pipmak-users Mailing List for Pipmak Game Engine (Page 7)
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From: Christian W. <cwa...@gm...> - 2010-06-02 19:47:04
|
Hello Vobla, and welcome! > I'm new to this forum and just wanted to ask if the developers of > Pipmak are > still working on the engine and will we see the features listed in > To-do > list? I guess that depends on your definition of "still working"... I can't deny that I have made very little progress on it in the last few years (and apparently everybody else as well), so the project is indeed a bit stagnant now. That is unlikely to suddenly change in a big way. However, I am still working on it in the sense that I consider it neither finished nor abandoned, there is still much to do and I do intend to get to it eventually -the slowness is just because I have been busy with lots of other interesting things. I cannot commit to any timing estimates for specific features - I don't have any concrete timetable for working on Pipmak and it's hard to make any predictions on what will be victorious in the competition for my scarce spare time at any given time. It also depends a bit on how I perceive activity and demand, e.g. here on the mailing lists. Do you have any specific needs, are you working on a concrete project? -Christian |
From: James C. W. <jfc...@ya...> - 2010-06-01 15:34:37
|
Hi all, Sorry to bring this up again, but I've encountered another problem with my auto-panning function. Namely, the camera slows down exponentially as it rotates. This is because the local variables "autoPan_speedAZ" and "autoPan_speedEL" are updated every repitetion, so that the camera doesn't lose track of its target if the user moves the view themselves. Is there a way to make up for the decrease in speed? Thanks, James CW ************CODE*************** function autoPan(autoPan_tarAZ, autoPan_tarEL, autoPan_length) local autoPan_rate = 0.025 local autoPan_viewAZ, autoPan_viewEL = pipmak.getviewdirection() local autoPan_speedAZ, autoPan_speedEL = 0, 0 local autoPan_iterCount = nil pipmak.schedule( autoPan_rate, function() if autoPan_iterCount == nil then autoPan_iterCount = autoPan_length / autoPan_rate end autoPan_viewAZ, autoPan_viewEL = pipmak.getviewdirection() autoPan_speedAZ = (autoPan_tarAZ - autoPan_viewAZ) / autoPan_iterCount ) autoPan_speedEL = (autoPan_tarEL - autoPan_viewEL) / autoPan_iterCount ) if autoPan_viewAZ + 0.1 > autoPan_tarAZ and autoPan_viewAZ - 0.1 < autoPan_tarAZ and autoPan_viewEL + 0.1 > autoPan_tarEL and autoPan_viewEL - 0.1 < autoPan_tarEL then autoPan_iterCount = nil pipmak.setviewdirection(autoPan_tarAZ, autoPan_tarEL) return else pipmak.setviewdirection(autoPan_viewAZ + autoPan_speedAZ, autoPan_viewEL + autoPan_speedEL ) end return autoPan_rate end ) end |
From: Vobla <led...@gm...> - 2010-05-31 07:42:51
|
Hi there everybody, I'm new to this forum and just wanted to ask if the developers of Pipmak are still working on the engine and will we see the features listed in To-do list? If yes, when? Thanks! -- View this message in context: http://old.nabble.com/Video-patches-tp28727532p28727532.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: James C. W. <jfc...@ya...> - 2010-05-22 16:57:20
|
Thanks Christian! -James CW --- On Sat, 5/22/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Increasing volume: A possible Bug: Resend To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Saturday, May 22, 2010, 9:19 AM > Am I doing the correct thing here? If I change the volume of a sound > to "volume = 3", the volume does not increase. If I set it to 0.5, > however, it does decrease. > Does anyone know why this is? Right, I can reproduce that. It turns out that it's a bug in the documentation. OpenAL is not guaranteed to support overall gain > 1.0, so always clamping it to 1.0, as Pipmak currently (unintentionally) does, seems like the best choice for consistence among different implementations. All we can do is change the documentation to reflect that - which I just did. You should make your sound files loud enough that they never need amplification greater than 1. Thanks for the report! -Christian ------------------------------------------------------------------------------ _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-05-22 13:20:00
|
> Am I doing the correct thing here? If I change the volume of a sound > to "volume = 3", the volume does not increase. If I set it to 0.5, > however, it does decrease. > Does anyone know why this is? Right, I can reproduce that. It turns out that it's a bug in the documentation. OpenAL is not guaranteed to support overall gain > 1.0, so always clamping it to 1.0, as Pipmak currently (unintentionally) does, seems like the best choice for consistence among different implementations. All we can do is change the documentation to reflect that - which I just did. You should make your sound files loud enough that they never need amplification greater than 1. Thanks for the report! -Christian |
From: James C. W. <jfc...@ya...> - 2010-05-21 21:49:37
|
Sorry, I accidentally hit Send before I was finished typing: Hi all, Am I doing the correct thing here? If I change the volume of a sound to "volume = 3", the volume does not increase. If I set it to 0.5, however, it does decrease. Does anyone know why this is? Thanks, James |
From: James C. W. <jfc...@ya...> - 2010-05-21 21:45:37
|
Hi all, Am I doing the correct thing here? volume = 3 |
From: James C. W. <jfc...@ya...> - 2010-04-20 01:38:11
|
Thanks, Christian. -James --- On Mon, 4/19/10, Christian Walther <cwa...@gm...> wrote: > From: Christian Walther <cwa...@gm...> > Subject: Re: How does Pipmak.getimage work? > To: "Content creation for the Pipmak Game Engine" <pip...@li...> > Date: Monday, April 19, 2010, 1:46 PM > > Am I correct in assuming that > the decompressed image in RAM would be > > the same filesize as a BMP version of the same image? > > Probably. 4 bytes per pixel for an RGBA image, 3 bytes per > pixel for > an RGB image, plus maybe 100 bytes of header information > per image. > Pipmak keeps in memory the pixel data of all images that > are in use as > RGBA node backgrounds (for insideness testing) and hotspot > maps, plus > the last-used 20 MB worth of pixel data of currently unused > images (to > speed up loading of already visited nodes). Not all images > that are > currently being displayed are necessarily kept in memory > (by Pipmak at > least, your OpenGL driver may do it anyway), since they are > displayed > from video memory. Pixel data is loaded from disk whenever > it is > needed and not already in memory. In addition, the > Lua-accessible > image objects (whether their pixel data is in memory or > not) are > cached separately until Lua garbage-collects them. > > -Christian > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, > find bugs > proactively, and fine-tune applications for parallel > performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2010-04-19 17:46:55
|
> Am I correct in assuming that the decompressed image in RAM would be > the same filesize as a BMP version of the same image? Probably. 4 bytes per pixel for an RGBA image, 3 bytes per pixel for an RGB image, plus maybe 100 bytes of header information per image. Pipmak keeps in memory the pixel data of all images that are in use as RGBA node backgrounds (for insideness testing) and hotspot maps, plus the last-used 20 MB worth of pixel data of currently unused images (to speed up loading of already visited nodes). Not all images that are currently being displayed are necessarily kept in memory (by Pipmak at least, your OpenGL driver may do it anyway), since they are displayed from video memory. Pixel data is loaded from disk whenever it is needed and not already in memory. In addition, the Lua-accessible image objects (whether their pixel data is in memory or not) are cached separately until Lua garbage-collects them. -Christian |
From: James C. W. <jfc...@ya...> - 2010-04-19 16:42:59
|
Hi Christian, I'm working on scripting a sort of very basic particle system, and I wanted to know how much memory the operation would eat. Am I correct in assuming that the decompressed image in RAM would be the same filesize as a BMP version of the same image? Thanks, James --- On Mon, 4/19/10, Christian Walther <cwa...@gm...> wrote: > From: Christian Walther <cwa...@gm...> > Subject: Re: How does Pipmak.getimage work? > To: "Content creation for the Pipmak Game Engine" <pip...@li...> > Date: Monday, April 19, 2010, 12:35 PM > > How does Pipmak.getimage work, > when it creates an image object? Does > > it decompress the image and drop it into the RAM? > > Basically, yes. Why and in how much detail do you need to > know? If you > want the most accurate description possible, you can always > read the > code: <http://pipmak.svn.sf.net/viewvc/pipmak/trunk/pipmak/source/pipmakLuaLib.c?revision=226&view=markup#l_496 > > >. > > -Christian > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, > find bugs > proactively, and fine-tune applications for parallel > performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2010-04-19 16:35:19
|
> How does Pipmak.getimage work, when it creates an image object? Does > it decompress the image and drop it into the RAM? Basically, yes. Why and in how much detail do you need to know? If you want the most accurate description possible, you can always read the code: <http://pipmak.svn.sf.net/viewvc/pipmak/trunk/pipmak/source/pipmakLuaLib.c?revision=226&view=markup#l_496 >. -Christian |
From: James C. W. <jfc...@ya...> - 2010-04-19 06:12:57
|
Hi all, How does Pipmak.getimage work, when it creates an image object? Does it decompress the image and drop it into the RAM? Or something else? Thanks, James CW |
From: James C. W. <jfc...@ya...> - 2010-03-31 19:30:17
|
Hi all, If I set the pitch of a sound down, and the volume up, the volume never changes. Any idea why this is? Thanks, James |
From: James C. W. <jfc...@ya...> - 2010-03-31 19:27:08
|
I think I understand. Thanks, Christian! -James --- On Sat, 3/27/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Calculating normalized patch coords from pixel coords? To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Saturday, March 27, 2010, 12:21 PM > In order to have a patch work across 3d space, and not be hindered > by the seperate cube faces, I wondered if there was a way to > calculate, with the 2D coords(e.g. face 1, 342, 567) the equivilent > in 3D coords? Sure, you have everything you need. You can get the pixel dimensions of the background face from 'w, h = pipmak.getimage("myface.jpeg"):size()', and the geometrical arrangement of the face images in 3D space is shown in figures 2 and 3 in the manual. An edge of the cube is two units in normalized units and (w-1) or (h-1) in pixels, which gets you the scale factor, and as a fixed point you know that (w/2, h/2) in pixels is (0, 0, -1) in normalized coordinates (the center of the face), for face 1, and so on for the other faces as shown in figure 2. -Christian ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-03-27 16:21:32
|
> In order to have a patch work across 3d space, and not be hindered > by the seperate cube faces, I wondered if there was a way to > calculate, with the 2D coords(e.g. face 1, 342, 567) the equivilent > in 3D coords? Sure, you have everything you need. You can get the pixel dimensions of the background face from 'w, h = pipmak.getimage("myface.jpeg"):size()', and the geometrical arrangement of the face images in 3D space is shown in figures 2 and 3 in the manual. An edge of the cube is two units in normalized units and (w-1) or (h-1) in pixels, which gets you the scale factor, and as a fixed point you know that (w/2, h/2) in pixels is (0, 0, -1) in normalized coordinates (the center of the face), for face 1, and so on for the other faces as shown in figure 2. -Christian |
From: James C. W. <jfc...@ya...> - 2010-03-25 17:41:09
|
Hi all, In order to have a patch work across 3d space, and not be hindered by the seperate cube faces, I wondered if there was a way to calculate, with the 2D coords(e.g. face 1, 342, 567) the equivilent in 3D coords? Thanks, James CW |
From: James C. W. <jfc...@ya...> - 2010-01-01 06:21:15
|
Hi Christian, Hmmm...Doing that gradually slows it down till it's moving at a crawl. Eventually it reaches the target location, but it takes a while, and looks weird. I think it's because when th code runs every frame, while it avoids panning miscalualtions, it also makes the return value smaller with each run. --- On Wed, 12/30/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Smoothly rotating to another angle on pano nodes To: pip...@li... Date: Wednesday, December 30, 2009, 6:47 AM James C. Wilson wrote: > One problem that I've discovered with the > "check if current direction ~ target direction and then angle the camera > to precisly equal the target" is that if I pan myself while the program > is running, the program loses track of where it's going, and hits the 80 > EL pan limit, slowely spinning on the vertical access. Obviously, to > make any of this effective the panorama must be frozen from player > control. But since there's not any way to do that yet, I need to use the > one that won't hit a dead end, and right now that's the version that > checks how many times the function has run...Any suggestions? Instead of calculating the direction incrementally by adding small steps to the current direction, calculate it from scratch in every frame using the starting parameters (recorded when you start the animation) and the elapsed time (from the first argument of the timer function). -Christian ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2009-12-30 11:48:07
|
James C. Wilson wrote: > One problem that I've discovered with the > "check if current direction ~ target direction and then angle the camera > to precisly equal the target" is that if I pan myself while the program > is running, the program loses track of where it's going, and hits the 80 > EL pan limit, slowely spinning on the vertical access. Obviously, to > make any of this effective the panorama must be frozen from player > control. But since there's not any way to do that yet, I need to use the > one that won't hit a dead end, and right now that's the version that > checks how many times the function has run...Any suggestions? Instead of calculating the direction incrementally by adding small steps to the current direction, calculate it from scratch in every frame using the starting parameters (recorded when you start the animation) and the elapsed time (from the first argument of the timer function). -Christian |
From: James C. W. <jfc...@ya...> - 2009-12-30 00:01:13
|
Sorry for the late reply; holidays and all that. Thanks for the clarifaction. One problem that I've discovered with the "check if current direction ~ target direction and then angle the camera to precisly equal the target" is that if I pan myself while the program is running, the program loses track of where it's going, and hits the 80 EL pan limit, slowely spinning on the vertical access. Obviously, to make any of this effective the panorama must be frozen from player control. But since there's not any way to do that yet, I need to use the one that won't hit a dead end, and right now that's the version that checks how many times the function has run...Any suggestions? Thanks, James --- On Mon, 12/21/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Smoothly rotating to another angle on pano nodes To: pip...@li... Date: Monday, December 21, 2009, 4:49 AM James C. Wilson wrote: > >- Why are you putting the parameters into global variables instead of > >passing them to the autoPan function as arguments? You could also put > >the intermediate results (autoPan_funcCount etc.) into local variables > >of the autoPan function, they are visible from the inner function > Could you tell me how these are done? I can't find any examples in the > demo or in Lua refman, maybe I'm looking in the wrong places... > I tried putting the variables into the function as locals, right inside > the function autoPan() declaration, and this works with the default > values, but I don't know how to "contact" and alter the state of these > while calling the function. You don't need to "contact" the local variables, you pass the ones you need to set from outside as arguments. From inside, they are treated indentically to local variables. Like this: function autoPan(tarAZ, tarEL, time) local rate = 0.025 local iterCount = time/rate --... pipmak.schedule( rate, function() --do something involving tarAZ, tarEL, time, rate, iterCount, ... end ) end and then you call it as autoPan(270, 4, 1) -Christian ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2009-12-21 09:50:32
|
James C. Wilson wrote: > >- Why are you putting the parameters into global variables instead of > >passing them to the autoPan function as arguments? You could also put > >the intermediate results (autoPan_funcCount etc.) into local variables > >of the autoPan function, they are visible from the inner function > Could you tell me how these are done? I can't find any examples in the > demo or in Lua refman, maybe I'm looking in the wrong places... > I tried putting the variables into the function as locals, right inside > the function autoPan() declaration, and this works with the default > values, but I don't know how to "contact" and alter the state of these > while calling the function. You don't need to "contact" the local variables, you pass the ones you need to set from outside as arguments. From inside, they are treated indentically to local variables. Like this: function autoPan(tarAZ, tarEL, time) local rate = 0.025 local iterCount = time/rate --... pipmak.schedule( rate, function() --do something involving tarAZ, tarEL, time, rate, iterCount, ... end ) end and then you call it as autoPan(270, 4, 1) -Christian |
From: James C. W. <jfc...@ya...> - 2009-12-21 03:18:24
|
Hi Christian, I improved the inexact rotation issue, it's now exact to the thousandth degree on AZ, and the hundreth on EL. That works for me. >You shouldn't stop your loop when a certain number of iteration is >reached, but when the target angles are reached. And you can't count on >them being reached exactly, you need to stop once you're close enough >(e.g. less than half a step off) and then snap to the correct target value Okay, done. >- Why are you putting the parameters into global variables instead of >passing them to the autoPan function as arguments? You could also put >the intermediate results (autoPan_funcCount etc.) into local variables >of the autoPan function, they are visible from the inner function Could you tell me how these are done? I can't find any examples in the demo or in Lua refman, maybe I'm looking in the wrong places... I tried putting the variables into the function as locals, right inside the function autoPan() declaration, and this works with the default values, but I don't know how to "contact" and alter the state of these while calling the function. Thanks, James --- On Sun, 12/20/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Smoothly rotating to another angle on pano nodes To: pip...@li... Date: Sunday, December 20, 2009, 5:22 AM James C. Wilson wrote: > Yesterday I realized most of those problems, and fixed them. The new > code runs very well, but oddly enough, doesn't return to exactly the > defined target location, missing by about 1.5 degrees x, and 0.2 degrees y. I don't know if that's the whole cause of your deviation, but when you add up a lot of little steps like this you can accumulate a lot of rounding error. Keep in mind that floating-point numbers such as the ones used by Lua have limited precision, and some (most) real numbers cannot be represented exactly as floating-point numbers (even if they can be represented exactly as decimal numbers, e.g. 0.1). Also, what you get back from pipmak.getviewdirection() is not equal in general to what you put into pipmak.setviewdirection(), because Pipmak internally stores them as single-precision floating-point numbers (corresponding to about 9 decimal digits), while Lua uses double-precision numbers (about 18 decimal digits). You shouldn't stop your loop when a certain number of iteration is reached, but when the target angles are reached. And you can't count on them being reached exactly, you need to stop once you're close enough (e.g. less than half a step off) and then snap to the correct target value. More comments: - Why are you putting the parameters into global variables instead of passing them to the autoPan function as arguments? You could also put the intermediate results (autoPan_funcCount etc.) into local variables of the autoPan function, they are visible from the inner function (see <http://www.lua.org/manual/5.0/manual.html#visibility>). You should only use global variables when you have to, since they make your code less encapsulated and harder to maintain - for example, if somewhere else you later happen to use the same global variable name for a different purpose, that can cause hard to find bugs. (Plus, in Lua, they are less efficient than local variables). > autoPan_rate = 0.025 --the framrate of the rotation, e.g. how many > times it runs per second. - No. That's not the rate, that's the inverse of the rate, how many seconds each iteration takes. - Your timer never stops if autoPan_iterCount happens not to be a whole number (autoPan_time isn't a whole multiple of autoPan_rate). -Christian ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2009-12-20 11:18:10
|
James C. Wilson wrote: > Thanks! And where is the feature request tracker? :) http://sourceforge.net/tracker/?group_id=112801&atid=663295 -Christian |
From: Christian W. <cwa...@gm...> - 2009-12-20 11:18:08
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James C. Wilson wrote: > Yesterday I realized most of those problems, and fixed them. The new > code runs very well, but oddly enough, doesn't return to exactly the > defined target location, missing by about 1.5 degrees x, and 0.2 degrees y. I don't know if that's the whole cause of your deviation, but when you add up a lot of little steps like this you can accumulate a lot of rounding error. Keep in mind that floating-point numbers such as the ones used by Lua have limited precision, and some (most) real numbers cannot be represented exactly as floating-point numbers (even if they can be represented exactly as decimal numbers, e.g. 0.1). Also, what you get back from pipmak.getviewdirection() is not equal in general to what you put into pipmak.setviewdirection(), because Pipmak internally stores them as single-precision floating-point numbers (corresponding to about 9 decimal digits), while Lua uses double-precision numbers (about 18 decimal digits). You shouldn't stop your loop when a certain number of iteration is reached, but when the target angles are reached. And you can't count on them being reached exactly, you need to stop once you're close enough (e.g. less than half a step off) and then snap to the correct target value. More comments: - Why are you putting the parameters into global variables instead of passing them to the autoPan function as arguments? You could also put the intermediate results (autoPan_funcCount etc.) into local variables of the autoPan function, they are visible from the inner function (see <http://www.lua.org/manual/5.0/manual.html#visibility>). You should only use global variables when you have to, since they make your code less encapsulated and harder to maintain - for example, if somewhere else you later happen to use the same global variable name for a different purpose, that can cause hard to find bugs. (Plus, in Lua, they are less efficient than local variables). > autoPan_rate = 0.025 --the framrate of the rotation, e.g. how many > times it runs per second. - No. That's not the rate, that's the inverse of the rate, how many seconds each iteration takes. - Your timer never stops if autoPan_iterCount happens not to be a whole number (autoPan_time isn't a whole multiple of autoPan_rate). -Christian |
From: Christian W. <cwa...@gm...> - 2009-12-20 11:18:06
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armylegend wrote: > I sure appreciate your quick reply, went to sleep and woke up with a message > (I'm coming off of a year tour in Iraq in a couple weeks so it's 8 am here). Two hours difference to me in Switzerland. > Everything is as you said, I checked every folder I thought it could be in > except the one it was. Apparently spotlight doesn't search for files inside > the pipmak packages either. I've got a (what I think is funny) screen shot > of spotlight not finding a file right in front of me :confused:. I think Spotlight is not meant to search inside packages, since users aren't supposed to put their files there (and well-behaved applications shouldn't either - one more point that makes this a dirty hack). > I'm not going to have much time on the computer for about a month but as > soon as I get back I'd like to help with this project in any way I can. If > that just means making all the frustrating mistakes and putting them in the > wiki so others don't, that's something. Thanks for helping me out here, > once I get rolling maybe I can actually get to some of the stuff on the "to > do" list. That would be great. For my part, with my previous project just finished (<http://mystonline.com/forums/viewtopic.php?t=18880>), I intend to spend some time on Pipmak too over the holidays and hopefully get a new release out. > P.S. Maybe I've read it wrong, but handles have to be rectangular correct? Yes (in spherical coordinates). > If so, the process of making them isn't the frustrating part, it's making > them work the way I want that seems like it'd be frustrating. If you have a use case for which the rectangularity (or anything else) is a major obstacle, we can always discuss it and maybe find a better solution. -Christian |
From: armylegend <chi...@ho...> - 2009-12-20 05:59:41
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I sure appreciate your quick reply, went to sleep and woke up with a message (I'm coming off of a year tour in Iraq in a couple weeks so it's 8 am here). Everything is as you said, I checked every folder I thought it could be in except the one it was. Apparently spotlight doesn't search for files inside the pipmak packages either. I've got a (what I think is funny) screen shot of spotlight not finding a file right in front of me :confused:. I'm not going to have much time on the computer for about a month but as soon as I get back I'd like to help with this project in any way I can. If that just means making all the frustrating mistakes and putting them in the wiki so others don't, that's something. Thanks for helping me out here, once I get rolling maybe I can actually get to some of the stuff on the "to do" list. thanks, Phil P.S. Maybe I've read it wrong, but handles have to be rectangular correct? If so, the process of making them isn't the frustrating part, it's making them work the way I want that seems like it'd be frustrating. I'm probably wrong of course. >You are aware that you can reload the node while it's running in Pipmak and immediately see the edited hotspots, right? Absolutely, Pipmak's ability to edit while running is a huge plus in my book, I was attempting to find a way around repainting and reloading as getting hotspots on anything above 50ish degrees elevation seems the least forgiving. Mac didn't want me to find it. Should have used the spotlight inside the package contents, oy. http://old.nabble.com/file/p26861233/Picture%2B4.jpeg -- View this message in context: http://old.nabble.com/saveequirect-not-working-tp26858533p26861233.html Sent from the pipmak-users mailing list archive at Nabble.com. |