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> MPUZ Revolution development topic, basic engine test
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kirbyhi5
Posted: May 20 2009, 10:17 PM
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QUOTE (Xgoff @ May 20 2009, 02:10 PM)
basic engine test up in a couple weeks or sooner since i can do object-object collisions without ugly hacks now THX RII ♥

in any case it won't be impressive

sounds good.

and yeah you can save the "impressiveness" for your mpuz demo that you'll be showcasing in this years Amateur Games Expo event.(nah I kid)

but I do look forward to seeing what's up.


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Xgoff
Posted: May 21 2009, 07:15 PM
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ok what the dicks onCreate event

let's work fine for attaching plugins yet apparently ignore anything other than those!

EDIT: apparently it's fine but the objects don't update argh

This post has been edited by Xgoff on May 21 2009, 07:26 PM


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Xgoff
Posted: May 21 2009, 10:35 PM
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... okay why am i being forced to update objects during an event call even though they're updated during the main loop anyway

goddamn engine


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DJ Yoshiman
  Posted: May 22 2009, 12:29 AM
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elaborate on "being forced"


something caused by your coding or Lua or MMF2


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Xgoff
Posted: May 22 2009, 01:01 PM
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QUOTE (DJ Yoshiman @ May 21 2009, 11:29 PM)
elaborate on "being forced"


something caused by your coding or Lua or MMF2

no my engine's being a complete ****** is what

by "calling events" i'm talking about the events system the engine is based on

for example, trying to do me:setAngle() in the 'onCreate' event updates the object's data (as far as i can tell) but doesn't update it onscreen (because onscreen updating's done as part of the main loop anyway)

it works fine for 'main' for that reason, but i dunno why the hell it's not working for any other events unless i force an immediate update, which i don't really want to do unless i absolutely need to

so yes there's probably something in my coding; i bet it's updating the wrong object or something, and that'll be fun as hell to find if that's what's happening

EDIT: oh hell it IS updating the wrong object

now to find out where i'm forgetting to reset 'me'

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Mecha the Slag
Posted: May 25 2009, 02:33 AM
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QUOTE (Xgoff @ May 21 2009, 01:31 AM)
uh...

object.group[groupname] = true

tables? Oh okay, I thought you had somehow invented a way to apply a single function on a load of objects at once


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Xgoff
Posted: May 25 2009, 09:56 AM
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QUOTE (MechaBowser @ May 25 2009, 01:33 AM)
tables? Oh okay, I thought you had somehow invented a way to apply a single function on a load of objects at once

well i kinda do have that system too

i have a partially-working (as in the actual selection function isn't done, so i have to add them to the selection manually) object selection type system that lets you run a given method for multiple objects... in theory and in simple tests it seems to work fine

so something like 'select("random", 5)' would select 5 random objects; 'selected:destroy()' would destroy all of them

however you could use a group (or any other value) as criteria for selecting objects

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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted: May 25 2009, 09:58 AM
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but in the end, it's all just a table they're run through, right?


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Xgoff
Posted: May 25 2009, 10:00 AM
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QUOTE (MechaBowser @ May 25 2009, 08:58 AM)
but in the end, it's all just a table they're run through, right?

well all the selected objects are stored in the table, and it just iterates through said table and attempts calling the method for each object

so yes


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(5:26:04 PM) Xgoff: chicken butt
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Mecha the Slag
Posted: May 25 2009, 10:01 AM
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fair enough, thanks for the heads-up!


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Xgoff
Posted: May 27 2009, 12:23 PM
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if anything makes me want to kill myself, it's this:

mt.object.getOverlappingByValue = function (self, value_name, value_test) -- checks for collision with another object using specific value local overlaps = mmf.Object.GetOverlapList(self.sysid, mmf.Object.GetClass(self.sysid)) if #overlaps == 0 then return null else for _, id in ipairs(overlaps) do if objects[rlu.fixed[id]][value_name] == value_test and objects[rlu.fixed[id]].solid then --print(objects[rlu.fixed[id]]) return objects[rlu.fixed[id]] end end end return null end


it like to randomly work and not work

right now it's doing the latter


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Posted: May 27 2009, 12:33 PM
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what's the difference between returning null and returning nil

and what the hell is "_", why not call it fixed value or something and then return that


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Xgoff
Posted: May 27 2009, 12:48 PM
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QUOTE (MechaBowser @ May 27 2009, 11:33 AM)
what's the difference between returning null and returning nil

'null' represents a special object; in fact if i returned nil i'd be getting errors left and right

QUOTE
and what the hell is "_", why not call it fixed value or something and then return that


'_' is just the numeric index from ipairs, which i don't need

this function returns an object reference (which is why i have to return null instead of nil) so i can't just return the fixed value

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(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Posted: May 27 2009, 05:06 PM
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Have you looked further into whether the GetOverlapList function is working correctly?


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Xgoff
Posted: May 27 2009, 09:07 PM
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QUOTE (Retriever II @ May 27 2009, 04:06 PM)
Have you looked further into whether the GetOverlapList function is working correctly?

i *think* it's working fine; this function works fine if i blank out the '[value_name] == value_test' part so i'm not sure what's throwing the nil (whether it's a nil object reference, a nil table index, or what)

i'll have to **** around with it more later

EDIT: yeah GetOverlapList seems to be ok

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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Xgoff
Posted: Jun 6 2009, 10:44 PM
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okay so i JUST found my flash drive that i lost on monday, so that means i lost about 6 potential days of working on this

that and object references are still being randomly WRONG for whatever reason RARGH

also mmf's collision events are being gay because holy crap they aren't triggering until a moving object is almost PAST the other colliding object... and this isn't being caused by xlua afaik. i have a column of objects, and if they were numbered it'd destroy them like 123456798


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Posted: Jun 6 2009, 11:14 PM
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You sound so happy.


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Xgoff
Posted: Jun 6 2009, 11:24 PM
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QUOTE (Retriever II @ Jun 6 2009, 10:14 PM)
You sound so happy.

i am so gleeful i am ****ting fairies


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(5:25:58 PM) Mikau: xgoff
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Xgoff
Posted: Jun 7 2009, 12:27 PM
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<):|
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no really what the ****

the diamond object appears when an "Object collides with Object" event is called in mmf... at the same time it is called through xlua

wtf it's like mmf's just calling the collision event whenever it feels like it

This post has been edited by Xgoff on Jun 7 2009, 12:28 PM


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted: Jun 7 2009, 12:44 PM
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well it is kinda hard to help you without the source, but that certainly looks odd.
Are you using any kind of selecting extensions such as select object?


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