likes lua |
15:31 |
* rdococ |
turns into a bucket of nitric acid |
15:34 |
* tenplus1 |
sells bucket on ebay for $20 |
15:35 |
* rdococ |
turns into sulfuric acid and corrodes through the bucket |
15:35 |
tenplus1 |
ah hah... it's glass lined |
15:36 |
* rdococ |
turns into hydrofluoric acid, allowing him to dissolve the glass |
15:37 |
* tenplus1 |
adds packet mushroom soup and makes a mess |
15:37 |
* Mr-Pardison |
turns rdococ into a bucket of corium |
15:37 |
|
Krock joined #minetest-hub |
15:37 |
tenplus1 |
hi Krock |
15:37 |
Krock |
hi tenplus1 |
15:38 |
* rdococ |
explodes, causing everyone in the channel to mutate into a superhero |
15:38 |
Krock |
what's new? :D |
15:38 |
Krock |
(disregarding rdococ's explosion) |
15:38 |
xerox123 |
tenplus1: according to the stats page you hit 10,000 lines yesterday! |
15:38 |
tenplus1 |
https://github.com/tenplus1/pova <-- 0.4 with new features |
15:38 |
Krock |
fresh commits :D |
15:38 |
tenplus1 |
hi xerox |
15:38 |
tenplus1 |
10,000 lines in git ? |
15:38 |
rdococ |
I love the smell of fresh pull requests in the morning |
15:39 |
Krock |
tenplus1, 10'000 minetest-hub lines I guess |
15:39 |
xerox123 |
www.xeroxirc.net:81/minetest-hub scroll to the bottom |
15:39 |
Krock |
tenplus1, consider adding a license notice and settingtypes.txt to your projects |
15:39 |
Krock |
*project |
15:39 |
tenplus1 |
ooh, had no idea xerox :P |
15:40 |
tenplus1 |
settingtypes.txt ? does that add the 1x .conf setting to advanced list |
15:42 |
|
Mr_Pardison joined #minetest-hub |
15:42 |
Mr_Pardison |
thx. |
15:42 |
tenplus1 |
wb |
15:42 |
Mr_Pardison |
in advance :P |
15:43 |
Mr_Pardison |
when you manage to beat 10+1 to a greeting. |
15:45 |
tenplus1 |
Krock: git updated, files added |
15:46 |
Krock |
tenplus1, nice :) |
15:46 |
tenplus1 |
0.4 has pova_loop setting act as a timer now for loop itself, also priority setting added |
15:48 |
rdococ |
A table salt mod would be cool, so you could get salamiâ„¢ |
15:48 |
tenplus1 |
farming redo has salt added (in container) |
15:48 |
tenplus1 |
also pepper |
15:49 |
tenplus1 |
wine mod has tequila :) |
15:49 |
tenplus1 |
although blue agave plant item is hidden and not on map yet |
15:50 |
Mr-Pardison |
best tequila is made from blue agave. |
15:51 |
tenplus1 |
yup, can only get it inside lucky block chest |
15:56 |
ircSparky |
hey, me again :P I'm making an anti combatlogging mod, and atm i have it set up so when someone's "ghost" (a entity that players can kill after the player logs off) is killed the player is granted a priv called "combatlog" |
15:56 |
ircSparky |
and it is supposed to e removed after the player is killed when they come online |
15:57 |
ircSparky |
but it only works after the player comes online, is killed, and then the server restarts |
15:57 |
rdococ |
I'm experimenting with the debug library in lua 5.1 |
15:57 |
rdococ |
You can set the metatable of a function, which when set applies to all functions |
15:58 |
ircSparky |
if the player joins again before the server restarts, hey are killed again |
15:58 |
tenplus1 |
are you using register_on_joinplayer on_respawnplayer on_leaveplayer to reset things ??? |
15:59 |
rdococ |
I'm going to have to see some code to help you with that |
15:59 |
ircSparky |
on joinplayer |
15:59 |
tenplus1 |
k, if you wanna reset anything use the other two for players leaving server and respawning |
16:00 |
rdococ |
Hm, I think you should remove the combatlog priv on respawn |
16:00 |
tenplus1 |
yep |
16:00 |
rdococ |
Or on die, as opposed to on join |
16:00 |
ircSparky |
ok kill give it a try |
16:00 |
ircSparky |
ill |
16:00 |
rdococ |
Either way you get essentially the same functionality (unless you log off when you're dead. IIRC Minetest keeps track of that and re-displays the death screen when you rejoin) |
16:03 |
ircSparky |
the player still has the combatlog privs after respawning. pasting code |
16:03 |
ircSparky |
well |
16:03 |
ircSparky |
pastbinning |
16:03 |
rdococ |
Pasta binning? but I love pasta! |
16:03 |
tenplus1 |
lol |
16:04 |
* rdococ |
eats some pizza |
16:04 |
ircSparky |
https://paste.ubuntu.com/p/dMqXTGQxSC/ |
16:04 |
ircSparky |
136 is when it should be removed |
16:05 |
tenplus1 |
set to nil |
16:05 |
|
Jordach joined #minetest-hub |
16:05 |
tenplus1 |
hi Jordach |
16:05 |
ircSparky |
ah ok |
16:05 |
Krock |
o/ Jordach |
16:06 |
Jordach |
beep boop |
16:06 |
rdococ |
ah |
16:06 |
* Jordach |
chunkloads modded MC automining and then goes to shitpost on the mac |
16:06 |
rdococ |
privs are kind of weird, it treats false as a truthy valuer |
16:06 |
rdococ |
s/valuer/value/ |
16:06 |
ircSparky |
thanks |
16:07 |
Krock |
ircSparky, (or whoever that code wrote) "~= nil" can be omitted in this case |
16:07 |
* rdococ |
watches as Jordach does something with YKW and forgets to use the safe word for it |
16:07 |
Jordach |
:eyes: |
16:07 |
Krock |
since integers are used to represent the state |
16:07 |
ircSparky |
I think im going to put it back to on_joinplayer, since thats where all the other code is |
16:08 |
Jordach |
rdococ: >tfw 28k ores to automine |
16:08 |
Jordach |
and then 3x through one then 5x afterwards |
16:08 |
* tenplus1 |
places endermine block |
16:08 |
rdococ |
Jordach: YKWâ„¢ |
16:08 |
rdococ |
Krock: false should still map to a state of not having that priv, though. the fix would be so easy I can do it in lua |
16:09 |
Krock |
rdococ, yes but in this case you're using integer/double values which would allow that removal |
16:09 |
Jordach |
rdococ: evangelising both sides is a stupid idea and you know it |
16:10 |
rdococ |
Jordach: huh? |
16:10 |
Jordach |
treating MC as a cancer is a stupid idea |
16:10 |
Jordach |
i look at the modding community and play around with what they do |
16:10 |
rdococ |
I'm not treating MC as cancer |
16:10 |
Jordach |
you seem to act like it is ;) |
16:11 |
rdococ |
It's meant to be a joke that started here, when I started calling MC "You-Know-What". |
16:11 |
rdococ |
I don't mean to disrespect the modding community that has formed around it. |
16:12 |
Jordach |
i spent like 4 hours with just one mod trying to get 5x ore processing going |
16:12 |
Jordach |
and i wasn't even done |
16:13 |
Raven262 |
I finally managed to make the new amber root system using the 3d noise intersections https://i.imgur.com/fsMk8yb.png |
16:13 |
Mr-Pardison |
cool. |
16:14 |
Amaz |
Oo, very nice! |
16:14 |
Krock |
lovely caves |
16:14 |
Raven262 |
It also has roots, but they are not very noticeable here. |
16:14 |
tenplus1 |
wow, looking good :D |
16:14 |
tenplus1 |
hi amaz |
16:14 |
Amaz |
Hello ten :) |
16:14 |
Raven262 |
Hi Amaz |
16:14 |
Krock |
moment. is that in the ground or in air? |
16:14 |
Raven262 |
Ground |
16:15 |
Raven262 |
But it can be done in air too... thats how i initially adjusted the noises |
16:16 |
Raven262 |
Anyways, thats also why you can't see the roots in there. |
16:18 |
tenplus1 |
I like the idea of amber in-game :D |
16:18 |
Raven262 |
:D |
16:19 |
Raven262 |
I am gonna make it a bit unrealistic for gameplay's sake though. |
16:19 |
* rdococ |
yays loudly |
16:19 |
tenplus1 |
the underground and caves needs some excitement :) |
16:20 |
* rdococ |
accidentally turns into a continuation |
16:20 |
Raven262 |
Hmm, I am gonna add the option for user to decide how deep will the root system go. |
16:21 |
tenplus1 |
mystical amber |
16:21 |
Raven262 |
Also, I am adding the desired amount of lag variable. |
16:21 |
rdococ |
Mystical yay |
16:21 |
Raven262 |
Which reduces the fancy effects |
16:21 |
tenplus1 |
could add to potions etc |
16:21 |
Raven262 |
I'll probably do a support for some other potion mod there. |
16:22 |
Raven262 |
Oh yes, btw, I have planned a mobs_redo support... Never made any mobs before though. |
16:23 |
tenplus1 |
:) kewl... many models out there to use, just need to skin them and make it look good |
16:23 |
Raven262 |
But I'll probably release the mod without the mobs after I'm done with the mapgen and the gameplay adjustments. |
16:23 |
Raven262 |
Hmm, yeah I can reskin some existing models... |
16:24 |
Raven262 |
I need spiders though |
16:24 |
tenplus1 |
and have custom settings for it to do weird and wonderful things :D |
16:24 |
Raven262 |
Yeah |
16:25 |
Raven262 |
But I need to make them a place to live in first. Dungeons are next on the list. |
16:25 |
tenplus1 |
amber mites :P small and sneaky |
16:25 |
Raven262 |
Yeah nice idea |
16:26 |
Raven262 |
I mostly thought to make big amber spiders, but with low HP or low attack damage. |
16:26 |
tenplus1 |
ooh, nice |
16:26 |
Raven262 |
As the realm is really near the surface by default |
16:27 |
Raven262 |
So I don't want to kill the game progression |
16:27 |
Raven262 |
The AI is gonna have fun trying to climb those caves though... |
16:27 |
tenplus1 |
can easily make stepheight 2 and jump height higher :) |
16:28 |
Raven262 |
Really? I'm making jumping spiders then too :D |
16:29 |
tenplus1 |
api has much to play with :D |
16:30 |
Raven262 |
Interesting, I am sure going to experiment with it when the time comes. |
16:31 |
tenplus1 |
:) d00med mobs ans nssm mobs show many features |
16:32 |
|
Jordach joined #minetest-hub |
16:32 |
tenplus1 |
wb Jordach |
16:33 |
|
Mr_Pardison joined #minetest-hub |
16:33 |
Mr_Pardison |
oy |
16:34 |
tenplus1 |
o/ |
16:38 |
ircSparky |
would you use get_attribute to get a player's texture? |
16:40 |
ircSparky |
nvm i think i got it :P |
16:40 |
Krock |
butwhy.png - there's palyer:get_properties().texture |
16:40 |
* tenplus1 |
makes coffee |
16:41 |
* Mr_Pardison |
makes tea |
16:43 |
tenplus1 |
:P |
16:47 |
ircSparky |
dosnt seem to work |
16:47 |
Mr_Pardison |
try having some tea. |
16:47 |
* Mr_Pardison |
hands ircSparky some freshly-brewed tea |
16:48 |
ircSparky |
yea for now ima just do the default texture |
16:48 |
* tenplus1 |
adds some scottish shortbread |
16:50 |
* rdococ |
ferments the tea with yeast |
16:54 |
tenplus1 |
sounds good rdococ |
16:54 |
Mr_Pardison |
eh. |
17:02 |
|
Jordach joined #minetest-hub |
17:02 |
tenplus1 |
wb |
17:04 |
* rdococ |
turns into a function |
17:04 |
* Mr_Pardison |
graphs rdococ n a 2 dimensional Cartesian plane |
17:05 |
* rdococ |
errors for every value as he takes two parameters, one of which is a function and one of which is a table |
17:06 |
tenplus1 |
https://i.pinimg.com/originals/84/c4/7b/84c47bd3f0171f3ca154315621ffdb4d.jpg |
17:13 |
rdococ |
Snakes in a cube |
17:13 |
tenplus1 |
hehe |
17:13 |
rdococ |
and snakes on the three-dimensional surface of a tesseractâ„¢ |
17:14 |
tenplus1 |
I think the snakes would barf |
17:14 |
* rdococ |
makes tenplus1 glow in the dark, but only to the perspective of other peopleâ„¢ |
17:15 |
tenplus1 |
all humans glow with infrared naturally |
17:17 |
|
Mr_Pardison joined #minetest-hub |
17:21 |
tenplus1 |
lol, was watching Amiga vs Atari ST video... ehehe |
17:22 |
Jordach |
spectrum sound > SID chip |
17:22 |
* Jordach |
casts a fishing rod with bait |
17:22 |
tenplus1 |
ahahaha no way... SID wins that one |
17:22 |
* tenplus1 |
eats bait... tasty! |
17:23 |
* Mr_Pardison |
steals the fishing rod, upgrades it to a fly fishing combo and gives it back to Jordach |
17:23 |
tenplus1 |
lol |
17:23 |
Jordach |
fly fishing, what fancy shit is that |
17:23 |
Jordach |
gimme a standard floater |
17:23 |
Mr_Pardison |
I'd actually like to try fly fishing some day. |
17:23 |
tenplus1 |
only ever done spear fishing |
17:25 |
Jordach |
warframe has spear fishing |
17:25 |
Jordach |
space ninja's spear fish |
17:25 |
* tenplus1 |
hides his space ninja background |
17:26 |
ircSparky |
heres the mod y'all have been helping me make |
17:26 |
ircSparky |
https://forum.minetest.net/viewtopic.php?f=9&t=20026 |
17:27 |
tenplus1 |
wow, nice one sparky :D |
17:29 |
ircSparky |
yea it was hard :P |
17:29 |
Mr_Pardison |
genius. |
17:31 |
ircSparky |
iirc ruben came up with the idea of a ghost entity when i asked if it was possible to not allow a client to disconnect |
17:32 |
tenplus1 |
yeah, so cheating when they disconnect on being ass whooped :D |
17:33 |
Mr_Pardison |
a large stack of MG notes says that some players won't like this if it's installed on a server but I say that is sounds more like a personal problem. |
17:33 |
Mr_Pardison |
s/is/it |
17:34 |
ircSparky |
:P |
17:35 |
tenplus1 |
heh |
17:36 |
ircSparky |
and if nobody is actually killing anyone, the logger isnt punished |
17:36 |
ircSparky |
an "accidental" combat log if you will |
17:36 |
rubenwardy |
what happens if they log in during combat time? |
17:37 |
ircSparky |
the hp if the joining player is set to their ghosts, so any hits the ghost takes is put on the player |
17:37 |
rubenwardy |
the ghost would disappear though? |
17:37 |
ircSparky |
yea |
17:37 |
rdococ |
Do the ghosts have the same armor as the player when they left? |
17:38 |
ircSparky |
yea |
17:38 |
rdococ |
That is yayâ„¢ |
17:39 |
ircSparky |
might have settings for the ghost to be really weak, and maybe also to automatically ban the combat logger |
17:39 |
ircSparky |
but I might just leave it |
17:39 |
ircSparky |
since i kinda like it this way |
17:39 |
rdococ |
The ghost should look like a chicken |
17:39 |
ircSparky |
the way it is |
17:39 |
ircSparky |
lol |
17:39 |
tenplus1 |
mind you, if they disconnect due to an actual issue, internet loss then you cant punish them for that |
17:40 |
rdococ |
Representing that the combat logger is chicken |
17:40 |
rdococ |
Also, tenplus1 is correct |
17:40 |
ircSparky |
yea |
17:40 |
Mr_Pardison |
will need a way to determine if the log out is legit or not. |
17:40 |
Shara |
Course you can (you just shouldn't :P) |
17:40 |
rdococ |
lol |
17:41 |
ircSparky |
yea that would be nice, but if your internet is so bad mebbe dont play pvp so much :P |
17:41 |
Shara |
But serously, nice mod Sparky |
17:41 |
tenplus1 |
+100 |
17:41 |
* rubenwardy |
may add it to CTF |
17:41 |
rubenwardy |
although it would need modifications |
17:41 |
rubenwardy |
so not anytime soon |
17:41 |
rubenwardy |
should probably fix the lag first |
17:41 |
rubenwardy |
naaaah |
17:42 |
ircSparky |
yea |
17:42 |
ircSparky |
though in ctf you already lose your items and location |
17:42 |
ircSparky |
but the enemies dont get anything |
17:42 |
ircSparky |
so i guess its still good |
17:43 |
rubenwardy |
ah that's true |
17:43 |
rubenwardy |
you don't loss K/D though |
17:44 |
rdococ |
^ |
17:44 |
|
Helmasur joined #minetest-hub |
17:45 |
rdococ |
exponentiation symbol^ |
17:45 |
rubenwardy |
xor symbol^ |
17:46 |
rdococ |
Trademark symbolâ„¢ |
17:54 |
Mr-Pardison |
:steam |
17:55 |
rdococ |
I'm in the process of considering concepts for a programming language. One of these is the ability to pass the 'return' statement to other functions from a function, essentially acting as call/cc |
17:57 |
tenplus1 |
lua llready does this |
17:57 |
benrob0329 |
rdococ: you mean like, take the output of a function and put it into a different function? |
17:57 |
tenplus1 |
function1() do something ; return function2() end) |
17:58 |
|
Darcidride joined #minetest-hub |
17:58 |
tenplus1 |
hi Darcidride |
17:59 |
rdococ |
benrob0329: I don't think so, I mean what is essentially implicit call/cc - 'return' would be an extra hidden parameter, which, when invoked, would pass control back to the function's caller along with the return values |
18:00 |
benrob0329 |
rdococ: you'll have to give a practical example |
18:00 |
rdococ |
https://en.wikipedia.org/wiki/Continuation |
18:00 |
rdococ |
But implemented differently, so that every call is essentially a call/cc |
18:00 |
rdococ |
The idea is that this would mean that the call stack is embedded in the scope |
18:03 |
benrob0329 |
o/ all |
18:19 |
tenplus1 |
laters all o/// |
18:19 |
|
tenplus1 left #minetest-hub |
18:21 |
Jordach |
[19:03:49] <benrob0329> o/ all |
18:21 |
Jordach |
[19:03:50] <-- benrob0329 (~benrob03266-227-198-157.dhcp.bycy.mi.charter.com) has quit (Quit: Quit) |
18:21 |
Jordach |
lmao |
18:21 |
Jordach |
that's hilarious |
18:23 |
|
Mr_Pardison joined #minetest-hub |
18:24 |
* rdococ |
turns into a bucket of super yay acid that can dissolve everything except for the bucket |
18:24 |
* Mr_Pardison |
turns into a bucket |
18:25 |
* rdococ |
pours himself into Mr_Pardison, watching as Mr_Pardison dissolves as if you look carefully, rdococ said the acid can dissolve everything except for *the* bucket it started out in |
18:26 |
Mr_Pardison |
syntax. |
18:26 |
* Mr_Pardison |
sighs |
18:27 |
rdococ |
Syntactical saltâ„¢ |
18:27 |
rdococ |
I prefer syntactic iodine |
18:29 |
* ThomasMonroe |
dumps rice in the iodine |
18:29 |
* ThomasMonroe |
gives rdococ the now blue rice :) |
18:30 |
rdococ |
Syntactic iodine: Something that you don't know is there, and something that you don't know you need, like iodine is in iodised table saltâ„¢ |
18:33 |
* rdococ |
gives ThomasMonroe some rice that has been dosed with super yay chemicals that turns you into a unicorn |
18:34 |
* ThomasMonroe |
would rather stay human |
18:34 |
* rdococ |
watches ThomasMonroe slowly begin the metamorphosis into a unicorn, as rdococ lied. The rice will stop ThomasMonroe from turning into a unicorn. |
19:45 |
|
Jordach joined #minetest-hub |
21:05 |
|
[a]torian joined #minetest-hub |
21:06 |
sfan5 |
Krock: it looks like most ctf players actually have no clue wtf they are doing |
21:07 |
ThomasMonroe |
Krock, looks like they'll win! |
21:07 |
ThomasMonroe |
the trophy for dumbest bases XD |
21:07 |
Krock |
sfan5, can confirm. The starting items at the chests are usually gone after ~3 seconds - and lost forever |
21:08 |
Krock |
ThomasMonroe, somehow they were able to remove that door.. maybe it counted as their door because it was on their half of the map |
21:08 |
rubenwardy |
correct |
21:08 |
ThomasMonroe |
lol |
21:08 |
Fixer |
have you ever seen swastikas in CTF? |
21:08 |
Fixer |
or enises? |
21:08 |
rdococ |
ThomasMonroe: Wait, are you talking about the match I was in? |
21:08 |
Krock |
not yet but I wouldn't be surprised |
21:09 |
* ThomasMonroe |
shrugs |
21:09 |
ThomasMonroe |
don't know didn't check :P |
21:09 |
rdococ |
It was about a minute or two ago |
21:09 |
Krock |
but I already discovered generated chests 30m above ground.. possibly ignore was counted as solid node too |
21:09 |
rdococ |
Team red won at 22:07:24, when I captured the flag |
21:11 |
rdococ |
I'm not sure blue team knew what they were doing, if they were competent enough I wouldn't have won that easily |
21:18 |
|
longerstaff13 joined #minetest-hub |
23:29 |
|
Jordach joined #minetest-hub |