Timestamps are in GMT/BST.
| 00:09:10 | Watusimoto_ | I am highly frustrated and am calling it a night |
| 00:09:19 | raptor | okey doke |
| 00:09:27 | Watusimoto_ | I have spent all night on one stupid Lua problem |
| 00:09:28 | raptor | fresh mind in the morning |
| 00:09:34 | Watusimoto_ | http://stackoverflow.com/questions/13280474/accessing-lua-variable-in-function-environment-from-c |
| 00:09:36 | raptor | spelling error somewhere? |
| 00:09:42 | Watusimoto_ | probably something stupid |
| 00:09:54 | Watusimoto_ | it's not even related to anyting that specific to our code |
| 00:10:10 | Watusimoto_ | I just can't see a variable that I *KNOW* exists |
| 00:10:15 | Watusimoto_ | it;s really annoying |
| 00:14:38 | raptor | maybe... |
| 00:14:47 | raptor | the variable is on another 'L' ? |
| 00:14:59 | Watusimoto_ | I can see it from the script |
| 00:15:00 | raptor | i know i know... stupid question.. |
| 00:16:30 | raptor | what if instead of bool, you used S32 |
| 00:16:43 | raptor | S32 isPlugin2 = !lua_isnil(L, -1); |
| 00:17:18 | raptor | and remove the ! (just to see the actual value) |
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| 00:17:34 | amgine1234567890 | hey raptor anything new? |
| 00:17:42 | raptor | hi |
| 00:17:45 | amgine1234567890 | any new compiled version up for testing yet? |
| 00:18:03 | raptor | not yet, sorry |
| 00:18:44 | raptor | well, i have to go home now; Watusimoto_ maybe SO will have your problem solved in the morning |
| 00:18:56 | Watusimoto_ | with luck |
| 00:19:00 | amgine1234567890 | ok call me if you need me when a new version is up for testing |
| 00:19:13 | Watusimoto_ | I looked at the stack and value really is nil |
| 00:19:38 | Watusimoto_ | go go stackoverflow\ |
| 00:19:43 | raptor | haha |
| 00:19:48 | raptor | ok, good night |
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| 00:27:46 | amgine1234567890 | speaking of which about the score overflow was that fixed |
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| 02:53:14 | Fordcars | hello |
| 02:53:54 | Fordcars | I realised something about Bitfighter and Zap, Bitfighter has amazing graphics compared to ZAP! |
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| 03:06:06 | raptor | Yes, we have polished bitfighter a bit over the last few years... :) |
| 03:09:05 | Fordcars | :) |
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| 04:58:49 | amgine1234567890 | hey |
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| 07:39:13 | | BFLogBot Commit: 138fe6ce70e3 | Author: watusimoto | Message: Try to get plugins working, several other minor enhancements along the way. This still doesn't quite work, but I want to get it in. |
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| 16:25:31 | watusimoto | no (useful) answer on stack overflow yet |
| 16:25:39 | raptor | :( |
| 16:25:40 | watusimoto | and good morning |
| 16:25:47 | raptor | good monring! |
| 16:28:59 | raptor | heh, someone got on your case for LuaW |
| 16:43:53 | watusimoto | indeed they did |
| 16:43:57 | watusimoto | I set him straight |
| 17:25:19 | raptor | maybe you have to put the variable on the global stack to access it? |
| 17:27:56 | raptor | found this: http://stackoverflow.com/questions/6297245/how-to-directly-map-a-lua-variable-to-a-c-variable |
| 17:28:01 | raptor | but you probably have, too.. |
| 17:29:27 | raptor | ok, off to homework... |
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| 19:25:08 | Watusimoto | last major lua hurdle vanquished!!!!!!! |
| 19:25:09 | | BFLogBot Commit: a8eb44ca4f97 | Author: watusimoto | Message: Upgrade LuaW to newer version, where upgrades do not conflict with my modifications. |
| 19:25:11 | | BFLogBot Commit: cee878a57189 | Author: watusimoto | Message: Add support for storing a script "context" in the registry... now we can easily tell if a script is running as a plugin, in the editor, in game, from the console, whatever... |
| 19:25:13 | | BFLogBot Commit: fa2aa5897cc8 | Author: watusimoto | Message: Set context before running scripts... this is probably not quite right, but close enough to test the concept |
| 19:25:14 | | BFLogBot Commit: 5a3089f68914 | Author: watusimoto | Message: Test the context and react accordingly when adding walls to the game. There are still problems, but the context seems to arrive properly. |
| 19:25:16 | | BFLogBot Commit: 44e7e6e236cd | Author: watusimoto | Message: Add clarifying comment, because this always confuses me. |
| 19:25:17 | | BFLogBot Commit: 0c5603bb7af8 | Author: watusimoto | Message: Rewrite it so we don't need that explantory comment... this makes more sense structurally, I think |
| 19:25:19 | | BFLogBot Commit: 692c76017fe3 | Author: watusimoto | Message: Fixed the logic. Now seems to be working. More testing after dinner! |
| 19:25:24 | Flynnn | Congradulations! |
| 19:25:31 | Watusimoto | dinner! |
| 19:25:34 | Flynnn | lol |
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| 23:48:45 | Watusimoto | ok,just a little more cleanup... I solved the last lua roadblock, and I *think* we're now where we want to be with Lua stuff for 018 |
| 23:48:57 | raptor | how did you get past taht issue? |
| 23:50:39 | Watusimoto | Lua has this thing called the registry, a special place C++ can write global vars that Lua scripts can't access. when we run a script, I write a value to the registry specifying what sort of script we're running (plugin, levelgen, etc.) |
| 23:51:21 | Watusimoto | that's the info I was trying to get from Lua in my stackoverflow posting |
| 23:52:06 | raptor | ok |
| 23:52:08 | Watusimoto | so rather than discern the script type from the variables that the script has set, we can discern it from that global |
| 23:52:25 | raptor | so make use of the registry, then |
| 23:52:40 | Watusimoto | so basically I didn;t solve the SO problem, but rather found a different way to solve the larger issue |
| 23:52:46 | raptor | ah ok |
| 23:53:19 | Watusimoto | it's probably a tad cleaner this way |
| 23:54:44 | Watusimoto | the registry setting is read/written with getScriptContext/setScriptContext |
| 23:55:30 | raptor | i saw that |
| 23:55:35 | raptor | neat |
| 23:55:36 | raptor | ok |
| 23:57:25 | Watusimoto | we don't usually need to know the context -- the only reason we need this at all is to tell what to do when a script tries to modify a wall already in the game, and we're in the editor... plugins can modify existing objects, but we want to simulate in-game behavior when running scripts with ctrl-R, and that means disallowing editing of existing walls |
| 23:57:48 | Watusimoto | the whole issue will be moot when we make walls work more like normal objects |
| 23:58:03 | raptor | ok |
| 23:58:32 | Watusimoto | or would be moot now if I were a little less anal about making broken scripts behave consistently when users press ctrl-R |
| 23:58:44 | raptor | heh |
| 23:58:49 | Watusimoto | which is really a rather minor use case |
| 23:58:54 | Watusimoto | but it's done, anyway |
| 23:58:58 | raptor | yay |
| 23:59:00 | Watusimoto | or at least mostly done |