Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Echelon9 on May 30, 2009, 11:59:35 pm
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Here is an attached patch that brings the version of Lua in FS2Open SCP up to 5.1.4 (latest) from 5.1.3.
The bug fixes included in Lua 5.1.4 can be seen here (http://www.lua.org/bugs.html#5.1.3). They primarily relate to reliability and integrity fixes for some boundary cases in the internal stack, and the precompiled code parser.
It is envisioned there should be no problems with any pre-existing scripts written for the embedded Lua engine within the SCP, but would those devs and mod authors who use Lua please test thoroughly with your own Lua scripts.
OSX build - r5322 plus attached diff
Release (http://members.iinet.net.au/~tjkidd/fs2open/build/mac/FS2_Open%20r5322%20lua5.1.4.zip)
Debug (http://members.iinet.net.au/~tjkidd/fs2open/build/mac/FS2_Open%20r5322%20(debug)%20lua5.1.4.zip)
[attachment deleted by ninja]
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So one week later and no feedback?
I can see it's been downloaded at least 10 times, and if any of those people compiled a build & tested it I'd appreciate any feedback - even if just to say, 'yup it worked fine for me'.
This update for embedded Lua to the 5.1.4 bugfix point release can also be tracked in Mantis 1935 (http://scp.indiegames.us/mantis/view.php?id=1935).
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I've had a look through the diff.
Mostly looks like minor changes.
I haven't had time to put this into a build, but it doesn't look like there's anything in there that could cause major problems.
On a side note, is there anything using LUA? I've got no idea how to use it!
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On a side note, is there anything using LUA? I've got no idea how to use it!
As (nearly) always, the wiki has an explanation of Lua scripting (http://www.hard-light.net/wiki/index.php/FS2_Open_Lua_Scripting)... plus some examples (http://www.hard-light.net/wiki/index.php/Category:Scripting_Examples).
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thats nice, i was always wondering if anyone was keeping lua up to the most recent version. unfortunately my current script project is using a custom build with some new internal functions i wrote. maybe i can diff it in or something.
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As I am looking at hopefully adding some scripts to the MediaVPs (Flashy Deaths and Flak), I will be testing right now.
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That's all right, I was happy to prepare the Lua 5.1.4 patch, it really didn't take too much time on my behalf. I just don't want to see this change break things, hence the caution, testing and feedback.
Nuke, you should be able to apply the diff above to your custom codebase without problems.
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Just off the top of your head, will this play well with lua.cpp changes by Aardwolf (http://www.hard-light.net/forums/index.php/topic,63246.0.html)?
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Just off the top of your head, will this play well with lua.cpp changes by Aardwolf (http://www.hard-light.net/forums/index.php/topic,63246.0.html)?
Well, I haven't looked at exactly what was changed, but that said, I don't see how updating the version of Lua would affect those functions, unless there were significant other changes made in order to stay compatible.
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Tried the script with mouse script... couldn't see any issues.. You could just as well commit the diff.
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I think I can concur. Nothing is showing any difference with the existing scripts that I have been using as problematic.
Well, aside from a potential placebo effect of just being over all smoother than all get out, but I have noticed since RC3 at the very least that the performance is a bit better than it used to be.
This could also be attributed to shifting to windows 7 as well though, but in either cas, it's nice still having that fresh feeling every game.
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Tried the script with mouse script... couldn't see any issues.. You could just as well commit the diff.
Absence of SVN write privileges for me is going to stop that happening right now....
I've got a SVN username and password, but it's just read privilege at the moment.
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Resolved in revision 5331.
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Linux compile error (http://fsscp.pastebin.com/m310a09d7)
I tried building the nightly build on Linux today, and it failed, so I went back into the source dir, hit make, and that's what I saw.
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Ok, that's caused by an additional define for readline in luaconf.h that is only used on the Linux platform (and should only affect Linux).
You can see its inclusion in this section of the diff:
Index: lua/luaconf.h
===================================================================
--- lua/luaconf.h (revision 5322)
+++ lua/luaconf.h (working copy)
...
@@ -36,6 +36,7 @@
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
+#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
Options available would include:
- Install the readline-devel package for your Linux distro, and add "-lreadline" to the make script where relevant
- Remove the added line "+#define LUA_USE_READLINE /* needs some extra libraries */"
- Other suggestions from more Linux cluey people...
The first few Google results here (http://www.google.com.au/search?q="luaconf.h%3A275%3A31%3A+error%3A+readline%2Freadline.h%3A+No+such+file+or+directory") seem relevant and helpful, in particular this posting (http://lua-users.org/lists/lua-l/2008-05/msg00313.html) on the lua-l mailing list.
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I did in fact install libreadline5-dev on Ubuntu and that seems to have cleared it up. But now that's just another dependency that is unchecked in autoconf. OpenAL is the other one I'm aware of. Any autotools hackers out there know how to fix these issues?