Time Nick Message 02:38 [MatrxMT] user333_: for the love of all that is good, refactor those mods into more pieces now not later 02:40 [MatrxMT] 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] 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] 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] 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] 8) don't worry, development tends to look messy like that 03:28 [MatrxMT] stupid markdown 03:29 user333_ our highest priority thing is "Rewrite the game from scratch" lol 03:31 MTDiscord what game is it? 03:32 user333_ it's a simple PVP game, currently in a private github repo 03:33 MTDiscord technically its DVD :juanchi_face: 03:33 MTDiscord (dev vs dev) 03:33 user333_ we have a public server for testing tho :P 03:35 MTDiscord hehe 03:43 user333_ but nobody joins except for the occasional noob D: 03:57 [MatrxMT] does anyone have a tool to draw the dependency graph of a game or mod directory? 03:57 MTDiscord 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] it shouldn't be too difficult to duct tape something together with sed and dot I guess 03:59 MTDiscord iirc the old version made assumptions about everything being in mods, not modpacks/world mods/etc 09:38 MTDiscord 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 09:39 [MatrxMT] 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] layout problems aside, I still think it may be quite helpful for diagnosing things like dependency cycles 11:12 MTDiscord To break that, IMO would make more sense to distinguish between library mods, content mods and integration mods. 14:31 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Clarify that punch toolcaps are not optional (#16720) 131dbb3ea https://github.com/luanti-org/luanti/commit/1dbb3eae32b68402622acacf5ed255cb9daad762 (152025-12-28T14:30:25Z) 14:31 MinetestBot 02[git] 04cx384 -> 03luanti-org/luanti: Document world.mt setting `world_name` (#16747) 13caa36c2 https://github.com/luanti-org/luanti/commit/caa36c24d61e226f1830696036c70947f82855d1 (152025-12-28T14:30:38Z) 14:31 MinetestBot 02[git] 04andriyndev -> 03luanti-org/luanti: Clarify documentation regarding particlespawner's attract.strength pa… 133b30e13 https://github.com/luanti-org/luanti/commit/3b30e131ce141e7d1d357b6f15f56e80dcf9b3a5 (152025-12-28T14:30:50Z) 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 15:44 MinetestBot SFENCE: Dec-28 15:37 UTC "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. 15:58 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