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Author Topic: Mxm Wip Releases  (Read 2918 times)

BenJeremy

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Mxm Wip Releases
« Reply #75 on: February 15, 2004, 09:28:00 AM »

QUOTE (Jezz_X @ Feb 15 2004, 12:54 PM)
Well i seem to be haveing a problem with the virtual keyboard and scripting if I use somthing like this

QUOTE

BeginDraw UseCurrent
  MessageBox "Sample"
EndDraw
Input
  If %_GP_A% == "1" GOTO Example
QUIT

:Example
StringInput test SINGLE "testing"
QUIT


the A button push will get passed onto the virtual keyboard and automatically click the Done button before I even get a chance to change it

Don't use input anymore.

That's the "old" way, and is no longer really useful (kept only for compatibility). By doing things that way, you left a gamepad "A" press in the input queue, which is what the virtual keyboard uses.

Of course, an IQClear would also solve the problem there, but it's much better to use the queue messages anyway.

Oh.... and don't forget, there's now a MsgBox command.
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BenJeremy

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Mxm Wip Releases
« Reply #76 on: February 15, 2004, 02:40:00 PM »

The new "WIP" Binaries have been updated.

Testers: Please take a look at everything.... some of the basic routines have changed. You will notice some things are a bit "cleaner" Let me know your thoughts.
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flattspott

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« Reply #77 on: May 04, 2004, 06:32:00 PM »

When I was living with some friends who had DSL, it was great.
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BenJeremy

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« Reply #78 on: May 06, 2004, 06:36:00 PM »

OK, WIP 1200 is now posted.

Should fix the HTTP 404 issue, might fix the close handles issue (recoded some of that). Floating points routines added. Scripts should run faster, too.... compare results from benchmark.xas between 1200 and earlier builds.


PnP White Paper is more "fleshed out" - please give me feedback on it.

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flattspott

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« Reply #79 on: May 06, 2004, 07:22:00 PM »

CODE
IF "%@MyDialog.Control?CtrlID=106.Item:{UIParam1}.image%" == "true" then
SET @MyDialog.Control?CtrlID=110.ImagePath "%@MyDialog.Control?CtrlID=106.Item:{UIParam1}.fullpath%"

in the internal xml. However now the image control stays the same (::SkyTile) I browsed to several formats, xbx, jpg, png and bmp. It didn't notice any of them.
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flattspott

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« Reply #80 on: May 06, 2004, 07:59:00 PM »

Hey you didn't update any of the readmes with the new $pi$ thingy.
I just tested it and it works. Cool
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flattspott

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« Reply #81 on: May 06, 2004, 10:27:00 PM »

CODE
Set Num 100
Div Num 5
MsgBox "Num: %Num%"


Get you 100 instead of 20
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BenJeremy

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« Reply #82 on: May 07, 2004, 01:49:00 AM »

OK, I'll have to load up the Lights Out script tonight and see what is happening.

I'll also look at some of the other things, too (DIV).

I didn't have time to incorporate your internal.xml changes yet. I'll bring that with me to work and take a look.
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flattspott

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« Reply #83 on: May 07, 2004, 08:12:00 AM »

I'm gonna whip up a script to test several things. I'll let you know if I find any more problems.
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flattspott

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« Reply #84 on: May 07, 2004, 09:21:00 AM »

CODE
Set Num 100
Div Num 5
MsgBox "100 divided by 5$eol$Num started as 100$eol$Num should be 20: %Num%"

Set Num 100
Sub Num 20
MsgBox "100 minus 20$eol$Num started as 100$eol$Num should be 80: %Num%"

Set Num 100
Add Num 50
MsgBox "100 plus 50$eol$Num started as 100$eol$Num should be 150: %Num%"

Set Num 20
Mult Num 5
MsgBox "20 times 5$eol$Num started as 20$eol$Num should be 100: %Num%"

Set Test 1

If# %Test% == 0 Then
  MsgBox "Test is spose to be 1 and it is not$eol$This is what is for Test when it's zero"
Else
  MsgBox "Test is spose to be 1 and it is"
EndIf

Set Random1 $rand$
MsgBox "Random1 is %Random1%"

:Again
Set Random2 $rand$
Mod Random2 5
If# %Random2% <= 0 Goto Again
MsgBox "Random2 is spose to be less then 5: %Random2%"

For I = 0 To 20
  MsgBox "I is %I%" 0 200
Next

Set Num 20
FDiv Num 0.50
MsgBox "20 divided by 0.50$eol$Num started as 20$eol$Num should be 40: %Num%"

Set Num 100
FSub Num 5.15
MsgBox "100 minus 5.15$eol$Num started as 100$eol$Num should be 94.85: %Num%"

Set Num 5.3
FAdd Num 67
MsgBox "5.1 plus 67$eol$Num started as 5.3$eol$Num should be 72.3: %Num%"

Set Num 20
FMult Num 2.58
MsgBox "20 times 5$eol$Num started as 20$eol$Num should be 51.6: %Num%"


All seem to work cept for DIV and FDIV.

As for the lights out game, I just checked it and I don't use division anywhere in it. So thats not the issue.  My guess is that it has something to do with your interperater tweaking.

Cause my ColorGen script is messed up too. When you dont specify any args the sliders and values are spose to get set to the middle. Which they did in the last build,  With the 1200 one though they start at the 0 value positions.
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BenJeremy

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« Reply #85 on: May 07, 2004, 04:43:00 PM »

OK, some quick fixes to get scripts working again. Give WIP 1202 a whirl.

I changed DIV and FDIV slightly, but they should work fine anyway; give them a try.

Performance will probably drop a notch, until I have time to hammer it a bit, but still faster than versions previous to 1200.

Flattspott: I will get the new internal.xml into the build next time around (maybe tomorrow)
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koldfuzion

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« Reply #86 on: May 07, 2004, 05:15:00 PM »

smile.gif

content script  just updated with some improvements from flattspott and a little better flow logic/error handling.

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flattspott

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« Reply #87 on: May 07, 2004, 05:57:00 PM »

QUOTE (koldfuzion @ May 7 2004, 05:15 PM)
works fine BJ, thanks.  Im sure flattspott is running through all his scripts right now smile.gif

content script  just updated with some improvements from flattspott and a little better flow logic/error handling.

Not yet, busy getting my ass kicked at Ninja Gaiden. As soon as I get to a save point though, I'll put the 1202 build through my onslaught of test scripts.
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flattspott

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« Reply #88 on: May 07, 2004, 06:16:00 PM »

Interesting how you made it autoadd any scripts in ActualPath to the action menu now
Edit, nevemind I must of be hallucinating or something.


Okay I just tested my LightsOut and ColorGen scripts. They both work again, well kinda, I was fiddeling around with the Skin enabling part of LightsOut and it.

Before it would let me close the image handle and then rename the file,  the it would restart and see the image was missing sort of and be in skinless mode. I'm gonna look into the that part some more though to see if it not an error on my part before jumping to conclusing.
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BenJeremy

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« Reply #89 on: May 07, 2004, 06:41:00 PM »

wink.gif

I'll add the capability shortly (I was thinking about it), though.
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