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> XLua, MMF2 Extension
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Retriever II
Posted: Jul 14 2009, 09:53 PM
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Textures should be loaded with the OpenGL object. Looki has not exposed the functions to do that directly, only to access the texture IDs after you've loaded them.

Maybe you can do it directly in LuaGL but I haven't looked into it. You don't have access to any glu shortcuts.


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Xgoff
Posted: Jul 15 2009, 12:22 AM
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yeah i guess that would work too

EDIT: i hope the 256 texture limit isn't a hard limit because that's not even close to making me comfortable

EDIT: apparently the newest version of the extension doesn't have that limit anymore nvm

This post has been edited by Xgoff on Jul 15 2009, 09:48 AM


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Retriever II
Posted: Aug 4 2009, 02:09 AM
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Hey Xgoff, does the collision/overlap stuff still work?

I can't get it to work anymore and I'm wondering if the latest R249 builds have come calling for blood.


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Xgoff
Posted: Aug 4 2009, 09:32 AM
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QUOTE (Retriever II @ Aug 4 2009, 01:09 AM)
Hey Xgoff, does the collision/overlap stuff still work?

I can't get it to work anymore and I'm wondering if the latest R249 builds have come calling for blood.


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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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Retriever II
Posted: Aug 4 2009, 05:18 PM
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Could you post whatever copy of XLua you have? Your application isn't working for me.

Actually, it's only broken in the debug build, but works okay in the release build.

Weird....

Now my faith in this thing is shaken.

This post has been edited by Retriever II on Aug 4 2009, 05:23 PM


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Xgoff
Posted: Aug 4 2009, 05:40 PM
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QUOTE (Retriever II @ Aug 4 2009, 04:18 PM)
Could you post whatever copy of XLua you have? Your application isn't working for me.

Actually, it's only broken in the debug build, but works okay in the release build.

Weird....

Now my faith in this thing is shaken.

don't u quit


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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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: Aug 4 2009, 08:26 PM
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In the overlap functions, not the extension.


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Xgoff
Posted: Aug 5 2009, 12:33 AM
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QUOTE (Retriever II @ Aug 4 2009, 07:26 PM)
In the overlap functions, not the extension.

okay good

i mean if it's any excuse for someone to write a collisions c library for xlua then


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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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: Aug 5 2009, 12:43 AM
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Well you already pay the bounding box cost in MMF so might as well take advantage of it if you can.

Also, I added offset support to Object.OverlapsObject.

Also there's a new function os.microclock() per a request on Clickteam. And updated LuaGL stuff.


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Xgoff
Posted: Aug 5 2009, 12:45 AM
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QUOTE (Retriever II @ Aug 4 2009, 11:43 PM)
Well you already pay the bounding box cost in MMF so might as well take advantage of it if you can.

but what if i'm not using active objects anymore


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

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: Aug 5 2009, 12:50 AM
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If you're not using any sprite-based objects in MMF then I guess you're not paying any penalty.


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Mecha the Slag
Posted: Aug 5 2009, 03:25 AM
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whats a microclock


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Retriever II
Posted: Aug 5 2009, 09:15 AM
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It's like os.clock() but the timing resolution is sub-microsecond instead of 10-15 milliseconds.


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Mecha the Slag
Posted: Aug 5 2009, 10:24 AM
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yeah figured it was something like that

also how would I go about using xlua in a lot of frames, some being subapplications? I'm referring to the states, wouldn't they overlap?


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Retriever II
Posted: Aug 5 2009, 05:02 PM
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Pick a state (or several states) to simply reset at the start of every frame, effectively making them local states. States are global which in the case of subapps is usually something helpful because it not only shares data but also acts as a communication channel.

Of you could just use frame number as state ID and then everything is separate, just don't forget to destroy the state when you end the frame.


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Mecha the Slag
Posted: Aug 5 2009, 05:04 PM
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oh yeah, never thought of that. Cheers.


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Xgoff
Posted: Aug 5 2009, 05:13 PM
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maybe i should start using xlua's states instead of hacking my own state **** in


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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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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Mecha the Slag
Posted: Aug 7 2009, 06:27 AM
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would it be possible to give us a list of all registered functions by name? Not just those registered in mmf, but those registered in lua code.

edit: also your documentation is lying. For setting alterable values, the id range is not 0-25, but 1-26

This post has been edited by Mecha the Slag on Aug 7 2009, 09:32 AM


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Retriever II
Posted: Aug 7 2009, 10:00 AM
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From one of my projects...
QUOTE
Errata: Expression-indexed alterable values should be indexed by 1..26, but they are actually implemented as 0..25.  Watch for changes in this behavior in versions after build 246.


Which applies to Click events, but it looks like I actually corrected this problem for the Lua calls so you would be correct.

Also, if you want a list of functions, loop through _G. It's pretty much the only way.

This post has been edited by Retriever II on Aug 7 2009, 10:01 AM


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Mecha the Slag
Posted: Aug 7 2009, 12:11 PM
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_G?


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