#bitfighter IRC Log

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IRC Log for 2012-11-08

Timestamps are in GMT/BST.

00:09:10Watusimoto_I am highly frustrated and am calling it a night
00:09:19raptorokey doke
00:09:27Watusimoto_I have spent all night on one stupid Lua problem
00:09:28raptorfresh mind in the morning
00:09:34Watusimoto_http://stackoverflow.com/questions/13280474/accessing-lua-variable-in-function-environment-from-c
00:09:36raptorspelling error somewhere?
00:09:42Watusimoto_probably something stupid
00:09:54Watusimoto_it's not even related to anyting that specific to our code
00:10:10Watusimoto_I just can't see a variable that I *KNOW* exists
00:10:15Watusimoto_it;s really annoying
00:14:38raptormaybe...
00:14:47raptorthe variable is on another 'L' ?
00:14:59Watusimoto_I can see it from the script
00:15:00raptori know i know... stupid question..
00:16:30raptorwhat if instead of bool, you used S32
00:16:43raptorS32 isPlugin2 = !lua_isnil(L, -1);
00:17:18raptorand remove the ! (just to see the actual value)
00:17:25amgine1234567890 has joined
00:17:34amgine1234567890hey raptor anything new?
00:17:42raptorhi
00:17:45amgine1234567890any new compiled version up for testing yet?
00:18:03raptornot yet, sorry
00:18:44raptorwell, i have to go home now; Watusimoto_ maybe SO will have your problem solved in the morning
00:18:56Watusimoto_with luck
00:19:00amgine1234567890ok call me if you need me when a new version is up for testing
00:19:13Watusimoto_I looked at the stack and value really is nil
00:19:38Watusimoto_go go stackoverflow\
00:19:43raptorhaha
00:19:48raptorok, good night
00:20:03raptor Quit ()
00:27:46amgine1234567890speaking of which about the score overflow was that fixed
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02:53:14Fordcarshello
02:53:54FordcarsI realised something about Bitfighter and Zap, Bitfighter has amazing graphics compared to ZAP!
03:05:32raptor has joined
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03:06:06raptorYes, we have polished bitfighter a bit over the last few years... :)
03:09:05Fordcars:)
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04:58:49amgine1234567890hey
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07:39:13BFLogBot 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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16:25:31watusimotono (useful) answer on stack overflow yet
16:25:39raptor:(
16:25:40watusimotoand good morning
16:25:47raptorgood monring!
16:28:59raptorheh, someone got on your case for LuaW
16:43:53watusimotoindeed they did
16:43:57watusimotoI set him straight
17:25:19raptormaybe you have to put the variable on the global stack to access it?
17:27:56raptorfound this: http://stackoverflow.com/questions/6297245/how-to-directly-map-a-lua-variable-to-a-c-variable
17:28:01raptorbut you probably have, too..
17:29:27raptorok, off to homework...
17:29:31raptor Quit ()
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19:25:08Watusimotolast major lua hurdle vanquished!!!!!!!
19:25:09BFLogBot Commit: a8eb44ca4f97 | Author: watusimoto | Message: Upgrade LuaW to newer version, where upgrades do not conflict with my modifications.
19:25:11BFLogBot 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...
19:25:13BFLogBot Commit: fa2aa5897cc8 | Author: watusimoto | Message: Set context before running scripts... this is probably not quite right, but close enough to test the concept
19:25:14BFLogBot 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.
19:25:16BFLogBot Commit: 44e7e6e236cd | Author: watusimoto | Message: Add clarifying comment, because this always confuses me.
19:25:17BFLogBot Commit: 0c5603bb7af8 | Author: watusimoto | Message: Rewrite it so we don't need that explantory comment... this makes more sense structurally, I think
19:25:19BFLogBot Commit: 692c76017fe3 | Author: watusimoto | Message: Fixed the logic. Now seems to be working. More testing after dinner!
19:25:24FlynnnCongradulations!
19:25:31Watusimotodinner!
19:25:34Flynnnlol
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23:48:45Watusimotook,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
23:48:57raptorhow did you get past taht issue?
23:50:39WatusimotoLua 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.)
23:51:21Watusimotothat's the info I was trying to get from Lua in my stackoverflow posting
23:52:06raptorok
23:52:08Watusimotoso rather than discern the script type from the variables that the script has set, we can discern it from that global
23:52:25raptorso make use of the registry, then
23:52:40Watusimotoso basically I didn;t solve the SO problem, but rather found a different way to solve the larger issue
23:52:46raptorah ok
23:53:19Watusimotoit's probably a tad cleaner this way
23:54:44Watusimotothe registry setting is read/written with getScriptContext/setScriptContext
23:55:30raptori saw that
23:55:35raptorneat
23:55:36raptorok
23:57:25Watusimotowe 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
23:57:48Watusimotothe whole issue will be moot when we make walls work more like normal objects
23:58:03raptorok
23:58:32Watusimotoor would be moot now if I were a little less anal about making broken scripts behave consistently when users press ctrl-R
23:58:44raptorheh
23:58:49Watusimotowhich is really a rather minor use case
23:58:54Watusimotobut it's done, anyway
23:58:58raptoryay
23:59:00Watusimotoor at least mostly done

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