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	<id>tag:old.nabble.com,2006:forum-19320</id>
	<title>Nabble - pipmak-devel</title>
	<updated>2009-11-25T15:11:34Z</updated>
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<entry>
	<id>tag:old.nabble.com,2006:post-26521942</id>
	<title>Sound playback issue at &gt;44.1kHz sample rate</title>
	<published>2009-11-25T15:11:34Z</published>
	<updated>2009-11-25T15:11:34Z</updated>
	<author>
		<name>jcowen</name>
	</author>
	<content type="html">Hi Everyone,
&lt;br&gt;&lt;br&gt;I'm wondering if anyone has experienced sound playback distortion when sample rates greater than 44.1kHz are in the game engine? This seems to occur if the source files are at 48kHz for instance when converted to ogg, and also when the engine pitches sounds up.
&lt;br&gt;&lt;br&gt;For instance, a 44.1kHz ogg file placed on the knobs in the demo project building will distort/playback with digital artifacts when the knob is tied to the pitch variable of that sound.
&lt;br&gt;&lt;br&gt;This is only occurring on the Mac OS 10.5. I have not had the opportunity to check on Snow Leopard.
&lt;br&gt;&lt;br&gt;Thank you,
&lt;br&gt;JC</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-26213942</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-05T04:04:47Z</published>
	<updated>2009-11-05T04:04:47Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Aidan Gauland wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Urs has a good point. &amp;nbsp;Perhaps, as Pipmak can, but won't always, be used as
&lt;br&gt;&amp;gt; development tool, we should release two different versions: a developer build
&lt;br&gt;&amp;gt; &amp;nbsp;(for developers *using* Pipmak, not developers *of* Pipmak), and a user
&lt;br&gt;&amp;gt; build. &amp;nbsp;The only difference being that the developer build has features that
&lt;br&gt;&amp;gt; would be useful only to developers, and the user build would have these
&lt;br&gt;&amp;gt; stripped out at compile time.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Some features that would only be useful to developers that I can think of off
&lt;br&gt;&amp;gt; the top of my head:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; * Highlighting controls.
&lt;br&gt;&amp;gt; * The table editor.
&lt;br&gt;&amp;gt; * Control over the grabbing.
&lt;br&gt;&amp;gt; * The Lua command-line.
&lt;br&gt;&amp;gt; * Creating a new, empty project (this would not be necessary for a copy of
&lt;br&gt;&amp;gt; Pipmak bundled with a game).
&lt;/div&gt;&lt;br&gt;I have thought about this in the past, but dismissed the idea for 
&lt;br&gt;various reasons (mentioned here: 
&lt;br&gt;&lt;a href=&quot;http://article.gmane.org/gmane.games.devel.pipmak.user/103&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://article.gmane.org/gmane.games.devel.pipmak.user/103&lt;/a&gt;). Mainly 
&lt;br&gt;because it seems an unnecessary complication to me.
&lt;br&gt;&lt;br&gt;As to the &amp;quot;control over grabbing&amp;quot; issue, I would still prefer to fix the 
&lt;br&gt;problem instead of making far-reaching decisions in an attempt to work 
&lt;br&gt;around it.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-26213941</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-04T12:52:24Z</published>
	<updated>2009-11-04T12:52:24Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Aidan Gauland wrote:
&lt;br&gt;&amp;gt; I also have no idea where to begin with looking for this bug in SDL.
&lt;br&gt;&lt;br&gt;I would start by compiling SDL from source, running Pipmak (or a small 
&lt;br&gt;test application) in a debugger, and stepping into an SDL_WM_GrabInput 
&lt;br&gt;call to see what it does.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
&lt;br&gt;Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
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<entry>
	<id>tag:old.nabble.com,2006:post-26173482</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-02T17:04:24Z</published>
	<updated>2009-11-02T17:04:24Z</updated>
	<author>
		<name>Aidan Gauland-2</name>
	</author>
	<content type="html">-----BEGIN PGP SIGNED MESSAGE-----
&lt;br&gt;Hash: SHA1
&lt;br&gt;&lt;br&gt;Urs Holzer wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Christian Walther wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Or make it possible to force
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; grabbing *off* permanently (but this probably would not improve
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; anything).
&lt;br&gt;&amp;gt;&amp;gt; That would make direct mouse mode unusable.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; This wouldn't be a problem when developing a game, would it? I think the 
&lt;br&gt;&amp;gt; only right solution to this problem is to implement different behaviours 
&lt;br&gt;&amp;gt; and an option that lets the user switch between them. As default we 
&lt;br&gt;&amp;gt; should use a behaviour that is most convinient to a player, a developer 
&lt;br&gt;&amp;gt; always can change the option.
&lt;/div&gt;&lt;br&gt;Urs has a good point. &amp;nbsp;Perhaps, as Pipmak can, but won't always, be used as
&lt;br&gt;development tool, we should release two different versions: a developer build
&lt;br&gt;&amp;nbsp;(for developers *using* Pipmak, not developers *of* Pipmak), and a user
&lt;br&gt;build. &amp;nbsp;The only difference being that the developer build has features that
&lt;br&gt;would be useful only to developers, and the user build would have these
&lt;br&gt;stripped out at compile time.
&lt;br&gt;&lt;br&gt;Some features that would only be useful to developers that I can think of off
&lt;br&gt;the top of my head:
&lt;br&gt;&lt;br&gt;* Highlighting controls.
&lt;br&gt;* The table editor.
&lt;br&gt;* Control over the grabbing.
&lt;br&gt;* The Lua command-line.
&lt;br&gt;* Creating a new, empty project (this would not be necessary for a copy of
&lt;br&gt;Pipmak bundled with a game).
&lt;br&gt;&lt;br&gt;&amp;nbsp;--Aidan
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<entry>
	<id>tag:old.nabble.com,2006:post-26173373</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-02T16:50:33Z</published>
	<updated>2009-11-02T16:50:33Z</updated>
	<author>
		<name>Aidan Gauland-2</name>
	</author>
	<content type="html">-----BEGIN PGP SIGNED MESSAGE-----
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&lt;br&gt;&lt;br&gt;Christian Walther wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Aidan Gauland wrote:
&lt;br&gt;&amp;gt;&amp;gt; What I don't like is that Pipmak makes the mouse jump when the mouse moves
&lt;br&gt;&amp;gt;&amp;gt; over and past the window.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Then the proper course of action would be to fix this in SDL. Grabbing 
&lt;br&gt;&amp;gt; and ungrabbing should not make the mouse jump. I have never examined 
&lt;br&gt;&amp;gt; grabbing in the X11 backend of SDL, maybe it's easy to fix. Maybe it's 
&lt;br&gt;&amp;gt; even fixed already - I haven't followed SDL development for almost two 
&lt;br&gt;&amp;gt; years. I don't even know what the status of SDL 1.3 is, whether it has 
&lt;br&gt;&amp;gt; already supplanted 1.2 as the &amp;quot;stable&amp;quot; version.
&lt;/div&gt;&lt;br&gt;SDL 1.3 has yet to succeed SDL 1.2, and the version in Debian stable is only
&lt;br&gt;one behind the latest upstream version.
&lt;br&gt;&lt;br&gt;I also have no idea where to begin with looking for this bug in SDL.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; ... someone else on the mailing lists (Urs, I think) said that he had
&lt;br&gt;&amp;gt;&amp;gt; problems with Pipmak's edge-resistance on KDE's window manager
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Didn't we eliminate the edge resistance (r177)?
&lt;br&gt;&lt;br&gt;Yes we did. &amp;nbsp;I was just pointing out that another X11-only grabbing-issue.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; Maybe we need to, instead, look at the workaround to prevent the mouse from
&lt;br&gt;&amp;gt;&amp;gt; becoming permanently grabbed. &amp;nbsp;I think it was to generate a mouse-motion
&lt;br&gt;&amp;gt;&amp;gt; event, which would be why the mouse jumps.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Are you talking about any of revs 178, 179, 180, 195? I'm not sure if 
&lt;br&gt;&amp;gt; they have anything to do with the issue.
&lt;br&gt;&lt;br&gt;Yes, sorry. &amp;nbsp;I was getting confused about what was changed.
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<entry>
	<id>tag:old.nabble.com,2006:post-26151258</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-01T06:14:20Z</published>
	<updated>2009-11-01T06:14:20Z</updated>
	<author>
		<name>Urs Holzer</name>
	</author>
	<content type="html">Christian Walther wrote:
&lt;br&gt;&amp;gt;&amp;gt; Or make it possible to force
&lt;br&gt;&amp;gt;&amp;gt; grabbing *off* permanently (but this probably would not improve
&lt;br&gt;&amp;gt;&amp;gt; anything).
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; That would make direct mouse mode unusable.
&lt;br&gt;&lt;br&gt;This wouldn't be a problem when developing a game, would it? I think the 
&lt;br&gt;only right solution to this problem is to implement different behaviours 
&lt;br&gt;and an option that lets the user switch between them. As default we 
&lt;br&gt;should use a behaviour that is most convinient to a player, a developer 
&lt;br&gt;always can change the option.
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&lt;br&gt;Come build with us! The BlackBerry(R) Developer Conference in SF, CA
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<entry>
	<id>tag:old.nabble.com,2006:post-26149441</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-11-01T01:47:07Z</published>
	<updated>2009-11-01T01:47:07Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Aidan Gauland wrote:
&lt;br&gt;&amp;gt; What I don't like is that Pipmak makes the mouse jump when the mouse moves
&lt;br&gt;&amp;gt; over and past the window.
&lt;br&gt;&lt;br&gt;Then the proper course of action would be to fix this in SDL. Grabbing 
&lt;br&gt;and ungrabbing should not make the mouse jump. I have never examined 
&lt;br&gt;grabbing in the X11 backend of SDL, maybe it's easy to fix. Maybe it's 
&lt;br&gt;even fixed already - I haven't followed SDL development for almost two 
&lt;br&gt;years. I don't even know what the status of SDL 1.3 is, whether it has 
&lt;br&gt;already supplanted 1.2 as the &amp;quot;stable&amp;quot; version.
&lt;br&gt;&lt;br&gt;&amp;gt; ... someone else on the mailing lists (Urs, I think) said that he had
&lt;br&gt;&amp;gt; problems with Pipmak's edge-resistance on KDE's window manager
&lt;br&gt;&lt;br&gt;Didn't we eliminate the edge resistance (r177)?
&lt;br&gt;&lt;br&gt;&amp;gt; Maybe we need to, instead, look at the workaround to prevent the mouse from
&lt;br&gt;&amp;gt; becoming permanently grabbed. &amp;nbsp;I think it was to generate a mouse-motion
&lt;br&gt;&amp;gt; event, which would be why the mouse jumps.
&lt;br&gt;&lt;br&gt;Are you talking about any of revs 178, 179, 180, 195? I'm not sure if 
&lt;br&gt;they have anything to do with the issue.
&lt;br&gt;&lt;br&gt;&amp;gt; Or make it possible to force
&lt;br&gt;&amp;gt; grabbing *off* permanently (but this probably would not improve anything).
&lt;br&gt;&lt;br&gt;That would make direct mouse mode unusable.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
&lt;br&gt;Come build with us! The BlackBerry(R) Developer Conference in SF, CA
&lt;br&gt;is the only developer event you need to attend this year. Jumpstart your
&lt;br&gt;developing skills, take BlackBerry mobile applications to market and stay 
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<entry>
	<id>tag:old.nabble.com,2006:post-26146944</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-10-31T16:21:59Z</published>
	<updated>2009-10-31T16:21:59Z</updated>
	<author>
		<name>Aidan Gauland-2</name>
	</author>
	<content type="html">-----BEGIN PGP SIGNED MESSAGE-----
&lt;br&gt;Hash: SHA1
&lt;br&gt;&lt;br&gt;Christian Walther wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; I have tried this patch, and it appears to work as intended. However, I 
&lt;br&gt;&amp;gt; dislike the intention, because I think it decreases usability.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; My main objection is that it makes the user aware of the grabbing and 
&lt;br&gt;&amp;gt; requires him to think about it and understand the concept. The grabbing 
&lt;br&gt;&amp;gt; should be an implementation detail, something that happens in the 
&lt;br&gt;&amp;gt; background without the user noticing. Since you say you found it 
&lt;br&gt;&amp;gt; awkward, it appears that this has not been the case for you? Perhaps 
&lt;br&gt;&amp;gt; there's a way of fixing that, instead of trying to cover up the 
&lt;br&gt;&amp;gt; symptoms? As it is, my impression is that you made things much more 
&lt;br&gt;&amp;gt; awkward than before. It worked (mostly) nicely for me on Mac OS X 
&lt;br&gt;&amp;gt; before, if it didn't for you on Linux, can you explain how?
&lt;/div&gt;&lt;br&gt;Now that I think about it that way (as an implementation detail), I think it
&lt;br&gt;does make things worse.
&lt;br&gt;&lt;br&gt;What I don't like is that Pipmak makes the mouse jump when the mouse moves
&lt;br&gt;over and past the window. &amp;nbsp;Although, this would not be much of an issue if I
&lt;br&gt;were only playing a Pipmak game, instead of using it for development. &amp;nbsp;I have
&lt;br&gt;tried Pipmak on Mac OS X (although I don't own a Macintosh), and it is much
&lt;br&gt;smoother on that system. &amp;nbsp;It seems that this problem occurs on X11, no matter
&lt;br&gt;what the window manager, since someone else on the mailing lists (Urs, I
&lt;br&gt;think) said that he had problems with Pipmak's edge-resistance on KDE's window
&lt;br&gt;manager (KWM, I think), and I have experienced it with three other window
&lt;br&gt;managers (metacity, xfwm, and stumpwm).
&lt;br&gt;&lt;br&gt;Maybe we need to, instead, look at the workaround to prevent the mouse from
&lt;br&gt;becoming permanently grabbed. &amp;nbsp;I think it was to generate a mouse-motion
&lt;br&gt;event, which would be why the mouse jumps. &amp;nbsp;Or make it possible to force
&lt;br&gt;grabbing *off* permanently (but this probably would not improve anything).
&lt;br&gt;&lt;br&gt;&amp;gt; Also, being able to ungrab while in direct mouse mode is confusing.
&lt;br&gt;&lt;br&gt;Yes, I admit I had not thought about that. &amp;nbsp;That makes things even more awkward.
&lt;br&gt;-----BEGIN PGP SIGNATURE-----
&lt;br&gt;Version: GnuPG v1.4.9 (GNU/Linux)
&lt;br&gt;Comment: Using GnuPG with Mozilla - &lt;a href=&quot;http://enigmail.mozdev.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enigmail.mozdev.org&lt;/a&gt;&lt;br&gt;&lt;br&gt;iEUEARECAAYFAkrsxpcACgkQjyzTRvYJmaWkEACTBnnipX2W3a90RZVSg0s/iIAF
&lt;br&gt;jACfQKwAFBm8TyNeY4T6OhkJxD9c+10=
&lt;br&gt;=mNdy
&lt;br&gt;-----END PGP SIGNATURE-----
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<entry>
	<id>tag:old.nabble.com,2006:post-26144008</id>
	<title>Re: Proposed change to Pipmak's grabbing</title>
	<published>2009-10-31T09:47:45Z</published>
	<updated>2009-10-31T09:47:45Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Aidan Gauland wrote:
&lt;br&gt;&amp;gt; I have writtien a patch for Pipmak that changes the way it grabs the
&lt;br&gt;&amp;gt; window-manager input
&lt;br&gt;&amp;gt; ...
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I wrote this patch, because I always found the auto-grabbing a bit akward, and
&lt;br&gt;&amp;gt; I would like some feedback from the other Pipmak users on this.
&lt;br&gt;&lt;br&gt;I have tried this patch, and it appears to work as intended. However, I 
&lt;br&gt;dislike the intention, because I think it decreases usability.
&lt;br&gt;&lt;br&gt;My main objection is that it makes the user aware of the grabbing and 
&lt;br&gt;requires him to think about it and understand the concept. The grabbing 
&lt;br&gt;should be an implementation detail, something that happens in the 
&lt;br&gt;background without the user noticing. Since you say you found it 
&lt;br&gt;awkward, it appears that this has not been the case for you? Perhaps 
&lt;br&gt;there's a way of fixing that, instead of trying to cover up the 
&lt;br&gt;symptoms? As it is, my impression is that you made things much more 
&lt;br&gt;awkward than before. It worked (mostly) nicely for me on Mac OS X 
&lt;br&gt;before, if it didn't for you on Linux, can you explain how?
&lt;br&gt;&lt;br&gt;Also, being able to ungrab while in direct mouse mode is confusing.
&lt;br&gt;&lt;br&gt;Technical note: There was a reason why we also grab in joystick mode, 
&lt;br&gt;where it wouldn't normally be necessary. That hasn't always been like 
&lt;br&gt;that. I don't remember exactly (would have to consult the SVN log), but 
&lt;br&gt;I think it was that otherwise I didn't manage to always get seamless 
&lt;br&gt;transitions between joystick and direct mode, without jumps of the 
&lt;br&gt;cursor. Ideally that is something that should be fixed in SDL, but I 
&lt;br&gt;didn't succeed on Mac OS X at the time, and gave up when I noticed that 
&lt;br&gt;things weren't any better on Windows and X11.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-26117572</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-10-29T10:37:47Z</published>
	<updated>2009-10-29T10:37:47Z</updated>
	<author>
		<name>jfcwilson</name>
	</author>
	<content type="html">&lt;table cellspacing=&quot;0&quot; cellpadding=&quot;0&quot; border=&quot;0&quot;&gt;&lt;tr&gt;&lt;td valign=&quot;top&quot; style=&quot;font: inherit;&quot;&gt;&lt;DIV&gt;Hi,&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;How's your game and&amp;nbsp;Ogg Theora implmetation&amp;nbsp;coming, if you don't mind me asking?&lt;/DIV&gt;
&lt;DIV&gt;Any release date? I really am looking forward to the first full free game&amp;nbsp;using the&amp;nbsp;Pipmak engine.&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;Thanks,&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp; James CW&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;--- On &lt;B&gt;Fri, 7/17/09, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26117572&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt; &lt;I&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26117572&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt;&amp;gt;&lt;/I&gt;&lt;/B&gt; wrote:&lt;BR&gt;&lt;/DIV&gt;
&lt;BLOCKQUOTE style=&quot;PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: rgb(16,16,255) 2px solid&quot;&gt;&lt;BR&gt;From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26117572&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26117572&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt;&amp;gt;&lt;BR&gt;Subject: Development of Video on Pipmak&lt;BR&gt;To: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26117572&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;pipmak-devel@...&lt;/a&gt;&lt;BR&gt;Date: Friday, July 17, 2009, 2:25 PM&lt;BR&gt;&lt;BR&gt;
&lt;DIV class=plainMail&gt;Hello,&lt;BR&gt;&lt;BR&gt;I represent a french team developing a free game using Pipmak engine.&lt;BR&gt;We know that the video integration is not yet done for Pipmak.&lt;BR&gt;However, we’re going to really need this feature and it’s the reason why we&lt;BR&gt;offer our services to develop voluntarily this feature for Pipmak.&lt;BR&gt;We noticed the first video implementation you&amp;nbsp; would like to do is for Ogg&lt;BR&gt;Theora.&lt;BR&gt;&lt;BR&gt;Would you be interested by our proposal ?&lt;BR&gt;Do you have a development standard to give us ?&lt;BR&gt;Have you started to work on this implementation ?&lt;BR&gt;If you haven’t, have you thought about it and what are your advices ?&lt;BR&gt;&lt;BR&gt;Thanks for reading and above all thank you for this amazing game engine !&lt;BR&gt;&lt;BR&gt;Val&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;------------------------------------------------------------------------------&lt;BR&gt;Enter the BlackBerry Developer Challenge&amp;nbsp; &lt;BR&gt;This is your chance to win up to $100,000 in prizes! For a limited time, &lt;BR&gt;vendors
 submitting new applications to BlackBerry App World(TM) will have&lt;BR&gt;the opportunity to enter the BlackBerry Developer Challenge. See full prize&amp;nbsp; &lt;BR&gt;details at: &lt;A href=&quot;http://p.sf.net/sfu/Challenge&quot; target=_blank rel=&quot;nofollow&quot;&gt;http://p.sf.net/sfu/Challenge&lt;/A&gt;&lt;BR&gt;_______________________________________________&lt;BR&gt;Pipmak-Devel mailing list&lt;BR&gt;&lt;A href=&quot;http://us.mc455.mail.yahoo.com/mc/compose?to=Pipmak-Devel@lists.sourceforge.net&quot; ymailto=&quot;mailto:Pipmak-Devel@lists.sourceforge.net&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Pipmak-Devel@...&lt;/A&gt;&lt;BR&gt;news://news.gmane.org/gmane.games.devel.pipmak.devel&lt;BR&gt;&lt;A href=&quot;https://lists.sourceforge.net/lists/listinfo/pipmak-devel&quot; target=_blank rel=&quot;nofollow&quot;&gt;https://lists.sourceforge.net/lists/listinfo/pipmak-devel&lt;/A&gt;&lt;BR&gt;&lt;/DIV&gt;&lt;/BLOCKQUOTE&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br&gt;



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<entry>
	<id>tag:old.nabble.com,2006:post-26056491</id>
	<title>Proposed change to Pipmak's grabbing</title>
	<published>2009-10-26T02:18:33Z</published>
	<updated>2009-10-26T02:18:33Z</updated>
	<author>
		<name>Aidan Gauland-2</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;&lt;br&gt;I have writtien a patch for Pipmak that changes the way it grabs the
&lt;br&gt;window-manager input as follows:
&lt;br&gt;* It no longer automatically when the mouse enters the window.
&lt;br&gt;* It no longer ungrabs the mouse when the mouse is run against the window edge.
&lt;br&gt;* Pressing Ctrl+Alt toggles the grabbing.
&lt;br&gt;* When grabbing is on, a message is displayed in the window title that tells
&lt;br&gt;the user how to get his mouse back.
&lt;br&gt;* All calls to SDL_WM_GrabInput() have been changed to call a new function in
&lt;br&gt;Pipmak itself: pipmakGrabInput().
&lt;br&gt;* pipmakGrabInput() handles changing the title to add the message mentioned above.
&lt;br&gt;&lt;br&gt;I wrote this patch, because I always found the auto-grabbing a bit akward, and
&lt;br&gt;I would like some feedback from the other Pipmak users on this.
&lt;br&gt;&lt;br&gt;&amp;nbsp; --Aidan
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<entry>
	<id>tag:old.nabble.com,2006:post-24655529</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-07-25T00:22:18Z</published>
	<updated>2009-07-25T00:22:18Z</updated>
	<author>
		<name>rivenwanderer</name>
	</author>
	<content type="html">This is a great idea!
&lt;br&gt;&lt;br&gt;I will point out that the Blender Game Engine and the OGRE 3D engine (both open-source) have support for realtime Theora video textures. &amp;nbsp;I don't have a clue how similar their code is to Pipmak's, but maybe their implementations can at least provide some ideas.
&lt;br&gt;&lt;br&gt;&lt;blockquote class=&quot;quote light-black dark-border-color&quot;&gt;&lt;div class=&quot;quote light-border-color&quot;&gt;
&lt;div class=&quot;quote-author&quot; style=&quot;font-weight: bold;&quot;&gt;valerian.g wrote:&lt;/div&gt;
&lt;div class=&quot;quote-message shrinkable-quote&quot;&gt;Hello,
&lt;br&gt;&lt;br&gt;I represent a french team developing a free game using Pipmak engine.
&lt;br&gt;We know that the video integration is not yet done for Pipmak.
&lt;br&gt;However, were going to really need this feature and its the reason why we
&lt;br&gt;offer our services to develop voluntarily this feature for Pipmak.
&lt;br&gt;We noticed the first video implementation you &amp;nbsp;would like to do is for Ogg
&lt;br&gt;Theora.
&lt;br&gt;&lt;br&gt;Would you be interested by our proposal ?
&lt;br&gt;Do you have a development standard to give us ?
&lt;br&gt;Have you started to work on this implementation ?
&lt;br&gt;If you havent, have you thought about it and what are your advices ?
&lt;br&gt;&lt;br&gt;Thanks for reading and above all thank you for this amazing game engine !
&lt;br&gt;&lt;br&gt;Val
&lt;/div&gt;
&lt;/div&gt;&lt;/blockquote&gt;
</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-24642722</id>
	<title>Re: Pipmak for iPhone and/or PSP</title>
	<published>2009-07-24T04:10:17Z</published>
	<updated>2009-07-24T04:10:17Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">IrishRed863 wrote:
&lt;br&gt;&amp;gt; I've used FMod and Torque 2D, to name two well-known external libs, in iPhone
&lt;br&gt;&amp;gt; apps that were approved by Apple. While Apple reserves the right to reject
&lt;br&gt;&amp;gt; an app, they apparently do not tend to do so on those grounds alone. In
&lt;br&gt;&amp;gt; fact, during the license process the FMod guys reported that they've not had
&lt;br&gt;&amp;gt; a single iPhone licensee have a rejected app yet.
&lt;br&gt;&lt;br&gt;Thanks for the information. Good to have another iPhone developer around.
&lt;br&gt;&lt;br&gt;&amp;gt; I realize the presence of an interpreter may be a little different, but I
&lt;br&gt;&amp;gt; think (and may be wrong here) that Torque is also running an interpreter for
&lt;br&gt;&amp;gt; its script.
&lt;br&gt;&lt;br&gt;As far as I can see, the issue is not presence of an interpreter (and 
&lt;br&gt;even less use of third-party libraries), but the possibiliy to interpret 
&lt;br&gt;user-supplied code that is not part of the signed application. So, a 
&lt;br&gt;Pipmak game should be fine, but Pipmak as a standalone application wouldn't.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-24635730</id>
	<title>Re: Pipmak for iPhone and/or PSP</title>
	<published>2009-07-23T15:27:30Z</published>
	<updated>2009-07-23T15:27:30Z</updated>
	<author>
		<name>IrishRed863</name>
	</author>
	<content type="html">I've used FMod and Torque 2D, to name two well-known external libs, in iPhone apps that were approved by Apple. While Apple reserves the right to reject an app, they apparently do not tend to do so on those grounds alone. In fact, during the license process the FMod guys reported that they've not had a single iPhone licensee have a rejected app yet.
&lt;br&gt;&lt;br&gt;I realize the presence of an interpreter may be a little different, but I think (and may be wrong here) that Torque is also running an interpreter for its script.
&lt;br&gt;&lt;br&gt;Just additional data points on this topic.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;quote author=&quot;jcowen&quot;&gt;&lt;br&gt;Thank you gentlemen. That makes perfect sense... what a shame...
&lt;br&gt;&lt;br&gt;JC
&lt;br&gt;&lt;br&gt;&lt;blockquote class=&quot;quote light-black dark-border-color&quot;&gt;&lt;div class=&quot;quote light-border-color&quot;&gt;
&lt;div class=&quot;quote-author&quot; style=&quot;font-weight: bold;&quot;&gt;Christian Walther wrote:&lt;/div&gt;
&lt;div class=&quot;quote-message shrinkable-quote&quot;&gt;jcowen wrote:
&lt;br&gt;&amp;gt; how difficult would it be to create a version that runs on the &amp;nbsp;
&lt;br&gt;&amp;gt; iphone? or perhaps the PSP?
&lt;br&gt;&lt;br&gt;Technically, I'd expect an iPhone port to be feasible, and it's &amp;nbsp;
&lt;br&gt;actually on the list of things that I'd like to do sometime...
&lt;br&gt;&lt;br&gt;There is, however, a political problem, as Aidan has already &amp;nbsp;
&lt;br&gt;mentioned: Even if I do port it, I won't be able to publish it as a &amp;nbsp;
&lt;br&gt;standalone application, because it violates Apple's SDK conditions:
&lt;br&gt;&amp;nbsp; &amp;nbsp;-Christian
&lt;/div&gt;
&lt;/div&gt;&lt;/blockquote&gt;
&lt;/quote&gt;&lt;br&gt;</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-24546377</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-07-18T03:05:09Z</published>
	<updated>2009-07-18T03:05:09Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">valerian.g writes:
&lt;br&gt;&amp;gt; I have started to get the SVN version of Pipmak and began to install it
&lt;br&gt;&amp;gt; following the wiki page made by Andrea Viarengo.
&lt;br&gt;&lt;br&gt;So you're using MS Visual Studio? As you can see, we currently don't have
&lt;br&gt;VS projects in SVN. If you get yours into a sufficiently generic state to
&lt;br&gt;run on anyone's computer (no hardcoded absolute paths etc.), I'd be
&lt;br&gt;interested in including it.
&lt;br&gt;&lt;br&gt;&amp;gt; Are the version of library describe in the wiki, the ones we must use,
&lt;br&gt;&amp;gt; because they are not the latest version and for the moment I take the
&lt;br&gt;&amp;gt; latest.
&lt;br&gt;&lt;br&gt;Let me check - I haven't updated any of my libraries since the last
&lt;br&gt;release. Pipmak 0.2.7 was built with SDL 1.2.13, SDL_image 1.2.6, SDL_ttf
&lt;br&gt;2.0.9, PhysicsFS 1.0.1, Lua 5.0.3, OpenAL 1.1, libogg 1.1.3, libvorbis
&lt;br&gt;1.2.0.
&lt;br&gt;&lt;br&gt;Current versions (where different) are SDL_image 1.2.7, PhysicsFS 1.0.2
&lt;br&gt;(2.0.0 may or may not work - but thanks for bringing it to my attention,
&lt;br&gt;it seems to have some useful new features!), libogg 1.1.4, libvorbis
&lt;br&gt;1.2.3. These all seem to be minor updates and should work. Don't use Lua
&lt;br&gt;5.1, it has a few syntactic changes compared to 5.0 and I intend to
&lt;br&gt;switch to it with Pipmak 0.3.
&lt;br&gt;&lt;br&gt;&amp;nbsp;-Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-24542166</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-07-17T15:03:48Z</published>
	<updated>2009-07-17T15:03:48Z</updated>
	<author>
		<name>valerian.g</name>
	</author>
	<content type="html">&lt;br&gt;Thank you Christian for your quick reply.
&lt;br&gt;I think we will keep Theora first as it is in the same line as Ogg vorbis for sound.
&lt;br&gt;I have started to get the SVN version of Pipmak and began to install it following the wiki page made by Andrea Viarengo.
&lt;br&gt;Are the version of library describe in the wiki, the ones we must use, because they are not the latest version and for the moment I take the latest.
&lt;br&gt;Let me know if i must rollback my installation.
&lt;br&gt;Val
&lt;br&gt;</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-24541689</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-07-17T13:50:19Z</published>
	<updated>2009-07-17T13:50:19Z</updated>
	<author>
		<name>jfcwilson</name>
	</author>
	<content type="html">&lt;table cellspacing=&quot;0&quot; cellpadding=&quot;0&quot; border=&quot;0&quot;&gt;&lt;tr&gt;&lt;td valign=&quot;top&quot; style=&quot;font: inherit;&quot;&gt;&lt;DIV&gt;Superb! I hope you succeed, and I look forward to your game!&lt;/DIV&gt;
&lt;DIV&gt;Any development window planned? I don't mean to push you, just curious..&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;Thanks,&lt;/DIV&gt;
&lt;DIV&gt;&amp;nbsp; James&lt;BR&gt;&lt;BR&gt;--- On &lt;B&gt;Fri, 7/17/09, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24541689&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt; &lt;I&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24541689&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt;&amp;gt;&lt;/I&gt;&lt;/B&gt; wrote:&lt;BR&gt;&lt;/DIV&gt;
&lt;BLOCKQUOTE style=&quot;PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: rgb(16,16,255) 2px solid&quot;&gt;&lt;BR&gt;From: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24541689&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24541689&amp;i=3&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;valerian.g@...&lt;/a&gt;&amp;gt;&lt;BR&gt;Subject: Development of Video on Pipmak&lt;BR&gt;To: &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24541689&amp;i=4&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;pipmak-devel@...&lt;/a&gt;&lt;BR&gt;Date: Friday, July 17, 2009, 2:25 PM&lt;BR&gt;&lt;BR&gt;
&lt;DIV class=plainMail&gt;Hello,&lt;BR&gt;&lt;BR&gt;I represent a french team developing a free game using Pipmak engine.&lt;BR&gt;We know that the video integration is not yet done for Pipmak.&lt;BR&gt;However, we’re going to really need this feature and it’s the reason why we&lt;BR&gt;offer our services to develop voluntarily this feature for Pipmak.&lt;BR&gt;We noticed the first video implementation you&amp;nbsp; would like to do is for Ogg&lt;BR&gt;Theora.&lt;BR&gt;&lt;BR&gt;Would you be interested by our proposal ?&lt;BR&gt;Do you have a development standard to give us ?&lt;BR&gt;Have you started to work on this implementation ?&lt;BR&gt;If you haven’t, have you thought about it and what are your advices ?&lt;BR&gt;&lt;BR&gt;Thanks for reading and above all thank you for this amazing game engine !&lt;BR&gt;&lt;BR&gt;Val&lt;BR&gt;&lt;BR&gt;&lt;BR&gt;------------------------------------------------------------------------------&lt;BR&gt;Enter the BlackBerry Developer Challenge&amp;nbsp; &lt;BR&gt;This is your chance to win up to $100,000 in prizes! For a limited time, &lt;BR&gt;vendors
 submitting new applications to BlackBerry App World(TM) will have&lt;BR&gt;the opportunity to enter the BlackBerry Developer Challenge. See full prize&amp;nbsp; &lt;BR&gt;details at: &lt;A href=&quot;http://p.sf.net/sfu/Challenge&quot; target=_blank rel=&quot;nofollow&quot;&gt;http://p.sf.net/sfu/Challenge&lt;/A&gt;&lt;BR&gt;_______________________________________________&lt;BR&gt;Pipmak-Devel mailing list&lt;BR&gt;&lt;A href=&quot;http://us.mc455.mail.yahoo.com/mc/compose?to=Pipmak-Devel@lists.sourceforge.net&quot; ymailto=&quot;mailto:Pipmak-Devel@lists.sourceforge.net&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Pipmak-Devel@...&lt;/A&gt;&lt;BR&gt;news://news.gmane.org/gmane.games.devel.pipmak.devel&lt;BR&gt;&lt;A href=&quot;https://lists.sourceforge.net/lists/listinfo/pipmak-devel&quot; target=_blank rel=&quot;nofollow&quot;&gt;https://lists.sourceforge.net/lists/listinfo/pipmak-devel&lt;/A&gt;&lt;BR&gt;&lt;/DIV&gt;&lt;/BLOCKQUOTE&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br&gt;



&lt;br /&gt;------------------------------------------------------------------------------
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&lt;br&gt;vendors submitting new applications to BlackBerry App World(TM) will have
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<entry>
	<id>tag:old.nabble.com,2006:post-24540989</id>
	<title>Re: Development of Video on Pipmak</title>
	<published>2009-07-17T13:15:12Z</published>
	<updated>2009-07-17T13:15:12Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Hello Val
&lt;br&gt;&lt;br&gt;&amp;gt; I represent a french team developing a free game using Pipmak engine.
&lt;br&gt;&amp;gt; We know that the video integration is not yet done for Pipmak.
&lt;br&gt;&amp;gt; However, were going to really need this feature and its the reason why we
&lt;br&gt;&amp;gt; offer our services to develop voluntarily this feature for Pipmak.
&lt;br&gt;&lt;br&gt;That would be very welcome! Video support is about the most requested feature
&lt;br&gt;currently, it's quite a chunk of work (I assume), and as you may have noticed
&lt;br&gt;I have been busy with a lot of other stuff besides Pipmak lately.
&lt;br&gt;&lt;br&gt;&amp;gt; We noticed the first video implementation you &amp;nbsp;would like to do is for Ogg
&lt;br&gt;&amp;gt; Theora.
&lt;br&gt;&lt;br&gt;I don't insist on that, it's just what seemed easiest to me, at the first
&lt;br&gt;glance. I'll accept anything, as long as it's GPL-compatible,
&lt;br&gt;non-patent-encumbered, and runs at least on Mac OS X, Windows, and Linux.
&lt;br&gt;&lt;br&gt;&amp;gt; Would you be interested by our proposal ?
&lt;br&gt;&lt;br&gt;Sure! Even if, hypothetically, it shouldn't turn out to my liking, I think
&lt;br&gt;having something is better than nothing, and it can always be improved later.
&lt;br&gt;So, contributions are welcome. And, of course, you're free to do it any way
&lt;br&gt;you like for your own use (within the licence), no interest or permission
&lt;br&gt;from my part required.
&lt;br&gt;&lt;br&gt;&amp;gt; Do you have a development standard to give us ?
&lt;br&gt;&lt;br&gt;Not really. There's a short document about the general architecture at
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://pipmak.sourceforge.net/wiki/index.php/Notes_on_Pipmak%27s_architecture&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://pipmak.sourceforge.net/wiki/index.php/Notes_on_Pipmak%27s_architecture&lt;/a&gt;&amp;gt;
&lt;br&gt;(will probably move to
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://sourceforge.net/apps/mediawiki/pipmak/index.php?title=Notes_on_Pipmak&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sourceforge.net/apps/mediawiki/pipmak/index.php?title=Notes_on_Pipmak&lt;/a&gt;&lt;br&gt;%27s_architecture&amp;gt; soonish). In terms of code style, just stick to the style
&lt;br&gt;of the existing code. Once your code makes it into the official trunk, you
&lt;br&gt;will have to live with me messing around in it to adapt it to my ideas (which
&lt;br&gt;develop as I go), but I try to do that in a cooperative way. ;)
&lt;br&gt;&lt;br&gt;In general, I'd say, just go for it, and we can discuss specifics as they
&lt;br&gt;come up. I'm here to help. You're welcome (even encouraged) to use this
&lt;br&gt;mailing list for discussions, and once you have posted something that shows
&lt;br&gt;that you're serious about completing this, I could give you an SVN branch to
&lt;br&gt;work in too, if that's desired.
&lt;br&gt;&lt;br&gt;&amp;gt; Have you started to work on this implementation ?
&lt;br&gt;&lt;br&gt;No.
&lt;br&gt;&lt;br&gt;&amp;gt; If you havent, have you thought about it and what are your advices ?
&lt;br&gt;&lt;br&gt;I haven't spent a lot of thought on it. My general idea is that, in the Lua
&lt;br&gt;interface, movies should be objects as similar as possible to images (just
&lt;br&gt;with methods like play, stop, go to a specific frame...) and should be
&lt;br&gt;accepted everywhere images are accepted (patches, node backgrounds).
&lt;br&gt;&lt;br&gt;Thanks for your interest, and let us know about the progress of your game
&lt;br&gt;too!
&lt;br&gt;&lt;br&gt;&amp;nbsp;-Christian
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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&lt;br&gt;vendors submitting new applications to BlackBerry App World(TM) will have
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<entry>
	<id>tag:old.nabble.com,2006:post-24539471</id>
	<title>Development of Video on Pipmak</title>
	<published>2009-07-17T11:25:41Z</published>
	<updated>2009-07-17T11:25:41Z</updated>
	<author>
		<name>valerian.g</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;&lt;br&gt;I represent a french team developing a free game using Pipmak engine.
&lt;br&gt;We know that the video integration is not yet done for Pipmak.
&lt;br&gt;However, were going to really need this feature and its the reason why we
&lt;br&gt;offer our services to develop voluntarily this feature for Pipmak.
&lt;br&gt;We noticed the first video implementation you &amp;nbsp;would like to do is for Ogg
&lt;br&gt;Theora.
&lt;br&gt;&lt;br&gt;Would you be interested by our proposal ?
&lt;br&gt;Do you have a development standard to give us ?
&lt;br&gt;Have you started to work on this implementation ?
&lt;br&gt;If you havent, have you thought about it and what are your advices ?
&lt;br&gt;&lt;br&gt;Thanks for reading and above all thank you for this amazing game engine !
&lt;br&gt;&lt;br&gt;Val
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
&lt;br&gt;Enter the BlackBerry Developer Challenge &amp;nbsp;
&lt;br&gt;This is your chance to win up to $100,000 in prizes! For a limited time, 
&lt;br&gt;vendors submitting new applications to BlackBerry App World(TM) will have
&lt;br&gt;the opportunity to enter the BlackBerry Developer Challenge. See full prize &amp;nbsp;
&lt;br&gt;details at: &lt;a href=&quot;http://p.sf.net/sfu/Challenge&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://p.sf.net/sfu/Challenge&lt;/a&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-21635816</id>
	<title>Re: Pipmak for iPhone and/or PSP</title>
	<published>2009-01-23T17:07:10Z</published>
	<updated>2009-01-23T17:07:10Z</updated>
	<author>
		<name>jcowen</name>
	</author>
	<content type="html">Thank you gentlemen. That makes perfect sense... what a shame...
&lt;br&gt;&lt;br&gt;JC
&lt;br&gt;&lt;br&gt;&lt;blockquote class=&quot;quote light-black dark-border-color&quot;&gt;&lt;div class=&quot;quote light-border-color&quot;&gt;
&lt;div class=&quot;quote-author&quot; style=&quot;font-weight: bold;&quot;&gt;Christian Walther wrote:&lt;/div&gt;
&lt;div class=&quot;quote-message shrinkable-quote&quot;&gt;jcowen wrote:
&lt;br&gt;&amp;gt; how difficult would it be to create a version that runs on the &amp;nbsp;
&lt;br&gt;&amp;gt; iphone? or perhaps the PSP?
&lt;br&gt;&lt;br&gt;Technically, I'd expect an iPhone port to be feasible, and it's &amp;nbsp;
&lt;br&gt;actually on the list of things that I'd like to do sometime...
&lt;br&gt;&lt;br&gt;There is, however, a political problem, as Aidan has already &amp;nbsp;
&lt;br&gt;mentioned: Even if I do port it, I won't be able to publish it as a &amp;nbsp;
&lt;br&gt;standalone application, because it violates Apple's SDK conditions:
&lt;br&gt;&amp;nbsp; &amp;nbsp;-Christian
&lt;/div&gt;
&lt;/div&gt;&lt;/blockquote&gt;
</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-21631237</id>
	<title>Re: Pipmak for iPhone and/or PSP</title>
	<published>2009-01-23T11:34:23Z</published>
	<updated>2009-01-23T11:34:23Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">jcowen wrote:
&lt;br&gt;&amp;gt; how difficult would it be to create a version that runs on the &amp;nbsp;
&lt;br&gt;&amp;gt; iphone? or perhaps the PSP?
&lt;br&gt;&lt;br&gt;Technically, I'd expect an iPhone port to be feasible, and it's &amp;nbsp;
&lt;br&gt;actually on the list of things that I'd like to do sometime (that &amp;nbsp;
&lt;br&gt;doesn't mean I'll get around to it, however). Some adaptations might &amp;nbsp;
&lt;br&gt;have to be made for the limited resources, e.g. scaling down big &amp;nbsp;
&lt;br&gt;panoramas, and for the touch UI, but the basic capabilities are all &amp;nbsp;
&lt;br&gt;there - it has OpenGL, OpenAL, and SDL exists too.
&lt;br&gt;&lt;br&gt;There is, however, a political problem, as Aidan has already &amp;nbsp;
&lt;br&gt;mentioned: Even if I do port it, I won't be able to publish it as a &amp;nbsp;
&lt;br&gt;standalone application, because it violates Apple's SDK conditions:
&lt;br&gt;&lt;br&gt;&amp;gt; An Application may not itself install or launch other executable &amp;nbsp;
&lt;br&gt;&amp;gt; code by any means, including without limitation through the use of a &amp;nbsp;
&lt;br&gt;&amp;gt; plug-in architecture, calling other frameworks, other APIs or &amp;nbsp;
&lt;br&gt;&amp;gt; otherwise. No interpreted code may be downloaded and used in an &amp;nbsp;
&lt;br&gt;&amp;gt; Application except for code that is interpreted and run by Apple's &amp;nbsp;
&lt;br&gt;&amp;gt; Published APIs and built-in interpreter(s).
&lt;br&gt;&lt;br&gt;It may be possible to publish a whole game made with Pipmak, as long &amp;nbsp;
&lt;br&gt;as Pipmak is inseparably coupled to it and can't be used to run &amp;nbsp;
&lt;br&gt;arbitrary content.
&lt;br&gt;&lt;br&gt;I can't say anything about the PSP as I'm not familiar with that system.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp;-Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-21620670</id>
	<title>Re: Pipmak for iPhone and/or PSP</title>
	<published>2009-01-23T00:48:07Z</published>
	<updated>2009-01-23T00:48:07Z</updated>
	<author>
		<name>Aidan Gauland</name>
	</author>
	<content type="html">jcowen wrote:
&lt;br&gt;&amp;gt; just out of curiousity... I'm not a developer but I've been using Pipmak for
&lt;br&gt;&amp;gt; some teaching of interactive concepts... how difficult would it be to create
&lt;br&gt;&amp;gt; a version that runs on the iphone? or perhaps the PSP?
&lt;br&gt;&lt;br&gt;Christian would probably be able to best answer this, but I have a few things 
&lt;br&gt;to say on this topic. &amp;nbsp;I seriously doubt that Apple would sign it, because the 
&lt;br&gt;Pipmak engine is completely separate from a Pipmak game, so anyone could use 
&lt;br&gt;the Pipmak binary packaged with a game to run their own game. &amp;nbsp;Pipmak could be 
&lt;br&gt;modified to run only projects that have been signed by Apple, and this would 
&lt;br&gt;probably not break anything. &amp;nbsp;And as long as there is a version of SDL for the 
&lt;br&gt;iPhone, I think Pipmak could be ported to the iPhone, but I don't know about 
&lt;br&gt;the PSP.
&lt;br&gt;&lt;br&gt;But Christian is the boss here, so listen to him, not me. ;)
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Aidan
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<entry>
	<id>tag:old.nabble.com,2006:post-21617842</id>
	<title>Pipmak for iPhone and/or PSP</title>
	<published>2009-01-22T20:14:25Z</published>
	<updated>2009-01-22T20:14:25Z</updated>
	<author>
		<name>jcowen</name>
	</author>
	<content type="html">just out of curiousity... I'm not a developer but I've been using Pipmak for some teaching of interactive concepts... how difficult would it be to create a version that runs on the iphone? or perhaps the PSP?
&lt;br&gt;&lt;br&gt;Thanks for any ideas on this...</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-20640887</id>
	<title>Re: TODO - COPY_PIPMAK_TERMINAL_TO_STDOUT</title>
	<published>2008-11-22T13:48:57Z</published>
	<updated>2008-11-22T13:48:57Z</updated>
	<author>
		<name>Aidan Gauland</name>
	</author>
	<content type="html">Christian Walther wrote:
&lt;br&gt;&amp;gt; Aidan Gauland wrote:
&lt;br&gt;&amp;nbsp; &amp;gt; Some nitpicky comments about the rest:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; - Checking the argument with lua_isboolean() is not necessary, as &amp;nbsp;
&lt;br&gt;&amp;gt; every Lua value has a boolean value (nil and false are false, &amp;nbsp;
&lt;br&gt;&amp;gt; everything else is true). By that check, you're unnecessarily &amp;nbsp;
&lt;br&gt;&amp;gt; forbidding use of anything but strictly true and false. I don't think &amp;nbsp;
&lt;br&gt;&amp;gt; it hurts much in this case though, as this function probably isn't &amp;nbsp;
&lt;br&gt;&amp;gt; ever called with a more complex expression than &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; - For argument checking (assuming that you want to stop Lua execution &amp;nbsp;
&lt;br&gt;&amp;gt; and not just proceed with a warning), it's better to use the auxiliary &amp;nbsp;
&lt;br&gt;&amp;gt; functions that call lua_error() than just printing a message to the &amp;nbsp;
&lt;br&gt;&amp;gt; terminal, such as luaL_error(), luaL_typerror(), luaL_checknumber() &amp;nbsp;
&lt;br&gt;&amp;gt; etc. (they're not documented, but their source in lauxlib.c is simple &amp;nbsp;
&lt;br&gt;&amp;gt; enough), so that the user gets an indication of where in their code &amp;nbsp;
&lt;br&gt;&amp;gt; the error happens.
&lt;/div&gt;&lt;br&gt;I agree with you on both points. &amp;nbsp;I didn't know Lua had those error reporting 
&lt;br&gt;functions.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; - I personally would have used something more human-readable than &amp;nbsp;
&lt;br&gt;&amp;gt; &amp;quot;PmkTerm&amp;quot; to mark the output. (What the heck is a &amp;quot;Pmk&amp;quot;? :) )
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;And does anyone else want Pipmak's error messages to go to stderr &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; as well?
&lt;br&gt;&amp;gt;&amp;gt; I'm still thinking of an easy to make Pipmak do this.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; What exactly do you mean by error messages? Those that go through &amp;nbsp;
&lt;br&gt;&amp;gt; errorMessage()? They generally mean that Pipmak doesn't run at all, &amp;nbsp;
&lt;br&gt;&amp;gt; and since Pipmak runs for me, I never see them anyway. Those on the &amp;nbsp;
&lt;br&gt;&amp;gt; terminal? We already have them on stdout, thanks to your addition. And &amp;nbsp;
&lt;br&gt;&amp;gt; since Pipmak isn't a noninteractive tool that I call in a shell script &amp;nbsp;
&lt;br&gt;&amp;gt; or something, I see no need to differentiate between stdout and &amp;nbsp;
&lt;br&gt;&amp;gt; stderr. So, no, I personally don't.
&lt;/div&gt;&lt;br&gt;Hmmm, good point. &amp;nbsp;I didn't think about Pipmak not being a non-interactive 
&lt;br&gt;program.
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<entry>
	<id>tag:old.nabble.com,2006:post-20634978</id>
	<title>Re: TODO - COPY_PIPMAK_TERMINAL_TO_STDOUT</title>
	<published>2008-11-22T02:19:21Z</published>
	<updated>2008-11-22T02:19:21Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Aidan Gauland wrote:
&lt;br&gt;&amp;gt; &amp;nbsp;I've addressed the To Do item &amp;quot;Add a way to enable the
&lt;br&gt;&amp;gt; COPY_PIPMAK_TERMINAL_TO_STDOUT flag at run time&amp;quot;, and committed my &amp;nbsp;
&lt;br&gt;&amp;gt; changes
&lt;br&gt;&amp;gt; (which add to the Pipmak reference).
&lt;br&gt;&lt;br&gt;Cool, thanks!
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;nbsp;But it would good to have somebody else
&lt;br&gt;&amp;gt; (I'm looking at you Christian ;) ) look at the documentation, to &amp;nbsp;
&lt;br&gt;&amp;gt; make sure
&lt;br&gt;&amp;gt; that someone other than the programmer who made the changes can &amp;nbsp;
&lt;br&gt;&amp;gt; understand them.
&lt;br&gt;&lt;br&gt;Looks fine to me (but then I'm a programmer too). Personally I &amp;nbsp;
&lt;br&gt;wouldn't have seen a need to mention the internal variable name &amp;nbsp;
&lt;br&gt;(CpyTermToStdout), but I guess it doesn't do any harm.
&lt;br&gt;&lt;br&gt;Some nitpicky comments about the rest:
&lt;br&gt;&lt;br&gt;- Checking the argument with lua_isboolean() is not necessary, as &amp;nbsp;
&lt;br&gt;every Lua value has a boolean value (nil and false are false, &amp;nbsp;
&lt;br&gt;everything else is true). By that check, you're unnecessarily &amp;nbsp;
&lt;br&gt;forbidding use of anything but strictly true and false. I don't think &amp;nbsp;
&lt;br&gt;it hurts much in this case though, as this function probably isn't &amp;nbsp;
&lt;br&gt;ever called with a more complex expression than &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;.
&lt;br&gt;&lt;br&gt;- For argument checking (assuming that you want to stop Lua execution &amp;nbsp;
&lt;br&gt;and not just proceed with a warning), it's better to use the auxiliary &amp;nbsp;
&lt;br&gt;functions that call lua_error() than just printing a message to the &amp;nbsp;
&lt;br&gt;terminal, such as luaL_error(), luaL_typerror(), luaL_checknumber() &amp;nbsp;
&lt;br&gt;etc. (they're not documented, but their source in lauxlib.c is simple &amp;nbsp;
&lt;br&gt;enough), so that the user gets an indication of where in their code &amp;nbsp;
&lt;br&gt;the error happens.
&lt;br&gt;&lt;br&gt;- I personally would have used something more human-readable than &amp;nbsp;
&lt;br&gt;&amp;quot;PmkTerm&amp;quot; to mark the output. (What the heck is a &amp;quot;Pmk&amp;quot;? :) )
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;nbsp;And does anyone else want Pipmak's error messages to go to stderr &amp;nbsp;
&lt;br&gt;&amp;gt; as well?
&lt;br&gt;&amp;gt; I'm still thinking of an easy to make Pipmak do this.
&lt;br&gt;&lt;br&gt;What exactly do you mean by error messages? Those that go through &amp;nbsp;
&lt;br&gt;errorMessage()? They generally mean that Pipmak doesn't run at all, &amp;nbsp;
&lt;br&gt;and since Pipmak runs for me, I never see them anyway. Those on the &amp;nbsp;
&lt;br&gt;terminal? We already have them on stdout, thanks to your addition. And &amp;nbsp;
&lt;br&gt;since Pipmak isn't a noninteractive tool that I call in a shell script &amp;nbsp;
&lt;br&gt;or something, I see no need to differentiate between stdout and &amp;nbsp;
&lt;br&gt;stderr. So, no, I personally don't.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp;-Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-20629386</id>
	<title>TODO - COPY_PIPMAK_TERMINAL_TO_STDOUT</title>
	<published>2008-11-21T12:59:20Z</published>
	<updated>2008-11-21T12:59:20Z</updated>
	<author>
		<name>Aidan Gauland</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;&lt;br&gt;&amp;nbsp; I've addressed the To Do item &amp;quot;Add a way to enable the
&lt;br&gt;COPY_PIPMAK_TERMINAL_TO_STDOUT flag at run time&amp;quot;, and committed my changes
&lt;br&gt;(which add to the Pipmak reference). &amp;nbsp;But it would good to have somebody else
&lt;br&gt;(I'm looking at you Christian ;) ) look at the documentation, to make sure
&lt;br&gt;that someone other than the programmer who made the changes can understand them.
&lt;br&gt;&lt;br&gt;&amp;nbsp; And does anyone else want Pipmak's error messages to go to stderr as well?
&lt;br&gt;I'm still thinking of an easy to make Pipmak do this.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Aidan
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<entry>
	<id>tag:old.nabble.com,2006:post-20290420</id>
	<title>Re: Would like to make a small addition to Pipmak</title>
	<published>2008-11-02T06:47:08Z</published>
	<updated>2008-11-02T06:47:08Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">rivenwanderer wrote:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.nabble.com/file/p20287577/defaults.lua&quot; target=&quot;_top&quot;&gt;http://www.nabble.com/file/p20287577/defaults.lua&lt;/a&gt;&amp;nbsp;defaults.lua 
&lt;br&gt;&amp;gt; OK, that was easier than I'd expected! &amp;nbsp;I've uploaded my implementation
&lt;br&gt;&amp;gt; (assuming the Nabble interface does what I want). &amp;nbsp;The tabs may be wrong,
&lt;br&gt;&amp;gt; and the nesting of if blocks is a bit messy, but it works :)
&lt;br&gt;&lt;br&gt;Cool, thanks for the contribution!
&lt;br&gt;&lt;br&gt;&amp;gt; I discovered that if you specify a handle with a negative azimuth, it draws
&lt;br&gt;&amp;gt; properly when you show handles with &amp;quot;C&amp;quot;, but the negative portion does not
&lt;br&gt;&amp;gt; recognize your clicks to transfer you to the target node. &amp;nbsp;So I added a
&lt;br&gt;&amp;gt; check to make sure that my center-referenced coordinates are always
&lt;br&gt;&amp;gt; converted to positive azimuths (maybe this should be done for all azimuths?
&lt;br&gt;&amp;gt; or should other work be done so that the click is recognized?)
&lt;br&gt;&lt;br&gt;Good point, I fixed this in revision 212 
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://pipmak.svn.sourceforge.net/viewvc/pipmak?view=rev&amp;revision=212&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://pipmak.svn.sourceforge.net/viewvc/pipmak?view=rev&amp;revision=212&lt;/a&gt;&amp;gt;. 
&lt;br&gt;Your suggestion is good - wrapping the left edge of the handle into the 
&lt;br&gt;range [0, 360) at creation time is more efficient than checking it 
&lt;br&gt;modulo 360 in the hit test function.
&lt;br&gt;&lt;br&gt;&amp;gt; I'd obviously like to see center-referenced handles make it into the
&lt;br&gt;&amp;gt; official release at some point
&lt;br&gt;&lt;br&gt;Certainly - your change is in as revision 213 and will be included in 
&lt;br&gt;the next release. I made one small change (besides fixing the 
&lt;br&gt;indentation and adding documentation): assigning to handle.az is not 
&lt;br&gt;necessary in the panoramic case, Pipmak only ever uses handle.x (and 
&lt;br&gt;dito for el/y).
&lt;br&gt;&lt;br&gt;&amp;gt; but I saw that the
&lt;br&gt;&amp;gt; pipmak_internal.handle(handle) function can be overridden by defining it in
&lt;br&gt;&amp;gt; my own project's main.lua, which makes me happy :)
&lt;br&gt;&lt;br&gt;Well, yeah, but that's a bit hacky. Projects are not supposed to use 
&lt;br&gt;pipmak_internal (that's why it's called internal) and its contents may 
&lt;br&gt;change in arbitrary ways between releases, breaking your project.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-20287577</id>
	<title>Re: Would like to make a small addition to Pipmak</title>
	<published>2008-11-02T00:18:34Z</published>
	<updated>2008-11-02T00:18:34Z</updated>
	<author>
		<name>rivenwanderer</name>
	</author>
	<content type="html">&lt;a href=&quot;http://old.nabble.com/file/p20287577/defaults.lua&quot; target=&quot;_top&quot;&gt;defaults.lua&lt;/a&gt;&lt;br&gt;OK, that was easier than I'd expected! &amp;nbsp;I've uploaded my implementation (assuming the Nabble interface does what I want). &amp;nbsp;The tabs may be wrong, and the nesting of if blocks is a bit messy, but it works :)
&lt;br&gt;&lt;br&gt;I discovered that if you specify a handle with a negative azimuth, it draws properly when you show handles with &amp;quot;C&amp;quot;, but the negative portion does not recognize your clicks to transfer you to the target node. &amp;nbsp;So I added a check to make sure that my center-referenced coordinates are always converted to positive azimuths (maybe this should be done for all azimuths? or should other work be done so that the click is recognized?)
&lt;br&gt;&lt;br&gt;I'd obviously like to see center-referenced handles make it into the official release at some point--but I saw that the pipmak_internal.handle(handle) function can be overridden by defining it in my own project's main.lua, which makes me happy :)
&lt;br&gt;&lt;br&gt;Thanks for the help so far!</content>
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<entry>
	<id>tag:old.nabble.com,2006:post-20274002</id>
	<title>Re: Would like to make a small addition to Pipmak</title>
	<published>2008-10-31T14:02:45Z</published>
	<updated>2008-10-31T14:02:45Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Hi rivenwanderer
&lt;br&gt;&lt;br&gt;I was just writing my reply to your e-mail (sorry for the delay, busy 
&lt;br&gt;days at work) and was about to suggest moving such discussion to the 
&lt;br&gt;mailing lists. I see you found them on your own - welcome.
&lt;br&gt;&lt;br&gt;rivenwanderer wrote:
&lt;br&gt;&amp;gt; I'm not that familiar with Pipmak's source code, nor with Lua in general. 
&lt;br&gt;&amp;gt; However, I'd like to add the option to specify handle locations in terms of the
&lt;br&gt;&amp;gt; center of the rectangle (with perhaps parameters name [caz, cel] or something
&lt;br&gt;&amp;gt; similar). &amp;nbsp;Internally, this could hopefully just be mapped back to the regular
&lt;br&gt;&amp;gt; representation (az=caz-w/2, el=cel+h/2) in a seamless way so that the rest of
&lt;br&gt;&amp;gt; the treatment of handles would be unaffected.
&lt;br&gt;&lt;br&gt;Sounds like a good idea - and it's even something you can add without 
&lt;br&gt;having to recompile Pipmak.
&lt;br&gt;&lt;br&gt;I agree with your suggestion, caz/cel would just override az/el when 
&lt;br&gt;specified. For flat nodes, I'd add cx/cy that override x/y.
&lt;br&gt;&lt;br&gt;&amp;gt; Can anyone point me at the portion of the source where this could be
&lt;br&gt;&amp;gt; accomplished?
&lt;br&gt;&lt;br&gt;Short answer: defaults.lua, function pipmak_internal.handle(handle) 
&lt;br&gt;(line 521 in my development version). The defaults.lua file is at 
&lt;br&gt;resources/resources/defaults.lua in the source code (if you want to 
&lt;br&gt;compile from source), in 
&lt;br&gt;Pipmak.app/Contents/Resources/resources/defaults.lua on Mac OS, or at 
&lt;br&gt;resources/defaults.lua in the file &amp;quot;Pipmak Resources&amp;quot;, which is a ZIP 
&lt;br&gt;archive, on Windows and Linux.
&lt;br&gt;&lt;br&gt;Long answer: Pipmak can be divided into a &amp;quot;Lua side&amp;quot; and a &amp;quot;C side&amp;quot;. 
&lt;br&gt;Reading project Lua files obviously belongs to the Lua side, but the Lua 
&lt;br&gt;side extends futher into Pipmak's innards in that things that Lua is 
&lt;br&gt;good at, like handling of dynamic lists, strings, and tables, are done 
&lt;br&gt;in Lua. The Lua side is entirely implemented in the mentioned 
&lt;br&gt;defaults.lua file (that you can modify in a released binary version, 
&lt;br&gt;without having to compile the C side or even needing an SVN checkout or 
&lt;br&gt;a source release). All the rest, like the whole rendering and event 
&lt;br&gt;handling, is done in C. The interface between the Lua side and the C 
&lt;br&gt;side consists of functions callable from Lua but implemented in C, 
&lt;br&gt;mostly in file pipmakLuaLib.c, and C objects (structs) wrapped as Lua 
&lt;br&gt;&amp;quot;userdata&amp;quot; objects (images and sounds are examples of such objects). 
&lt;br&gt;Other objects have representations on both the Lua side and the C side, 
&lt;br&gt;such as nodes. The Lua representation (that the project author interacts 
&lt;br&gt;with) in that case is an ordinary Lua table, with a metatable assigned 
&lt;br&gt;that gives the object its methods. Projects are supposed to treat these 
&lt;br&gt;tables as opaque objects, only using their methods or pipmak functions 
&lt;br&gt;to interact with them, but the contents of the table are plainly 
&lt;br&gt;accessible for those who want to take a look. The C representation of 
&lt;br&gt;the object is a C struct that is never directly touched by the project's 
&lt;br&gt;Lua code. The two representations refer to each other, and each only 
&lt;br&gt;contains as much information as the respective side needs (they largely 
&lt;br&gt;overlap, but neither is a subset of the other).
&lt;br&gt;&lt;br&gt;Handles, in particular, are handled entirely on the Lua side, they have 
&lt;br&gt;no C representation (hit testing is done by event handling branching out 
&lt;br&gt;from the C side to the Lua side by calling function 
&lt;br&gt;pipmak_internal.getcontrol_flat() or ..._pano()). Their Lua 
&lt;br&gt;representation, incidentally, is directly the table a node.lua file uses 
&lt;br&gt;to describe the handle, and the &amp;quot;handle&amp;quot; function that interprets it 
&lt;br&gt;mostly consists of argument validation (and conversion of the simplified 
&lt;br&gt;&amp;quot;target/effect&amp;quot; syntax for navigation controls to the generic syntax). 
&lt;br&gt;Recall that a node.lua statement like &amp;quot;handle { target = 15 }&amp;quot;, while 
&lt;br&gt;conceptually a declarative statement, is technically a Lua function call 
&lt;br&gt;- function &amp;quot;handle&amp;quot; is called with a new table (that maps the string 
&lt;br&gt;&amp;quot;target&amp;quot; to the number 15) as a single argument. There is no parser for 
&lt;br&gt;node.lua syntax built into Pipmak, reading a node.lua file means running 
&lt;br&gt;it. That's the powerful concept that makes it effortless (from the point 
&lt;br&gt;of view of me, the Pipmak developer) to support things like making the 
&lt;br&gt;image of a patch not constant, but dependent on game state (or even much 
&lt;br&gt;more complex things like Andrea's Autocubic system).
&lt;br&gt;&lt;br&gt;Loading a node from a node.lua file works roughly as follows: On the C 
&lt;br&gt;side, the C representation of the node object is created and a few of 
&lt;br&gt;its most important fields are filled in. Then the Lua representation is 
&lt;br&gt;created (still on the C side, by Lua C API calls), the two 
&lt;br&gt;representations are cross-referenced, and then handed over to the Lua 
&lt;br&gt;side by calling function pipmak_internal.loadnode() (defined in 
&lt;br&gt;defaults.lua). That function initializes more fields in the Lua table 
&lt;br&gt;representation of the node object and then executes node.lua. Node.lua 
&lt;br&gt;calls back to functions like &amp;quot;handle&amp;quot;. These functions are only assigned 
&lt;br&gt;to these short names during execution of node.lua and unassigned 
&lt;br&gt;afterwards (to stop people from trying to call them at other times than 
&lt;br&gt;node loading, which would make a mess). Their permanent definitions live 
&lt;br&gt;under the same names in the pipmak_internal table, i.e. 
&lt;br&gt;pipmak_internal.handle() etc. These functions fill more values into the 
&lt;br&gt;Lua representation of the node object. When control returns from the Lua 
&lt;br&gt;side to the C side after the end of pipmak_internal.loadnode(), the C 
&lt;br&gt;representation of the node is fully initialized by reading out some of 
&lt;br&gt;the contents of the Lua representation and storing them in the C struct.
&lt;br&gt;&lt;br&gt;(Disclaimer: This is all written mostly from memory and may contain 
&lt;br&gt;small inaccuracies.)
&lt;br&gt;&lt;br&gt;&amp;gt; In general, is there any documentation of the overall structure of Pipmak's architecture?
&lt;br&gt;&lt;br&gt;There isn't, as far as I'm aware. I hope what I wrote above helps to 
&lt;br&gt;some extent. You're welcome to put it onto the wiki and augment it by 
&lt;br&gt;your own observations. If you have more questions, please come back and 
&lt;br&gt;ask. I can show you an implementation of your proposed &amp;quot;handle center&amp;quot; 
&lt;br&gt;feature if you like, that's a matter of a few minutes, but maybe you 
&lt;br&gt;want to have a try yourself first.
&lt;br&gt;&lt;br&gt;When you examine pipmak_internal.handle(), there's one potentially 
&lt;br&gt;confusing expression that jumps at me right now: the line &amp;quot;if 
&lt;br&gt;math.mod(node.type, 2) == 1&amp;quot; should be read as &amp;quot;if this node is flat&amp;quot;. 
&lt;br&gt;It has historically happened that the node types for flat nodes (slides, 
&lt;br&gt;&amp;nbsp; panels) are odd, while panoramic node types (cubic, equirectangular) 
&lt;br&gt;are even (equirectangular is currently only used for hotspot maps, not 
&lt;br&gt;for nodes).
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-20269828</id>
	<title>Would like to make a small addition to Pipmak</title>
	<published>2008-10-31T09:41:42Z</published>
	<updated>2008-10-31T09:41:42Z</updated>
	<author>
		<name>rivenwanderer</name>
	</author>
	<content type="html">I'm not that familiar with Pipmak's source code, nor with Lua in general. 
&lt;br&gt;However, I'd like to add the option to specify handle locations in terms of the
&lt;br&gt;center of the rectangle (with perhaps parameters name [caz, cel] or something
&lt;br&gt;similar). &amp;nbsp;Internally, this could hopefully just be mapped back to the regular
&lt;br&gt;representation (az=caz-w/2, el=cel+h/2) in a seamless way so that the rest of
&lt;br&gt;the treatment of handles would be unaffected.
&lt;br&gt;&lt;br&gt;Can anyone point me at the portion of the source where this could be
&lt;br&gt;accomplished? &amp;nbsp;In general, is there any documentation of the overall structure
&lt;br&gt;of Pipmak's architecture?
&lt;br&gt;&lt;br&gt;Thanks!
&lt;br&gt;-rivenwanderer
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<entry>
	<id>tag:old.nabble.com,2006:post-20111604</id>
	<title>Re: Named nodes - request for testing</title>
	<published>2008-10-22T07:14:27Z</published>
	<updated>2008-10-22T07:14:27Z</updated>
	<author>
		<name>Andrea Viarengo</name>
	</author>
	<content type="html">Yes, 
&lt;br&gt;&lt;br&gt;You are right, if we want to maintain compatibility with old project, this 
&lt;br&gt;is the only (or simplest) way, I have understand.
&lt;br&gt;I have read the doc very quickly...
&lt;br&gt;&lt;br&gt;I think the better way to doesn't make confusion is to use absolute paths,
&lt;br&gt;and use relatives one for modules...
&lt;br&gt;&amp;nbsp;
&lt;br&gt;Now r211 seems ready to add modules...
&lt;br&gt;&lt;br&gt;Ok for rotation naming too.
&lt;br&gt;&lt;br&gt;Bye 
&lt;br&gt;&lt;br&gt;Andrea
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<entry>
	<id>tag:old.nabble.com,2006:post-20107610</id>
	<title>Re: rotation order string</title>
	<published>2008-10-22T02:35:20Z</published>
	<updated>2008-10-22T02:35:20Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Andrea Viarengo wrote:
&lt;br&gt;&amp;gt; about rotation order, the string to use is &amp;quot;xyz&amp;quot;, but z doesn't mean
&lt;br&gt;&amp;gt; rotation around axys Z, but it means rotation around an axis pointing inward,
&lt;br&gt;&amp;gt; I think this could generate confusion...what do you think?
&lt;br&gt;&amp;gt; (using &amp;quot;xya&amp;quot; instead?)
&lt;br&gt;&lt;br&gt;It's true that z doesn't mean the global z axis, but neither does x mean 
&lt;br&gt;the global x axis nor y the global y axis. In my opinion, &amp;quot;xya&amp;quot; is more 
&lt;br&gt;confusing than &amp;quot;xyz&amp;quot;. If anything, we should change all of them, 
&lt;br&gt;including the &amp;quot;anglex&amp;quot; and &amp;quot;angley&amp;quot; properties, and I'd rather not do 
&lt;br&gt;that because the latter are already out in a released version.
&lt;br&gt;&lt;br&gt;The reason that &amp;quot;angle&amp;quot; is not called &amp;quot;anglez&amp;quot; is that it's already 
&lt;br&gt;useful for normal 2D patches, and is the only meaningful angle there, 
&lt;br&gt;while &amp;quot;anglex&amp;quot; and &amp;quot;angley&amp;quot; are part of the &amp;quot;advanced&amp;quot; 3D positioning 
&lt;br&gt;syntax. Being user-friendly in the basic case justifies the 
&lt;br&gt;inconsistency for the advanced case here in my opinion.
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-20107051</id>
	<title>Re: Named nodes - request for testing</title>
	<published>2008-10-22T02:26:58Z</published>
	<updated>2008-10-22T02:26:58Z</updated>
	<author>
		<name>Christian Walther</name>
	</author>
	<content type="html">Andrea Viarengo wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; When I start the project, I enter in node
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; first/second: Ok
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; But now if I press &amp;quot;ESC&amp;quot;, I get the error:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Error loading lua file &amp;quot;first/0/node.lua&amp;quot;: file not found.
&lt;br&gt;&lt;br&gt;Good catch - this is fixed in r210, thanks.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; If I have this structure:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 1) ...first/node.lua
&lt;br&gt;&amp;gt; 2) ...first/second/node.lua
&lt;br&gt;&amp;gt; 3) ...second/node.lua
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; a) pipmak.gotonode(&amp;quot;first&amp;quot;) &amp;nbsp;--now I am in (1)
&lt;br&gt;&amp;gt; b) pipmak.gotonode(&amp;quot;second&amp;quot;) --now I an in (3) not in (2)
&lt;br&gt;&amp;gt; c) pipmak.gotonode(&amp;quot;first/second&amp;quot;) --now I an in (2)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Is it correct this behaviour? Because it's different from 
&lt;br&gt;&amp;gt; navigate into filesystem (I am expect to go into (2) with (b)
&lt;/div&gt;&lt;br&gt;This is correct. This behavior is necessary for backwards compatibility 
&lt;br&gt;with projects that assume the old &amp;quot;flat&amp;quot; project structure. Or can you 
&lt;br&gt;think of a way of retaining backwards compatibility without this 
&lt;br&gt;exception (or worse exceptions)?
&lt;br&gt;&lt;br&gt;Is the note about this in the manual not clear enough? Or did you just 
&lt;br&gt;not read the manual (for which I wouldn't blame you, it's normal that 
&lt;br&gt;people don't read the manual, and if we can somehow be fault-tolerant in 
&lt;br&gt;this respect, all the better)?
&lt;br&gt;&lt;br&gt;Besides, apart from the fundamental disadvantage of being an exception 
&lt;br&gt;in the first place, I think this exception actually makes things easier 
&lt;br&gt;in the case that many (or all) nodes are in the same folder, which I 
&lt;br&gt;assume will be the usual case: it allows you to write 
&lt;br&gt;pipmak.gotonode(&amp;quot;othernode&amp;quot;) instead of pipmak.gotonode(&amp;quot;../othernode&amp;quot;).
&lt;br&gt;&lt;br&gt;&amp;gt; d) pipmak.gotonode(&amp;quot;../&amp;quot;) &amp;nbsp; -- should it be possible? (doesn't work)
&lt;br&gt;&amp;gt; Error loading lua file &amp;quot;node.lua&amp;quot;: file not found.
&lt;br&gt;&lt;br&gt;This should be possible (for the sake of completeness, if nothing else - 
&lt;br&gt;I'm not sure if it makes any real sense to have the root of the project 
&lt;br&gt;be a node itself). By &amp;quot;doesn't work&amp;quot;, do you mean that there's a bug 
&lt;br&gt;here, in your opinion? In my opinion, this error message is correct, you 
&lt;br&gt;can't go to a node that doesn't have a node.lua (i.e. by definition 
&lt;br&gt;isn't a node).
&lt;br&gt;&lt;br&gt;&amp;gt; Now we put a node.lua in the same folder of main.lua
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; e) pipmak.gotonode(&amp;quot;/&amp;quot;) &amp;nbsp; --it's works!
&lt;br&gt;&amp;gt; if I press &amp;quot;n&amp;quot; I get &amp;quot;We're at node&amp;quot; (without anymore)
&lt;br&gt;&lt;br&gt;OK, that last part is confusing. I added quotation marks around the node 
&lt;br&gt;name in r210, so even an empty node name comes out recognizably.
&lt;br&gt;&lt;br&gt;&amp;gt; Now, delete node.lua in the same folder of main.lua
&lt;br&gt;&amp;gt; (I use command line to run lua)
&lt;br&gt;&amp;gt; h) pipmak.gotonode(&amp;quot;/first/second&amp;quot;) &amp;nbsp;--ok
&lt;br&gt;&amp;gt; i) pipmak.gotonode(&amp;quot;../&amp;quot;) &amp;nbsp;--error (not found)
&lt;br&gt;&amp;gt; press &amp;quot;n&amp;quot; --&amp;gt; We are at node -11
&lt;br&gt;&amp;gt; l) pipmak.gotonode(&amp;quot;/second&amp;quot;) &amp;nbsp;
&lt;br&gt;&amp;gt; Now I get:
&lt;br&gt;&amp;gt; error running text editor handler:
&lt;br&gt;&amp;gt; -11/node.lua:76 calling selection on bad self.......
&lt;br&gt;&lt;br&gt;Whew. What happens is that after the failed loading of node &amp;quot;/&amp;quot;, there's 
&lt;br&gt;no background node anymore because the old node has been left already, 
&lt;br&gt;so the Lua command line overlay drops down into the background node 
&lt;br&gt;slot. Therefore, when you call gotonode(), that node is left, and since 
&lt;br&gt;the Lua command line code isn't prepared for having its node taken away 
&lt;br&gt;from under it, you get the error message in the end.
&lt;br&gt;&lt;br&gt;This is clearly not good. In r211, I've changed the node loading 
&lt;br&gt;sequence so that the old node is only left after the new node has been 
&lt;br&gt;loaded successfully (entering the new node still only happens 
&lt;br&gt;afterward). When there are errors loading the new node, the old node is 
&lt;br&gt;not left but stays, avoiding the overlay-becoming-background. Hope this 
&lt;br&gt;works better.
&lt;br&gt;&lt;br&gt;Thanks for the meticulous testing!
&lt;br&gt;&lt;br&gt;&amp;nbsp; -Christian
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<entry>
	<id>tag:old.nabble.com,2006:post-20091053</id>
	<title>rotation order string</title>
	<published>2008-10-21T06:50:54Z</published>
	<updated>2008-10-21T06:50:54Z</updated>
	<author>
		<name>Andrea Viarengo</name>
	</author>
	<content type="html">Hi, 
&lt;br&gt;&lt;br&gt;about rotation order, the string to use is &amp;quot;xyz&amp;quot;, but z doesn't mean
&lt;br&gt;rotation around axys Z, but it means rotation around an axis pointing inward,
&lt;br&gt;I think this could generate confusion...what do you think?
&lt;br&gt;(using &amp;quot;xya&amp;quot; instead?)
&lt;br&gt;&lt;br&gt;Bye.
&lt;br&gt;&lt;br&gt;Andrea
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<entry>
	<id>tag:old.nabble.com,2006:post-20090633</id>
	<title>Re: Named nodes - request for testing</title>
	<published>2008-10-21T06:44:33Z</published>
	<updated>2008-10-21T06:44:33Z</updated>
	<author>
		<name>Andrea Viarengo</name>
	</author>
	<content type="html">Hi, 
&lt;br&gt;&lt;br&gt;Good and bad news:
&lt;br&gt;&lt;br&gt;r209 works fine with old project (autocubic and forest gen. also),
&lt;br&gt;but it have had little problems with a new one:
&lt;br&gt;&lt;br&gt;New project:
&lt;br&gt;&lt;br&gt;named-test.pipmak/main.lua
&lt;br&gt;named-test.pipmak/first
&lt;br&gt;named-test.pipmak/first/second
&lt;br&gt;named-test.pipmak/first/second/node.lua
&lt;br&gt;named-test.pipmak/first/second/face.png
&lt;br&gt;&lt;br&gt;main.lua:
&lt;br&gt;-------------------------------------------
&lt;br&gt;version (0.27)
&lt;br&gt;&lt;br&gt;title &amp;quot;named-test&amp;quot;
&lt;br&gt;startnode (&amp;quot;first/second&amp;quot;)
&lt;br&gt;-------------------------------------------
&lt;br&gt;&lt;br&gt;node.lua:
&lt;br&gt;-------------------------------------------
&lt;br&gt;cubic {
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot;, --front
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot;, --right
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot;, --back
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot;, --left
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot;, --top
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;face.png&amp;quot; --bottom
&lt;br&gt;}
&lt;br&gt;-------------------------------------------
&lt;br&gt;&lt;br&gt;&lt;br&gt;When I start the project, I enter in node
&lt;br&gt;&lt;br&gt;first/second: Ok
&lt;br&gt;&lt;br&gt;But now if I press &amp;quot;ESC&amp;quot;, I get the error:
&lt;br&gt;&lt;br&gt;Error loading lua file &amp;quot;first/0/node.lua&amp;quot;: file not found.
&lt;br&gt;&lt;br&gt;This error doesn't happen if I use only one level folder
&lt;br&gt;(i.e.: startnode (&amp;quot;second&amp;quot;) and I moved &amp;quot;second&amp;quot; out of &amp;quot;first&amp;quot;)
&lt;br&gt;&lt;br&gt;If I have this structure:
&lt;br&gt;&lt;br&gt;1) ...first/node.lua
&lt;br&gt;2) ...first/second/node.lua
&lt;br&gt;3) ...second/node.lua
&lt;br&gt;&lt;br&gt;a) pipmak.gotonode(&amp;quot;first&amp;quot;) &amp;nbsp;--now I am in (1)
&lt;br&gt;b) pipmak.gotonode(&amp;quot;second&amp;quot;) --now I an in (3) not in (2)
&lt;br&gt;c) pipmak.gotonode(&amp;quot;first/second&amp;quot;) --now I an in (2)
&lt;br&gt;&lt;br&gt;Is it correct this behaviour? Because it's different from 
&lt;br&gt;navigate into filesystem (I am expect to go into (2) with (b)
&lt;br&gt;&lt;br&gt;d) pipmak.gotonode(&amp;quot;../&amp;quot;) &amp;nbsp; -- should it be possible? (doesn't work)
&lt;br&gt;Error loading lua file &amp;quot;node.lua&amp;quot;: file not found.
&lt;br&gt;&lt;br&gt;Now we put a node.lua in the same folder of main.lua
&lt;br&gt;&lt;br&gt;e) pipmak.gotonode(&amp;quot;/&amp;quot;) &amp;nbsp; --it's works!
&lt;br&gt;if I press &amp;quot;n&amp;quot; I get &amp;quot;We're at node&amp;quot; (without anymore) &amp;nbsp;
&lt;br&gt;&lt;br&gt;f) pipmak.gotonode(&amp;quot;/first/second&amp;quot;) --ok
&lt;br&gt;g) pipmak.gotonode(&amp;quot;../&amp;quot;) &amp;nbsp; &amp;nbsp;--now it's work, but I am in &amp;quot;/&amp;quot; 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;and not in &amp;quot;/first&amp;quot; 
&lt;br&gt;&lt;br&gt;Now, delete node.lua in the same folder of main.lua
&lt;br&gt;(I use command line to run lua)
&lt;br&gt;h) pipmak.gotonode(&amp;quot;/first/second&amp;quot;) &amp;nbsp;--ok
&lt;br&gt;i) pipmak.gotonode(&amp;quot;../&amp;quot;) &amp;nbsp;--error (not found)
&lt;br&gt;press &amp;quot;n&amp;quot; --&amp;gt; We are at node -11
&lt;br&gt;l) pipmak.gotonode(&amp;quot;/second&amp;quot;) &amp;nbsp;
&lt;br&gt;Now I get:
&lt;br&gt;error running text editor handler:
&lt;br&gt;-11/node.lua:76 calling selection on bad self.......
&lt;br&gt;&lt;br&gt;I hope this help you
&lt;br&gt;&lt;br&gt;Bye,
&lt;br&gt;&lt;br&gt;Andrea
&lt;br&gt;&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; 
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;
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