Good, was hoping you could test the new codebase, want to make sure I didn't find a way to break scripting support again ;p
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Good, was hoping you could test the new codebase, want to make sure I didn't find a way to break scripting support again ;p
Perhaps you could edit the tag (or include it in the ViDoc/Future SDK Documentation) so it's more obvious that people should be using tag_collection tags, because I see that area being a point of failure for those who just want to make maps, say... with Scythe's PostProcessing, or CV's animation permutations (not sure how you set it up man, just assuming you used that)
I'll be sure to include a little diagram of what the setup for custom tags should be for devs and mappers in another explorial if I ever do make one.
Just like to let everyone know that the internal beta testing has been going great. We've already quashed some pretty annoying bugs and resolved some issues like the max animations limit override not fulling working for importing. Halo 1 looks to be right on schedule!
Has anyone managed to return a string in the new hs funcs? im trying to but so far it only returns gobbledy gook.
Yes, you have to return a char* that is cast as a void*. Which reminds me, when you return a char* does Halo delete the memory allocated there, or should it be a global pointer that the component handles completely?
Halo's scripting runtime won't manage that value you return to it. All up to you
Chances are the next update for this will be using VS2010 for its solution and project files. Just a heads up
Anyone Know if theres a tutorial on compiling this, i have the required things(boost C++ and Directx SDK) with Visual Studio 2010 and have had compiles errors every time
thanks for the info. (woo, here i come large download!)
Edit~ after a overly large download of visual studio 2008 i installed it and reinstalled the others(just in case) however the compile still failed, i suppose i should mention that im on a 64bit computer..