[QUOTE=amcfaggot;34102379]There is a release mode for this purpose. If I remember correctly, it takes away things like this; makes your folder its own AppData directory, and not a subdirectory in LOVE.
[editline]7th January 2012[/editline]
In 0.8.0, I guess you don't have to worry about that.[/QUOTE]
Okay, the wiki never said anything about this. Thanks amc/murkrow :3
[QUOTE=Murkrow;34102349]LOVE 0.8.0 will put your folder directly in Appdata.[/QUOTE]
[QUOTE=amcfaggot;34102379]There is a release mode for this purpose. If I remember correctly, it takes away things like this; makes your folder its own AppData directory, and not a subdirectory in LOVE.[/QUOTE]
LÖVE 0.8's release mode will put your folder in appdata.
[QUOTE=esalaka;34100169]how did you lau in TF2[/QUOTE]
Very carefully.
To be exact: I'm injecting a DLL using stealthy methods, then using VMT hooks added callbacks everywhere. Then I built the Lua state on that.
My latest progress:
[lua]hook.add( "PaintTraverse", "test", function()
surface.SetDrawColor( 255, 128, 0 )
surface.DrawFilledRect( 25, 25, 50, 50 )
end )[/lua]
[img]http://cloud.steampowered.com/ugc/648750222871911995/E195FC42F1138226D744B9371148BF4A8F714E80/[/img]
It's not much, but I can finally draw something! :v:
The same DLL also works on other Source games:
[thumb]http://cloud.steampowered.com/ugc/648750222871813354/23A62E175D8DB4E0057496826A93561A871C2C8E/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/648750222871830739/3E27FD43F60F2DC40621C9541AF44F679CD67D6F/[/thumb]
Got some work experience at a Scare Maze design company. So, for the next few weeks I'll be working with Arduino to make props and such work when triggered by Lasers, Pressure Plates and whatever else they throw at me. I don't get why they don't just use a DMX Controller, but I suppose they are the experts... I'll check with them if I'm allowed to post any content.
Derp, setting release to true and yet the AppData folder is still in LOVE.
[QUOTE=ZenX2;34102963]Derp, setting release to true and yet the AppData folder is still in LOVE.[/QUOTE]
Like [i]I[/i] said, I'm pretty sure it only puts the folder in AppData on 0.8 and later.
[url]http://love2d.org/builds/[/url]
[QUOTE=thelinx;34103006]Like [i]I[/i] said, I'm pretty sure it only puts the folder in AppData on 0.8 and later.
[url]http://love2d.org/builds/[/url][/QUOTE]
I'm using 0.8 :v:
Then that's odd.
I'll grab the latest build. What's the difference between minor and default?
[QUOTE=ZenX2;34103108]I'll grab the latest build. What's the difference between minor and default?[/QUOTE]
one can't drink legally
Upon further inspection of the wiki,
[quote]When a fused game in release mode is run it will not save in the love save dir, but rather one for itself[/quote]
So, to make it use its own appdata directory, you need to make a .love file of your game, then merge it with the LÖVE executable. Just tried it myself, and that worked.
[QUOTE=ZenX2;34103108]I'll grab the latest build. What's the difference between minor and default?[/QUOTE]
minor is the old in-development branch. Get default.
[QUOTE=thelinx;34103186]Upon further inspection of the wiki,
So, to make it use its own appdata directory, you need to make a .love file of your game, then merge it with the LÖVE executable. Just tried it myself, and that worked.
minor is the old in-development branch. Get default.[/QUOTE]
Dang. That's pretty lame.
[QUOTE=LarsHelo;34094795]Is that the standard Terminal?[/QUOTE]
iTerm2
[editline]8th January 2012[/editline]
Implicits!
[img]http://i.imgur.com/NV1Ik.png[/img]
[img]http://i.imgur.com/JHAW0.png[/img]
(I have no idea what's going on in the polar one)
Mathematical!
It turned out easier than I was expecting too:
[img]http://i.imgur.com/vmlZ5.png[/img]
[img]http://i.imgur.com/uCw9h.png[/img]
[editline]8th January 2012[/editline]
automerge!
[vid]http://j.mp/wTrPgn[/vid]
Why don't any games I play allow for realtime resizing? It was remarkably easy for me to implement.
Whenever I see a "You need to restart the game for your changes to take effect" it makes me want to punch someone.
Most games have more than tiles.
[QUOTE=Naelstrom;34103781]-snip-
Why don't any games I play allow for realtime resizing? It was remarkably easy for me to implement.
Whenever I see a "You need to restart the game for your changes to take effect" it makes me want to punch someone.[/QUOTE]
Uuuuuhhhhh yeah couldn't agree with you more. I just can't stand those guys
[QUOTE=chimitos;34103831]Most games have more than tiles.[/QUOTE]
Too me that doesn't matter much, the only thing I changed was glviewport and passed the screen width to the text so it could wrap itself.
I guess I can't bash on other games until I get more than some tiles rendered.
[QUOTE=Naelstrom;34103781][vid]http://j.mp/wTrPgn[/vid]
Why don't any games I play allow for realtime resizing? It was remarkably easy for me to implement.
Whenever I see a "You need to restart the game for your changes to take effect" it makes me want to punch someone.[/QUOTE]
Generally you have to re-make your swap buffers and a lot of things are loaded based on your video settings on first run, and aren't really easy to re-load.
[QUOTE=Lord Ned;34104251]Generally you have to re-make your swap buffers and a lot of things are loaded based on your video settings on first run, and aren't really easy to re-load.[/QUOTE]
Is this a DirectX or Windows limitation? With OpenGL on Linux I had to do no such things; it would work just fine with a single call to glviewport() which I don't find very expensive to call.
[QUOTE=Lord Ned;34104251]Generally you have to re-make your swap buffers and a lot of things are loaded based on your video settings on first run, and aren't really easy to re-load.[/QUOTE]
I've been having real time re-sizing in my 3d opengl project.
[QUOTE=polkm;34104754]I've been having real time re-sizing in my 3d opengl project.[/QUOTE]
It's definitely possible. Mine does it when you let go of the resize handle (if you're in windowed mode). It just requires fore-thought and thinking about what systems depend on your screen resolution and providing a method to reload those (and subsequent systems) then you'll be all good.
[quote].jqlnluwv be wrk wl hndp wxe ,wrk vl qrul hkw oolw hnluwv rw wldz wrq rG[/quote]
I can't tell if this is a jumble of letters or an encryption.
[QUOTE=Lord Ned;34104784]It's definitely possible. Mine does it when you let go of the resize handle (if you're in windowed mode). It just requires fore-thought and thinking about what systems depend on your screen resolution and providing a method to reload those (and subsequent systems) then you'll be all good.[/QUOTE]
mine looks something like this:
[code]
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
viewPort[0] = x;
viewPort[1] = y;
viewPort[2] = width;
viewPort[3] = height;
projectionMatrix = glm::perspective(FOV, (float)viewPort[2] / (float)viewPort[3], nearClip, farClip);
[/code]
I'm I making it simpler then I should be?
Opengl resizes it for you. It's a minor advantage to having no real control over it. But it's so easy in DXGI there's basically no excuse. Don't know about D3D9.
[QUOTE=Naelstrom;34104678]Is this a DirectX or Windows limitation? With OpenGL on Linux I had to do no such things; it would work just fine with a single call to glviewport() which I don't find very expensive to call.[/QUOTE]
I've only done it in DirectX but it's mostly a limitation of how you program/code. DirectX has no problem resizing buffers in runtime (takes a few seconds but it works). It's all the dependent systems.
[QUOTE=polkm;34104831]I'm I making it simpler then I should be?[/QUOTE]
That's all I do, less even. I'm not sure what Ned's talking about.
[editline]asdf[/editline]
[QUOTE=Philly c;34104891]Opengl resizes it for you. It's a minor advantage to having no real control over it. But it's so easy in DXGI there's basically no excuse. Don't know about D3D9.[/QUOTE]
Ahh, that makes sense. Thanks.
[QUOTE=Lord Ned;34104892]I've only done it in DirectX but it's mostly a limitation of how you program/code. DirectX has no problem resizing buffers in runtime (takes a few seconds but it works). It's all the dependent systems.[/QUOTE]
In my experience it's pretty much instant. I guess when it comes to changing AA you would have to recreate the swapchain too. With opengl you have to recreate the context, and at that point it's probably easier to just restart the game.
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