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#1 |
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Moderator Alumni
Join Date: Apr 2000
Location: USA
Posts: 315
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2.8 alpha 2 :)
http://firehose.net/~deadbeef/avs28alpha2.zip
added eval code for effect lists (heh had to do a big hack to fix the broken structure of effect list configs).. also added new text formatting stuff, like $(title), $(reg00), $(playpos), etc. also fixed the alpha clamping bug in dmove (I think) ![]() I'm gonna take a look at having presets be able to disable most of the keyboard action forwarding to winamp/etc... so a game preset could request that the keyboard stuff be ignored... anyway =) -Justin |
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#2 |
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Senior Member
Join Date: Aug 2002
Location: USA
Posts: 158
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Effect list coding... I was JUST thinking about how this would be useful! Very nice. This makes something I'm working on much better looking and faster. I'll have to check out the text formatting stuff too.
EDIT: That text formatting is nice, but unfortunately the text component itself is kind of hard to use. Setting a position and size is difficult across different resolutions, and besides the text itself, nothing is dynamic. Texer II-like functionality, except with text, would be awesome, but I have no idea how hard this would be to implement. It's just that I don't see myself using the text component much due to these problems. Great work though. AVS is getting so much better with each new release. Last edited by Shock Value; 26th November 2003 at 23:03. |
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#3 | |
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Forum King
Join Date: Jan 2002
Location: AT-DE
Posts: 3,366
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Re: 2.8 alpha 2 :)
Quote:
go justin, go! |
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#4 |
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Forum King
Join Date: May 2003
Location: Fnord?!
Posts: 2,657
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All i can say is, JUMPING JEEHOZAFET YEAH! Justin you are my god.
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#5 |
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Major Dude
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oh man ! i'm gonna faint
Hail Justin!
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#6 |
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Major Dude
Join Date: Jan 2003
Location: Estonia.
Posts: 851
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![]() All this is very nice, but still no vectors, no arrays... bohoo... ![]()
Phi = (1+sqrt(5))/2 |
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#7 |
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Whacked Moderator
Join Date: Jun 2001
Posts: 2,104
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It's not that simple Jaak
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#8 |
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Major Dude
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whats the $(playpos) in the text formatiing??
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#9 |
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Major Dude
Join Date: May 2003
Location: Australia
Posts: 1,353
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Woow, impressive.
New line character in text would be nice. Also, how about the trackpos and tracklen available as numerical values in the standard evallib. That way we could make purty slide bars and things with superscope.
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#10 |
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Bin King
Join Date: Mar 2001
Location: Finland
Posts: 2,179
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Thanks Justin
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#11 |
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Major Dude
Join Date: Feb 2002
Location: Leipzig / Germany
Posts: 859
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!
OMFG THIS IS SO COOL!!!
I took a look at the new effect lists and found out that values for enabled are not stored permantently. To code a simple onbeat on/off switch, the following code should be sufficient: FRAME: enabled=if(beat,bnot(enabled),enabled); Instead i had to code the following to make it work: INIT: e=enabled; FRAME: e=if(beat,bnot(e),e); enabled=e; It seems as if enabled was reinitialized from the checkbox each frame. And could you please use b instead of beat? I've gotten used to b (which is still missing in normal movements) and having two diffrent expressions will confuse the hell out of newbies.
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#12 |
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Senior Member
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I can hardly keep up with all those new features. It'll take months before we've seen what all these features are capable of. And I would like to thank you for this.
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#13 |
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Whacked Moderator
Join Date: Jun 2001
Posts: 2,104
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MagicX: normal movements are *static*. They don't use onbeat. By the way, overriding by UI-settable options has always been the standard (e.g. red/green/blue in scope).
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#14 |
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Bin King
Join Date: Mar 2001
Location: Finland
Posts: 2,179
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Magic, nobody uses B
Well nobody else anyway Why use it when you can just define it yourself? I've never quite understanded it...
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#15 |
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Major Dude
Join Date: Feb 2002
Location: Leipzig / Germany
Posts: 859
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Me too!
Some ideas for render/text I'd like to access $(artist) $(album) $(streamname) too. Positioning should be codeable and optional word wrapping should be available. |
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#16 | |
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Forum King
Join Date: Jan 2002
Location: AT-DE
Posts: 3,366
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Quote:
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#17 |
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Major Dude
Join Date: Nov 2002
Location: Arnhem, the Netherlands
Posts: 927
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omfg sweet
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#18 |
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Major Dude
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can anyone explain me about $playpos and all?
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#19 | |
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Forum King
Join Date: Jan 2002
Location: AT-DE
Posts: 3,366
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Quote:
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#20 |
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Senior Member
Join Date: Aug 2002
Location: USA
Posts: 158
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I don't know if this has been said, but there are issues with getkbmouse(1) and getkbmouse(2) and pixel doubling. When in doubling mode, the mouse x and y values are centered in the upper left quadrant of the window, instead of the center of the window.
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#21 | |
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Account Closed
Join Date: Apr 2001
Posts: 2,360
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Quote:
btw: those text options will rock my socks EDIT: what does $(playpos:2) do? Last edited by horse-fly; 28th November 2003 at 04:16. |
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#22 |
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Major Dude
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how silly of me!
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#23 | |
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Forum King
Join Date: May 2003
Location: Fnord?!
Posts: 2,657
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Quote:
$(playpos) gives the current playpos counting up $(playpos.n) gives the current playpos with n digits after the second spot (miliseconds, decisecond?, etc...)(maximum three) Don't know about $(playpos:) though, maybe a typo? |
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#24 |
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Senior Member
Join Date: Nov 2002
Location: santiago, chile
Posts: 152
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keep em coming justin, maybe one of these days i'll actually try using these new features
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#25 |
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Whacked Moderator
Join Date: Jun 2001
Posts: 2,104
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By the way, the parameter that defines the key is not an ASCII code, but a virtual key code. I've attached the list for those who don't have MSDN handy
.
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#26 |
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Major Dude
Join Date: Nov 2002
Location: Arnhem, the Netherlands
Posts: 927
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thanks for that one UCD
. This comes in handy.
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#27 | |
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Forum King
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Quote:
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#28 |
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Whacked Moderator
Join Date: Jun 2001
Posts: 2,104
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By the way, my list shows key values in hexadecimal. You will need to convert them to decimal for use in AVS, e.g. using the Windows calculator.
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