But still... how was the slow mo created? By modifying animations duration in module_animation?
Changelog for 0.6.3 RC2 said:
- Textfix: compiler was printing 'DONE' even if compilation stage has failed.
- Bugfix: plugin data injections were performed before plugin dependency issues were sorted. Now done in correct order.
- Bugfix: fixed compiler crash when encountering non-tuple data where a top-level tuple is expected. Now handled gracefully.
- Bugfix: removed 'headers' folder from 'copy_n_forget' installation variant as it was causing conflicts with module systems that have their header files modified in a certain manner.
Support for this feature has actually been present in the compiler for quite a time, so actually implementing it for many different entities was quite easy.Changelog for 0.6.4 RC2 said:Properties of the following entries can now be retrieved and used as values in module system code:
Examples:
- Items. Accessible properties: flags, capabilities, price, weight, head_armor, body_armor, leg_armor, difficulty, hp, speed, missile_speed, size, max_amount, swing (combined binary-packed value), swing_damage, swing_damage_type, thrust (combined binary-packed value), thrust_damage, thrust_damage_type, abundance, modifiers (as imodbit mask), food_quality, accuracy, horse_maneuver, horse_speed, weapon_length, horse_charge.
- Scenes. Accessible properties: flags, min_x, min_y, max_x, max_y, water_level, water_level_cm, terrain_seed, river_seed, flora_seed, size_x (0..1023), size_y (0..1023), valley (0..127), hill_height (0..127), ruggedness (0..127), vegetation (0..127), terrain (see header_terrain_types.py), polygon_size (2..5), disable_grass (0..1), shade_occlude (0..1), place_river (0..1), deep_water (0..1).
- Item modifiers. Accessible properties: price_coeff (per cent), rarity_coeff (per cent).
- Factions. Accessible properties: flags, coherence (per cent), default_color.
- Parties. Accessible properties: flags_field (icon+flags binary-packed value), icon, flags, default_menu, template, faction, personality, ai, ai_target, start_x (rounded), start_x_cm (in 1/100ths, rounded), start_y (rounded), start_y_cm (in 1/100ths, rounded), angle (degrees), angle_100 (1/100th degrees).
- Party templates. Accessible properties: flags_field (icon+flags binary-packed value), icon, flags, default_menu, faction, personality.
- Troops. Accessible properties: flags, scene, faction, level, strength, agility, intelligence, charisma, wp_1h, wp_2h, wp_polearms, wp_archery, wp_crossbows, wp_thrown, wp_firearms, skills (combined bitmask), facecode_1, facecode_2, upgrade_path_1, upgrade_path_2.
Code:(assign, ":sword_avg_damage", (itm.sword.swing_damage + itm.sword.thrust_damage) / 2),
Code:(assign, ":water_level", scn.bulugha_castle.water_level_cm),
Code:# Village will be automatically positioned 5 units to the east from Castle, meaning we can change both parties coordinates simultaneously. ("castle", "Castle", icon.castle_c|pf_castle, 0, pt.none, fac.commoners, 0, ai_bhvr_hold, 0, (72.3, -31.8), [], 311), ("village", "Village", icon.village_a|pf_village, 0, pt.none, fac.commoners, 0, ai_bhvr_hold, 0, (p.castle.start_x + 5.0, p.castle.start_y), [], 43),
Code:# All castles automatically inherit properties from "castle_tpl" party template at compile time. ("castle_1", "Culmarr Castle", icon.castle_a|pt.castle_tpl.flags, pt.castle_tpl.default_menu, pt.castle_tpl, pt.castle_tpl.faction, pt.castle_tpl.personality, pt.castle_tpl.ai, pt.castle_tpl.ai_target, (-101.3, -21), [], 50), ("castle_2", "Malayurg Castle", icon.castle_b|pt.castle_tpl.flags, pt.castle_tpl.default_menu, pt.castle_tpl, pt.castle_tpl.faction, pt.castle_tpl.personality, pt.castle_tpl.ai, pt.castle_tpl.ai_target, (97.5, -2.2), [], 75), # (...)
Hmm, I would guess Python installation issues. Or maybe write-protection. In short, something that makes the compiler fail entirely.DerGreif said:I am trying to use your integrated_ms. But when I double-click on compile.bat, I get only a command window for a slpit second without the ability to read anything, and nothing has been exported. What am I doing wrong? Note: Besides the export path I did not change anything at all.
@python compile.py
Thank you for the quick reply. Sadly, the same happened. A slit second of a command window and nothing else. Which python version do I need?Lav said:Hmm, I would guess Python installation issues. Or maybe write-protection. In short, something that makes the compiler fail entirely.
Try changing compile.bat to...
...and see what happens.Code:@python compile.py
That seems to be the problem. I have python 2.5 running, which seems to be fine for native compiler but not for yours because of certain key words. Thanks to the pause (worked so far) I got a syntax error referring to "with" which would become a key word in python 2.6. I install a newer version of python.Lav said:Okay, then this:
For Python, any 2.7 will do. If you have regular module system running, you should have W.R.E.C.K. running as well.Code:@python compile.py @pause
Well, it worked now! Thank you again for all your advice! And so quickly! Like your new compiler - 7.4 seconds - woooot!Lav said:Hmm, I wonder if I can manage to fix the code so the W.R.E.C.K. would become less demanding to Python version... Not sure though, I'm quite used to 2.7 and there are probably quite a number of other incompatibilities (sigh).
Oh well, at least this highlighted the need for a more user-friendly compile.bat file.
On this note, the active development phase is over, expect only hotfix and plugin releases in the nearest future. I plan to wait for at least a month or two (preferably more) before making the 1.0 release. Hopefully most issues will be sorted by that time.Changelog for 0.6.4 RC2 said:
- Modified compile.bat file to be more user-friendly in situations where compiler fails due to a system error or misconfiguration.
- Added Python version check to compiler, it will now gracefully terminate with a message if incompatible Python version is detected.
- A number of entity attributes can be accessed directly from the module system code at compile-time (see changelog on the first page for details).
'#' is not recognized as an internal or external command,
operable program or batch file.
'python' is not recognized as an internal or external command,
operable program or batch file.
Press any key to continue . . .
I am running python 2.78 and it works perfectly fine with the previous version 0.6.3 RC2.jacobhinds said:Thr module system only works with python 2.x.
Erm... Looks like I automatically used Python-style comments in the bat file. Sloppy. Well, it's just resulting in garbage output and shouldn't affect anything. I have re-uploaded the archive to be on the safe side, or you could just remove the rubbish lines from the compile.bat if you wish.DerGreif said:With your newest version (v0.6.4 RC2) I get the following error when trying to compile. Nothing will be compiled. I am running now the latest version of python. The previous version works fine though.
Code:'#' is not recognized as an internal or external command, operable program or batch file.
This is standard error when Python is misconfigured - if you reinstalled Python your path to it has probably changed, so you need to fix the system's %PATH% variable.DerGreif said:Code:'python' is not recognized as an internal or external command, operable program or batch file.
Curious. This could happen if you work from a console window and didn't restart it after upgrading Python. Version 0.6.3 starts in a new console with all current settings, while 0.6.4 stays in the current console and won't get them. But that's a pretty rare scenario I guess, even if one quite familiar to myself as I happen to work primarily from Far.DerGreif said:I am running python 2.78 and it works perfectly fine with the previous version 0.6.3 RC2.