Jump to content

Guppy

Members
  • Posts

    775
  • Joined

  • Last visited

Everything posted by Guppy

  1. Imperial nose lengths ! As long as you stay consistent does it really matter? that said however I seem to recall josh switching from meters to cm some time ago I believe you can set it up per map ( defaulting to cm )
  2. It is possible, there are various way of doing it one is outlined here; http://www.leadwerks.com/werkspace/blog/138/entry-1288-pushing-complex-lua-tables-from-c/ Not mentioned in the blog, but in the source file are additional classes "luaMemberFunction" and "luaFunction" Which lets you add functions to your lua table. Alternatively you could skip the that and just push the functions directly with (lua_pushcclosure), but I think wrapping them in a global table will do much to prevent name clashes and it looks prettier. if you do chose to to go the manual way you should remeber to use Leadwerks::Interpreter::L
  3. You could ask for help - the idea of the competition is co-operation after all. Though granted it seems everybody is flying solo
  4. I'd copy SDL's implementation as well; https://hg.libsdl.org/SDL/file/3331d2f57704/src/video/x11/SDL_x11window.c#l1242 There are simply way to many edge cases for it to be a productive use of your time, especially when the license is so liberal; Selective bold is mine - to highlight the relevant parts. Only 3 is an issue and even there is just when you sell source code that you have to have a comment going "/*the following X functions were copied from SDL under the following license, the rest of this document is not released under that license.*/" Really shouldn't be a problem
  5. uninstall and then reinstall. You may want to check your disc's S.M.A.R.T status also
  6. Couldn't you just recalc a sub selection - I mean you will know roughly where you obstruktion / new path is
  7. To install additional languages ( should pull in the all other localization as well, but you can choose only to use numeric formats ) http://wiki.bitcurator.net/index.php?title=Internationalization_and_Ubuntu_14.04LTS#Language_Support_in_Ubuntu_14.04LTS
  8. Have you actually tried exiting the editor, deleting the settings and then changing the system numeric format to have use period ( . ) as 1000 seperator and comma ( , ) as decimal seperator ? Because the problem seems to be that there is no conversion from local input to what the editor uses internally - heck it even seem to save it in local format.
  9. [steam beta] Using the "recent" option to load a map causes a core dump - loading it normally works as intended. ( indexing error? ) I have only 1 map in my recent list if that makes a difference
  10. I'll look it over this weekend, won't have time before then
  11. And I'm saying having a seperate context ontop of the current is a bad idea - instead draw a quad with the RTT texture
  12. There is a render to texture tutorial for a security cam that may be of use to you.
  13. Somewhat related, I'm currently working on porting myGUI to Leadwerks - It has a whole host of editors; http://mygui.info See downloads tab for pre compiled binaries, windows but works with wine if you can't be bothered to recompile
  14. Guppy

    Explosions?

    You perfer it explode without being thrown? Outch
  15. Oh I honestly didnt even look for that do not make much sende for the c++ code to be there, but very handy that it is
  16. In an effort to keep thing simple I decided to try and move my entire game loop to lua rather than c++. Unfortunately it seems that this file isn't called from the c++ version - I get why as it would duplicate functionality. But even so I wanted to do it, the plan was; Enity* app; bool App::Start() { /* set up anything that lua migth need */ app = Pivot:Create(); app->CallFunction('Start'); //Attach 'scripts/App.lua' to app here /*extra c++ stuff that lua dont care about here*/ } bool App::Loop() { if ( !app->CallFunction('Loop') ) { return false; } } But as far as I can see there is no possible way of attaching that script? I may be braving uncharted waters here, but I think it should be possible to use the C++ version as "lua version with c++ stuff added in"
  17. Additional information about the driver ( it's the "fglrx-updates" that is distributed with ubuntu, ie what 90% using ubuntu and AMD cards will be using ) $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6800 Series OpenGL version string: 4.3.12798 Compatibility Profile Context 13.35.1005
  18. In that thread you state "It's an Nvidia driver bug." - I use AMD
  19. I dont have it the editor here, but I seem to recall you could flip the direction of the axis with checkboxes
  20. Maybe it's time to close this poll, gets anoying having it pop on top with every vote
  21. who are you and what have you done to yougrove? ;^)
  22. My code boils down to this; in C++ Leadwerks::World* world = Leadwerks::World::GetCurrent(); Leadwerks::Entity* e=world->FindEntity(EntityName); if ( output ) { e->CallOutputs(EntityFunction); }else{ e->CallFunction(EntityFunction); } in the first lua script function Script:TestOutput(event)--out print("[Lua] TestOutput"); if ( type(event)=="table" ) then print ( "TestOutput has event data") end self.component:CallOutputs("TestOutputxx") end in the 2nd lua script function Script:TestInput(event) --in print("[Lua] TestInput"); if ( type(event)=="table" ) then print ( "TestInput has event data") end end Calling the function TestOutput works - it ends up calling TestInput, but when I try to skip the middle man and call "TestOutputxx" notting happens. Is that a bug or am I missing something? ps. code tags are murdering my indentation - sorry about that
  23. where did you put your files? ... and really posting 500 lines of code that's commented out :|
×
×
  • Create New...