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    Thread: Why do we need 3 Vector3 types?
Post: RE: Why do we need 3 Vector3 types?

xoft Wrote: (06-11-2015, 12:13 AM) -- It's not only about writing the bindings, it's about maintaining them afterwards as well. It's much better to have automated bindings generated than having to up...
Shadowraix Development 25 16,909 06-11-2015, 10:17 AM
    Thread: CompactBuilders and guide tips
Post: RE: CompactBuilders and guide tips

xoft Wrote: (06-10-2015, 09:59 PM) -- As for debugging, are you using any IDE? I'm personally using ZeroBrane Studio and I have to say it is a lifesaver. Not only is it a nice Lua editor, we also man...
Shadowraix Plugin Discussion 8 7,020 06-10-2015, 10:54 PM
    Thread: Why do we need 3 Vector3 types?
Post: RE: Why do we need 3 Vector3 types?

xoft Wrote: (06-10-2015, 10:11 PM) -- Most of the Lua API is generated automatically from the C++ header files, so it's generated to match the vector type used. If we decided to merge the vector clas...
Shadowraix Development 25 16,909 06-10-2015, 10:43 PM
    Thread: Why do we need 3 Vector3 types?
Post: RE: Why do we need 3 Vector3 types?

xoft Wrote: (06-10-2015, 09:36 PM) -- The three types are used in the C++ code, and it would be quite difficult to merge them on the Lua side, simply because any exported function that takes or retur...
Shadowraix Development 25 16,909 06-10-2015, 10:06 PM
    Thread: Why do we need 3 Vector3 types?
Post: Why do we need 3 Vector3 types?

Firstly, I am only speaking from a Lua developer point of view. I don't know if there's any technical limitations to what is being suggested in the rest of this post. So, 3 Vector3 types are expose...
Shadowraix Development 25 16,909 06-10-2015, 09:06 PM
    Thread: Information on MCServer
Post: RE: Information on MCServer

What's the current status on the IP stuff? I haven't emailed the host in a while and would like to give him an update on things.
Shadowraix Discussion 65 48,994 06-07-2015, 10:02 AM
    Thread: Cuberite Name Change Implementation Plan
Post: RE: Cuberite Name Change Implementation Plan

NiLSPACE Wrote: (06-06-2015, 09:32 PM) -- I dissagree, but whatever :| If we're gonna change design, then how about these: [spoiler=Pictures] http://mods.mybb.com/uploads/previews/34144-14022...
Shadowraix Discussion 22 18,457 06-07-2015, 09:57 AM
    Thread: Name Change Poll - 2nd Stage
Post: RE: Name Change Poll - 2nd Stage

Looks like Cuberite is the winner.
Shadowraix Discussion 45 29,582 06-06-2015, 01:43 PM
    Thread: Name Change Poll - 2nd Stage
Post: RE: Name Change Poll - 2nd Stage

tigerw Wrote: (06-04-2015, 06:12 AM) -- I don't want the name to change :( --- Hi Sean! -- Majority won on the last poll. :c Sowwy. Best bet now is to choose the best sounding name to you. ...
Shadowraix Discussion 45 29,582 06-04-2015, 08:37 AM
    Thread: Name Change Poll - 2nd Stage
Post: RE: Name Change Poll - 2nd Stage

xoft Wrote: (06-02-2015, 02:10 AM) -- Some LoL players or whatever that is, twitch account and some printing product (Oce is / was a printer manufacturer) http://www.lolking.net/summoner/br/6541135 h...
Shadowraix Discussion 45 29,582 06-02-2015, 04:35 AM
    Thread: Name Change Poll - 2nd Stage
Post: RE: Name Change Poll - 2nd Stage

This may be a stupid sounding name suggestion, but I came up with it after some thinking and decided to share it as I think it doesn't sound too bad. The name: Ocelight Oce - Ocelot as Ocelots c...
Shadowraix Discussion 45 29,582 06-01-2015, 08:11 PM
    Thread: MCServer Name Change Poll
Post: RE: MCServer Name Change Poll

ThuGie Wrote: (05-28-2015, 09:24 AM) -- Why are there these days so many threads about name changing ? I don't care about it anyway.. but these threads are kinda starting to become a bother.. 1 s...
Shadowraix Discussion 4 4,998 05-28-2015, 10:42 AM
    Thread: Arguments against the name change.
Post: RE: Arguments against the name change.

I am all for a name change, but I don't agree with Cuberite. It's mostly just personal preference, but it doesn't sound right to me. When I think of Cuberite, I don't think of Minecraft but of some n...
Shadowraix Discussion 5 4,592 05-25-2015, 03:58 AM
    Thread: PathFinder status
Post: RE: PathFinder status

Safwat Wrote: (05-24-2015, 01:35 AM) -- Jammet: I'll check it out. I am currently trying to implement bounding boxes, and I am getting the impression that the physics engine always assumes the mob...
Shadowraix Development 225 175,444 05-24-2015, 02:41 AM
    Thread: Permission Inheritance
Post: RE: Permission Inheritance

xoft Wrote: (05-18-2015, 06:25 AM) -- That's not a good idea, because of the multi-word commands based on a single word. Let's consider the Gallery plugin: it has a "/gallery claim" command and "/gal...
Shadowraix Development 6 6,619 05-18-2015, 07:10 AM
    Thread: Permission Inheritance
Post: Permission Inheritance

Let's say you are using info.lua to setup your permission system. When you have the permission for a subcommand, you can only use that subcommand. Fairly reasonable. Although, I think that if yo...
Shadowraix Development 6 6,619 05-18-2015, 04:26 AM
    Thread: Thunder
Post: RE: Thunder

xoft Wrote: (05-13-2015, 07:32 AM) -- The problem is that the PlayerObj is invalid, but not nil, so accessing it will hard-crash the server. The underlying C++ cPlayer object is gone, but the Lua obj...
Shadowraix Development 10 8,670 05-13-2015, 07:35 AM
    Thread: Another plugin language - beacos LUA is hard for some ppl
Post: RE: Another plugin language - beacos LUA is hard f...

jan64 Wrote: (05-13-2015, 05:49 AM) -- Imo, hackers using xray on survival servers to gain unfair advantage are a big downside to other players, too. Of course, it should be changeable in the confi...
Shadowraix Plugin Discussion 24 19,344 05-13-2015, 07:31 AM
    Thread: Thunder
Post: RE: Thunder

xoft Wrote: (05-13-2015, 06:40 AM) -- Due to multithreading it cannot be so simple - the "player disconnecting" will be processed by a different thread running in parallel to your plugin, so the Play...
Shadowraix Development 10 8,670 05-13-2015, 07:14 AM
    Thread: Thunder
Post: RE: Thunder

These kind of issues where a player disconnecting causing issues is confusing to me. In the environment I worked in we usually had methods that would search for a player so something like Code: --...
Shadowraix Development 10 8,670 05-13-2015, 06:28 AM