Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Code:
LuaRules\draw.lua 6 if (not arg) then arg = {...}; arg.n = #arg end LuaRules\Gadgets\LuaCOB.lua 46 for i = 1, c.n do LuaRules\Gadgets\lups_flame_jitter.lua 193 particleList.n = particleCnt LuaRules\Gadgets\unit_morph.lua 486 for i = 2, cmds.n do -- skip the first command (CMD_MORPH) LuaRules\Gadgets\customunitshaders\unitmaterials\0_angleshark.lua 18 if (info.n ~= curFrame) then LuaRules\Gadgets\customunitshaders\unitmaterials\0_angleshark.lua 19 info.n = curFrame; LuaRules\utilities\json.lua 342 -- We consider any table an array if it has indexes 1..n for its n items, and no LuaUI\Widgets\gui_chiliselections.lua 896 selectedUnitsByDef.n = nil LuaUI\Widgets\gui_chili_integral_menu.lua 749 widgetHandler.commands.n = cmdCount LuaUI\Widgets\unit_group_move.lua 29 if selUnits.n > 1 then LuaUI\Widgets\unit_healthbars.lua 202 for i=1,ud.weapons.n do LuaUI\Widgets\unit_rangerings.lua 67 selUnits.n = nil -- So our loop works
This is my list so far. Of course this doesn't include the [n] stuff, but whatever. Half this shit breaks the moment I touch it.
LuraRules\draw.lua 6 if (not arg) then arg = {...}; arg.n = #arg end WTF is this if select == nil ?? Doesn't make any sense! I'd say delete it, and see if anything breaks.
LuaRules\Gadgets\LuaCOB.lua 46 for i = 1, c.n do for i = 1, #c do
LuaRules\Gadgets\lups_flame_jitter.lua 193 particleList.n = particleCnt Do not touch! This is not an "engine" .n, but a custom one with an entirely different meaning.
LuaRules\Gadgets\unit_morph.lua 486 for i = 2, cmds.n do -- skip the first command (CMD_MORPH) for i = 2, #cmds do
LuaRules\Gadgets\customunitshaders\unitmaterials\0_angleshark.lua 18 if (info.n ~= curFrame) then LuaRules\Gadgets\customunitshaders\unitmaterials\0_angleshark.lua 19 info.n = curFrame; Custom .n! Do not touch!
LuaRules\utilities\json.lua 342 -- We consider any table an array if it has indexes 1..n for its n items, and no Uh. This is in a comment. You know what's a comment? Also, if you didn't see it was a comment, use a Notepad++ or any other editor with Lua syntax coloring
LuaUI\Widgets\gui_chiliselections.lua 896 selectedUnitsByDef.n = nil Remove that line, and below, change: or i,v in pairs(selectedUnitsByDef) into: or i,v in ipairs(selectedUnitsByDef)
LuaUI\Widgets\gui_chili_integral_menu.lua 749 widgetHandler.commands.n = cmdCount Uh oh, this one is trickier, I'd say leave as.
LuaUI\Widgets\unit_group_move.lua 29 if selUnits.n > 1 then if #selUnits > 1 then
LuaUI\Widgets\unit_healthbars.lua 202 for i=1,ud.weapons.n do for i=1,#ud.weapons do
LuaUI\Widgets\unit_rangerings.lua 67 selUnits.n = nil -- So our loop works Remove that line. Below, change pairs into ipairs
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Thank you Z, I very much appreciate it. But I can't help but wonder, how would I have ever fixed that by myself? Pairs? Ipairs? Ipods? Wut?
Just because I can hack away at gadgets and add all kinds of stuff and make them do what I want, doesn't mean I all of a sudden understand the inner workings of lua.
Also, sorry about the comment being left in there, that was an export of results from baregrep.
When they said Windows was backward compatible, then didn't mean every single DOS games had to be remade to work under Windows.
thing is, nobody said the new spring version would be backwards compatible. in fact, the opposite is implied by the fact that this (and more importantly the other) thread was created.
LuraRules\draw.lua 6 if (not arg) then arg = {...}; arg.n = #arg end WTF is this if select == nil ?? Doesn't make any sense! I'd say delete it, and see if anything breaks.
Bad idea, just keep as is.
zwzsg wrote:
LuaUI\Widgets\gui_chiliselections.lua 896 selectedUnitsByDef.n = nil Remove that line, and below, change: or i,v in pairs(selectedUnitsByDef) into: or i,v in ipairs(selectedUnitsByDef)
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Nope, not that I can tell. Seems to work ok. Groupmove still isn't working right, but that's fairly minor I think.
So many bugs :-/
or wait, oh I'm prolly testing with an old as 83 (it';s what abma told me to use to test this .n stuff). That would explain a heck of a lot.
Also, on some of my beam weapon emits a random ceg is being fired :-/ Maybe it has a hit ceg defined... looking... Yep, it does. So ok, that's a game bug then (technically it's an engine bug tho because only the glow is emitted, the beam is never actually fired, but, semantics... Easy enough to fix on my end.
I despise mantis... Can I post bugs elsewhere? (Like help and bugs forum?)
Users browsing this forum: No registered users and 1 guest
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum