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> XLua, MMF2 Extension
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Mecha the Slag
Posted: May 22 2009, 12:34 AM
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QUOTE (Retriever II @ May 22 2009, 04:31 AM)
But the point was to see if it even made a difference in the "delay" you see, and my suspicion is that it wouldn't, and so wouldn't be worth pursuing further.

yeah it didn't make a difference, unfortunately :(


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Retriever II
Posted: May 23 2009, 01:34 AM
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http://hocuspocus.taloncrossing.com/rii/xlua-dev.zip

New URL for the moment. Added several properties (yes, including embedded script xgoff), and added some items to the debugger as well.

There is a minor addition with the properties: you can control when the on error / on print events get executed. There are caveats to both modes (immediate mode can be dangerous, but queued mode will drop events if there are too many ... the xlua behavior has always been queued).


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Xgoff
Posted: May 26 2009, 07:25 PM
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so how does GetOverlapList return the table?

i'm guessing it's just a regular numeric array right? does it return nil or an empty table if there are no overlapping objects?


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Retriever II
Posted: May 26 2009, 07:41 PM
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It's just a table of numbers.

Empty table.


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Xgoff
Posted: May 26 2009, 09:16 PM
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maybe i should pay attention to the dox because i just spent a good hour trying to figure out why that function's ids were giving me nils

then i noticed it provides objects' fixed values and not their exported id

gj xgoff


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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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Retriever II
Posted: May 26 2009, 09:56 PM
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rtfmlua


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Retriever II
Posted: May 28 2009, 12:38 AM
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http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

Updated, increased safety of calling MMFI functions on objects that were deleted.

Also added the following functions:

mmf.Object.Destroy (objid)
mmf.DestroyCallback (objid)

The second is a user-defined callback function, like ExportCallback. It will be called at the end of the event loop, once for each exported object destroyed in that iteration, and pass its export ID as a parameter. Useful if you're actively managing your objects and some of them are unexpectedly destroyed.

Fixed last error / last print items in the debugger.


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Xgoff
Posted: May 31 2009, 11:59 AM
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so would it be possible to add the quality parameter to the angle and scaling functions, or is that one of the things you haven't figured out yet


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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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Retriever II
Posted: May 31 2009, 05:01 PM
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quality parameter?


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Mecha the Slag
Posted: May 31 2009, 05:17 PM
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QUOTE (Retriever II @ Jun 1 2009, 12:01 AM)
quality parameter?

when scaling an object, you can use either maximum speed (normal scaling) or maximum quality (adding a small gaussian blur)


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Mecha the Slag
Posted: Jun 1 2009, 08:31 AM
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one of the newer versions introduces a bug that makes MechaSource crash upon loading a map file. After calling around 68 functions, the crash occurs. The functions aren't being called at once, but with an interval of 1 second (just to make sure it wasn't calling them at once that caused it).

edit: I think it has to do with the local variables, but I'm not sure. I'll see if I can produce a fresh application featuring the bug.

This post has been edited by MechaBowser on Jun 1 2009, 10:18 AM


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Retriever II
Posted: Jun 6 2009, 01:54 AM
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bit.toubit
bit.uband
bit.ubor
bit.ubxor
bit.ubnot
bit.ulshift
bit.urshift
bit.urol
bit.uror
bit.ubswap

That is all.

Oh yeah, did you get anywhere with tracking that bug?


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Mecha the Slag
Posted: Jun 6 2009, 02:23 AM
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QUOTE (Retriever II @ Jun 6 2009, 08:54 AM)
Oh yeah, did you get anywhere with tracking that bug?

yeah, it appears I 'overheated' MMF2 by using a lot of functions using the func loop object. Apparently it searches through all the events and that eats cpu like a fat chick at a free buffet


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Retriever II
Posted: Jun 9 2009, 11:56 PM
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http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

mmf.Object.SetAngle and mmf.Object.SetScale now take an optional extra boolean parameter for enabling antialiasing/resampling.

Added mmf.Object.Export(fixed, objid)

That function will let you export objects by their fixed ID without having to go to MMF. Most likely, you might use this in conjunction with GetOverlapList which returns fixed IDs.

Including an example this time: http://hocuspocus.taloncrossing.com/rii/exporttest.mfa
Look at how few events there are, especially with properties and debugger support now.

I'm exploring the possibility of being able to load selections directly into MMF, similar to how the select object can manipulate selection lists, but basically you'd be filling out the table yourself. Also going to add ways to communicate between Lua states, so it will be easier to take advantage of multiple Lua states / lua objects in a single frame (e.g. to break apart terribly complex states, or to create a parallel sandbox state).

This post has been edited by Retriever II on Jun 9 2009, 11:58 PM


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Retriever II
Posted: Jun 12 2009, 01:21 AM
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user posted image

Granted you might as well just call mmf.Object.Delete in sequence but whatever, examples are supposed to be dumb.


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Mecha the Slag
Posted: Jun 12 2009, 01:46 AM
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QUOTE (Retriever II @ Jun 10 2009, 06:56 AM)
Including an example this time: http://hocuspocus.taloncrossing.com/rii/exporttest.mfa

it crashes when I run it :S


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Retriever II
Posted: Jun 12 2009, 09:24 AM
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Oh. Cool. It severely hates HWA.


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Xgoff
Posted: Jun 12 2009, 09:53 AM
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QUOTE (Retriever II @ Jun 12 2009, 08:24 AM)
Oh. Cool. It severely hates HWA.

you probably run into areas where the object structures are different between the two versions

fun


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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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Retriever II
Posted: Jun 12 2009, 04:57 PM
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It's actually a problem with the GetOverlapList function, looks like the Sprite structure changed (no surprise) for HWA. But I don't know what that change is yet.


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Retriever II
Posted: Jun 15 2009, 01:36 AM
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For convenience sake the next release will contain some symbolic constants like mmf.ALT_A, mmf.MOUSE_LEFT, and mmf.VK_DOWN, to name a few.


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