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Messages - jWeb
2
Server & Plugin Updates / Re: Server Update Released (July 20)
« on May 15th, 2017, 02:13 PM »
They're not accepting new developers and the project can be classified as just a little hobby to which they add a line or two once a year when they get bored. Take a hint already.

This has been going on for years and it's not going to change anytime soon. Do not take those claims as being aggressive or pessimistic. I'm simply stating reality.
3
The same way:
Code: [Select]
local 1 = 76;
Does not work.
Neither:
Code: [Select]
sometable.1 = 39;
Or:
Code: [Select]
sometable.1 <- 39;
Does not work either. Because index names cannot begin with a number.

That kind of behavior is achieved differently:
Code: [Select]
sometable.rawset(1, 39);
print(sometable.rawget(1));
4
Scripting and Server Management / Re: Native stack overflow on _get
« on February 28th, 2017, 05:23 PM »
Why would it be the player if the meta-table is bound to the Account table? The environment is not something which is inherited.
5
Scripting and Server Management / Re: Native stack overflow on _get
« on February 28th, 2017, 03:27 PM »
Code: [Select]
class CPlayer
{

}

local delegates = {
    function _get(idx) {
        // If we omit :: it'll call _get("print") on `this` environment
        // therefore entering an infinite recursive function
        ::print(idx);
        return null;
    }

    function _set(idx, val) {
        ::print(idx + ":" + val);
        return idx;
    }
};

CPlayer.newmember("Account", {}.setdelegate(delegates));

local p = CPlayer();

p.Account.test = "1";
6
Scripting and Server Management / Re: Native stack overflow on _get
« on February 28th, 2017, 01:45 PM »
How much do I have to point this out:

Code: [Select]
CPlayer.newmember("Account", {});

But you should be weary about a behavior unique to Squirrel here. Which is that table and array members of a class are by all instances of that class. If you don't want that then you should create the member as null and initialize it after the instance was created.
7
Scripting and Server Management / Re: Native stack overflow on _get
« on February 28th, 2017, 01:36 PM »
I was talking about:
Code: [Select]
CPlayer.Account <-
{

};
8
Scripting and Server Management / Re: Native stack overflow on _get
« on February 28th, 2017, 01:11 PM »
First of all. You should stop treating classes like tables. Even though they are tables. They do have some differences. To Alter the members of a class one should use somelcass.newmember(...) or somelcass.rawnewmember(...) with the former being recommended.

And second. Please read the documentation:

_set:
Quote
invoked when the index idx is not present in the object or in its delegate chain. _set must 'throw null' to notify that a key wasn't found but the there were not runtime errors(clean failure). This allows the program to defferentieate between a runtime error and a 'index not found'.
_get:
Quote
invoked when the index idx is not present in the object or in its delegate chain. _get must 'throw null' to notify that a key wasn't found but the there were not runtime errors(clean failure). This allows the program to defferentieate between a runtime error and a 'index not found'.
9
Client Scripting / [Basic] Re: Server Echo ( ... )
« on February 26th, 2017, 12:31 AM »
Quote from kennedyarz on February 26th, 2017, 12:27 AM
The truth is that I do not see a necessary use
Actually it may be quicker to notice an error message on the server console instead of having to constantly look in the debuglog.txt whenever it's updated.

Sure it doesn't protect you from compile-time errors but run-time errors can do just fines.
10
Support / Re: Texture Bugs Only LODs
« on February 25th, 2017, 10:50 PM »
Please use a clean version of VCMP. Otherwise please try to adjust the limits of your game to increase the streaming memory limit. Normally, VC:MP should do this by default. But you can try.
11
Videos & Screenshots / Re: SkyNet MultiModes
« on February 24th, 2017, 07:04 PM »
Quote from vito on February 24th, 2017, 06:27 PM
note he is a first in vcmp who attached object to player's skin (in dff) for ctf/bomb
That kinda implies modifying all skins to include a flag, no, two flags. So you now probably have 3 times more skins than usual. The ones without a flag, the ones with the red flag and the ones with the blue flags.

While this method is not very efficient in therms of resource usage. I must commend him on his effort because it's efficient and accurate in therms of latency. Since there's no built-in way of dong it.
12
General Discussion / Re: Flake server inspection report
« on February 24th, 2017, 11:56 AM »
Quote from EK.IceFlake on February 24th, 2017, 11:51 AM
Human rights... No (FPS adjusting rule and VPN/Proxy usage rule)
I'm pretty sure you've got the human rights completely wrong if you think that's a human right.

Human rights would be to be abused based on gender, race, ethnicity etc.
13
Support / Re: Unable to load .txd file for custom object
« on February 23rd, 2017, 04:13 PM »
Quote from KAKAN on February 23rd, 2017, 04:11 PM
Just saying, that means the TXD he used has a problem with it...
If he knew that problem already then you wouldn't be seeing this topic here. That's why the topic was created, right? Because there's a problem that he couldn't find.
14
Support / Re: Unable to load .txd file for custom object
« on February 23rd, 2017, 04:10 PM »
What does that have to do with this one?
15
Scripting and Server Management / Re: Commit Transaction error
« on February 21st, 2017, 06:01 PM »
Quote from KAKAN on February 21st, 2017, 05:55 PM
Also, I don't think START and COMMIT are necessary. Its useful when doing multiple queries at once, but you're doing them one by one, so no use of them at all.
Incorrect. Queries within a transaction will not be committed regardless of how they're executed.