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Thread: Expression Gate 2

  1. #191
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by koolrob4002 View Post
    that would be epic, also im getting a lua error in console
    Code:
    autorun/server/wirelib.lua:783: attempt to concatenate local 'iname' (a table value)
    this came after i edited some code and tried to replace the egate2 and then the gate stayed green and displayed that lua error
    BUT if i placed a new gate it spawed fine. lol i have alot of wires, that i dont want to rewire
    Hmm, that's odd.
    I've never encountered it myself, and it is from the function Wire_Link_Clear meaning I have no idea what caused it and it shouldn't be egate2 causing it (although it probably is).

    I'll try and see if I can replicate it somehow but I doubt it.

    Actually, I just found the cause, if you change an output it gets like that for some reason, but I can't see how the egate2 would cause it. I'll look into it, thanks!

    EDIT: Oh I just found it, it was an old fix I made for when one adjusts outputs it would previously not remove the wires, however there was a spellingmistake in the "special" version that egate2 uses (since it supports types). This is fixed in the latest revision.
    Last edited by Syranide; 09-07-2008 at 05:22 PM.

  2. #192
    GUN
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    Default Re: Expression Gate 2

    Quote Originally Posted by Syranide View Post
    Hmm, that's odd.
    I've never encountered it myself, and it is from the function Wire_Link_Clear meaning I have no idea what caused it and it shouldn't be egate2 causing it (although it probably is).

    I'll try and see if I can replicate it somehow but I doubt it.

    Actually, I just found the cause, if you change an output it gets like that for some reason, but I can't see how the egate2 would cause it. I'll look into it, thanks!

    EDIT: Oh I just found it, it was an old fix I made for when one adjusts outputs it would previously not remove the wires, however there was a spellingmistake in the "special" version that egate2 uses (since it supports types). This is fixed in the latest revision.
    lol i just figured it out too lol, but yea it happened whenever i changed a wired input or output name and tried to spawn it

    ADD: just saw that if you dont place the } at the end of the statement then it displays this error
    Code:
    entities\gmod_wire_expression2\core/init.lua:659: attempt to index field 'readtoken' (a nil value)
    instead of missing } at line *** chr *** or something like that
    Last edited by GUN; 09-07-2008 at 06:15 PM.

    Maybe we're all gonna die, but we're gonna die in *really cool ways*.





  3. #193
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by koolrob4002 View Post
    lol i just figured it out too lol, but yea it happened whenever i changed a wired input or output name and tried to spawn it

    ADD: just saw that if you dont place the } at the end of the statement then it displays this error
    Code:
    entities\gmod_wire_expression2\core/init.lua:659: attempt to index field 'readtoken' (a nil value)
    instead of missing } at line *** chr *** or something like that
    Ah, thanks.
    I just fixed that.

    I've also changed so that it validates client-side now before sending it, so the gate won't turn green and errors are also displayed as notifications instead of console errors. It is also better for if it is used in multiplayer now since it doesn't upload the script everytime.

    EDIT: Also add the ability to check all types for "truth" as in "if(vec(1,1,1)) {}" or "if(getEntity()) {}". Meaning it is true if the value is different from the type's default value. Remember that comparisons allows small deviations (delta) when comparing.
    Last edited by Syranide; 09-08-2008 at 09:18 AM.

  4. #194
    GUN
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    Default Re: Expression Gate 2

    Quote Originally Posted by Syranide View Post
    Ah, thanks.
    I just fixed that.

    I've also changed so that it validates client-side now before sending it, so the gate won't turn green and errors are also displayed as notifications instead of console errors. It is also better for if it is used in multiplayer now since it doesn't upload the script everytime.

    EDIT: Also add the ability to check all types for "truth" as in "if(vec(1,1,1)) {}" or "if(getEntity()) {}". Meaning it is true if the value is different from the type's default value. Remember that comparisons allows small deviations (delta) when comparing.
    sweet, client side first should speed it up a bit right?

    Maybe we're all gonna die, but we're gonna die in *really cool ways*.





  5. #195
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by koolrob4002 View Post
    sweet, client side first should speed it up a bit right?
    Yeah, it could speed it up a bit depending on the host, but it also means you won't bog down the host for validating expressions. Also, it currently still relies on the latency to the host because currently it validates when the server asks the client to send the script, but might change later to make it instantaneous (this is currently just a quick fix).

  6. #196
    Wirererer jayg20769's Avatar
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    Default Re: Expression Gate 2

    Wow this looks amazing, can't wait for a stable release

    really excited about multiline and vector and string support

    so many other things Im excited about too

    If its improved enough, then it might take over some of the more advanced functions of the CPU (ASM is a pain for me)

    Cant wait to hear again!

  7. #197
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by EnemyWireDetected View Post
    Wow this looks amazing, can't wait for a stable release

    really excited about multiline and vector and string support

    so many other things Im excited about too

    If its improved enough, then it might take over some of the more advanced functions of the CPU (ASM is a pain for me)

    Cant wait to hear again!
    Egate2 totally blows egate1 away, in every way, it is faster, native support for vectors/strings/tables (you name it) including operator support (Vec1 + Vec2), supports custom extensions, much more helpful error messages, much better functions, an editor worth mentioning and more (if-else statements :lol. The basics are still the same, but everything has changed for the better.

    On another note, I just commited an new extension "unit conversion", allows you to easily convert between in-game units to various real-world units.

    Wire Expression2 - GMod Wiki - GarrysMod.com

    I will continue with the compiler soon, but wanted to take a short break.

  8. #198
    Wire Sofaking Shandolum's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by Syranide View Post
    On another note, I just commited an new extension "unit conversion", allows you to easily convert between in-game units to various real-world units.
    So that is what you were up to today... NICE ^_^

    unfortunately I didn't get much work done today, since I was testing my new widescreen, and the next couple of days seems to be occupied by boring stuff as well.
    But I am working on remaking the editor from scratch, even a new skin hopefully. I always find that the second version of what I make is better than the first version. Plus I've gone down to the basis, almost. I think it will be ready within a week if I get some free time this weekend.
    Everything can be improved upon. Nothing is Perfect.
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  9. #199
    GUN
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    Default Re: Expression Gate 2

    sweet sweet sweet, more and more goodies coming

    Maybe we're all gonna die, but we're gonna die in *really cool ways*.





  10. #200
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Expression Gate 2

    Quote Originally Posted by koolrob4002 View Post
    sweet sweet sweet, more and more goodies coming
    Oh yes!
    We have ideas on another extension which could become really cool for larger/compact contraptions (for advanced wireres), you'll see soon , but I have an idea of how it can be implemented now. Might look into it today.

    Quote Originally Posted by Shandolum View Post
    So that is what you were up to today... NICE ^_^

    unfortunately I didn't get much work done today, since I was testing my new widescreen, and the next couple of days seems to be occupied by boring stuff as well.
    But I am working on remaking the editor from scratch, even a new skin hopefully. I always find that the second version of what I make is better than the first version. Plus I've gone down to the basis, almost. I think it will be ready within a week if I get some free time this weekend.
    Ah nice! Widescreen is so much better if you got the resolution to back it up.

    Yeah, that is a reoccuring pattern I'd say, egate1->egate2 anyone? hehe.
    But as always, take your time.

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