Time |
Nick |
Message |
00:22 |
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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 |
00:44 |
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03:00 |
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10:21 |
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10:37 |
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11:03 |
MTDiscord |
<jordan4ibanez> A setting to turn off the undeclared variable in a game would be quite nice |
11:24 |
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12:20 |
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12:45 |
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12:53 |
MTDiscord |
<wsor4035> just set a new metatable to replace the existing one to shut up the warning? |
12:53 |
MTDiscord |
<wsor4035> https://github.com/minetest/minetest/blob/ecfe9c5c2fb878137a669022b7c0b3c922f96f3b/builtin/common/strict.lua#L46 |
12:54 |
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13:50 |
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14:03 |
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14:23 |
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14:27 |
MTDiscord |
<jordan4ibanez> Mhm, I suppose that shouldn't blow anything up, maybe |
14:37 |
MTDiscord |
<jordan4ibanez> My completely rational solution: ts // Stop minetest from COMPLAINING ABOUT EVERYTHING! minetest.global_exists = (name: string): boolean => { return true; } |
14:37 |
MTDiscord |
<jordan4ibanez> Now it's very simple: Every single mod has to depend on anti_complain |
14:41 |
MTDiscord |
<jordan4ibanez> Hey guess what? It didn't work |
14:41 |
MTDiscord |
<jordan4ibanez> https://tenor.com/view/bart-the-simpsons-cake-at-least-you-tried-throw-gif-4970812 |
14:44 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> ts setmetatable(_G, {}); I am advancing in the field of programming |
14:46 |
MTDiscord |
<jordan4ibanez> My namespaces, my namespaces are transpiled into a global table like core = {} is a namespace |
14:47 |
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14:47 |
MTDiscord |
<jordan4ibanez> ts namespace blocks {} becomes lua blocks = blocks or ({}) because you can declaratively add into an existing namespace |
14:49 |
MTDiscord |
<jordan4ibanez> If you think that's bad you should look into the scripts folder of forgotten lands |
14:50 |
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14:51 |
ROllerozxa |
holy hell how is this game written in typescript |
14:51 |
MTDiscord |
<jordan4ibanez> typescripttolua |
14:52 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> 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 |
<jordan4ibanez> Literal, oop, programming, in, typescript, |
14:54 |
celeron55_ |
that's ridiculous |
14:54 |
celeron55_ |
go on |
14:54 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> That's how I got the item entity functioning very noicely |
14:56 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> 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 |
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14:59 |
MTDiscord |
<jordan4ibanez> Oh, wait, it checks if it's going to get a LuaEntity interface based object from it, that's correct |
15:00 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> Precisely! he main reason that |
15:06 |
MTDiscord |
<jordan4ibanez> O no |
15:06 |
celeron55_ |
then just what remains is releasing a product based on it |
15:06 |
MTDiscord |
<jordan4ibanez> 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 |
<jordan4ibanez> 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 |
<jordan4ibanez> Yeah, you can even iterate over them ts // fancy for (const [key, value] of Object.entries(Drawtype)) { print(key, value); } |
15:10 |
MTDiscord |
<jordan4ibanez> I'm not sure why you'd do that, but you can |
15:14 |
MTDiscord |
<jordan4ibanez> 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 |
15:21 |
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15:28 |
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15:29 |
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15:33 |
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15:33 |
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15:35 |
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15:43 |
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15:49 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Expose OpenGL debugging as a normal setting 7a6ca85 https://github.com/minetest/minetest/commit/7a6ca85081d76ac7a6dfd3e8b9ee3d820300233b (2024-04-15T15:48:33Z) |
15:49 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Improve error checks in COpenGL3DriverBase 13e271c https://github.com/minetest/minetest/commit/13e271c6cb41de2e7d6fbd0c3455eae00c9200c8 (2024-04-15T15:48:33Z) |
15:58 |
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16:08 |
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16:38 |
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17:07 |
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17:11 |
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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 |
17:24 |
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18:28 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Try to fix macro definition order problem with OpenGL code 38cacfa https://github.com/minetest/minetest/commit/38cacfa577a14be0b7b8f42484970ef234d44e38 (2024-04-15T17:27:05Z) |
18:38 |
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20:02 |
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20:07 |
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20:08 |
shaft |
Is it even possible to retheme buttons in MTG? |
20:11 |
sfan5 |
probably |
20:11 |
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20:14 |
shaft |
Why not change it? The gray stock buttons are ugly. |
20:16 |
shaft |
9slices are supported by the engine it seems |
20:24 |
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