using NPOT textures is asking for problems with older hardware (and in some cases probably even newer)
for your second problem it may well be lack of support for certain graphics card...
Type: Posts; User: xyzzy; Keyword(s):
using NPOT textures is asking for problems with older hardware (and in some cases probably even newer)
for your second problem it may well be lack of support for certain graphics card...
there's nothing really wrong with a fusion updater type program provided it's supported by a regularly-updated official database
it's quite a nice way to get/update a ton of extensions at once
there should be some way to (re)set mmf.mouse.wheelDelta, since it retains the last movement direction and can't be zero'd out
this specific opengl extension runs in its own window afaik, so you can't display anything above it
you'd either have to have your hud around the gl window but not overlapping it, or draw the hud...
yes, but it would be nice for a game/app to accept images from the end-user or from other sources where they can't be guaranteed to already be in power-of-two format; the latter case because you...
doesn't seem to work either
maybe as part of the loading action there could be a couple of parameters for adding transparent padding pixels to the x and/or y of the texture (probably with the texture 'pinned' to the upper left)...
if you really wanted to limit syntax usage you would have to dig into provided scripts with lpeg or something, which would involve implementing some or all of lua's grammar, then throw an error if it...
mix() i think
same directory the script will be in
to load it, there's a load C module action, or you could use require("mmfi") at the top of your script
EDIT: you could also put it into a subdirectory, but...
that's probably being caused by the copyteximage2d function call
either you don't have the new opengl.dll, it's loading an older version, or it can't find it
this works for me
if you're going as far as adding gamepad support you'd probably want to look into one of the joystick extensions (such as joystick 2)
however you'd want to have a "profiles" system set up as well...
if you kept the syntax extremely simple it wouldn't be too hard to do this with the list object, string tokenizer, and a few other things
mmf does have a few scripting/language extensions but they...
you should just be able to use find. if it finds it it'll return 0 or higher; if not it will return -1:
[Button pressed or whatever]
+ find(edittext$("Edit Box"), "poop", 0) >= 0
well i can't say completely eliminating tables from these types of functions is the best idea, since they can be more convenient to handle the data in some cases
but yes, in the general cases of...
well unless i screwed something up:
1.23456 -> 123.456 -> 123 -> 1.23
so yes it technically does get rid of them but i don't think mmf has a printf/sprintf-like function
floor(NUMBER * 100) / 100.0
i don't think it would really be possible to do either: if you create a completely new object that's not just an instance/duplicate of an existing one, there wouldn't be any way of giving it code. if...
i've had it work fine without the alpha_test and depth_test being enabled; try getting rid of alpha_test first because you shouldn't need it anyway
(tex2D(Image01,float2(In1.x,In1.y)) * Mix01 +
tex2D(Image02,float2(In2.x,In2.y)) * Mix02 +
lol i didn't notice the string 'declarations' floating around in there
that's what i get for using parentheses-less function calls
EDIT: is this what you're trying to do?
you should be using '==' in your if test
i'm not sure why a direct comparison of equal strings wouldn't be working unless they're getting junk characters added in somewhere
it's probably something in the code that makes the heuristics engine suspicious
i don't think you can make a "true" mdi with standard anyway, at least with the docking and such unless you code that yourself (probably not fun)
i mean, for a time only dev had an xml...
though extension support is probably an issue no matter how the replay system is implemented. it could be a problem to even store object types/references especially if you wanted the...
there could probably be a "push state" action that writes a state that includes the currently selected objects (along with a condition/action to select all objects beforehand)
well it depends on whether the game is deterministic or not
if it's not (which is probably the common case since it's easier to program a game this way), then yes, you will need to store state...
the amount of memory it would require
you'd probably want to come up with a data structure better suited to this kind of information
unfff vbos here i come
i don't see much point in doing it this way
DoCall("closeApp") is already equivalent to closeApp(), so there isn't any point in a wrapper function here
unless you were of course doing more work...
you do have to be somewhat careful about which of those you use because 'require' runs its code in a separate environment and iirc the load* and do* functions don't
did you try refreshing the folder with f5?
it probably won't help but quite often with mass deletions i sometimes do, windows occasionally won't update the folders and show a lot of file icons...
i think he was talking more about the fact that the hwa version supports both software and hardware mode, so there's not much point in having the software-only version anymore
though it's possible...
yeah it'd be better to have an official list but have some way of allowing external programs to access the database
that way programs like fusion updater could still exist by just downloading from...
that ipairs loop is basically equivalent to a spread-value/fastloop engine so you have direct access to the objects already
if you need the ability to, say, get a specific object given a specific...
what is the id system based on? spread value?
well i know that neither gpl nor lgpl allow statically-linked libraries but i think the difference between them is whether dynamically-linked libraries are also allowed in non-gpl programs
also i was bored so i threw this together which shows the kind of differences that show up for many objects
whatever's exposed in the interface is going to be much faster than a docall (or any function call that runs through events)
whether this is noticeable or not depends on what you're doing; usually...
;) I think that this doesn't have to be implemented in the OpenGL object, though. It calls OpenGL functions and should automatically be visible in an OpenGL Base.
Thanks for the mipmap support,...
or at least show a warning dialog when opening hwa-modified mfa's in standard mmf
i dunno i got full 60fps out of a 384 x 384 window in software mode when i tried
though there was barely any other logic running at the time (apart from player movement and a couple other objects)...
rotation is implemented in the open-source version and works if you compile it
it depends on whether viewport technically counts as "rotating" the level
the old opengl object did have an option to switch between rendering in a new window (much faster) vs on the frame (slow but allowing object overlapping and probably the aforementioned transparency)...
uh i'm pretty sure multitexturing works through xlua because i used it to generate this (via a black-white image and a render-to-texture texture)
albeit this is using the old opengl object, but...
someone could theoretically write an xlua c module and have direct support for lua servers through that (via xlua or something)
... not like im volunteering or anything
you might be able to get away with shaders/rgb coefficients in hwa since those are instance-based
imo mmf should automatically make a local copy of the image data for an instance when you use the change color action; then the instance could just use that image instead of the shared set when it...
provided you have build 248 (i think), you can use atan2
like: atan2(y("object1") - y("object2"), x("object1") - x("object2"))
object1 and object2 may need to be switched around in that; can't...
nice to see this idea being expanded more
i should've noticed this when i requested the height/width expressions for the texture bank object, but will it have the ability to load external files?
as long as it isn't a copyleft license (eg gpl) it's usually fine to use the source code in closed-source projects
bsd isn't copyleft afaik
iirc the nes (and therefore its emulators) draw sprites in tiles as opposed to huge chunks like mmf
if you got megaman, the health/energy bars, and the cloud all to overlap the same exact area...
for the texture bank object it would be great if you could get the width/height of loaded textures
whatever needs to be done when the selection is changed through mmf could likely be done in the same event that does the changing (whether directly or by using one of the function objects)
gl.Clear(bit.bor(gl.COLOR_BUFFER_BIT, gl.COLOR_BUFFER_BIT)) probably
where's rain() :<
well i don't have ideas for the first two yet but for 0/1-based indexing i would almost lean towards 1 since doing the offset adjustments on the c-side would be more efficient...
either that or require it as if it were a normal lua module
sounds good to me
i did actually start an xlua-focused ide (which itself would be scriptable), allowing you to for example use the opengl object or the mmf interface with it
however i really havent had the...
yeah that worked
i figured it'd be something simple but i never really used the accumulation buffer before lol
no, i still get the artifacts
well you don't want to go overboard immediate mode drawing like this because it's slow; you're better off focusing on creating display lists or vertex buffer objects
instead of cuda it'd be better...
yeah i threw in a few different values like 8, 16, 24, 32, and 64 but none of them help
i'm getting this with the motion blur example
the other example works fine though so it looks like it has to do with the accumulation...
well you'd have to have some way of handling different positioning requirements for this: should the 'second' object snap to the 'first' object or vice-versa, or should BOTH objects snap to each...
not that it's a huge deal but the 'set property' action pop-up shows like 'set property "comment.whatever" to "comment.whatever"'
if you're using 2D graphics for the hud you'd basically just draw textured quads where you'd need them
this would also mean you would need to write a simple bitmap font engine in order to draw...
i've never had stability issues with the opengl object but that could be due to me using it through xlua lol
it's missing the ability to change the multisampling level during runtime and... weird...
including the menu and border and all that?
depends on the theme
the crash is coming from one of your binary array objects
you can, but you have to use the load frame action which means you have to use external images
basically, outdated stuff that may still be in use (believe it or not some people still use knp)
in fact windows is one example of software that's hugely dragged down by legacy software; some...
yeah i think this too
mmf2 still seems like 1.5 but with more features and is actually stable... but there are a ton of stupid bugs and limitations that are apparently really difficult to get rid...
this is an awesome idea actually
well if you want to get technical it'd throw an error since there's a couple of syntax errors in that statement [/quote]
I figured that was a given. [/quote]
given the wackiness i've seen on...
well if you want to get technical it'd throw an error since there's a couple of syntax errors in that statement
the act of changing the semi-transparency sets the ink effect to semi-transparent, so without hwa or another plan you're out of luck for that effect
not specifically lua only, but pastebin is a great place to store code snippets since it supports syntax highlighting which can be quite useful on forums that lack it
you can even change the 'www'...
lua uses sparse tables, so even if you do something like:
table = 1
table = 2
it's only going to use space for those two "cells" (although the second will use more than the first...
as a more direct answer to your question, no; really the only way to get those keys through the normal events is by modifying another Press Key event in a hex editor. a while ago i was able to get...
you could try changing how often the gc runs but apparently that's a touchy process and probably wouldn't improve your situation
lua does do some weird table things, like it won't shrink one if...
A few frames as in MMF frames, or frames per second? I assume you mean there is just a slight delay from when you bind to when you can access the info. [/quote]
frames per second
from what i've tried you just need to bind to the same state, but it looks like you have to wait a few frames after binding before trying to do anything or you'll get nils when trying to access...
woudln't it be easier and faster to just mod 100 it out instead (assuming 'level' tops out at 99)
though i don't think a number that large would work since it'd be converted into an exponent and...
32 but it's basically accessed like modulo
so if you're using flag "36" it'll actually junk up flag 4
i always thought mmf did left-to-right too
apparently that's not always the case:
2 * 3 / 2 (evaluates to 2, does the [floored] division first)
2.0 * 3.0 / 2.0 (evaluates to 3, does the...
you may be able to load into and decrypt it in memory using the binary object
it'd be better than decrypting it to disk at least, though if someone really wanted the bytecode they could get it (or...
from some of the limited testing i've done, apparently the object won't render anything (just shows the clearing color) on vista/7 if depth mask is disabled
well windows already has a magnifier program
but anyway i don't think the lens object can display anything outside the app window
i'm guessing you're just supposed to scale the backdrop until the line points the way you want it
this includes scaling it "negative" to make the line come from the other corners
it'd be more...
huh i guess i was using an older version of the extension somehow
can the 256 textures limit be increased?
because... i'd probably need way more than that
and that's before taking bitmap fonts into account
stringvar$() (and probably other string expressions) crashes xlua if the variable is anything other than a string or number; numericvar() doesn't crash in those cases afaik
maybe even have...
would be a good feature since LZW's patent has been expired for years
at least in some countries
this is pretty cool actually
if overlay were compiled against xlua's lib and had lua interface functions, this would probably be or close to realtime
one of the lua extensions
lua's tables are amazing
EDIT: of course you'd have to write your own saving/loading scripts though
you need to use getrgb() when inputting separate rgb values
so in your case it'd be: getrgb(200, 10, 30)
EDIT: i'm not sure about the layer effects, because they work fine for me. does the zoom...
negation is confusing because it seems to be too aggressive with its selection sometimes
basically it's acting like "if ANY object is not overlapping then move all of them" instead of "if THIS...
you can emulate zones fairly easily with something like
xmouse >= xorigin + xoffset
+ xmouse <= xorigin + xoffset + width
+ ymouse >= yorigin + yoffset
+ ymouse <= yorigin + yoffset + height
yeah in that case it'd make sense for the extension interface to use doubles too... the way it is now unnecessarily cripples precision of extensions that use doubles internally (like the lua objects)...
no, it won't do anything to them
video cards can deal with power-of-two sizes more efficiently; sprites outside of those dimensions won't necessarily be slow but they won't be as fast as they...
the "problem" (which may be one or it may be the desired behavior) of just using the X and Y of the object alone is that it'll only be true if the object's hotspot is on the line; the method i posted...
a cheap way would be use a 1-pixel detector object and do something like:
--> Detector - Set Distance (AV A): ceil(sqr((X("Point") - xmouse) pow 2 + (Y("Point") - ymouse) pow 2))
however fastloops act more like actual functions since they trigger immediately
but groups can have more than one line which is probably better than having a ton of "on loop" conditions
also if you have a ton of callback functions it's probably easier/less painful to use docall instead of registering all of them
i know one of rii's apps had like 60-80+ of those...
it supports both ways
should be str$(value("Counter"))
garbage collectors get hungry too :(
i'd imagine it's because that's how many directions a 32-bit int can store: one for each bit (more could technically be stored but this way it allows you to be able to select multiple possible...
i'd almost just make a 'lua widget' with xlua so i could use lua tables, which can be actively resized (that and you can use them for sparse data sets which you really can't use the array object for)...
you could try finding the distance between the two points and use a loop to do linear-interpolated pasting between them
yeah i'm pretty much doing the same "wait until all the objects are finished updating before actually deleting them" in my game
i dunno it just sounds like a bad idea to nuke stuff out of a table...
And you want the MMF function to look something like this:
In that order.
Hope that helps. [/quote]
that works fine as long as it's lua that's destroying the objects; but if it's...
something that would make handling the destruction of objects a little easier would be a special "destructor" condition (as "Destroyed" or similar under an object's conditions menu)
it would be a...
looks like "destroy object if too far from frame" triggers the crash
EDIT: mass deletion from lua doesn't seem to cause it so it may be limited to mmf
if object selection involves accessing objects' data structures, that could break things since i believe said structures have been changed at least once during hwa
active objects maybe, but 'Add backdrop' is also tied to that limit which can create problems when you're trying to design external levels, since it's quite easy to use up your 20,000 added backdrop...
i believe you're understating the importance of the mmfi functions you just added >:(
i wouldn't think it'd be all that slow as long as you didn't sample more than you needed to display at a given horizontal resolution
i mean if you sampled the entire file and only displayed 2% of...
doesn't crash for me, it just doesn't insert anything
though it probably should have the first value selected by default anyway, because this sounds potentially unstable like it is in your case
so basically an ADS reader extension?
that interface example seems to run fine in HWA (apart from the angles obviously)
uh if i haven't destroyed mpuz yet i could test what remains of the engine that works
EDIT: seems to be fine......
RII might have to add a separate SetAngleF() or summat function that uses floats
i'm going to start spouting bs with my limited C++ knowledge and say that he could possibly overload the SetAngle()...
for me, angles work fine in software mode but not HWA
which is probably related to clickteam switching angles to use floats in HWA
i like how there's color presets for the various syntax elements, that saves a lot of really tedious and annoying setup work
and the fact that it plays well with tree control now makes me happy :>
i'm pretty sure either parallaxer or perspective have expressions to position objects correctly
it's basically just a character or a set of characters that are used to indicate where a string should be separated
commas are a common example, but if you wanted to split a sentence into words,...
yeah i've noticed that this beta seems to have framerate problems compared to the previous one
i've never had speed issues with HWA before but now they're showing up at random
EDIT: vsync may...
depending on what you're using it for, a chunk of binary data is can be harder for a person to understand, since instead of something like "x = 23" in an ini file, it could be some nondescript 4-byte...
basically just add the event shown in line 82. you'll probably want to perform the actions on the second object before the first (as shown), so mmf doesn't apply those actions to the first object...
changed a couple of events (removed two 'on loop' conditions that prevented the collision checks from triggering), and changed that "always" event from my example into an 'on loop' (don't know why i...
you could try
Upon pressing "Backspace"
--> Text Blitter - Set text: left$(text$("Text Blitter"), len(text$("Text Blitter")) - 1)
i don't think so, since infinite loops freeze your app so you really can't run anything outside of that loop that would check
what you could do as prevention is:
1. add a condition to an On Loop...
not entirely; direct evidence like exe version/author/etc information can be changed, but indirect evidence like the exe and extensions/filters being dumped into the temp folder still exists
i used "collide" because it's triggered, so it makes mmf go through the whole id-assignment and testing thing for each pair of colliding objects; "overlap" would probably clump up all colliding...
this sounds fun:
--> Enemy Group - Set AV Z: -1
"Enemy Group" collides with "Enemy Group"
--> Spread Value in AV Z of "Enemy Group": 0
"Enemy Group" collides with "Enemy Group"
you'll have to increase the frame window size, such as by resizing it directly to your frame size (via the window control object)
of course you lose scrolling ability, and the border that would...
more often than not, missing features/functionality (sometimes obvious) in either mmf itself or extensions that involve nasty workarounds cause huge problems for me
"nasty" can range from...
i'd make sure you have DX9.0c installed although it's likely you do
geforce 6000 series and up, and radeon x1000 series and up, iirc
geforce 5000 series and radeon x100 series support only a subset of 3.0 features, and anything lower is pretty much guaranteed to...
quite surprising those images even helped, because those are some of the worst-looking jpgs i've seen
i actually threw together a solarize shader a few months ago, but about the only thing you could change was the "inversion" point (since all solarize does is invert colors that exceed a certain...
but then again i could be totally wrong (iterations could slow it down a lot)
still, at least decent graphics cards should be able to do it relatively quickly
it'd be cool if the shaders used for the preview image had their parameters randomized or something, since a lot of shaders' default values make it look like they don't have any effect
works for me now
close to if not realtime i'd imagine
... shaders can take images
EDIT: i'm also not able to bring up the shader list within the editor by clicking the Edit button under the effects
i think you can see why i'm always bugging the lua extension developers to add more and more interface functions, since each missing interface function you have to instead implement in the event list...
if you're using lua+ or xlua you should be using the interface functions for this, so you won't have to call any functions within the event list (apart from an always event or whatever to call the...
i don't think many objects would be any or even a little faster if you're calling 2500 actions per frame; you'd almost be better off by offloading the entire array system (loading and setting...
this is for xp so the process for vista might be a little different:
My Computer -> Tools -> Folder Options -> File Types -> (Select .MFA) [look for it; the list isn't alphabetized well so just...
yeah the order does make a difference
MMF looks at each instance of the object on the left, but doesn't do the same for the object on the right
when you have a "many-to-one" case like this, you...
maybe something like:
"Missile_target" is overlapping "Mouse_circle"
+ ID of "Missile" = ID("Missile_target")
--> Missile_target - Destroy
--> Missile - Destroy
the hwa version can still be used as normal mmf2 to an extent; just make sure your apps are set to Standard and you have D3D disabled for the frame editor
though it's basically only build 247
even though mechabowser mentioned this, setting either cell size to 0 during edittime makes mmf blow up
enable "run while resizing" in the application properties
plug (yes i made it)
only includes "default" objects ie those in the event editor with a blank app
a couple may be wrong or inaccurate, and i think i'm missing a couple, but there you go
mp3's are already compressed, so the only real way of making them smaller is by doing things like dropping the bitrate
problem is that CUDA only works for nvidia cards (and 8000 series and up at that)
it'd be better to make one that can use both CUDA and CTM so both nvidia and ati cards are supported (and would...
GetRed(<color>), GetGreen(<color>), and GetBlue(<color>)
<color> being the returned color expression which i don't know off the top of my head
this would be awesome so i wouldn't have to stare at a bright screen at like 10PM
obviously not high-priority or anything, but
use the Test Position of Object condition, and the Wrap action (if you're using a built-in movement; i think this action also works with custom static movements but you'll have to temporarily change...
it just skips drawing frames to the display if it can't do it fast enough (too many events, on-screen action, whatever)... basically frameskipping
if your game is lagging, it can help the events...
something like this would probably have to be built into MMF itself, since like the current viewport, you wouldn't be able to view outside the frame unless the frame window was large enough (and like...
just always have the bat's X/Y position (whichever you're using) always equal the ball's
in fact it's a little harder to make the AI not perfect yet not totally suck, either
I don't think this is a good idea. It would mean (please correct me if I'm wrong) that anyone using the extension would also have to release their game/app under GPL.
1. overlay can only draw to its own surface, so you have to cover at least the entire screen to be able to draw the beam wherever (actually, you only need to cover what the beam needs to draw to, but...
or how do do even basic math, or comparisons
pretty much the reason why i quit using antivirus products altogether
"Inventory" + str$(value("Counter"))
-1, if it uses the same scaling coefficients that AO's use
i wouldn't use animation state as determining whether or not the blocks are solid; use a flag instead:
"Hero" collides with "Switch"
--> Outline - Set internal flag ON: 0 [or 'toggle flag' if you...
i think it prevents mmf from "freezing" (so basically events will still run) if you're loading a huge array, since NVO will be running on its own
i believe it does support flipping (using negative scales), but i get various invalid numbers like NaNs (for negative scales) and extremely small decimals which aren't even close to whatever i...
probably just due to WINE having incomplete DX support or something
actually i think it had more to do with MMF not being able to get the background pixel color atm; even though HWA deals with floats for colors, they could still have "emulated" bitwise operations...
i think they have an option to be displayed as text instead of a graphic, which would obviously make it straightforward to change both
they work fine, usually, but have a tendency to crash for really no reason; lua+ in particular has its crashing affected just by the mere presence or absence of objects, whether or not they're...
one of the numbers must be a float, so if you're dividing two integers, you'll have to convert them like:
([number1] * 1.0)/[number2]
i get this so i'm assuming it's supposed to look like this? (iirc the parameters were set as .04, 30, and 32 for this one)
DX9/card driver issues for you, maybe?
No, it does not. It sets your window size down 2 pixels. Your game resolution stays the same. [/quote]
i think he means it slightly reduces the size of the client area below what you set it in the...
actually that kinda happens by default in custom movements if you don't correct for it
you'll need to use a rectangular collision mask object smaller than your main sprite, though, and have it...
Mine does (geforce 9800 GTX2+) yet 3.0 doesn't work for me either. [/quote]
oddly i have a 9800 gtx+ yet ps3.0 shaders (well "real blur" since that's the only one i can think of that uses...
though iirc you lose scrolling ability, at least through the normal actions
probably just from some other software you have installed
i have little tooltip things that pop up for a few seconds if i hit the "toggle" buttons like caps lock etc; they came with, of all...
AV's can go from around the +/- 2,000,000,000 range as integers; too much higher or lower and they are converted to floats and can represent larger numbers (but you lose precision)
i don't know...
yeah, shaders could do that, but you'd probably have to apply a rotation shader to each layer unless CT adds a "frame" shader option that affects all layers at once
MMF just doesn't like a ton of triggered conditions being called per second, which is why i obsess over lua+ getting as many interface functions as possible (which are, for what i've seen, realtime...
have you tried the collision mask expression?
problem is that it only works for layer 1 iirc
i've seen the most difference by disabling interpolation and mip-mapping
granted by doing that, your mode7 will look like super mario kart, but i found the mip-mapping to be quite ugly anyway
basically, a qualifier is treated as a virtual "object", and all objects with that qualifier are considered instances of that "object", even if they're completely different objects (as yuo've...