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[MatrxMT] |
<Blockhead256> user333_: for the love of all that is good, refactor those mods into more pieces now not later |
| 02:40 |
[MatrxMT] |
<Blockhead256> awww, 453 pages and now we get a new screenshot thread? I guess we waited too long. But now we'll never get to 1000 pages! |
| 03:03 |
user333_ |
it's almost 500 lines of code... it needs a full rewrite |
| 03:04 |
[MatrxMT] |
<Blockhead256> yeah, rewrite it into multiple modules |
| 03:06 |
cheapie |
I should probably do some refactoring on celevator sometime, it's over 13k lines |
| 03:10 |
user333_ |
there's plenty of hacks and horrible solutions in the game... like this: https://paste.centos.org/view/raw/1f0b38da |
| 03:11 |
[MatrxMT] |
<Blockhead256> l10n? what's that? |
| 03:13 |
user333_ |
there's also this... https://paste.centos.org/view/raw/b21750d6 which fixed an issue with maps overlapping in certain cases |
| 03:20 |
cheapie |
Blockhead256: Clearly everyone only speaks English and other languages are just a myth, or something |
| 03:21 |
[MatrxMT] |
<Blockhead256> What do you mean there are languages where they don't pluralise with a letter on the end? |
| 03:27 |
user333_ |
the game is currently in development, translations are the least of our concerns .-. |
| 03:28 |
[MatrxMT] |
<Blockhead256> 8) don't worry, development tends to look messy like that |
| 03:28 |
[MatrxMT] |
<Blockhead256> stupid markdown |
| 03:29 |
user333_ |
our highest priority thing is "Rewrite the game from scratch" lol |
| 03:31 |
MTDiscord |
<wsor4035> what game is it? |
| 03:32 |
user333_ |
it's a simple PVP game, currently in a private github repo |
| 03:33 |
MTDiscord |
<wsor4035> technically its DVD :juanchi_face: |
| 03:33 |
MTDiscord |
<wsor4035> (dev vs dev) |
| 03:33 |
user333_ |
we have a public server for testing tho :P |
| 03:35 |
MTDiscord |
<the4spaceconstants2181> hehe |
| 03:43 |
user333_ |
but nobody joins except for the occasional noob D: |
| 03:57 |
[MatrxMT] |
<Blockhead256> does anyone have a tool to draw the dependency graph of a game or mod directory? |
| 03:57 |
MTDiscord |
<wsor4035> iirc there used to be some terrible one for depends.txt. no idea if anyone made a new one |
| 03:58 |
user333_ |
time to make your own! |
| 03:58 |
[MatrxMT] |
<Blockhead256> it shouldn't be too difficult to duct tape something together with sed and dot I guess |
| 03:59 |
MTDiscord |
<wsor4035> iirc the old version made assumptions about everything being in mods, not modpacks/world mods/etc |
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MTDiscord |
<bastrabun> Blockhead: I tried to generate a dependency graph for my server, but that got chaotic very quickly and my takeaway was that pretty much everyone depended on default |
| 09:38 |
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[MatrxMT] |
<Blockhead256> I mean yes, typically mods are bound to one or more base game mods, so you do get a load of edges in that direction on the graph |
| 09:43 |
[MatrxMT] |
<Blockhead256> layout problems aside, I still think it may be quite helpful for diagnosing things like dependency cycles |
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MTDiscord |
<bastrabun> To break that, IMO would make more sense to distinguish between library mods, content mods and integration mods. |
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MinetestBot |
[git] sfan5 -> luanti-org/luanti: Clarify that punch toolcaps are not optional (#16720) 1dbb3ea https://github.com/luanti-org/luanti/commit/1dbb3eae32b68402622acacf5ed255cb9daad762 (2025-12-28T14:30:25Z) |
| 14:31 |
MinetestBot |
[git] cx384 -> luanti-org/luanti: Document world.mt setting `world_name` (#16747) caa36c2 https://github.com/luanti-org/luanti/commit/caa36c24d61e226f1830696036c70947f82855d1 (2025-12-28T14:30:38Z) |
| 14:31 |
MinetestBot |
[git] andriyndev -> luanti-org/luanti: Clarify documentation regarding particlespawner's attract.strength pa… 3b30e13 https://github.com/luanti-org/luanti/commit/3b30e131ce141e7d1d357b6f15f56e80dcf9b3a5 (2025-12-28T14:30:50Z) |
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| 15:08 |
SFENCE |
Hello. I investigate on some server a little problem with HUD, type = "text"... |
| 15:09 |
SFENCE |
The mod create HUD of type "text", which have miltiple lines... |
| 15:10 |
SFENCE |
HUD is located at bottom part of screen, and depending on client window size, number of visible lines is changing |
| 15:15 |
SFENCE |
hud creation code looks like this: https://github.com/orwell96/poshud/blob/3ad47833c6be27ccfe46eb1b8c4f0b82ca67dc7a/init.lua#L43-L52 |
| 15:15 |
SFENCE |
later, only text elemens is changed |
| 15:16 |
SFENCE |
Is there something like negative scale avaliable for type "text" as is for type "image" ? |
| 15:37 |
Krock |
!tell SFENCE "visible lines". Do they go outside the screen (clipping) or do they somehow disappear? |
| 15:37 |
MinetestBot |
Krock: I'll pass that on when SFENCE is around |
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| 15:44 |
MinetestBot |
SFENCE: Dec-28 15:37 UTC <Krock> "visible lines". Do they go outside the screen (clipping) or do they somehow disappear? |
| 15:45 |
SFENCE |
Looks like they goes outside screen simply. |
| 15:46 |
Krock |
then use another alignment value |
| 15:46 |
SFENCE |
well, thanks |
| 15:48 |
Krock |
i.e. y = -1. lua_api.md L1902 |
| 15:51 |
SFENCE |
Yeah, I found that. |
| 15:54 |
Krock |
It would be possible to automatically keep elements in the screen bounds by an engine change, but there's surely someone who would want to be able to render them off-screen for whatever reason |
| 15:55 |
SFENCE |
It sound nice, but have to be configurable behaviors in thet case. |
| 15:55 |
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| 15:58 |
SFENCE |
But, ,maybe, just more cleare documentation with reminder, that text can go off visible area with recomended aligment values for huds on bottom, top, left, right sides os screen, can be enought for moders to not write bad code |
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