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AngelScript 1.10.0 FINAL (2004/11/02)


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#41 Andreas Jonsson   Moderators   -  Reputation: 3334

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Posted 12 November 2004 - 10:10 AM

That is certainly a nice solution for setting break points.

Another hook could be set up for when a script exception occurs, this would allow the application to examine the call stack before it is cleaned up.

Then it would also be useful to have a database of function variables, and access to the context stack. This one would require a lot more work though.

You can send me the code you have, if you'd like. I can include it in versions 1.11.0 and 2.0.0.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

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#42 EddHead   Members   -  Reputation: 140

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Posted 12 November 2004 - 10:54 PM

I would love to see those in AS, as we speak it gets more professional, and when a coupla titles get to use it, could get that worldwide support for a great scripting language!
Jayanth.KRaptor Entertainment Pvt. Ltd.http://www.raptorentertainment.com---------------------------------------------------------Why Mr. Anderson? Why? ...Why keep fighting? Do you think you're fighting for something - for more than your survival? Can you tell me what it is? Do you even know? Is it freedom, or truth, perhaps peace, could it be for love? Illusions Mr. Anderson, vagaries of perception. Temporary constructs of a feeble human intellect trying desperately to justify an existence without meaning or purpose.

#43 jetro   Members   -  Reputation: 144

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Posted 13 November 2004 - 03:03 AM

I got a bug report from a mod author for my game in development. I believe this is related to changes in AS, since he was just upgrading existing script to work with latest version of game (having new AS as well).

I'm quoting here what he posted. (pay attention to the differences in last parameter of drawString call)
--

I narrowed it down a bit and while this still doesn't work:

medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + bstrFormat(float(handsFirst ? 1500 : 0)));


This does:

bstr test = bstrFormat(float(handsFirst ? 1500 : 0));
medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + test);


As does this:

medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + bstrFormat(handsFirst ? 1500 : 0));




#44 Andreas Jonsson   Moderators   -  Reputation: 3334

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Posted 14 November 2004 - 11:53 AM

I've fixed a bug related to casting the ?: ternary operator in the WIP. Have you tried the latest WIP already?

I'll try your test cases to verify that they all work with the latest version.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

#45 Andreas Jonsson   Moderators   -  Reputation: 3334

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Posted 16 November 2004 - 06:02 AM

I identified a bug where temporary variables where prematurely released. It can be fixed by adding a test to verify that bc != 0 before calling ReleaseTemporaryVariable() in method asCCompiler::Dereference().

as_compiler.cpp line 1904:


if( bc )
ReleaseTemporaryVariable(*type, bc);


This is for the latest WIP. With this fix, the latest WIP can compile and execute all three of the situations you mentioned.

Later this week, I'm releasing version 1.10.1, which will be the first officially stable version AngelScript. Stable in that I will maintain this version with bug fixes while going forward with other versions for future features.

Thanks Jetro.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

#46 jetro   Members   -  Reputation: 144

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Posted 19 November 2004 - 06:17 AM

I'm somewhat busy now, so I haven't had chance to test any WIP releases. I'll upgrade to next release or so, when I have some hacking time again.. :)




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