Author Topic: blocklandjs development thread (development halted)  (Read 7710 times)

Your TS test wasn't done properly. It should be much slower than that if you do %a = %i * 9e9;
i * 9e9 == 0

Your TS test wasn't done properly. It should be much slower than that if you do %a = %i * 9e9;
i * 9e9 == 0
oops
I'll redo the ts test when I get home

I'm impressed that you were able to get that code to work since all I can find that's super relevant is this this pastebin.

« Last Edit: November 29, 2016, 10:16:45 PM by Metario »

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so i guess an update
i've pushed out the first "release" on github
i'm working on adding in ts_func (ala blocklandlua) except it's seemingly too complicated to register a function pointer in js/c++
jump to changelog
« Last Edit: November 29, 2016, 10:19:41 PM by Metario »

Really quick if you don't mind me asking, what is the difference in using Javascript rather than Torquescript in Blockland? Not saying that I don't like this idea or anything, but I'm rather curious.

It's rather an interesting project nonetheless.

Really quick if you don't mind me asking, what is the difference in using Javascript rather than Torquescript in Blockland? Not saying that I don't like this idea or anything, but I'm rather curious.

It's rather an interesting project nonetheless.
difference mainly is that it's way quicker. and has a lot of cool things you can't normally do in torkscript (i.e handling json defaultly, regex!!, large numbers, uint arrays, something about proxies)
a upside of this is that because the two languages are extremely similar (syntax-wise, that is), basically any good scripter can use this

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another update i guess
uh
pushed out a release on github enabling support on linux (install with winetricks vcrun2015 tho)
so that's cool
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« Last Edit: November 29, 2016, 10:18:44 PM by Metario »

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MAJOR UPDATE

Added Object Creation, getting index tables, referencing functions (almost done, have to setup prototypes n stuff I guess), improved performance, add(ing) findclientbyname stuff in a bit.
If I have the time, I'll also add in SelectiveGhosting and PlayerCollisionToggle.
Added several new sigs we need to reference
fxDTSBrick creation is also possible (as well as setting it's datablock), blah blah.
this and more in the new update
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« Last Edit: November 29, 2016, 10:19:03 PM by Metario »

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update- fixed execution from files, i might get around to figuring out how to do the same ts_func stuff in blocklandlua
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« Last Edit: November 29, 2016, 10:19:17 PM by Metario »

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whew lad
after a exhausting period of time loving with vehiclecollision, I've finally geared back up. We were considering moving to spidermonkey but that's a big pain in the ass. We've gotten ts_func (as an original idea, not stolen from bllua or anything) implemented (albeit functions that require objects aren't finished, but they're coming soon!), and if I remember correctly we're gonna try and add in plugins (vehiclecollision as a js file? maybe) sometime soon
stay tuned (if anybody checks this thread :U)
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« Last Edit: November 29, 2016, 10:18:32 PM by Metario »

bump
cleaned up topic
added changelog, blah blah

it's happening
our first release has been published to github (with the source code and all)
we've included all of the necessary dlls to get you up and running with blocklandjs, but keep in mind you probably will want to follow the instructions, or else it probably WILL crash your blockland when you try to call something.


also, for the security concious among you, the .bin files are for all internal functions, while the .dlls are just pointers to them and misc junk. our dll source code is entirely auditable from an outside PoV (the latest source code on which v1 has been compiled against is on github)

I'd love to use this for my mods but unfortunately I can't ask people to install DLLs. :(

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fixed js_func resetting contexts on reset
pushed out v1.2 release
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I'd love to use this for my mods but unfortunately I can't ask people to install DLLs. :(
yeah it sucks but we're trying to aim for mass adoption because torquescript and javascript are lingustically similar, so maybe in the future? :D


also i'm thinking of publishing a example script to teach players how to begin modding with blocklandjs, if i decide to it'll be coming out, if i don't, it won't.