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  • Mar 20 07:52
    ForbodingAngel commented #510
  • Mar 20 07:51
    ForbodingAngel reopened #510
  • Mar 20 07:48
    ForbodingAngel closed #510
  • Mar 20 07:48
    ForbodingAngel opened #510
  • Mar 07 18:15
    gajop commented #509
  • Mar 07 18:15
    gajop commented #509
  • Mar 07 18:14
    gajop commented #509
  • Mar 07 17:43
    Ruwetuin opened #509
  • Mar 05 23:48
    Ruwetuin edited #508
  • Mar 05 23:47
    Ruwetuin opened #508
  • Feb 24 03:30

    gajop on master

    reapplied uiScale affecting fon… Merge pull request #506 from be… (compare)

  • Feb 24 03:30
    gajop closed #506
  • Feb 24 03:08
    GoogleFrog commented #506
  • Feb 24 03:08
    GoogleFrog commented #506
  • Feb 23 11:59
    Ruwetuin opened #507
  • Feb 22 03:18
    gajop commented #506
  • Feb 22 03:18
    gajop review_requested #506
  • Feb 22 00:04
    Ruwetuin opened #506
  • Feb 21 01:28
    Ruwetuin commented on f7f46b0
  • Feb 20 17:02

    gajop on master

    allow games to specify default … (compare)

Gajo Petrovic
@gajop
ok
that's good
it's actually pretty good if we can choose also but optional
Eshed
@ashdnazg
every bit of unsynced code which doesn't specify the mode or which specified VFS.ZIP (or VFS.RAW_FIRST) will read from menu archive
Gajo Petrovic
@gajop
i'm basically asking this if both luamenu and game have stuff in "libs", would they merge/conflict or not, and the answer seems no
imo if all you need to do is correctly specify it, it's not a problem
Eshed
@ashdnazg
it depends on the function which looks for them
in any case synced lua code is protected
it's correct to assume people never correctly specify
Gajo Petrovic
@gajop
"good default", sure
so about the last thing you said
wouldn't it imply that game's luaui code would read from menu archive by default?
Eshed
@ashdnazg
the default in luaui reads will be able to read things from luamenu
indeed
Gajo Petrovic
@gajop
that doesn't seem to be the best default
by default i'd exclude things
Eshed
@ashdnazg
unfortunately it seems to be a big problem to change that
Gajo Petrovic
@gajop
because the default isn't VFS.MOD?
Eshed
@ashdnazg
yes
Gajo Petrovic
@gajop
ok i understand
Eshed
@ashdnazg
remember that widgets can exist in the map archive and in raw filesystem
I've originally tried to prevent this
but it was a rabbithole
every change broke something else
Gajo Petrovic
@gajop
i can live with it, i assume people writing libs to be more responsible in writing correct VFS access modes
the biggest conflict i can see is in the "libs/" dir
Eshed
@ashdnazg
and the most important thing is the synced code
now, you can still put a units folder in your menu
Gajo Petrovic
@gajop
maybe xP
Eshed
@ashdnazg
but that will suck :D
Gajo Petrovic
@gajop
aha
well
Eshed
@ashdnazg
because the engine itself isn't protected like the lua
I can probably fix this
Gajo Petrovic
@gajop
i was thinking about adding units/gameplay in luamenu but it's probably best to just run menu -> game and have the menu display still running
Eshed
@ashdnazg
yup
:P
Gajo Petrovic
@gajop
can a start script run (specify) a menu, game and map ?
Eshed
@ashdnazg
I haven't put a menu in the startscript yet
there are some complications for that
but it's something I must add
so deafaultstartscript works
and there is no reliance on these silly springsettings
Gajo Petrovic
@gajop
Eshed
@ashdnazg
yes, but not for us
L.J. Lim
@KingRaptor
on campaign: the campaign handler is functional, it lacks some features I'd like (sorting saves by date, scene replay) but those can be added later
I still need to actually make content for it and possibly make some refinements to Chili VN, but it's completed up to the same point as Ren'Py campaign was
could bundle that for release in fairly short order, although actually using it will require some work to merge the branch into chobby master
(should I wait until LuaMenu for that?)
Gajo Petrovic
@gajop
Yeah, LuaMenu should be merged soon hopefully. After that we can continue work there. For now you can work on the same branch as it'll be used