pipmak-users Mailing List for Pipmak Game Engine (Page 24)
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From: Andrea V. <and...@gm...> - 2007-07-13 14:17:01
|
Ciao Fabrizio, Don't discourage yourself! You have just a little list of errors!! First time that I tried to compile Pipmak with MS-VC++ I got about 300 errors!! I think you are very close to solution. I haven't tried to compile Pipmak with MinGW,so I post you some ideas, probably Christian could be preciser. I am not so sure that library *.lib could be used with MinGW, I don't know, perhaps it's ok, if you find in internet library devel packages specific for mingw use them. The symbols _ov_XXXX are related to Audio Layer (Ogg-Vorbis), I find them in the library "vorbisfile_static": I have linked 3 libraries related to OV: vorbis_static.lib,vorbisfile_static.lib,ogg_static.lib, you only two (libogg and libvorbis). Hint: to list the symbols contained into an object/library file, you can use the command "nm.exe", probably you have yet (but you can found it in the "binutils" package of Mingw at http://sf.net/project/showfiles.php?group_id=2435 ) nm <library file> | grep <symbol> use this to check if <symbol> is contained into <library> grep.exe is another useful tools coming from unix, if you haven't (but I think you got it with MinGW) you can found it into "gnu utils" (http://unxutils.sourceforge.net/) Remember that suffix "d" (...static_d, libcd,...) mean "debug version". A debug version of a library have more symbols defined to permit use of debuggers (with these tools you can execute your application step by step, instruction by instruction, and tests the values of all variables) I image which you haven't use "makefile", but you can take a look the same inside this file to get information about compilation process. makefile is located in directory "build-crossmingw" in SVN, normally "make" works in this way: cd <directory_contained_"makefile"> make remember that makefile isn't a normal script, so you cannot read it from top to bottom. It's divised into action (all, release, clean, %.c ,..) <action>: <instructions to make action> or <list of actions to execute sequentially> You can check all necessary flag and option to compile and linking, and also all libraries used by Christian. I didn't see any reference to standard C libraries (libc & co. ) So I think you probably can omit them and linker will take default those. You can also try to run "make" but I think it would be more difficult, At least You have to change paths inside makefile and so on... I found this on internet: "QUESTION: After linking, i get an error like C:\DEV-C++\LIB\\libmingw32.a(main.o)(.text+0x8e): undefined reference to WinMain@16. ANSWER: You probably haven't declared any main() or WinMain() function in your program." Are You sure that you have linked main.o and include all include files (.h)? Sometimes the order which you links libraries can make the difference I found this sequence in internet. -lSDLmain -lSDL_image -lSDL -lmingw32 (you have to adapt with your libraries names) Can you post the complete command which you have used? Good luck! Andrea |
From: Fabrizio P. <fpi...@li...> - 2007-07-12 21:37:24
|
Hello, @Andrea I've tried to compile the SVN version with Code::Blocks & Mingw32 but lin= king process doesn't work. All library has to be set manually, I've set this: libSDLmain.s libSDL.dll.a SDL_ttf.lib SDL_image.lib OpenAL32.lib lobogg_static.a libvorbis_static.a libzlib.a libphysfs.a liblua5.1.a libglu32.a libopengl32.a libcomdlg32.a but I obtain this output: Project : Pipmak-SVN Compiler : GNU GCC Compiler (called directly) Directory : C:\CODEBLOCKS\Projects\pipmak-SVN\ -------------------------------------------------------------------------= ------- Switching to target: default Linking console executable: pipmak-svn.exe .objs\source\audio.o:audio.c:(.text+0x2cf): undefined reference to `ov_re= ad' .objs\source\audio.o:audio.c:(.text+0x304): undefined reference to `ov_ra= w_seek_lap' .objs\source\audio.o:audio.c:(.text+0x343): undefined reference to `ov_in= fo' .objs\source\audio.o:audio.c:(.text+0x36b): undefined reference to `ov_pc= m_total' .objs\source\audio.o:audio.c:(.text+0x431): undefined reference to `ov_cl= ear' .objs\source\audio.o:audio.c:(.text+0x4c8): undefined reference to `ov_in= fo' .objs\source\audio.o:audio.c:(.text+0x98c): undefined reference to `ov_op= en_callbacks' .objs\source\audio.o:audio.c:(.text+0x9db): undefined reference to `ov_st= reams' .objs\source\audio.o:audio.c:(.text+0xa10): undefined reference to `ov_ti= me_total' .objs\source\audio.o:audio.c:(.text+0xc33): undefined reference to `ov_cl= ear' .objs\source\audio.o:audio.c:(.text+0xd23): undefined reference to `ov_ra= w_seek' ..\..\lib\libmingw32.a(main.o):main.c:(.text+0x106): undefined reference = to `WinMain@16' collect2: ld returned 1 exit status Process terminated with status 1 (0 minutes, 0 seconds) 0 errors, 0 warnings What is `WinMain@16'?? I've tryed to link libkernel32.a libshell32.a liub= user.a libuser32.a libgdi32.a but nothing You wrote: oldnames.lib : I have libcoldname.a msvcrtd.lib: I've libmsvcrt.a but i think i don't need libcmtd.lib: not found on my system Can you help me?! Thanks=0A=0A=0A------------------------------------------------------=0AS= cegli infostrada: ADSL gratis per tutta l=92estate e telefoni senza canon= e Telecom=0Ahttp://click.libero.it/infostrada=0A |
From: Andrea V. <and...@gm...> - 2007-07-11 15:01:38
|
To Dennis: Yes, I mean more or less what Fabrizio told you. Lua is the interface to Pipmak, and every thing that you can do with Pipmak, is reflected in the lua code. I never play with games hat you have cited, I remember the glorious LucasArt games (Monkey Island, Indiana Jones,...) which probably are similar to what you have in mind (off course with a very worse graphics) You could define all possible views of your character with different images, and through lua load in a "patch" based on what you want him do. With lua you can change the background (the scene), load the character images in the patch or simple move the patch. But if you have in mind something like URU (to remain inside the Myst saga...) with a full 3D character which move himself in a full 3D scene, well I think Pipmak isn't designed to do this in that way. About the potentialities of the lua code in Pipmak, have you taken a look to my autocubic project? This is a tentative to build every panoramic view starting from a map description and using texture images. The demo pack actually have about 500 different 360 degrees views automatically generated. You can found it here: http://viarengo.altervista.org/index2.html?page=download.html This is still in a initial stage, but I will improve it using new patches placement of next Pipmak release. Bye Andrea |
From: Andrea V. <and...@gm...> - 2007-07-11 08:22:39
|
Hi to everyone!! >From now, I will post messages regarding developing activity on Pipmak on the other list "pipmak.devel". That list is remained inactive nearly nine months due to bad job of spammers. You can read messages on Web at address: http://news.gmane.org/gmane.games.devel.pipmak.devel Don't forget to check it!! But if someone want to post messages on that, he have to subscribe at address: https://lists.sourceforge.net/lists/listinfo/pipmak-devel Andrea |
From: Fabrizio P. <fpi...@li...> - 2007-07-10 15:35:04
|
> you really think that one lua library will be enough for 2,5D- game? Ca= ns lua work with 3d-models? ...IMHO with 3d models can be a bit complex but surely will works very we= ll with sprites @Andrea Your libraries sounds like a plugin system, a ./lib directory it's ok for= me =0A=0A=0A------------------------------------------------------=0AScegli = infostrada: ADSL gratis per tutta l=92estate e telefoni senza canone Tele= com=0Ahttp://click.libero.it/infostrada=0A |
From: Dennis <ili...@ya...> - 2007-07-10 12:43:24
|
2 Andrea: > it could initially implements third-person game with a lua library > "thirdperson.lua" (read my reply to Fabrizio in this threads) > So could you start write some lua code (which is more simple then C++) > to do that? Well, the first, I must learnt lua. I think, it is not very difficult. But do you really think that one lua library will be enough for 2,5D - game? Cans lua work with 3d-models? |
From: Andrea V. <and...@gm...> - 2007-07-10 10:10:03
|
Dennis <iliotropion2006 <at> yandex.ru> writes: > Maybe you'll add in TODO list features for classic 2,5D third-person adventure > games like Syberia or The Longest Journey? it could initially implements third-person game with a lua library "thirdperson.lua" (read my reply to Fabrizio in this threads) So could you start write some lua code (which is more simple then C++) to do that? > but I can help with testing Pipmak under Linux, translation docs to > Russian and with web-coding (I am PHP-programmer). I think all testing on Pipmak are welcome! Andrea |
From: Andrea V. <and...@gm...> - 2007-07-10 09:44:28
|
Fabrizio Pistonesi <fpistonesi <at> libero.it> writes: > > Hello, > sorry, (I remind I am NOT a programmer ^_^) > Don't to be too much severe with yourself... at least you are an lua programmer... ;) The repeated use of setfullscreen({smaller}) does not guarantee you to obtain the same screen resolution on different hardware (some graphic card could skip certain resolution) With my proposal you could direct switch to a particular screen resolution, and before (with getscreenmodes) you could check if it is supported by the hardware. > For the second point I hope you haven't based your work on the old mine :D So you have write the article in the wiki... I checked and it seems good. I tryed also and It work fine. I don't think there are some contraindications. > ________________________________________________________ > > <A Lua function to smoothly pan to a specific direction in a panorama.> > > -get the difference of the coords of the current viewdirection with the target view direction > -divide this value in an arbitrary number (60) > -for each x millisecons (pipmak.schedule) and increase/decrease the coords of the current view > what params would we use? > az,el: coord > time: the time the animation last > div(2 to 360): greater is this number smoother is the animation > clockwise (true/false): for value between 181 and 359 we can set clockwise=false Did you have tried some lua code to do that? (You still thought to not to be a programmer? :) ) I will try to implements... > ________________________________________________________ > > This is not important but easy and useful for newbe: > There is a plugin for Gimp for extract and save all frames from a video as mymovie_0000; mymovie_0001 etc > with a schedule we can play it on a patch > we can use a function playmovie() or an object like "sound" > > local intro movie {"../movie/intro/intro_", framenumber=100,[framerate=60]} > intro:play() > > What do you think? I hope is not stupid... > I think video patches needs a more exhaustive analysis, but I don't think that your idea was stupid, it could be an initial workaround to satisfy the lack of video patches, I'm thinking to publish on wiki some "libraries" that add some lua objects to simplify from the programmer point of view some things, adding functions that aren't directly implemented by pipmak. I have thought to these: color.lua to get better management of colors dialog.lua to use some simple dialog box (text,button,check box and so on) animation.lua to simplify animation (and we could put here your idea) inventory.lua to manage inventory list others? all of them will be included with pipmak.dofile("lib/<library_name>.lua") in main.lua All of this libraries use actual pipmak function as elementary bricks and with the development of Pipmak some library functions could move directly in the Pipmak code... I have already prepared "color.lua" for my autocubic project (which I would that it was a library too) with these methods: -- c=newcolor(string) htmlcolor|{dark|light}colorname -- accept "FF8092" like HTML or colorname -- red,blue,yellow,darkred,lightyellow,... -- c:setcolor(string) htmlcolor|{dark|light}colorname -- c:getRGBA() return r,g,b,a -- c:invert() invert color -- c:brithness(br) br=1:white br=-1:black -- c:alpha(a) set alpha -- c:Red(r) set red -- c:Green(g) set green -- c:Blue(b) set blue -- c:tostring() return string rappresentation Example of use: c1=newcolor("red") -- use colornames c2=newcolor("00FF00") -- use color strings as HTML code patch1:setcolor(c1:getRGBA()) -- set patch color c1:brithness(0.5):Red(0.2) -- make color lighter and -- increments red component img:color(c2:getRGBA()):fill() -- fill img using c2 color -- (needs pipmak build 155) "dialog.lua" is still in development (it needs pipmak build 155 to work): Here an example of use: d1=newdialog{x=70,y=70,h=300,w=300, title="Title of the dialog", title_bgcolor=c1, title_fgcolor=c3} d1:setfont{size=20} d1:text{"Welcome",align=pipmak.center} d1:text{} --leave a empty line d1:setfont{} --return to standard font d1:text{"This is a preliminary dialog object.\nBye"} d1:show() --show dialog window I NEED remarks to known if this idea of libraries is good or not. Or if better implements all in pipmak code. Fabrizio, Christian and all other pipmakers, what do you thinking about? Andrea |
From: Andrea V. <and...@gm...> - 2007-07-10 08:13:07
|
Christian Walther <cwalther <at> gmx.ch> writes: > - pipmak.server_screensize(): First, I would call this "desktopsize" or > something like that. Even though, at least on X11, there's actually a Well,I think desktopsize could be better than server_screensize(), I will try to implement using SDL_SetVideoMode()!! >.... I'd just have checked whether there exists a > file at that path. Your way, the file association flipflops back and > forth when you have two versions of Pipmak - my way, it sticks with the > old version until you move it away. Of course, both ways have their merit. OK, I don't know what is better...with your way, if in future release of Pipmak you change something in the Registry (for example, add another file type, or another action...) the registry contents couldn't be aligned with the current running pipmak.exe... I thought also to add two command line switches: -reg and -unreg which perform just registry key writing and deleting to use these with an eventual setup/uninstall program (game plus pipmak engine). What do you think about? > Could you provide your changes in patch (unified diff) form, e.g. > obtained using "svn diff" or the "Create Patch" menu from TortoiseSVN? > They'd be easier to apply and review that way. Ok, I will try to use diff, I haven't use because my code is slightly different from your official SVN to permit compilation with MS VC++ I'm not very competent on diff/patch and concurrent developing tools. I have used wiki to not fill to much mailing list with develop informations. I will try to send next threads on pipmak.devel (I didn't done it before because the list seems abandoned....), But how I can subscribe to it? I tryed also to add some other image manipulation methods, like drawing lines, circles, similarly to image:fill() but, for the moment I cannot manage to use glBegin construct on a SDL surface...I also found some library to draw line, circle and so on with SDL (i.e.: SDL_draw) but it seems that it draws line point by point!! I think it's stupid to do that when it's possible to use hardware primitives (and openGl use the accelerated features of the graphic cards, I believe...) Another thing that I think could be useful: a function that return the width in pixels of a text, so I could use before draw it. For example, If I want to create a text button, I need this info to draw the contour of the button before write the text inside... and avoid that the text goes beyond the edge of the button... For example myWidth=image:textwidth("Lorem ipsum dolor sit amet") What do you think about? Andrea |
From: Dennis <ili...@ya...> - 2007-07-10 03:50:11
|
Hello, boys! It is very good that somebody else helps development :-) Because it is very slow now. Maybe you'll add in TODO list features for classic 2,5D third-person adventure games like Syberia or The Longest Journey? ;-) I told Christian in past about it, but I'd like to ask again, because he is not alone now :-) It would be very cool if we have cross-platform engine for first-person and third-person games like WinterMute (http://dead-code.org). There was similary project for Linux - Advent (http://www.nongnu.org/advent/development.html), but it died at early stage (version 0.1.0). I now C++ very a little and I'm afraid I have no enough time to learn it better, but I can help with testing Pipmak under Linux, translation docs to Russian and with web-coding (I am PHP-programmer). What do you think? |
From: Christian W. <cwa...@gm...> - 2007-07-09 18:30:55
|
Hello Andrea > I have posted on Wiki some solutions to point 5 and 11 in your TODO List, > I tried they on my notebook and seems to work well. > What are you thinking about? Wow, thanks! You're starting to get more productive than I am at present... :) I haven't reviewed your proposals in detail yet (and probably won't until next weekend), but here's what I can say so far: - pipmak.getscreenmodes(), pipmak.setfullscreen(): looks good - pipmak.server_screensize(): First, I would call this "desktopsize" or something like that. Even though, at least on X11, there's actually a server involved, I think that term is confusing for users. As for implementing it, there's no need for platform-specific solutions - you can get that information from SDL by calling SDL_GetVideoInfo() <http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fGetVideoInfo> before the first SDL_SetVideoMode(). - Windows file association: that's almost exactly what I had in mind. The only thing I'd have done differently is that instead of checking whether [HKEY_CLASSES_ROOT\PipmakProj\Shell\Open\Command] is the path of the current executable, I'd just have checked whether there exists a file at that path. Your way, the file association flipflops back and forth when you have two versions of Pipmak - my way, it sticks with the old version until you move it away. Of course, both ways have their merit. Could you provide your changes in patch (unified diff) form, e.g. obtained using "svn diff" or the "Create Patch" menu from TortoiseSVN? They'd be easier to apply and review that way. And two more comments: - I'm not sure if you're aware that we have a patch tracker at SourceForge for that purpose: <http://sourceforge.net/tracker/?group_id=112801&atid=663294>. But if you're comfortable working on the wiki that's fine too. - I think this discussion would better fit on the developer list (gmane.games.devel.pipmak.devel, pip...@li...). On the other hand, maybe demonstrating to the users that development is going on is not that bad either... :) > I do not know if I will succeed to help you also in others parts of the code, > because actually I do not know nothing about graphical programming, > SDL or OpenGL, but I learn quickly.... I have no doubt about that, considering your recent progress. :) Remember, if you have any questions about the code, just ask. -Christian |
From: Fabrizio P. <fpi...@li...> - 2007-07-09 18:10:44
|
Hello, sorry, (I remind I am NOT a programmer ^_^) Suppose to start in window mode. We switch to fullscreen 1024*768 using pipmak.setfullscreen()x4 (maybe th= e numbers are wrong but doesn't the matter ;) ) Now we can switch [1] 1280*1024 using pipmak.setfullscreen()x2 or [2] bac= k to 800*600 with pipmak.setfullscreen(true)x2 [3] 640*480 with pipmak.se= tfullscreen(true)x4 and so on... In my option screen I'm currently using "<<prev" & " next >> " resolutio= n and "fullscreen/window" but I'm planning to use the way above. The only problem due to the qickly use of pipmak.setfullscreen() is that = some time may happen that the monitor switch to the wanted resolution but= the game area remains smaller in top left of te screen Is a dirty hack but can be easily implemented in resource/default.lua ________________________________________________________ For the second point I hope you haven't based your work on the old mine := D because I've have examinated the window regestry myself to determinate = how icons and application association work and I'm not sure that is 100% = correct ! ________________________________________________________ <A Lua function to smoothly pan to a specific direction in a panorama.> -get the difference of the coords of the current viewdirection with the t= arget view direction -divide this value in an arbitrary number (60) -for each x millisecons (pipmak.schedule) and increase/decrease the coor= ds of the current view what params would we use? az,el: coord time: the time the animation last div(2 to 360): greater is this number smoother is the animation clockwise (true/false): for value between 181 and 359 we can set clockwis= e=3Dfalse ________________________________________________________ This is not important but easy and useful for newbe: There is a plugin for Gimp for extract and save all frames from a video a= s mymovie_0000; mymovie_0001 etc with a schedule we can play it on a patc= h we can use a function playmovie() or an object like "sound" local intro movie {"../movie/intro/intro_", framenumber =3D 100, [framera= te=3D60]} intro:play() What do you think? I hope is not stupid... Best regars, Fabrizio. Andrea Viarengo wrote: > Hi Christian, > > After I managed to build Pipmak from source using MS Visual C++, > I have started to understand code and modify it. > > I have posted on Wiki some solutions to point 5 and 11 in your TODO Lis= t, > I tried they on my notebook and seems to work well. > What are you thinking about? > > I do not know if I will succeed to help you also in others parts of the= code, > because actually I do not know nothing about graphical programming, > SDL or OpenGL, but I learn quickly.... > > Andrea > > =0A=0A=0A------------------------------------------------------=0ALeggi G= RATIS le tue mail con il telefonino i-mode=99 di Wind=0Ahttp://i-mode.win= d.it/=0A |
From: Andrea V. <and...@gm...> - 2007-07-09 13:50:48
|
Hi Christian, After I managed to build Pipmak from source using MS Visual C++, I have started to understand code and modify it. I have posted on Wiki some solutions to point 5 and 11 in your TODO List, I tried they on my notebook and seems to work well. What are you thinking about? I do not know if I will succeed to help you also in others parts of the code, because actually I do not know nothing about graphical programming, SDL or OpenGL, but I learn quickly.... Andrea |
From: Andrea V. <and...@gm...> - 2007-06-25 16:40:11
|
I have add a new section to the wiki: New features proposals A place where posts ideas about new features wanted or simply wished. I post the first idea about setting screen resolution. Remarks are welcome!! Andrea |
From: Andrea V. <and...@gm...> - 2007-06-25 16:36:08
|
Fabrizio Pistonesi <fpistonesi <at> libero.it> writes: > > Hello Andrea, > Yes, this time work properly! Nice work! > Thanks a lot!! Now you can try new features, I think the most interesting for your game could be the possibility to write text inside pictures. You can found also an updated PDF reference doc in my unofficial distribution where you can found documentation on new features. (Sorry, this doc haven't an index and also cross-references inside the doc aren't corrects). Bye Andrea |
From: Stefan <net...@we...> - 2007-06-24 09:40:50
|
> http://www.installjammer.com/ My opinion is the same. An installer for a pipmak game-package, that contains both game and engine, is a very good idea. Maybe this could be something, that may be prepared. But me too, I would prefer not to ship Pipmak itself with an installer. Stefan Fernsehredakteure haben eine einmalige Begabung: Sie k=F6nnen Spreu von Weizen trennen. Und die Spreu senden sie dann. -- Dieter Hallervorden |
From: Christian W. <cwa...@gm...> - 2007-06-24 09:23:09
|
Andrea Viarengo wrote: > Pipmak haven't a setup program. I will maintain my opinion that the proper way of doing things is not to require an installer, and that's the goal I will continue to work towards with Pipmak. I admit we're not quite there yet on Windows regarding file association, but it's on the to-do list. That said, I'm not going to stop anyone who's trying to build an installer for Pipmak, so go ahead if you feel that it's a worthwhile thing to do. If it turns out well, I'm also open to adding it to the file releases on SourceForge. > I have found this one: > http://www.installjammer.com/ > I think that it very interesting, because are Opensource and Multiplatform. I have had a brief look at InstallJammer a while ago for another project, but got sidetracked before deciding whether to use it or not. The other one to consider would be NSIS <http://nsis.sourceforge.net/>. -Christian |
From: Andrea V. <and...@gm...> - 2007-06-22 17:19:35
|
Hi Christian, As your request, I have applied the patch you have post before, to SVN156 All the files were patched successfully with gnuwin32 patch.exe. I have post the log of compilation here: http://pipmak.sourceforge.net/wiki/index.php/Build_log_156 There are still 236 warning related to type conversion. Bye Andrea |
From: Fabrizio P. <fpi...@li...> - 2007-06-22 17:04:11
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Hello Andrea, Yes, this time work properly! Nice work! Fabrizio. > Hi to every Pipmaker's!! > > I have repost to the address > > http://viarengo.altervista.org/index2.html?page=3Ddownload.html > > the unofficial release of Pipmak build 155. > > This package contain Microsoft Runtime Library which I have forgot in m= y > previous posting. > > I have also update the wiki page (Deployment section). > > Fabrizio, > > You can check if this version works on your PC? > > > Andrea |
From: Andrea V. <and...@gm...> - 2007-06-22 17:00:21
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Hi, Pipmak haven't a setup program. I have found this one: http://www.installjammer.com/ I think that it very interesting, because are Opensource and Multiplatform. When you will have time, take a look! Andrea |
From: Andrea V. <and...@gm...> - 2007-06-22 16:08:14
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Hi Christian, As your request, I have applied the patch you have post before, to SVN156 All the files were patched successfully with gnuwin32 patch.exe. I have post the log of compilation here: http://pipmak.sourceforge.net/wiki/index.php/Build_log_156 There are still 236 warning related to type conversion. Bye Andrea |
From: Andrea V. <and...@gm...> - 2007-06-21 08:59:54
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Hi to every Pipmaker's!! I have repost to the address http://viarengo.altervista.org/index2.html?page=download.html the unofficial release of Pipmak build 155. This package contain Microsoft Runtime Library which I have forgot in my previous posting. I have also update the wiki page (Deployment section). Fabrizio, You can check if this version works on your PC? Andrea |
From: Christian W. <cwa...@gm...> - 2007-06-20 18:42:56
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Stefan Gro=DFhauser wrote: > Christian, you wrote that there will be a new text-output function. > Are special chars like =E8=E9=F6=E4=FC=DF supported? Yes. Don't worry, as a German speaker myself I'm aware of the need for=20 umlauts etc. :) It doesn't properly handle scripts like Arabic that have = special needs, but everything that is covered by basic Latin-like=20 left-to-right typesetting should work, provided that the font you use=20 has the required glyphs. > Furthermore, I made a more or less useless workaround for the > keyboard-layout "not-really-a-" problem. Is this going to be obsolete o= r > should I post this into the wiki one day? By problem you mean that the meaning of the first argument to the=20 keydown function (key code) is different between Windows and other=20 platforms? I'm afraid I don't think this will ever be fixed in SDL 1.2.=20 We'll see about SDL 1.3 when it's ready, but that's probably a while=20 away. So, yeah, I'd be interested in your workaround. -Christian |
From: Stefan <net...@we...> - 2007-06-19 18:44:04
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Good evening, unfortunately I cannot really program C Code. That's why I cannot help you. But I want you two to know that I am very curious about what you are doing. Christian, you wrote that there will be a new text-output function. Are special chars like =E8=E9=F6=E4=FC=DF supported? An adventure in a lang= uage different from English would need such. Furthermore, I made a more or less useless workaround for the keyboard-layout "not-really-a-" problem. Is this going to be obsolete or should I post this into the wiki one day? Stefan Der Sinn in den Gebr=E4uchen der Gastfreundschaft ist: das feindliche im Fremden zu l=E4hmen. -- Friedrich Wilhelm Nietzsche |
From: Christian W. <cwa...@gm...> - 2007-06-18 19:01:41
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Andrea Viarengo wrote: > I have tried to use lua 5.0 but I always get a fastidious linker error about > symbol _HUGE (not found...!!??). > This error does not happen with compiled lib of lua5.1. > Ok, I retry to compile lua 5.0. I had no problems compiling Lua 5.0.3 with MSVC 6. I can send you the .lib and project files if that helps. > I have tryed also texteditor feature that you are developping: > > Probably there are still some errors in defaults.lua > in function pipmak_internal.texteditor(properties) > sometime you check type of "patch"...instead "properties", > Have you copied the structure of the function from another lua function, > and you have forgot to change some variable names? Exactly, copy & paste error. Good catch, thanks - because it's only in the error checking I didn't notice that. Fixed in my working copy, I'll check it in together with other changes when they're done. > I've correct this on my copy, and I get a working texteditor object, > But I never got the ibeam cursor...ok it is still in developping, > but I am curious....I hope this can help you. To get the I-beam cursor, and to make the text editor accept mouse clicks, you need to place a handle above it that takes care of that. It looks about like this in my working version of the Lua command line panel: local te = texteditor { x = 15 + 3, y = 44 + 2, w = width-14 - 5, maxlength = 300 } patch { x = 15 - 3, y = 44 - 3, w = width-14 + 6, leftmargin = 4.5, rightmargin = 4.5, image = "../1/textfield.png" } handle { x = 15, y = 44, w = width-14, h = 17, cursor = pipmak.ibeam, onmousedown = function() te:mouse(true) end, onmousestilldown = function() te:mouse(false) end } I currently consider text editors an internal, undocumented feature and intend to keep it that way until I have collected some experience with using them in the internal GUI. I hope I'll get around to finishing and checking in the Lua command line panel soon, so that you'll have an example to tinker with in the meantime. -Christian |