Search found 4797 matches

by bartbes
Mon May 21, 2018 1:04 pm
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 11
Views: 315

Re: Getting a project to work with moonscript 0.5.0-1

Looks like there is an api to convert errors back. When you use moonscript's loadstring it actually populates a translation table, so in your error handler you can call the rewrite_traceback function from the moonscript.errors module.
by bartbes
Mon May 21, 2018 11:14 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 11
Views: 315

Re: Getting a project to work with moonscript 0.5.0-1

I can now successfully use moonscript with love, with the downside that I still don't getter proper error locations, because by using loadstring there are no filenames associated with error messages; all errors are shown as moonscript.loadstring as the error location. You can pass a filename (or an...
by bartbes
Mon May 21, 2018 10:18 am
Forum: Support and Development
Topic: love.graphics.setColor(nil, nil, nil, nil) [Solved]
Replies: 2
Views: 102

Re: love.graphics.setColor(nil, nil, nil, nil)

Doesn't for me, but if you trigger an error in an error handler love prevents an infinite loop and only prints the error to the terminal. Do you also have a custom error handler?
by bartbes
Mon May 21, 2018 9:59 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 11
Views: 315

Re: Getting a project to work with moonscript 0.5.0-1

grump wrote:
Mon May 21, 2018 9:19 am
It's the 11.1-AppImage that I use so I can have both 11.1 and 0.10.2 installed.
I wonder if it someone trips up moonscript's (plain) loader. As far as I know it now correctly sets the working directory, so that shouldn't mess with it. Oh well.
by bartbes
Mon May 21, 2018 9:06 am
Forum: General
Topic: Getting a project to work with moonscript 0.5.0-1
Replies: 11
Views: 315

Re: Getting a project to work with moonscript 0.5.0-1

That kinds of makes me wonder what 'love11' refers to... Anyway, there are 2 issues: the documentation claims moonscript doesn't use package.path, but package.moonpath. As you can see, you're telling lua to load your moonscript files as lua files. Additionally, I doubt the moonscript loader is using...
by bartbes
Sun May 20, 2018 7:34 pm
Forum: Support and Development
Topic: Shader not working on Android
Replies: 2
Views: 81

Re: Shader not working on Android

It sounds like you're initializing your uniforms, but you're not allowed to. So instead of

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extern float screenW = 50;
just write

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extern float screenW;
by bartbes
Sun May 20, 2018 11:51 am
Forum: Support and Development
Topic: Socket problem with love-11.1
Replies: 5
Views: 169

Re: Socket problem with love-11.1

You can force binding to ipv4 instead of ipv6 by passing "0.0.0.0" as local ip. But binding to ipv6 usually doesn't mean ipv6-only...
by bartbes
Thu May 17, 2018 4:02 pm
Forum: Support and Development
Topic: Why this error on love.event.quit() ?
Replies: 8
Views: 218

Re: Why this error on love.event.quit() ?

In this case the simple solution would be to return directly after posting the event, so just use

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if key == 'escape' then return love.event.quit() end
by bartbes
Thu May 17, 2018 3:30 pm
Forum: General
Topic: LÖVE 11.1 released!
Replies: 24
Views: 4619

Re: LÖVE 11.1 released!

Is there a way of bundling my .love file into the AppImage bundle, the same way that I can bundle my .love file into the Windows executable or the macOS .app? Yes, please read https://bitbucket.org/bartbes/love-linux-builder/src/default/Getting%20Started.md . Note that you can download a premade ta...
by bartbes
Sat May 12, 2018 10:55 pm
Forum: General
Topic: 11.0 bugs
Replies: 42
Views: 2731

Re: 11.0 bugs

It's definitely in the generated makefile for me:

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SDL_LIBS = -pthread -lSDL2
(Of course relying on SDL2 to add it isn't a good thing, but it works.)

And -pthread implies -lpthread.