[QUOTE=rebel1324;52280974]Okay, gmod's trace is bitch.
If you go outside of the skybox by an unit, It will fuck up the trace mask so It will go through freaking displacement of the map.
solid part is okay.
So, I had to do some math
and the code is now nasty as hell
Don't ever use ignoreworld in trace
it's broken
it will make you angry
whoever added this feature, fuck off.[/QUOTE]
Could you make a bug report with the details? I'm currently using ignoreworld for bullet penetration and I'm extremely interested in the inherit problems.
[QUOTE=Richtofen;52283566](also does props, but eh...)[/QUOTE]
Oh no
"props_c17/shelfunit01a.mdl" was banned for 1440 minutes. Reason: RDM.
[QUOTE=gonzalolog;52281581]Fidget spinner hud incoming?
Come on, new page in my phone?...cool a reason to wake up from the bed
TBH i have not been working on nothing from a while...
[IMG]http://i.imgur.com/ZlNeLuZ.png[/IMG]
[vid]https://dl.dropboxusercontent.com/s/jr9qtq5ia26a0ds/coin.mp4[/vid][/QUOTE]
Ah I was thinking of doing something similar to get a more D&D esque roleplaying community
[QUOTE=FPtje;52283806]Oh no[/QUOTE]
I'm skeptical about it too. This is just a proof of concept for my dev server. Things will change before it's finally released on our public server. On a side note, players won't be able to die from props so it would never show up anyways.
[QUOTE=Richtofen;52284819]I'm skeptical about it too.[/QUOTE]
Cheers.
I may be late to the party, but I want to join in on the fun, since lots of this discussion has raised some questions regarding the language and specifically the language that Icarus is using.
[QUOTE=MadParakeet;52274957][img]http://cogg.rocks/uploads/chrome_2017-05-25_17-05-39.png[/img]
Where did you find that [I]arrow lambda [B]it is so fucking [U]cute![/U][/B][/I]:dogcited:
[/QUOTE]
[QUOTE=MPan1;52279830]I'm probably just stupid, but does => even work in Lua when declaring a function? Is that even Lua? I've never seen that before.[/QUOTE]
It's not Lua, no, he is using my language which I have named LAU. In case some people here aren't aware, I've been working on my own semi-superset transpiler that converts LAU code into Lua code and it provides the developer lots of syntactic sugar such as the => arrow function declarations.
The point of LAU is to bring some of the syntactic benefits from Javascript into Lua, mostly for my own benefit.
[t]https://share.metamist.xyz/B1gaM3ub-.jpg[/t]
[QUOTE=Nookyava;52277648]The main issue is you're taking a language which is not supposed to be that style, and changing it.
It's sort of like when Acecool kept trying to force his coding style on everyone. It just confuses newcomers and makes them believe Lua is a lot more confusing than it actually is.
Great that you created something new, but I think it's overcomplicating Lua.[/QUOTE]
While I agree he's destroying my language by bringing method chaining into it, there's really no rules or standards set for LAU yet. But it is still a semi-superset for Lua that brings some Javascript elements, and method chaining is a big part of Javascript so I can see why he would want to do it. Personally, I think it's ugly when used in anything even remotely similar to Lua syntax, which is exactly what LAU is.
What I did with LAU can be compared with what C++ did with C. They developed a new syntax to make it easier for developers to work with the language. That is also my goal for LAU, to provide syntactic sugar that makes things easier to work with.
An example of this is the basic implementation of a class
[lua]
class Something
member = "hello"
constructor(param)
self.member = param
end
end
class InheritedSomething extends Something
constructor()
super("derp")
end
end
[/lua]
This gives LAU the possibility of "proper" OO (I say "proper" because it's technically not proper OO, it's kind of like what ES2015 did with Javascript to implement classes), and it is a useful feature that I think Lua is missing.
Now then, what am I working on? Thanks for asking, I've been doing a lot of work on the rewritten version of LAU and finally got it back on track with the features that the old version had implemented. The new backend allows me to be more flexible with the features I want to implement, and it also allows me to do some pretty smart code analysis, specifically on scopes. The rewritten version will eventually allow me to implement static typed variables, that would be defined like this:
[lua]
local var: string = "string"
var = 1 -- This would return an error by the transpiler, because "var" is not allowed to be anything other than string.
[/lua]
Of course, the static typing would not interfere with existing Lua code, and anything that is not explicitly defined as a type would be marked as "any". "any" would allow a variable to be of any type, as the name implies.
This functionality would also work for function parameters:
[lua]
local function func(param: number = 10) -- param must be of type "number" and has a default value of 10
end
-- Will also work for arrow functions
local func = (param: number = 10) =>
end
[/lua]
Currently, the new backend has allowed me to write some smart syntax checks for the use of "super" in inherited classes, such as forcing a super() to be called before a super.property(), or throwing an error when using super() in a non-inherited class.
I'm excited to see where I can bring this transpiler from now on, and if you guys have any suggestions for syntactic features, please let me know because I am interested to hear what you have in mind.
[QUOTE=MadParakeet;52278719]Fun fact, Dart has a special operator for this kind of thing: [URL="http://news.dartlang.org/2012/02/method-cascades-in-dart-posted-by-gilad.html"]Link[/URL][/QUOTE]
I may look into stea-- *cough* borrowing that idea and develop it so that it fits nicely into LAU if it works well. It may be a good method of introducing method chaining into the language, because frankly I hate the sight of all those ':'s infront of the methods.
lau is already taken
[url]https://github.com/meepdarknessmeep/lau[/url]
[QUOTE=MeepDarknessM;52285948]lau is already taken
[url]https://github.com/meepdarknessmeep/lau[/url][/QUOTE]
He should go with Aul.
[IMG]http://i.imgur.com/vtI2aU3.jpg[/IMG]
Conflicted on what I should go with, right or left? Any suggestions?
Agree with me for the image on the left, or Disagree for the one on the right.
Use both.
made a squad system for HL2RP
i like it, has a few edge-case issues I'm still diagnosing though, but it's solid otherwise.
[video]https://youtu.be/bJyCWJZiga0[/video]
[QUOTE=MeepDarknessM;52285948]lau is already taken
[url]https://github.com/meepdarknessmeep/lau[/url][/QUOTE]
Touché, I’ve posted many development posts about LAU here on FP and this is the first time you mention that? :/
I was considering renaming it anyway because LAU was more of a joke anyway.
[QUOTE=Metamist;52286959]Touché, I’ve posted many development posts about LAU here on FP and this is the first time you mention that? :/
I was considering renaming it anyway because LAU was more of a joke anyway.[/QUOTE]
loouh is best lua
Or you can use regular Lua
LuaScript?
[QUOTE=Metamist;52285776]While I agree he's destroying my language by bringing method chaining into it, there's really no rules or standards set for LAU yet. But it is still a semi-superset for Lua that brings some Javascript elements, and method chaining is a big part of Javascript so I can see why he would want to do it. Personally, I think it's ugly when used in anything even remotely similar to Lua syntax, which is exactly what LAU is.
What I did with LAU can be compared with what C++ did with C. They developed a new syntax to make it easier for developers to work with the language. That is also my goal for LAU, to provide syntactic sugar that makes things easier to work with.
An example of this is the basic implementation of a class
[lua]
class Something
member = "hello"
constructor(param)
self.member = param
end
end
class InheritedSomething extends Something
constructor()
super("derp")
end
end
[/lua]
This gives LAU the possibility of "proper" OO (I say "proper" because it's technically not proper OO, it's kind of like what ES2015 did with Javascript to implement classes), and it is a useful feature that I think Lua is missing.
[/QUOTE]
My concern was more towards people who are new to Lua, and being confused when it's not [i]normally[/i] used that way (especially within Garry's Mod). This is why I referenced Acecool. Nothing against the guy, I appreciate his helpful personality.
Now granted I've not seen this in full blown action so I'm willing to change my mind once I see it, but that's all my stance was on it really. I'm all for people exploring and creating new things.
Lua, Lau, Luascript, whatever you call it, at least it ain't fuccboiGDX
[QUOTE=Metamist;52285776]-snip-[/QUOTE]
If anyone remembers my shitty visual studio code lua intellisense thing, the parser and analytics library that it used under the hood was actually meant for another project I was working on at that time: an extended superset of lua
[t]http://i.imgur.com/opLYrz8.png[/t]
Among many other things, the compiler also had type anotations, compile time type checking and OOP. (it even preserves line numbers whilst transpiling!) I never had time to finish it though. I just wanted to comment on how similar our syntaxes are for OOP (probably because it's most practical to do it this way). Nice work! :alien:
[editline]29th May 2017[/editline]
It also supported the usage of `super`
interestingly, gm_voxelate uses the same runtime lib as my lang
[url]https://github.com/glua/gm_voxelate/blob/master/lua/voxelate/networking/client.lua#L12[/url]
[QUOTE=swadicalrag;52287393]If anyone remembers my shitty visual studio code lua intellisense thing, the parser and analytics library that it used under the hood was actually meant for another project I was working on at that time: an extended superset of lua
[t]http://i.imgur.com/opLYrz8.png[/t]
Among many other things, the compiler also had type anotations, compile time type checking and OOP. (it even preserves line numbers whilst transpiling!) I never had time to finish it though. I just wanted to comment on how similar our syntaxes are for OOP (probably because it's most practical to do it this way). Nice work! :alien:
[editline]29th May 2017[/editline]
It also supported the usage of `super`[/QUOTE]
Interesting to see the class syntax are so similar. I aimed for a clean syntax that I imagined classes would have if the Lua syntax supported it officially, while also taking inspiration from Javascript at the same time. I actually opted to exclude the 'new' keyword because it served no purpose (the output code doesn't differ from the input code when creating an instance, so the new keyword would be redundant). I haven't decided if I want it in or not, it really wouldn't serve any purpose.
The rewrite I just finished lets me do a lot more than I previously couldn’t do as easily, and it allowed me to implement super more efficiently. It's definitely an important feature for inheritance, so I wanted it to work well in the backend.
[QUOTE=Minelayer;52287203]Lua, Lau, Luascript, whatever you call it, at least it ain't fuccboiGDX[/QUOTE]
"Luass" is better
Looa [sp] lua object oriented analbreads[/sp]
Working on Ultimate Survivor's Live Again :D
[T]https://image.prntscr.com/image/1bba44e6393f47e9b0fef1050922893a.png[/T]
Im currently testing(?) me if i can make some AI System for my gamemode.
Making some heuristic function that returns score that showing what the bot wants to do. ( I just got AI class on this semester on my college and i want to say thanks to the class for letting me know about heuristic algorithm and something more about AI tech. )
[quote][IMG]http://i.imgur.com/jUi8SJD.jpg[/IMG][/quote]
Bots do uses skills, do normal attack. even if they're not perfect. but it also run by heuristic algorithm. ( which mean, if they found weak enemy and noticed that there are many enemys near some enemy, they will use ultimate skill that has splash damage to the position.)
their primary goal is destorying their enemy base, retreat to their base when they don't have enough health.
By making critical functions like lux should use her ultimate when she found enemy has critical health, bots pretty doing their role what they supposed to.
i just got idea to display their desire value on HUD screen and i think its pretty good idea when developing. picture above.
The higher escape desire value they have, they wants to escape from where they are, retreat to the their base.
Now i need to make another heuristic function that returns score that showing how they wants to attack, compare with the escape value and do something better than that.
[quote][IMG]http://i.imgur.com/J0X1C3l.jpg[/IMG][/quote]
heres some crappy random picture
btw i hate source engine that having spiking network transmission even if there are O.N.L.Y 10~20 moving object haha
It's starting to feel smooth, haven't made the "details" and "options" page yet.
Options will include a button where you cancel the current craft (gets 75% of cost back), and a button to start/stop and pause the minigame.
Crafting progress will also progress over time, and I need to polish the minigame a lot too, but I got the foundation laid now :)
[vid]https://dl.dropboxusercontent.com/s/p92le2e5fd3lq7t/2017-05-29_23-27-54.mp4[/vid]
[QUOTE=IcarusCoding;52288752]It's starting to feel smooth, haven't made the "details" and "options" page yet.
Options will include a button where you cancel the current craft (gets 75% of cost back), and a button to start/stop and pause the minigame.
Crafting progress will also progress over time, and I need to polish the minigame a lot too, but I got the foundation laid now :)
[/QUOTE]
You may want to angle the main GUI slightly towards the player, because it can be hard to read the text on the top portion of the crafting station on lower resolutions (pixels and stuff).
[QUOTE=gonzalolog;52287784]Looa[/QUOTE]
Don't make me write a 5 paragraph version
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