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  1. Replies
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    Re: Texture size in shaders inconsistent

    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...
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    Re: XLua Examples Are Screwed Up?

    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
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    Re: Object-based MMF Interface

    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
  4. Replies
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    Re: Status and Etc Text

    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...
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    Re: Texture extensions

    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...
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    Re: Is LUA good for user scripting in games?

    doesn't seem to work either
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    Re: Texture extensions

    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)...
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    Re: Is LUA good for user scripting in games?

    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...
  9. Re: How to create a semitransparent background effect?

    mix() i think
  10. Thread: Setting Up MMFI

    by xyzzy
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    Re: Setting Up MMFI

    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...
  11. Thread: LuaGL Bug Topic

    by xyzzy
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    Re: LuaGL Bug Topic

    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
  12. Thread: LuaGL Bug Topic

    by xyzzy
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    Re: LuaGL Bug Topic

    http://file.walagata.com/w/supermetalmario/XLua_-_Textured_quad_rtt.mfa

    this works for me
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    Re: Shoulder buttons on gamepads

    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...
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    Re: Text boxes via script

    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...
  15. Re: Search inside edit box for text, trigger event.

    yes
  16. Re: Search inside edit box for text, trigger event.

    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
    --> [trigger...
  17. Thread: LuaGL Bug Topic

    by xyzzy
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    Re: LuaGL Bug Topic

    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...
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    Re: Cannot get percentage?

    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
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    Re: Cannot get percentage?

    floor(NUMBER * 100) / 100.0
  20. Re: Is it possible to truly create/delete objects...

    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...
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    Re: OpenGL - 3D Sprites extension

    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
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    Re: Layer Rather Than Add?

    try dividing:

    return
    (tex2D(Image01,float2(In1.x,In1.y)) * Mix01 +
    tex2D(Image02,float2(In2.x,In2.y)) * Mix02 +
    ...
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    Re: String Comparisons In Lua Code?

    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?
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    Re: String Comparisons In Lua Code?

    you should be using '==' in your if test
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    Re: String Comparison

    i'm not sure why a direct comparison of equal strings wouldn't be working unless they're getting junk characters added in somewhere
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    Re: Avira false detection

    it's probably something in the code that makes the heuristics engine suspicious
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    Re: Emulating dev features in standard

    probably

    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...
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    Re: [Request] Replay object

    probably

    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...
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    Re: [Request] Replay object

    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)

    similarly there...
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    Re: [Request] Replay object

    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...
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    Re: [Request] Replay object

    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
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    Re: New static array module

    unfff vbos here i come
  33. Replies
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    Re: XLua extention beta

    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...
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    Re: XLua extention beta

    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
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    Re: End of Frame Problems

    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...
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    Re: Danger of opening in Normal then HWA

    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...
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    Re: FusionUpdater for Japanese version of MMF2

    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...
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    Re: MMF interface, faster?

    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...
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    Re: MMF interface, faster?

    what is the id system based on? spread value?
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    Re: OpenGL collection

    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

    in any...
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    Re: MMF interface, faster?

    also i was bored so i threw this together which shows the kind of differences that show up for many objects

    http://file.walagata.com/w/supermetalmario/mmfisp.zip
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    Re: MMF interface, faster?

    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...
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    Re: OpenGL collection

    ;) 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,...
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    Re: Danger of opening in Normal then HWA

    or at least show a warning dialog when opening hwa-modified mfa's in standard mmf
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    Re: Rotating the level?

    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)...
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    Re: Rotating the level?

    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
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    Re: OpenGL collection

    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)...
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    Re: OpenGL collection

    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...
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    Re: LUA scripting for Server

    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
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    Re: Selective Color Replace?

    you might be able to get away with shaders/rgb coefficients in hwa since those are instance-based
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    Re: Selective Color Replace?

    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...
  52. Thread: angle calculator

    by xyzzy
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    Re: angle calculator

    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...
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    Re: OpenGL collection

    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?
  54. Thread: OpenGL md2

    by xyzzy
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    Re: OpenGL md2

    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
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    Re: Impossible in MMF?

    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...
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    Re: OpenGL Texture object ( public beta )

    for the texture bank object it would be great if you could get the width/height of loaded textures
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    Re: Selection Has Been changed

    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)

    EDIT:...
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    Re: OpenGL Texture object ( public beta )

    gl.Clear(bit.bor(gl.COLOR_BUFFER_BIT, gl.COLOR_BUFFER_BIT)) probably
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    Re: Object-based MMF Interface

    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...
  60. Thread: [TEST] LuaFMOD

    by xyzzy
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    Re: [TEST] LuaFMOD

    either that or require it as if it were a normal lua module
  61. Replies
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    Re: Object-based MMF Interface

    sounds good to me
  62. Thread: LUA IDE

    by xyzzy
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    Re: LUA IDE

    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...
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    Re: OpenGL Base object ( public beta )

    yeah that worked

    i figured it'd be something simple but i never really used the accumulation buffer before lol
  64. Replies
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    Re: OpenGL Base object ( public beta )

    no, i still get the artifacts
  65. Replies
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    Re: OpenGL Base object ( public beta )

    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...
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    Re: OpenGL Base object ( public beta )

    yeah i threw in a few different values like 8, 16, 24, 32, and 64 but none of them help
  67. Replies
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    Re: OpenGL Base object ( public beta )

    i'm getting this with the motion blur example

    http://file.walagata.com/w/supermetalmario/motionblurr.PNG

    the other example works fine though so it looks like it has to do with the accumulation...
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    Re: Feature I'd like to see in MMF

    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...
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    Re: Scintilla (2) Beta

    not that it's a huge deal but the 'set property' action pop-up shows like 'set property "comment.whatever" to "comment.whatever"'
  70. Replies
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    Re: Help? OpenGL HUD?

    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...
  71. Thread: OpenGl Crashes

    by xyzzy
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    9,163

    Re: OpenGl is too hard to use

    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...
  72. Re: What is the size of 1024 x 768 with frame window?

    including the menu and border and all that?

    depends on the theme
  73. Thread: OpenGl Crashes

    by xyzzy
    Replies
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    Re: OpenGl Crashes

    the crash is coming from one of your binary array objects
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    Re: Changing the hot spot

    you can, but you have to use the load frame action which means you have to use external images
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    Re: MMF3 legacy support - yes or no?

    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...
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    Re: MMF3 legacy support - yes or no?

    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...
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    Re: [Request] RAM Disk Object?

    this is an awesome idea actually
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    Re: How to interact with MMF objects from LUA?

    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...
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    Re: How to interact with MMF objects from LUA?

    well if you want to get technical it'd throw an error since there's a couple of syntax errors in that statement
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    Re: Always: Set transparency to Random(10)

    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
  81. Thread: LUA Links Thread

    by xyzzy
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    Re: LUA Links Thread

    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'...
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    Re: Help with garbage collection?

    lua uses sparse tables, so even if you do something like:

    table[1] = 1
    table[1000000] = 2

    it's only going to use space for those two "cells" (although the second will use more than the first...
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    Re: Upon pressing a Key

    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...
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    Re: Help with garbage collection?

    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...
  85. Thread: What is Lua?

    by xyzzy
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    Re: What is Lua?

    table.insert()/table.remove()
  86. Replies
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    Re: XLua extention beta

    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
  87. Replies
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    Re: XLua extention beta

    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...
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    Re: XLua extention beta

    http://file.walagata.com/w/supermetalmario/errorsyay.PNG

    <3
  89. Replies
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    Re: Active Objects - Flag limits

    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...
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    Re: Multiple core processors

    single-core only
  91. Replies
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    Re: Active Objects - Flag limits

    32 but it's basically accessed like modulo

    so if you're using flag "36" it'll actually junk up flag 4
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    Re: MMF2 Build 249 - Beta #5

    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...
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    Re: XLua extention beta

    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...
  94. Thread: OpenGL Update

    by xyzzy
    Replies
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    Re: OpenGL Update

    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
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    Re: Transparent Lens Effect Outside Window

    well windows already has a magnifier program

    but anyway i don't think the lens object can display anything outside the app window
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    Re: MMF2 Build #249 - Beta #4

    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...
  97. Thread: OpenGL Update

    by xyzzy
    Replies
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    9,524

    Re: OpenGL Update

    huh i guess i was using an older version of the extension somehow

    okay then!
  98. Thread: OpenGL Update

    by xyzzy
    Replies
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    Re: OpenGL Update

    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
  99. Replies
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    Re: XLua extention beta

    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...
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    Re: Export as .gif animation?

    would be a good feature since LZW's patent has been expired for years

    at least in some countries
  101. Replies
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    Re: Overlay+xlua flowing lava

    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
  102. Replies
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    Re: Best Key > Value Extension

    one of the lua extensions

    lua's tables are amazing

    EDIT: of course you'd have to write your own saving/loading scripts though
  103. Re: Effects on layers conflict with effects on objects

    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...
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    Re: MMF2's Collision is obviously BROKEN

    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...
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    Re: Zones and Scrolling Play area

    you can emulate zones fairly easily with something like

    xmouse >= xorigin + xoffset
    + xmouse <= xorigin + xoffset + width
    + ymouse >= yorigin + yoffset
    + ymouse <= yorigin + yoffset + height
    +...
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    Re: The 0.0000000000001 bug

    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)...
  107. Thread: tile sizes

    by xyzzy
    Replies
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    3,543

    Re: tile sizes

    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...
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    Re: Line overlaps and object?

    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...
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    Re: Line overlaps and object?

    a cheap way would be use a 1-pixel detector object and do something like:

    Always
    --> Detector - Set Distance (AV A): ceil(sqr((X("Point") - xmouse) pow 2 + (Y("Point") - ymouse) pow 2))
    -->...
  110. Replies
    9
    Views
    1,632

    Re: "Script System" Type of Thing

    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

    didn't...
  111. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    BC probably

    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...
  112. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    it supports both ways
  113. Replies
    2
    Views
    831

    Re: Center Hotspot for all frames

    Alt
  114. Replies
    7
    Views
    689

    Re: Counters value, into a string. "help"

    should be str$(value("Counter"))
  115. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    garbage collectors get hungry too :(
  116. Replies
    7
    Views
    1,515

    Re: Shooting accuracy

    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...
  117. Replies
    9
    Views
    1,384

    Re: [Request]Array with changable deminsions

    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)...
  118. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    you could try finding the distance between the two points and use a loop to do linear-interpolated pasting between them
  119. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    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...
  120. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    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...
  121. Replies
    4
    Views
    1,463

    [Request] 'Destructor' conditions

    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...
  122. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    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
  123. Replies
    10
    Views
    3,193

    Re: HWA and the Select Object Extension

    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
  124. Replies
    16
    Views
    2,793

    Re: Limitations? MMF2 glitches?

    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...
  125. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    i believe you're understating the importance of the mmfi functions you just added >:(
  126. Replies
    3
    Views
    787

    Re: Displaying the waveform of an audiosample

    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...
  127. Replies
    2
    Views
    959

    Re: [BUG] MMF2 & Global Values/Strings

    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
  128. Replies
    7
    Views
    1,513

    Re: Extension to read NTFS Document Properties?

    so basically an ADS reader extension?
  129. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    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......
  130. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    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()...
  131. Replies
    425
    Views
    270,503

    Re: XLua extention beta

    for me, angles work fine in software mode but not HWA

    which is probably related to clickteam switching angles to use floats in HWA
  132. Replies
    190
    Views
    64,101

    Re: Scintilla (2) Beta

    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 :>
  133. Replies
    6
    Views
    1,303

    Re: 2 ?s: Simulated 3d and Parenting Objects

    i'm pretty sure either parallaxer or perspective have expressions to position objects correctly
  134. Thread: Delimiters

    by xyzzy
    Replies
    14
    Views
    1,710

    Re: Delimiters

    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,...
  135. Re: Under what situations is HWA slower then Standard?

    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...
  136. Replies
    3
    Views
    534

    Re: Objects that deal with binary

    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...
  137. Replies
    4
    Views
    1,210

    Re: thrown enemies not detecting other enemies

    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...
  138. Replies
    4
    Views
    1,210

    Re: thrown enemies not detecting other enemies

    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...
  139. Replies
    7
    Views
    1,111

    Re: Insert a name into Text Blitter

    you could try
    Upon pressing "Backspace"
    --> Text Blitter - Set text: left$(text$("Text Blitter"), len(text$("Text Blitter")) - 1)
  140. Replies
    10
    Views
    2,307

    Re: Detecting Infinite Loops

    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...
  141. Replies
    9
    Views
    1,253

    Re: MMF2 or MMF2 developer

    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
    ...
  142. Replies
    8
    Views
    1,580

    Re: overlap of 2 objects with the same qualifier

    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...
  143. Replies
    8
    Views
    1,580

    Re: overlap of 2 objects with the same qualifier

    this sounds fun:

    Always
    --> 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"
    -->...
  144. Replies
    3
    Views
    828

    Re: Viewport non visible area?

    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...
  145. Replies
    18
    Views
    1,903

    Re: What kinds of roadblocks do YOU encounter?

    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...
  146. Replies
    25
    Views
    4,878

    Re: Julia set fractal

    i'd make sure you have DX9.0c installed although it's likely you do
  147. Replies
    25
    Views
    4,878

    Re: Julia set fractal

    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...
  148. Replies
    77
    Views
    25,858

    Re: Pixel Shaders Ideas/Requests - HWA

    quite surprising those images even helped, because those are some of the worst-looking jpgs i've seen
  149. Replies
    77
    Views
    25,858

    Re: Pixel Shaders Ideas/Requests - HWA

    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...
  150. Replies
    25
    Views
    4,878

    Re: Julia set fractal

    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
  151. Thread: MMF2 HWA Beta 3

    by xyzzy
    Replies
    379
    Views
    337,131

    Re: MMF2 HWA Beta 3

    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
  152. Thread: MMF2 HWA Beta 3

    by xyzzy
    Replies
    379
    Views
    337,131

    Re: MMF2 HWA Beta 3

    works for me now
  153. Replies
    25
    Views
    4,878

    Re: Julia set fractal

    close to if not realtime i'd imagine
  154. Thread: MMF2 HWA Beta 3

    by xyzzy
    Replies
    379
    Views
    337,131

    Re: MMF2 HWA Beta 3

    ... shaders can take images

    yes

    EDIT: i'm also not able to bring up the shader list within the editor by clicking the Edit button under the effects
  155. Re: Make a time machine run with lower time comple

    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...
  156. Re: Make a time machine run with lower time comple

    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...
  157. Re: Make a time machine run with lower time comple

    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...
  158. Replies
    4
    Views
    1,028

    Re: Vista file association problem

    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...
  159. Replies
    4
    Views
    945

    Re: how to slectively destroy a missile?

    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...
  160. Replies
    4
    Views
    945

    Re: how to slectively destroy a missile?

    maybe something like:

    "Missile_target" is overlapping "Mouse_circle"
    + ID of "Missile" = ID("Missile_target")
    --> Missile_target - Destroy
    --> Missile - Destroy
  161. Replies
    4
    Views
    1,533

    Re: Question about HWA.

    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
  162. Replies
    17
    Views
    3,584

    Re: Dynamic Grid Object

    even though mechabowser mentioned this, setting either cell size to 0 during edittime makes mmf blow up
  163. Thread: Scroll bar

    by xyzzy
    Replies
    4
    Views
    1,376

    Re: Scroll bar

    enable "run while resizing" in the application properties
  164. Thread: expressions

    by xyzzy
    Replies
    7
    Views
    2,189

    Re: expressions

    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
  165. Replies
    8
    Views
    1,578

    Re: Global objects cuts of KB and MB's?

    mp3's are already compressed, so the only real way of making them smaller is by doing things like dropping the bitrate
  166. Replies
    2
    Views
    895

    Re: Idea - CUDA Extension

    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...
  167. Replies
    2
    Views
    605

    Re: RGBs from Color Selector (seperate)

    GetRed(<color>), GetGreen(<color>), and GetBlue(<color>)

    <color> being the returned color expression which i don't know off the top of my head
  168. Thread: MMF2 Build #248

    by xyzzy
    Replies
    129
    Views
    107,799

    Re: MMF2 Build #248

    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
  169. Replies
    7
    Views
    1,697

    Re: Active Objects don't wrap???

    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...
  170. Replies
    4
    Views
    1,075

    Re: Machine Independent speed?

    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...
  171. Replies
    5
    Views
    1,262

    Re: Viewport object + HWA = ???

    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...
  172. Re: Sensing Objects/Colors outside of Application

    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
  173. Replies
    323
    Views
    206,573

    Re: OpenGL - Another beta.

    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.
    ...
  174. Replies
    9
    Views
    1,051

    Re: sniper rifle / beam collision

    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...
  175. Replies
    7
    Views
    1,123

    Re: 'normal' or nested boolean logic

    or how do do even basic math, or comparisons

    fun
  176. Replies
    2
    Views
    649

    Re: fastloop order of operation question

    top-to-bottom, yes
  177. Replies
    22
    Views
    4,934

    Re: All .exe's are Trojan horses?

    pretty much the reason why i quit using antivirus products altogether
  178. Thread: INI Formula Help

    by xyzzy
    Replies
    2
    Views
    720

    Re: INI Formula Help

    "Inventory" + str$(value("Counter"))
  179. Replies
    6
    Views
    1,310

    Re: Any news on either spritesheet extension?

    -1, if it uses the same scaling coefficients that AO's use
  180. Re: A problem with intangible blocks in my game...

    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...
  181. Replies
    1
    Views
    706

    Re: "Operate in own Thread"

    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
  182. Replies
    6
    Views
    1,310

    Re: Any news on either spritesheet extension?

    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...
  183. Replies
    2
    Views
    1,017

    Re: Effects under WINE?

    probably just due to WINE having incomplete DX support or something
  184. Thread: MMF2 HWA Beta 2c

    by xyzzy
    Replies
    368
    Views
    396,023

    Re: MMF2 HWA Beta 2c

    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...
  185. Replies
    3
    Views
    472

    Re: Question about counters

    i think they have an option to be displayed as text instead of a graphic, which would obviously make it straightforward to change both
  186. Re: [REQUEST] BASIC script extension /or other sim

    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...
  187. Replies
    3
    Views
    812

    Re: How to divide with dots

    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]
  188. Thread: Pixel Shaders

    by xyzzy
    Replies
    9
    Views
    2,153

    Re: Pixel Shaders

    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?
  189. Replies
    6
    Views
    1,520

    Re: Disable window resize?

    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...
  190. Replies
    1
    Views
    679

    Re: Object Collision expressions

    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...
  191. Replies
    35
    Views
    6,948

    Re: HWA fullscreen problem

    Mine does (geforce 9800 GTX2+) yet 3.0 doesn't work for me either. [/quote]
    gtx2+?

    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...
  192. Replies
    13
    Views
    2,734

    Re: Full screen rotation in HWA?

    though iirc you lose scrolling ability, at least through the normal actions
  193. Re: Little "Shift" and "Ctrl" signs popping up in-game

    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...
  194. Replies
    9
    Views
    1,856

    Re: Some quick questions on limits.

    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...
  195. Replies
    13
    Views
    2,734

    Re: Full screen rotation in HWA?

    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
  196. Replies
    8
    Views
    880

    Re: Overlays > Text Blitters?

    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...
  197. Replies
    323
    Views
    206,573

    Re: OpenGL - Another beta.

    http://en.wikipedia.org/wiki/Surface_normal
  198. Re: Constructing a level editor with collision map

    have you tried the collision mask expression?

    problem is that it only works for layer 1 iirc
  199. Replies
    4
    Views
    1,324

    Re: Fast Loop Object Question...

    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
  200. Re: Qualifiers aren't being consistant like Objects?

    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...
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