pipmak-users Mailing List for Pipmak Game Engine (Page 12)
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From: Aidan G. <wgs...@no...> - 2009-06-11 09:48:13
|
Christian Walther wrote: > Aidan Gauland wrote: >> I just took a look at the MediaWiki FAQ... >> <http://www.mediawiki.org/wiki/Manual:FAQ> >> ....and it sounds as if giving it a Pipmak look would be trivial, if you were >> to switch to SourceForge's MediaWiki. > > That page is very long. Can you point me at the specific section that > implied that? I was looking at section 3: "Changing the interface". >> Unless there's some SourceForge-specific detail I don't know about that would cause problems in this area. > > Maybe I'm misunderstanding you, but yes, the non-customizability is > SourceForge-specific. They just don't give you access to the files. I > know how to customize a MediaWiki that I have full control over, that's > exactly what I've done for the existing Pipmak wiki. Oh, I see. Then what I read on MediaWiki's site does not apply. Sorry. Perhaps changing the look of the Pipmak just to give it a Pipmak look is not a wise decision, as portability may be reduced in the process. Now would probably be good time to mention that the left navigation/tool bar on the Pipmak wiki does not render properly for me: it is placed after the rest of the content on the page, but still on the left side. -Aidan |
From: Christian W. <cwa...@gm...> - 2009-06-11 07:43:51
|
Aidan Gauland wrote: > I just took a look at the MediaWiki FAQ... > <http://www.mediawiki.org/wiki/Manual:FAQ> > ....and it sounds as if giving it a Pipmak look would be trivial, if you were > to switch to SourceForge's MediaWiki. That page is very long. Can you point me at the specific section that implied that? > Unless there's some SourceForge-specific detail I don't know about that would cause problems in this area. Maybe I'm misunderstanding you, but yes, the non-customizability is SourceForge-specific. They just don't give you access to the files. I know how to customize a MediaWiki that I have full control over, that's exactly what I've done for the existing Pipmak wiki. -Christian |
From: Aidan G. <wgs...@no...> - 2009-06-11 06:16:57
|
Christian Walther wrote: > I wonder whether it would be a good idea to switch to the > SourceForge-provided MediaWiki now > (http://apps.sourceforge.net/mediawiki/pipmak/) instead of trying to > maintain our own outdated installation. When it was introduced, I > originally decided against it for various reasons, but some of them have > been eliminated now, and a reconsideration may be in order. Some > upcoming changes to the Hosted Apps have just been announced (by e-mail > to project admins, it doesn't seem to be on the web anywhere) and I'll > have a closer look when they are implemented in 1-2 weeks. The advantage > would be that the burden of administration is taken off us (me). The > biggest disadvantage I see right now is that we would lose the > Pipmak-specific look. I just took a look at the MediaWiki FAQ... <http://www.mediawiki.org/wiki/Manual:FAQ> ...and it sounds as if giving it a Pipmak look would be trivial, if you were to switch to SourceForge's MediaWiki. Unless there's some SourceForge-specific detail I don't know about that would cause problems in this area. -Aidan |
From: Christian W. <cwa...@gm...> - 2009-06-10 20:04:26
|
Thanks for the notice and clean-up, Andrea. I have now blocked these users. I hesitate to block everyone on the users list that looks like a spammer before they actually post any spam, because I might mistakenly include some legitimate users. Unfortunately, requiring confirmation for account registrations is easier said than done because we can't send e-mail from the SourceForge web server. For the moment I have disabled account registration altogether, until we find a better solution. People who want an account can contact me and I will add them. I wonder whether it would be a good idea to switch to the SourceForge-provided MediaWiki now (http://apps.sourceforge.net/mediawiki/pipmak/) instead of trying to maintain our own outdated installation. When it was introduced, I originally decided against it for various reasons, but some of them have been eliminated now, and a reconsideration may be in order. Some upcoming changes to the Hosted Apps have just been announced (by e-mail to project admins, it doesn't seem to be on the web anywhere) and I'll have a closer look when they are implemented in 1-2 weeks. The advantage would be that the burden of administration is taken off us (me). The biggest disadvantage I see right now is that we would lose the Pipmak-specific look. -Christian |
From: NigeC <nig...@gm...> - 2009-06-09 22:06:16
|
There's a lot of it going about at the moment, my site was getting two or three a day registering, mindless a'holes <grrr) Andrea Viarengo wrote: > > Hi Chriss, > > Argh!! There is a lot of spam in the main page of the wiki... > Can you block those bad users and restore previous situation? > > -Andrea > > > > ------------------------------------------------------------------------------ > Crystal Reports - New Free Runtime and 30 Day Trial > Check out the new simplified licensing option that enables unlimited > royalty-free distribution of the report engine for externally facing > server and web deployment. > http://p.sf.net/sfu/businessobjects > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Spammer-on-the-wiki%21%21-tp23937130p23952148.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2009-06-09 20:35:05
|
http://pipmak.sourceforge.net/wiki/index.php? title=Special:Listusers&limit=100&offset=0 Lists 81 wiki user!! Chriss, I have purged Wiki page, removing all spam, but now you must purge them, and do not permits anymore free registration, but allow it only after your consent! Bye -Andrea |
From: Andrea V. <and...@gm...> - 2009-06-09 06:38:47
|
Hi Chriss, Argh!! There is a lot of spam in the main page of the wiki... Can you block those bad users and restore previous situation? -Andrea |
From: NigeC <nig...@gm...> - 2009-05-22 07:19:26
|
I'm on Debian 5, the libopenal build is libopenal1 1:1.4.272-2 It didn't run on Ubuntu 9 either, but that was the version you could run inside windows so there wasn't a great deal installed ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23665768.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-05-21 08:42:38
|
Thanks for taking care of this, Aidan. Looks like this would be a good test for your new build procedure, why don't you just make a build and send it to Nige? For what it's worth, the official Pipmak 0.2.7 release was built on Debian 4, with OpenAL from package libopenal0a version 1:0.0.8-4. I have no idea what the current version is as I haven't updated that virtual machine since then. I'm surprised that it works with libopenal.so.1 because as far as I remember that number is used specifically to mark incompatible library versions. cwalther@debian:~$ ldd pipmak/build-linux/pipmak ... libopenal.so.0 => /usr/lib/libopenal.so.0 (0xb7681000) ... -Christian |
From: NigeC <nig...@gm...> - 2009-05-20 11:53:14
|
Thanks Aidan that worked :) If you want me to test thinks feel free to drop me an email or ask here The plan is to build a game demo under Linux and try to give the project a push ;) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23633987.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@no...> - 2009-05-20 10:20:27
|
NigeC wrote: > No I haven't been using Subversion, I just used the released versions. I > wouldn't know where to start! Oh, great..(NOT!) OK, here's the deal: recently, I made some major changes to the Linux build system, and Christian decided to let me, more or less, take over maintence of the Linux build system. I made those changes, because I thought that the Linux build system wasn't very good in some ways (particularly with linking to libraries). I hope the next release of Pipmak will work better on more Linux distros and for you. In the mean time, might I sugguest a work-around: find the libopenal.so.* on your system (hint: try the package manager), and make a symbolic named "libopenal.so.0" to the libopenal.so file. (There may be several files whose name starts with "libopenal.so", but only one will be a regular file; link to the regular file, not one of the links. All the existing links will link to the same file.) If you don't know how to do this, E-mail me off-list, or if you know how to use IRC, go to #tuxhacker on irc.freenode.net. -Aidan |
From: NigeC <nig...@gm...> - 2009-05-20 09:45:16
|
Aidan Gauland-2 wrote: > > NigeC wrote: >> the error is: >> home/nige/pipmak# ./pipmak >> ./pipmak: error while loading shared libraries: libopenal.so.0: cannot >> open >> shared object file: No such file or directory >> the the version of libopenal i have is newer > > Are you using the latest development revision from Subversion? If you > are, > then check out again, because I just made a change to the Linux Makefile > that > may help. Also, if you're building from the source in Subversion, you > should > set usesyslibs=t when you run make (i.e. type "make usesyslibs=t" instead > of > just "make"). > > Hope this helps, > Aidan > > ------------------------------------------------------------------------------ > Crystal Reports - New Free Runtime and 30 Day Trial > Check out the new simplified licensing option that enables > unlimited royalty-free distribution of the report engine > for externally facing server and web deployment. > http://p.sf.net/sfu/businessobjects > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > No I haven't been using Subversion, I just used the released versions. I wouldn't know where to start! ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23632233.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@no...> - 2009-05-20 09:26:47
|
NigeC wrote: > the error is: > home/nige/pipmak# ./pipmak > ./pipmak: error while loading shared libraries: libopenal.so.0: cannot open > shared object file: No such file or directory > the the version of libopenal i have is newer Are you using the latest development revision from Subversion? If you are, then check out again, because I just made a change to the Linux Makefile that may help. Also, if you're building from the source in Subversion, you should set usesyslibs=t when you run make (i.e. type "make usesyslibs=t" instead of just "make"). Hope this helps, Aidan |
From: NigeC <nig...@gm...> - 2009-05-20 09:13:55
|
the error is: home/nige/pipmak# ./pipmak ./pipmak: error while loading shared libraries: libopenal.so.0: cannot open shared object file: No such file or directory the the version of libopenal i have is newer ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23631783.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@no...> - 2009-05-20 09:01:46
|
NigeC wrote: > hi Aidan.. > I've ran it in the terminal, It looks like some components are missing, one > being libopenal, the version I have is libopenal1, i tried adding the dev > version of libopenal but it still get no folder/file > it also had libSDL_ttf-2.0, libSDL_image-1.2.as missing but I was able to > fix that What do you mean by "get no folder/file"? Does it complain about missing libraries? If you get an error message about not being able not find libraries, then it's probably the operating system failing to even execute Pipmak. -Aidan |
From: NigeC <nig...@gm...> - 2009-05-20 08:56:47
|
hi Aidan.. I've ran it in the terminal, It looks like some components are missing, one being libopenal, the version I have is libopenal1, i tried adding the dev version of libopenal but it still get no folder/file it also had libSDL_ttf-2.0, libSDL_image-1.2.as missing but I was able to fix that ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23631539.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@no...> - 2009-05-20 02:54:52
|
NigeC wrote: > I can't get the Linux version to run for some reason, does it require other > programs? its the full build of Debian 5, it didn't work in ubuntu either > its no real biggy as I can run the windows exe in Wine.. I was just > interested.. the lastest demo works great What's the symptom? What happens when you try to run it? -Aidan |
From: NigeC <nig...@gm...> - 2009-05-19 22:35:07
|
I can't get the Linux version to run for some reason, does it require other programs? its the full build of Debian 5, it didn't work in ubuntu either its no real biggy as I can run the windows exe in Wine.. I was just interested.. the lastest demo works great ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Debian-Linux%2C-Pipmak-won%27t-run-tp23625680p23625680.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-05-17 10:34:34
|
Have you ever considered using Pipmak for your own projects, but were overwhelmed by all the intricate details in the scripts of the Demo Project? Thanks to James Wilson, we now have an example project that shows how easy it is to make a simple explorable world. Download Pipmak Castle at <http://prdownloads.sourceforge.net/pipmak/PipmakCastle.zip?download> or look on the Showcase page <http://pipmak.sourceforge.net/showcase.php> for a small screenshot. -Christian |
From: chikitin <cs...@gm...> - 2009-04-07 21:44:50
|
Thanks very much Christian. cs -- View this message in context: http://www.nabble.com/Manual-Questions-tp22871180p22938957.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-04-04 12:46:48
|
Christian Walther wrote: >> but this gives me an error:attemp to call global slide ( a nil >> value). > > "slide" is not a function that you can call at any time to create a > slide node out of thin air. PS: It occurs to me - perhaps I wasn't clear enough about this: The code examples I gave in yesterday's message (those between --------) were complete node.lua files, not code snippets that you paste at some point into the code of another node. -Christian |
From: Christian W. <cwa...@gm...> - 2009-04-04 12:40:37
|
> I want pipmak as soon as leaves a specific node, show the small fram > in the > middle of the page and start over the game. well, I supposed > something like > this work: > > img = pipmak.newimage("congratulations.jpg") // picture file is in > the node > folder > > onleavenode( > function > > slide(img) > > end > ) > > but this gives me an error:attemp to call global slide ( a nil value). "slide" is not a function that you can call at any time to create a slide node out of thin air. It is only used at the top level of a node.lua file to describe that particular node, and is only defined at the time the node.lua file is read. It is technically a function but you shouldn't think of it as one, rather as a statement in a declarative node description language. (I know that statements like the 'local img = something; slide (img)' I proposed blur that notion, that's why I consider them inelegant and confusing. The slide statement is really intended to be used only as 'slide "imagename"' or 'slide {"imagename", more stuff}'.) I'm a bit confused by your desire to display a third node when the player moves from one node to another (rather than at some other time determined by your game code). Do you want the move to be canceled and the popup displayed above the old node, or should it be displayed on top of the new node? (Are there several possibilities of what the new node can be? If there's only one, it would seem more natural to me to do this in the code that triggers the leaving than in the onleavenode handler. Or in the new node on entering.) Here's how displaying it on top of the new node should work: onleavenode( function() pipmak.overlaynode(123) -- node 123 is your popup end ) -Christian |
From: chikitin <cs...@gm...> - 2009-04-04 00:53:51
|
Thanks much for the answers. Unforntunatly it seems none of the methods that you describe for for me. I want pipmak as soon as leaves a specific node, show the small fram in the middle of the page and start over the game. well, I supposed something like this work: img = pipmak.newimage("congratulations.jpg") // picture file is in the node folder onleavenode( function slide(img) end ) but this gives me an error:attemp to call global slide ( a nil value). thanks in advance, cs Christian Walther wrote: > >> 1. In the pipmak demo I want pipmak to show a text reaching the end >> of game >> in the middle of screen, say >> >> >> "Congratulations, you can now advance to level 2." >> >> >> I am on windows. Should I use image:drawtext to do this? if so how? >> >> or I should use it as slide? In other words, creating an image file >> showing/displaying the text, "congratulations" and then having pipmak >> display that in particular even. > > You can do either (or even both at the same time). It depends on what > exactly you want to do, there are a lot of combinations. > > If you want to display the "congratulations" box on a screen of its > own, you can make it a separate slide. If you want to display it on > top of a panorama, make it a slide with transparency (scaled to fit > the screen) or a panel (kept at screen resolution) and display it as > an overlay. If you want to display it on top of one particular slide, > you can make it a patch on that slide node. > > If you are satisfied with Pipmak's text rendering and don't need any > fancy effects on the text, or want to be able to change the text > easily, you can use image:drawtext. Otherwise, you draw the text > yourself in a graphics program and incorporate the result as an image. > > Here's a working example of a slide with a background picture and a > patch containing drawn text (using a built-in image and font for > demonstration, you will want to use your own image and perhaps your > own font): > > -------- > slide "../resources/missing.png" > > patch { > x = 0, y = 50, > image = pipmak.newimage(128, 20):color(1, .5, 0):drawtext(64, 0, > "congratulations", "../resources/Vera.ttf", 16, pipmak.center) > } > -------- > > You could also draw the text directly on the background image: > > -------- > local img = pipmak.newimage("../resources/missing.png") > > img:color(1, .5, 0):drawtext(64, 50, "congratulations", "../resources/ > Vera.ttf", 16, pipmak.center) > > slide (img) > -------- > > Or even create the whole background image programmatically: > > -------- > slide (pipmak.newimage(640, 480):color(1, .8, .5):fill(150, 200, 340, > 80):color(.4, .2, 0):drawtext(320, 210, "congratulations", "../ > resources/VeraBd.ttf", 24, pipmak.center)) > -------- > > Does that help? I admit that this is all a bit complicated and low- > level, that's why Andrea has created a more user-friendly text display > system on top of it that will be integrated into the next version of > Pipmak: http://thread.gmane.org/gmane.games.devel.pipmak.user/454 > > >> 2. node:getcurrentnode() returns the number of the current >> background node. >> Is there any command that returns the the number of the last visited >> node? > > No. You need to keep track of that yourself if you need it, by adding > an onenternode handler to every node that takes the node number and > appends it to some list in the state table, or something. You could > put that into its own file and include it in all the nodes using > pipmak.dofile() to avoid duplication. > > >> 3. I am going to use print.pipmak for debugghing. The following code >> give me >> an error: >> >> >> local junk=1 // also without local, ie, global >> >> print.pipmak( "junk is " , junk) >> >> it gives me the following error: attemp to index global "print' ( a >> function >> value) >> >> >> what am I doing wrong? > > What you want is "pipmak.print", not "print.pipmak". The function > that's stored under the name "print" in the table "pipmak". What > you're trying here is to get the entry named "pipmak" in the global > variable "print", which doesn't work because "print" is not a table > but a function (one that prints to standard output, which is of > limited use in Pipmak). > > >> 4. I use the pipmak.gotnode() to go to a particular node. How can I >> ask >> pipmak to say go to node 99 after 10 seconds? The following doesn't >> work: >> >> pipmak.gotonode(99,10) > > pipmak.schedule(10, function() pipmak.gotonode(99) end) >> > > > -Christian > > ------------------------------------------------------------------------------ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://www.nabble.com/Manual-Questions-tp22871180p22878816.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-04-03 19:00:43
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> 1. In the pipmak demo I want pipmak to show a text reaching the end > of game > in the middle of screen, say > > > "Congratulations, you can now advance to level 2." > > > I am on windows. Should I use image:drawtext to do this? if so how? > > or I should use it as slide? In other words, creating an image file > showing/displaying the text, "congratulations" and then having pipmak > display that in particular even. You can do either (or even both at the same time). It depends on what exactly you want to do, there are a lot of combinations. If you want to display the "congratulations" box on a screen of its own, you can make it a separate slide. If you want to display it on top of a panorama, make it a slide with transparency (scaled to fit the screen) or a panel (kept at screen resolution) and display it as an overlay. If you want to display it on top of one particular slide, you can make it a patch on that slide node. If you are satisfied with Pipmak's text rendering and don't need any fancy effects on the text, or want to be able to change the text easily, you can use image:drawtext. Otherwise, you draw the text yourself in a graphics program and incorporate the result as an image. Here's a working example of a slide with a background picture and a patch containing drawn text (using a built-in image and font for demonstration, you will want to use your own image and perhaps your own font): -------- slide "../resources/missing.png" patch { x = 0, y = 50, image = pipmak.newimage(128, 20):color(1, .5, 0):drawtext(64, 0, "congratulations", "../resources/Vera.ttf", 16, pipmak.center) } -------- You could also draw the text directly on the background image: -------- local img = pipmak.newimage("../resources/missing.png") img:color(1, .5, 0):drawtext(64, 50, "congratulations", "../resources/ Vera.ttf", 16, pipmak.center) slide (img) -------- Or even create the whole background image programmatically: -------- slide (pipmak.newimage(640, 480):color(1, .8, .5):fill(150, 200, 340, 80):color(.4, .2, 0):drawtext(320, 210, "congratulations", "../ resources/VeraBd.ttf", 24, pipmak.center)) -------- Does that help? I admit that this is all a bit complicated and low- level, that's why Andrea has created a more user-friendly text display system on top of it that will be integrated into the next version of Pipmak: http://thread.gmane.org/gmane.games.devel.pipmak.user/454 > 2. node:getcurrentnode() returns the number of the current > background node. > Is there any command that returns the the number of the last visited > node? No. You need to keep track of that yourself if you need it, by adding an onenternode handler to every node that takes the node number and appends it to some list in the state table, or something. You could put that into its own file and include it in all the nodes using pipmak.dofile() to avoid duplication. > 3. I am going to use print.pipmak for debugghing. The following code > give me > an error: > > > local junk=1 // also without local, ie, global > > print.pipmak( "junk is " , junk) > > it gives me the following error: attemp to index global "print' ( a > function > value) > > > what am I doing wrong? What you want is "pipmak.print", not "print.pipmak". The function that's stored under the name "print" in the table "pipmak". What you're trying here is to get the entry named "pipmak" in the global variable "print", which doesn't work because "print" is not a table but a function (one that prints to standard output, which is of limited use in Pipmak). > 4. I use the pipmak.gotnode() to go to a particular node. How can I > ask > pipmak to say go to node 99 after 10 seconds? The following doesn't > work: > > pipmak.gotonode(99,10) pipmak.schedule(10, function() pipmak.gotonode(99) end) > -Christian |
From: Christian W. <cwa...@gm...> - 2009-04-03 18:11:55
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> I was reading the lua's online manual. i was looking for the mod > function ( > as % in C++) I found these: > > math.fmod (x, y) and also > bit.mod(a,b) - returns the integer remainder of a divided by b > > but niether of them work in pipmak. Is there a mod function in pipmak? Yes, there is math.mod(a, b): http://www.lua.org/manual/5.0/manual.html#5.5 math.fmod() is new in Lua 5.1, which Pipmak doesn't use yet. bit.mod() is not part of the standard libraries that come with Lua and are included in Pipmak. > http://www.wowwiki.com/Lua_functions As that page says, "a few functions differ slightly in Blizzard's implementation", so in general you're better served by the Lua 5.0 manual (link above) for the standard functions and the Pipmak manual for what Pipmak adds to them, than by documentation about World of Warcraft or other applications that use (possibly modified versions of) Lua. -Christian |