pipmak-users Mailing List for Pipmak Game Engine (Page 19)
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From: Christian W. <cwa...@gm...> - 2008-05-25 19:24:57
|
I indulged in a bit of self-googling today and came across something neat: <http://dreamquakestudios.com/pipmak.html> This guy took the Pipmak demo project and, with minimal modification of the graphics, some logic tweaks, and addition of a lot of sound effects managed to turn it into some kind of a real game. He also made a map of it: <http://dreamquakestudios.com/pipmak/Game/VisMap.html> I got a good chuckle out of it, so I thought some of you might like it too. He doesn't make it very clear which parts of it were made by me and which by him, but I guess that's OK as on the intro screen I myself say "use any part of this project in whatever way you like". -Christian |
From: NigeC <nig...@gm...> - 2008-05-25 11:17:36
|
Christian Walther wrote: > > > > OK, here you go! The project is zipped for easier distribution, to > examine the contents you can open it in any ZIP archiver (rename it to > end in ".zip" if it isn't recognized). > > "Few minutes" was a bit of a brag, of course, it took me an hour... ;) > > Hope that gets you started. If you have any questions, don't hesitate to > ask. Once you think you've mastered it, please do put it on the wiki. > > > That's awesome thanks Christian :) And I can see how it works I'll get the whole thing put into context this next week and try and modify to suit as a telephone.. hopefully we'll have our first users game soon :) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17456874.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-25 10:06:24
|
NigeC wrote: > Heres the 2 images and the sound i built the keypad with.. In flash it was a > timeline animation using hidden buttons, the green or red was done with > tinting on the button OK, here you go! The project is zipped for easier distribution, to examine the contents you can open it in any ZIP archiver (rename it to end in ".zip" if it isn't recognized). "Few minutes" was a bit of a brag, of course, it took me an hour... ;) Hope that gets you started. If you have any questions, don't hesitate to ask. Once you think you've mastered it, please do put it on the wiki. -Christian Oh, by the way: http://www.lua.org/about.html#name |
From: NigeC <nig...@gm...> - 2008-05-24 20:53:56
|
The demo is fantastic, its about the best engine demo i've ever come across, well done :) I can confidently put nodes together and an inventory action, i get the cubic images right every time to use in the engine I'm not 100% sure on the dialog system yet but saying that i'm focusing on the 3D model at the moment for the room Heres the 2 images and the sound i built the keypad with.. In flash it was a timeline animation using hidden buttons, the green or red was done with tinting on the button I asked about doing this because its a basic foundation for a lot of puzzles, simple right or wrong :) thanks :) http://www.nabble.com/file/p17451789/alarm.zip alarm.zip ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17451789.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-24 20:11:40
|
NigeC wrote: > http://www.nigecstudios.co.uk/games/hawk/library/rooms/room4/keypad.swf > > ... > > I know its a big ask, but something like this on the wiki would be a great > code example/demo and the foundation could be used for other puzzles.. If you can provide the graphics (and sound) used in that demo (I don't know if I could somehow get them out of the SWF file), I should be able to recreate it in Pipmak for you in a few minutes. I'll leave writing the tutorial about it on the wiki to you or someone else. :) > us newbies work better by example :) Which is one of the reasons for the existence of the demo project. I'm curious, does it do that job for you, or is it already too complex (or even too simple)? -Christian |
From: NigeC <nig...@gm...> - 2008-05-24 09:27:59
|
I'm on with two games, the first is a simple escape the room game that needs the game player to use a telephone, the second game is a full game that has an alarm keypad very early on, but i haven't a clue where to start! before i started using Pipmak i started the large project with Lassie/Flash and did a simple alarm pad using time line: http://www.nigecstudios.co.uk/games/hawk/library/rooms/room4/keypad.swf the code is 36215 I altered the Lassie engine to mimic a Nancy Drew type game but its hardly a panoramic, but While i rendered images for the flash idea i also did the 6 cubic images i have around 10 nodes :) If anyones interested, the current flash version has rain and splash effects but each node is over 6meg which means it runs badly online I'm grasped the basics of Pipmak, but LUA and coding puzzles I am struggling with, hence why i went for a single room first which i could jam in some simple interactions.. the telephone i need to be able to dial one phone number.. but obviously hitting the wrong key will be a miss dial.. and also a few lines of dialog.. a conversation with options would be nice I know its a big ask, but something like this on the wiki would be a great code example/demo and the foundation could be used for other puzzles.. us newbies work better by example :) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17446090.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-05-21 08:47:52
|
Hello, Christian Thank you for your quicky answer and your tests. It's true, the code that I have posted, wasn't correct.... I have send a wrong version, i'm apologize...: static const luaL_reg mylib[] = { {"getprojectpath", luaGetProjectPath}, //Single function (no methods) {"newgreeter", greeterGreeting}, //Constructor with methods {"greeting", greeting}, //Single function {NULL, NULL} }; util.greeting() correspond to tour greeting() and return just "Hello world!". I have done some investigation on internet, and I have discover that the behaviour I have described is caused by a BUG in the Windows version of lua interpreter: functions in the DLL allocate some memory in the stack of the interpreter. When the script finished, the interpreter will call lua_close(L) to release the resources. But it unload also the dll before clear the stack, so, the memory allocated in the DLL become invalid. Fortunately, this problem occurs only with the debugging versions of the libraries (first of all msvcrtd.lib and libcmtd.lib) Disabling all debug information and linking libraries without debugging info (msvcrt.lib and libcmt.lib) the problem disapear and all works FINE!!! I will put these infos on the wiki, if other people would realize plugins.. Now I want to try with your pipmak.exe.lib. Thank you!! Andrea |
From: Christian W. <cwa...@gm...> - 2008-05-19 18:18:11
|
Andrea Viarengo wrote: > 1) I cannot understand how to link the dll, to access functions defined > in pipmak.exe (like terminalPrintf in your example), so I comment out these. > (but in this moment, access to these functions isn't fundamental for me) It is important insofar as you need access to the Lua interpreter functions that are linked statically into Pipmak.exe, otherwise you need to link in an additional copy of Lua (I suppose that's what you've done, if it works for you). You need to link your plugin with Pipmak.exe.a, which is produced in the compilation of Pipmak with GCC (I don't know how you'd generate it when compiling Pipmak with MSVC, or if that is even possible). I have attached the version corresponding to the 0.2.7 release to this message. You may have to rename it to end in ".lib" for MSVC to recognize it as an import library. > 2) I have successfully compiled you example after commented out call to > terminalPrintf and after added definition > > #define LUA_API __declspec(dllexport) > > and postponing LUA_API to the init definition: > > LUA_API int init(lua_State *L) { > .... > } > > Without these steps I get an "procedure not found" during loadlib > (Probably this is needed only with Windows and/or MSVC) It worked for me with the GCC-cross-compiled version, so apparently GCC exported the function automatically. You could also do it using a .def file, I suppose. > As you can see, I have created a library "tools" > > so these functions are permitted: > > a) tools.greeting() > b) tools.getprojectpath() > c) tools.newgreeter("test") > > > Well, > > (a) works fine I can't test this since tools.greeting is greeterGreeting, which needs a greeter object, and you've left no way of creating any of those... When I reinsert newgreeter() into the library to create greeter objects, it works. > (b) works fine if i cannot add any arguments, but if I write > tools.getprojectpath(22) (I want to check luaL_error statement...) > > pipmak crash with this error: No crash for me, it works as intended both with and without arguments. > (c) always crash with the error above That's quite surprising since tools.newgreeter is the same C function as tools.greeting, which worked in (a). It works for me. Though tools.newgreeter("test") is not a valid call and rightfully complains "bad argument #1...". This is all on Mac OS X, I haven't tried on Windows. > What is wrong? I think that my code is correct. > Do you have any ideas? > function init() is correct? Or i have to do something other to create > library "tools"? Given these experiences, your code seems to be correct, and the problem apparenty lies in your build setup. Perhaps there's an incompatibility between the version of Lua contained in Pipmak.exe and the one you link into your plugin (assuming you do that)? Try again with Pipmak.exe.a, I'd say. -Christian |
From: Andrea V. <and...@gm...> - 2008-05-19 13:05:36
|
Hi Chriss, I have tryed your example for luaplugin in the extras folder. I managed to build an addon.dll, but I have some problems. 1) I cannot understand how to link the dll, to access functions defined in pipmak.exe (like terminalPrintf in your example), so I comment out these. (but in this moment, access to these functions isn't fundamental for me) 2) I have successfully compiled you example after commented out call to terminalPrintf and after added definition #define LUA_API __declspec(dllexport) and postponing LUA_API to the init definition: LUA_API int init(lua_State *L) { .... } Without these steps I get an "procedure not found" during loadlib (Probably this is needed only with Windows and/or MSVC) Your example run correctly without any errors. 3) I have modified your example in this manner: ----------------------------------------------------- #define LUA_API __declspec(dllexport) #include <stdlib.h> #include <string.h> #include "lua.h" #include "lauxlib.h" static int greeting(lua_State *L) { lua_pushliteral(L, "Hello World!"); return 1; } typedef struct { char *greeting; } Greeter; static int newgreeter(lua_State *L) { const char *s; Greeter *greeter; if(lua_gettop(L)!=1) luaL_error(L, "wrong number of args"); s=luaL_checkstring(L, 1); greeter = lua_newuserdata(L, sizeof(Greeter)); luaL_getmetatable(L, "hello-greeter"); lua_setmetatable(L, -2); greeter->greeting = malloc(strlen(s) + 1); strcpy(greeter->greeting, s); return 1; } static int greeterCollect(lua_State *L) { Greeter *greeter = (Greeter*)luaL_checkudata(L, 1, "hello-greeter"); if (greeter == NULL) luaL_typerror(L, 1, "greeter"); free(greeter->greeting); return 0; } static int greeterGreeting(lua_State *L) { Greeter *greeter = (Greeter*)luaL_checkudata(L, 1, "hello-greeter"); if (greeter == NULL) luaL_typerror(L, 1, "greeter"); lua_pushstring(L, greeter->greeting); return 1; } static int luaGetProjectPath(lua_State *L) { if(lua_gettop(L)!=0) luaL_error(L, "no argument required"); lua_pushstring(L, "pipmak-projectpath"); lua_rawget(L, LUA_REGISTRYINDEX); return 1; } static const luaL_reg mylib[] = { {"getprojectpath", luaGetProjectPath}, {"newgreeter", greeterGreeting}, {"greeting", greeterGreeting}, {NULL, NULL} }; static const luaL_reg greeterMethods[] = { {"__gc", greeterCollect}, {"greeting", greeterGreeting}, {NULL, NULL} }; LUALIB_API int init(lua_State *L) { luaL_openlib(L,"tools",mylib, 0); luaL_newmetatable(L, "hello-greeter"); lua_pushliteral(L, "__index"); lua_pushvalue(L, -2); lua_rawset(L, -3); luaL_openlib(L, NULL, greeterMethods, 0); lua_pop(L, 1); /*greeter metatable*/ lua_pop(L,1); /*mylib */ return 0; } ----------------------------------------------------- As you can see, I have created a library "tools" so these functions are permitted: a) tools.greeting() b) tools.getprojectpath() c) tools.newgreeter("test") Well, (a) works fine (b) works fine if i cannot add any arguments, but if I write tools.getprojectpath(22) (I want to check luaL_error statement...) pipmak crash with this error: debug assertion failed dbgheap.c _CrtIsValidHeapPointer(pUserData) This may be due to a corruption of the heap, and indicates a bug in Pipmak.exe or any of the DLLs it has loaded. (c) always crash with the error above What is wrong? I think that my code is correct. Do you have any ideas? function init() is correct? Or i have to do something other to create library "tools"? Thank you for your hint. Andrea |
From: NigeC <nig...@gm...> - 2008-05-18 05:46:24
|
Most of the Flash cubic systems i've seen have been geared towards virtual tours, and aren't as smooth and refined as Pipmak is, a lot of Flash AS3 apps rarely run from the desktop without some user permissions being set so the player will actually be allowed access and online you'd be dealing ith loads that hardly make a game linear there is free software that does flash animation, and if there was a way for Pipmak to call timeline actions it would be quite useful ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Animation-solution--tp16331846p17299450.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-17 08:56:55
|
Urs Holzer wrote: > I accidentally found http://www.ubrowser.com/ Oh, that looks interesting. Thanks for the pointer! I'll have a look at this when there's a Mac OS X version. -Christian |
From: Urs H. <ur...@an...> - 2008-05-17 08:21:54
|
Christian Walther wrote: > Urs Holzer wrote: >> NigeC wrote: >>> possible animation solution? >>> >>> theres a flash open source player that's cross platform and can be >>> used within applications.. the possibilities could be endless >>> http://www.gnashdev.org/ >> >> I wonder what Christian thinks about this. > > [...] > I have to say, I don't particularly like the idea. [...] I vote for using a simple movie decoder. In addition to Christians reasons, I add the following one: It should be easy for the user to create animations. He should be able to do that with the software he wants to use. (I don't know how many applications can produce flash animations, however I am sure most of the video editing software can not do that.) >> I also thought that one could >> embed Mozilla's rendering engine. Doing that, one could for example >> easily create in-game books (like the ones we know from Myst) with >> advanced formatting capabilities. This would eliminate the need to >> convert everything to images (which can be especially problematic >> when you want to translate the game into different languages). > > Oh dear. Can you check how far you get with the text support in 0.2.7 > first? :) I could imagine that it might be useful to use something > like Pango, but a whole HTML renderer? That sounds like a pretty > daunting task. (Maybe it isn't, I'm not familiar with Gecko and how to > embed it in applications, but that's just my gut feeling.) Also, what > is the output of Gecko? I would assume it isn't a bitmap that could be > directly used as an OpenGL texture in Pipmak, but a stream of drawing > commands for the underlying platform's graphics API. That means you'd > have to do the last step yourself, somehow. I accidentally found http://www.ubrowser.com/ But to be honest, I really don't need such a feature. ;-) |
From: Christian W. <cwa...@gm...> - 2008-05-16 20:10:42
|
Urs Holzer wrote: > NigeC wrote: >> possible animation solution? >> >> theres a flash open source player that's cross platform and can be >> used within applications.. the possibilities could be endless >> http://www.gnashdev.org/ > > I wonder what Christian thinks about this. Uhm, I'm sorry. I just forgot about it. I have briefly looked at the web site, but I don't see anything about the embeddability you're speaking of. All I see mentioned is a web browser plugin and a standalone player application. I have to say, I don't particularly like the idea. For one thing, wouldn't it introduce a lot of redundancy? Everything that Pipmak does, Flash does too (and a whole lot more). It would make for a somewhat schizophrenic interface from the point of view of users. For every aspect of the project, they would have to decide, "am I going to do this on the Pipmak side or on the Flash side?" Given the current state of Pipmak in capabilities and ease of authoring (but knowing nothing about Flash authoring), I would assume that the answer would often be "Flash", at which point you'd have to ask yourself why you're using Pipmak at all and not doing your project entirely in Flash. We'd have to define and implement some interface between Lua and Flash. I have no idea what that would look like, since I'm not familiar with Flash. Also, I'm not sure what the exact problem is that you're proposing this as a solution for. Movie playback? Surely integrating a Flash player is at least as much work as integrating a movie decoder. > I also thought that one could > embed Mozilla's rendering engine. Doing that, one could for example > easily create in-game books (like the ones we know from Myst) with > advanced formatting capabilities. This would eliminate the need to > convert everything to images (which can be especially problematic when > you want to translate the game into different languages). Oh dear. Can you check how far you get with the text support in 0.2.7 first? :) I could imagine that it might be useful to use something like Pango, but a whole HTML renderer? That sounds like a pretty daunting task. (Maybe it isn't, I'm not familiar with Gecko and how to embed it in applications, but that's just my gut feeling.) Also, what is the output of Gecko? I would assume it isn't a bitmap that could be directly used as an OpenGL texture in Pipmak, but a stream of drawing commands for the underlying platform's graphics API. That means you'd have to do the last step yourself, somehow. -Christian |
From: NigeC <nig...@gm...> - 2008-05-12 14:22:57
|
Christian Walther wrote: > > Pipmak 0.2.7 has landed, with an assortment of new features: Display of > text on patches in arbitrary TrueType fonts, rotation and arbitrary 3D > placement of patches, a new Lua command line panel and table inspector > to make testing and debugging easier, less awkward handling of > fullscreen resolutions, and more. > > Download Pipmak for Mac OS X, Windows, or Linux as well as the updated > demo project from <http://pipmak.sourceforge.net/downloads.php> or read > the detailed release notes at > <http://sourceforge.net/project/shownotes.php?group_id=112801&release_id=598697>. > > I do hope to return to a more frequent release schedule in the future! > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > 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/Pipmak-0.2.7-released-tp17188308p17188543.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-12 14:07:21
|
Pipmak 0.2.7 has landed, with an assortment of new features: Display of text on patches in arbitrary TrueType fonts, rotation and arbitrary 3D placement of patches, a new Lua command line panel and table inspector to make testing and debugging easier, less awkward handling of fullscreen resolutions, and more. Download Pipmak for Mac OS X, Windows, or Linux as well as the updated demo project from <http://pipmak.sourceforge.net/downloads.php> or read the detailed release notes at <http://sourceforge.net/project/shownotes.php?group_id=112801&release_id=598697>. I do hope to return to a more frequent release schedule in the future! -Christian |
From: NigeC <nig...@gm...> - 2008-05-12 11:56:56
|
Flash is really light weight, you could call timeline events, alpha blending etc BUT I'm not a engine coder so i can only imagine how hard the task would be to implement such a thing, and like you say it would complicate things even more ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Animation-solution--tp16331846p17186129.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Urs H. <ur...@an...> - 2008-05-12 09:43:39
|
NigeC wrote: > possible animation solution? > > theres a flash open source player that's cross platform and can be > used within applications.. the possibilities could be endless > http://www.gnashdev.org/ I wonder what Christian thinks about this. I also thought that one could embed Mozilla's rendering engine. Doing that, one could for example easily create in-game books (like the ones we know from Myst) with advanced formatting capabilities. This would eliminate the need to convert everything to images (which can be especially problematic when you want to translate the game into different languages). But as good as these ideas sound, I am sure they are extremely problematic. For example they would complicate the building process of Pipmak. |
From: Christian W. <cwa...@gm...> - 2008-05-12 08:22:44
|
Andrea Viarengo wrote: > Th possibility is described on documentation, but I cannot manage to apply. > > img=pipmak.loadimage("hotspots.gif") > hotspotmap img --line 12 > > produce this error: > > Error loading lua file 1/node.lua:12: '"' expected near img Yes, you need to write hotspotmap(img) Lua only allows the parentheses to be omitted around string literals. See section 2.5.7 "Function Calls" in the Lua 5.0 manual: "A call of the form f’...’ (or f"..." or f[[...]]) is syntactic sugar for f(’...’), that is, the argument list is a single literal string." You're probably tripped up by not realizing that this is a function call. I should probably mention this more prominently in the documentation. > The possibility to use an image obj mean that I could also > add some drawings using img:fill(), before call hotspotmap? No, pipmak.newimage() creates 32-bit RGBA images, while for hotspot maps you need 8-bit indexed images. > A tecnical question, about the code > hotspotmap use indexed image, indexed image need a colormap, these mean > that img obj can distinguish to full image (like jpeg) and indexed image > (like gif/png) storing also in these last cases the colormap? > I believed that one time load image (using loadimage or new getimage), > I loose the original format of the image..is it true? No. loadimage() returns indexed, RGB, or RGBA image objects, depending on what was in the file. newimage(), though, only creates RGBA images. > Should be possible have possibility to enable stdout on windows for > this release? (Also using only command line to set preference) No. Much too late for new features. In fact, I'm just doing the final testing and the release will go out later today. -Christian |
From: Andrea V. <and...@gm...> - 2008-05-12 07:39:39
|
Hi, Chriss before you release new version (that I think it's very close to do) take a look to hotspotmap using an image object as parameter. Th possibility is described on documentation, but I cannot manage to apply. img=pipmak.loadimage("hotspots.gif") hotspotmap img --line 12 produce this error: Error loading lua file 1/node.lua:12: '"' expected near img The possibility to use an image obj mean that I could also add some drawings using img:fill(), before call hotspotmap? A tecnical question, about the code hotspotmap use indexed image, indexed image need a colormap, these mean that img obj can distinguish to full image (like jpeg) and indexed image (like gif/png) storing also in these last cases the colormap? I believed that one time load image (using loadimage or new getimage), I loose the original format of the image..is it true? Should be possible have possibility to enable stdout on windows for this release? (Also using only command line to set preference) Bye, Andrea |
From: Christian W. <cwa...@gm...> - 2008-04-25 11:06:08
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Aidan Gauland wrote: > I cannot reproduce this bug in r186 on my system. Wonderful! Great! > But as a programmer, my curiosity is too great, how did you fix this bug? Use Subversion - its point is exactly to answer such questions. Either use the web interface: The full revision history is at <http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/?view=log>, <http://pipmak.svn.sourceforge.net/viewvc/pipmak?view=rev&revision=186> gives you a summary of what happened in revision 186, and clicking on the "text changed" links next to the files gives you the exact changes to each file. Or in your working copy: 'svn update' to download the latest changes 'svn log -v --limit 5' to summarize the last 5 revisions (-v includes which files were changed) 'svn diff -r185:186' to get the exact changes > And by the way, I'm looking at different ways of linking libraries on Linux, > so the Linux build of Pipmak can be more self contained like the Mac and > Windows builds. I'll come back to the mailing lists with my findings in a bit. That would be welcome. One article about it is at <http://www.gamedev.net/reference/programming/features/linuxprogramming2/default.asp>. <http://www.autopackage.org/docs.html> may have useful information too. Also have a look at the SDL mailing list archives, the issue comes up there every now and then (search for posts by Gabriele Greco, he's experienced). -Christian |
From: Aidan G. <wgs...@ih...> - 2008-04-25 00:50:44
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I cannot reproduce this bug in r186 on my system. Wonderful! But as a programmer, my curiosity is too great, how did you fix this bug? And by the way, I'm looking at different ways of linking libraries on Linux, so the Linux build of Pipmak can be more self contained like the Mac and Windows builds. I'll come back to the mailing lists with my findings in a bit. -Aidan Christian Walther wrote: > Christian Walther wrote: >> Aidan Gauland wrote: >>> [direct] mode doesn't seem to let me pan very far, the limit seems to be about oh, say 30 degrees. >> .... >>> Maybe this isn't worth investigating further, since the bug is gone now? >> Hold on, I can reproduce this (in r181). It happens in full-screen mode >> after switching resolutions. > > OK, I fixed the problem I was seeing in r186. Can you check if this > fixes your problem too (if you can reproduce it again at all)? > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: NigeC <nig...@gm...> - 2008-04-24 13:37:15
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Very nice Andrea :) >>I'm waiting the 0.2.7 now!!! (and I'm not alone....) Yep i'm one of those waiting! I've an outdoor scene itching for the dialog system 5 cubics areas and 3 look at views ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Greetings-and-Lua-command-line-improvment.-tp16829153p16850444.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-04-23 19:13:01
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Christian Walther wrote: > Aidan Gauland wrote: >> [direct] mode doesn't seem to let me pan very far, the limit seems to be about oh, say 30 degrees. > .... >> Maybe this isn't worth investigating further, since the bug is gone now? > > Hold on, I can reproduce this (in r181). It happens in full-screen mode > after switching resolutions. OK, I fixed the problem I was seeing in r186. Can you check if this fixes your problem too (if you can reproduce it again at all)? -Christian |
From: Christian W. <cwa...@gm...> - 2008-04-22 19:58:14
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Hello Andrea > I had done a lot of work on my object3d library, and I got a good result, > But someone had the great idea to steal my notebook....aargh!!! > > So, I lost a lot of my work, I have to restart from some months ago... Oh no... Murphy's Law! I can recommend Mac OS X 10.5, its Time Machine makes it really easy to keep daily backups :). > Well, I realized my proposal with a 3D model, > and Now I am planning to import the model Pipmak to allow > virtual visit of the museum. Looks cool! I have only skimmed through the text (actually understanding most of it would require more effort, and probably a dictionary), but I like the pictures and video. > This could be another use of pipmak not directly relate to a game, > What do you thinking about? Sure, if you need more interactivity than e.g. QuickTime VR offers, Pipmak is certainly an appropriate tool for this. > About Lua command line, I think that a button which permit to clear the > list should be usefull, it should be sufficient a small icon with the shape > of a "little rubber" put near the question mark. Good idea, but why exactly is this useful? In what way does a long history bother you? > Another idea should be put another icon which permit to update all the > value on the list, so I haven't to rewrite them.... > The icon should work as a switch, so I could choose if I want to > update all the values or not. > > A different color of the values could tell me if they are out of date or not. I see what you're getting at, and this is certainly an interesting feature, but I think the command line history is the wrong place for it. The history should record what the results were at the time I executed the expressions, history should not be rewritten when the values change. Also, the expressions in the history should not be automatically reevaluated because they may have had side-effects, I wouldn't want my assignments or state-changing function calls to be unpredictably repeated. A continuously updated expression viewer could be implemented as a separate inspector window, or perhaps integrated with the table inspector. (We should probably start to use the trackers at SourceForge <http://sourceforge.net/tracker/?group_id=112801&atid=663295> to make sure such ideas don't get lost on the mailing list.) -Christian |
From: Andrea V. <and...@gm...> - 2008-04-22 09:39:39
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Hello Christian, and Welcome back to Pipmak developping! (I saw that you have put online build 185...) I'm waiting the 0.2.7 now!!! (and I'm not alone....) I had done a lot of work on my object3d library, and I got a good result, But someone had the great idea to steal my notebook....aargh!!! So, I lost a lot of my work, I have to restart from some months ago... I was somewhat depressed about what had happened, so I abandoned Pipmak for a short while... and I worked on other projects, one of these was a proposal on a restructuring of an old abandoned Turin monorail station made for the celebrations for the centenary of the unity of Italy in 1961, to make a museum and an exhibition space for the next celebrations of 150 years of Italy in the 2011. Okay, but you might ask me, what has to do with Pipmak? Well, I realized my proposal with a 3D model, and Now I am planning to import the model Pipmak to allow virtual visit of the museum. This could be another use of pipmak not directly relate to a game, What do you thinking about? If you want to see my 3D work, you can go to http://www.italia61.it/museo61.htm (sorry, it's only in Italian) there are 2 links to a 3D animation and a PDF doc. Well, going back to us, About Lua command line, I think that a button which permit to clear the list should be usefull, it should be sufficient a small icon with the shape of a "little rubber" put near the question mark. Another idea should be put another icon which permit to update all the value on the list, so I haven't to rewrite them.... The icon should work as a switch, so I could choose if I want to update all the values or not. A different color of the values could tell me if they are out of date or not. Bye Andrea |