Too fast! Gotta go smooth….

9003 is released. It is primary a bug fix release.

Following stuff was done:

  • We now have a frame-limiter: if you have a screen that can sync at 120 or even 144 Hz: use console (F12) to do “set v_FrameLimiter 145”
  • Upgraded to SDL 2.0.5 because some folks were having focus problems.
  • Can now resize the game window! (If you play windowed of course)
  • Receiving of data on the client is now handled different, should stutter less when you are client.
  • VSync can now be turned on/off with the v_VSync console var
  • A couple of crashes were fixed.

9000: network fixes

Hi!

9000 is up, i had surprises planned, but they are still buggy, so they have been delayed till the next update!

Networking should be much more stable and less laggy in this update.

Greetz,

Menne

8998: new scripting.

Hi! folks!

I just uploaded a new version of LBZ.
I’ve worked on this one for quite some time.
A while back we decided to do something special (coming soon), and with it I decided for myself that I wanted to do this new feature completely in LGS… the scripting language built into LBZ.
Coding a new feature in a scripting language you designed yourself can be quite a challenge it turns out.
Over the course of last weeks i discovered flaw upon flaw in the LGS language, as well as discovering that a couple of things were hard to write.

Long story short, this update marks a complete overhaul for the LGS scripting language:

Bugs fixed:
* glColor4f(random(),random(),0,1);// the second random() call would overwrite a value so that both random() calls always end up the same…
* Recursive functions would overwrite stack variables
* child objects could be deleted and yet still be accessed by scripts… causing crashes or undefined behavior.
* Temporary values were not released soon enough, resulting in higher memory requirements for each script.
* foreach would not work correctly for dynamic arrays inside objects.
* events executed from inside objects would get executed with wrong objects
* strings with \n and stuff like that would not be parsed correctly

New features:
* Specify objects at creation time with JSON. For example: object test = {“name”: “Menne Kamminga”, “age”: 33};
* extractor and subscript now implemented as operators, allowing for very flexible expressions. myFunction(0)->extractedFunction(1);
* Much faster object construction.
* Editor highlighting is much smarter.
* can now use objects much like PHP arrays. For example: object test; test[“name”] = “Menne Kamminga”;
* break statement to escape from loops.
* auto keyword to automatically guess variable type from initialization.
* Support for more OO features… (final class, “final” members, private and public data hiding) * New [1,2,3] syntax to initialize arrays.
* VM that runs your LGS code is several times faster!

Engine update delayed.

Hi folks!

 

Just wanted to let you know why it is taking so long for the new engine update to come out.

During last rounds of testing on friday i discovered a few crtitical issues in the LGS scripting language.

These are being fixed as i write this, but i am doing it slow and careful this time, with lots of testing…

 

Cheers!

8995…. getting rather close to 9000

Hi folks!

Released version 8995 today.
This is mostly a maintenance release featuring bug fixes.
It features:

  • More power for LGS classes.. (global scope constructor now works)
  • A ‘break’ statement to escape from loops (also LGS)
  • Ground-work for a suprise @ version 9000…. ;)

 

Have phun! :)