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cJass on the Google Code.
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posted at 18/08/09 14:07
Dark Dragon

Np VD!
i dl-d this new one and it tells me that i have latest cjass!
good good, ill be updating this now!
however smth very important! i saw that i can write functions like in c++! omg omg this is sooooo awesome. is there any manual for all new syntax in this new version?
is there as well #ifdef... stuff! for my includes?
ty a lot and all that new location and stuff is so awesome.
i only miss default arguments and maybe function overloading...
void test(real a) {}
void test(integer a) {}
as well maybe add templates!
and pointers, i think this would be imba
void IntMsg(integer* i) {BJDebugMsg(I2S(*i))}
void test() {
integer j = 5
integer *i = &j
*i = 7
IntMsg(&i)
}
dont worry i already like cjass so much, especially this new c like functions...
Greets!
~Dark Dragon
#ifdef, #ifndef are not yet implemented.
I dont think pointers will be implemented at all because of original JASS2 structure.
VD

posted at 18/08/09 04:40
Van Damm

Sorry for delay, but at last cJass 1.3.2.18 installer is available for download. Also, correct update sequence is now up and running, so your autoupdate tool won't glitch.

posted at 17/08/09 17:18
Dark Dragon

Well i am about to release JNGPS 1.2 with small fixes which where important. C Jass is updated as well, however one thing i want to let u know if by any means you are not aware of it!
when i used Update button! it said that its updating and what it did was "deupgrade" it!
i was not sure what did i do wrong but i though maybe i need to update updater.exe however i did not found a new one. autoupdater does not work somehow and it seems he does exactly the same thing "deupgrade"... still not sure but ill just say to people to not use upgrade button until you try to solve that.
Greets!
~DD
Please, wait some hours, I'll upload new version for update =)
VD

posted at 17/08/09 13:56
Dark Dragon

Wow great i am glade my library helped u to find the bugs, ill be updating my JNGPS and ill say that C Jass is still in beta version... then next update will be an C Jass full.
i guess ill make my C Jass spell pack with my librarys!

posted at 16/08/09 23:03
Dark Dragon

k thanks! i did not jet test my universal pack, but well new one will use my librarys :S
anyway i am glade you know whats the case.
yeah that import is really needed, but well it can wait.
Greets
~DD
I've discovered 4 bugs while getting to compile your include file. One of them is that cJass fails when you declare textmacro inside of any function or method. They all will be fixed though.
VD

posted at 16/08/09 18:23
Dark Dragon

hmm i would like you to test my JNGPS currently and try to compile my library! it gives errors with cjass even if there are no in vjass... that error is smth new i saw... as well externals are compiled in wrong way i guess! well i think its just more easy if you compile it xD
plz tell me if there is smth wrong.
as well //! import is still ignored by cjass :S
Greets!
~DD
Sorry, I couldn't compile your include file, now I'm getting to know, what's wrong.
As for import, Adolf is still somewhere in a plact not very suitable for error reports, so we'll talk when he's back.
By the way, your Spell Pack v3 compiles well if to change some of /!novjass things to comments.
VD

posted at 16/08/09 18:00
Dark Dragon

K rly sry now i first always check feedback section and now i realized that a tone of new versions are out already so ill go and check it asap...
ye ye sry for this spam here xD
I'll upload the installer of the new version today, and it will also be available through autoUpdate.
VD

posted at 16/08/09 17:58
Dark Dragon

K ill see what i can do, i did not have an internet so i could have not contact u sooner! anyway next update will have the fixes and full cjass like u said. ill see as well about inserting that auto updated but it seems that your script does not work for me... that auto updated uses registry string set... but i think u cant do that in wehack.lua! still ill check it once more and do what i can!
greets guys!
~Dark Dragon
Of course, I can =)
It works fine for me, and for other people who tested.
If you didn't know, grimoire has functions for accessing registry, which I use.
VD

posted at 14/08/09 09:55
гость ;)

define echo (msg) = DisplayTimedTextToPlayer(Player(0),0,0,99,msg)
вызывай его через
echo (<SubString(source,0,1)>)

posted at 12/08/09 22:35
Dark Dragon

Well ty guys! and btw in next update ill anyway point to this site coz its not a problem at all and yeah i know it was wrong to upload whole JNGP, but now its fixed...
once again ty guys and greets!
~Dark Dragon
Anyway, please make changes to your wehack.lua according to the code, inserted by cJass installer =)
VD

posted at 12/08/09 22:06
Van Damm

Things happen.
You can simply pack (maybe with installer) all stuff, made by you, and release it as an update for NewGen, not including the JNGP or other 3rd-party tools themselves. People will have the choice and noone's feelings will be hurt.
As cJass now has the installer and adds its items to the WE menu, I think you can provide the link to its download while it's still in beta. But when the stable version is out, I think (we'll discuss that with ADOLF, but 90% he won't resist) you'll be able to distribute AdicHelper in your pack, leaving all cJass records in wehack.lua as they are made by the installer and providing links to this site.

posted at 11/08/09 03:13
Dark Dragon

Unfortunately JNGPS got rejected in an instant... Since i had no right to take all that JNGP core stuff...
Well all my 2 months of work fall down in a few seconds... even more coz all my spells and new systems are JNGPS compatible. Since i could have not lose all that, i wanted to try once more on way which should be legal and should not make anyone angry...
For the second and last time i uploaded JNGPS Patch 1.1 since i worked 2 days on patch with my new spell making it 1.24 compatible, i released only my part of work from JNGPS however since JNGPS base in JNGP v5b... its old and needs updates such as TESH, JH and ofc i want C Jass more of all of that coz ~via JNGPS i can easy enable/disable CJass! So since if people who made tools that are a must for JNGPS... dont allow me to do what i did i'll just give up on wc... since i dont want to fight with people around work which is part of mine... i understand that i have no right to just take whole JNGP and uploade it randomly like that so thats what i tried now! i as well readed your post in my rejected JNGPS and you are rigjt so, i would like that u help me by allowing me to upload C Jass Beta currently and then full one.. as well as your own made TESH update which i took from u!
second request will be that you ask ADOLF does he allow me to upload C Jass like that since i understand that you are better at eng. If i have to post a link to this site np, i forgot about that but its a single update which ill do when CJass full is out.
Ty for your time and greets!
~Dark Dragon

posted at 10/08/09 19:02
Dark Dragon

K glade to hear that! i already wrote that in my JNGPS 1.1 Patch changelog coz i belived it was smth like that.
Awesome job guys i'll wait for this new update and hope to start making campaign with it then!
Greets!
~Dark Dragon

posted at 10/08/09 16:42
Dark Dragon

Ahh! i just went to check the cjass installer and it seems that when i implemented "About cJass" in JNGPS it actually displayed it for 1 milisecond... its a bug i guess so i wanted to make u know that. as well its not my JNGPS coz i tested it ~via AdicHelper.exe /info and it does the same...
ohh about that //! import stuff i did not know it was a bug so i am glade to hear ADOLF will try to fix it!
Greets!
~Dark Dragon
The about box is not implemented in the current version, but the dev version, that I have, already shows it. So in the next public version it will be there!
VD

posted at 10/08/09 15:22
Dark Dragon

Yes and ty Van Damm! i as well said to this who wanted to test cjass that its still beta. there where some people on hive which were interested so i implemented it, as well telling that all that will be up to date. and once cjass is stable ill write that and ask PurplePoot to make an standard which he said he might!
Best Regards!
~Dark Dragon

posted at 10/08/09 09:18
Hellfim

Адик, привет =) Вот 2 ошибки:
Первая:
define echo (msg) = DisplayTimedTextToPlayer(Player(0),0,0,99,msg)
//Действия
echo (SubString(source,0,1)) //Считает, что закрывающая скобка сабстринга относится к дефайну и выдает 1 лишнюю скобку.
Вторая:
set i--
Компилируется как:
set i=
set i=i-1
Еще 1 ошибка:
Если писать так:
return (true)&&\
((true)||\
(true)||\
(true)||\
(true))
то компилируется в это:
return (true) and ((true) or
set (true) or
set (true) or
set (true)) or
При этом какие-то строки пропадают, но до меня пока не доперло какие =)
Я понял почему пропадают строки =)
Если после "\" поставить "//", то он перенесется на следующую строку и закомментирует ее.

posted at 10/08/09 04:08
Van Damm

Btw, now cJass is available as installer package, packed with easy-to-use AutoUpdater, which will keep your tool version up-to-date.

posted at 10/08/09 04:02
Van Damm

DD, you really shouldn't have released cJass to public yet. There are still bugs, which will be fixed only in the next version, which will be available at the end of this month.
And because of that bugs, cjass is now incompatible with lots of maps with complicated vjass code. That will be fixed, but still...

posted at 09/08/09 01:32
Dark Dragon

that is because cjass is still beta and there are some bugs, which are currently being worked on. that stuff "killing vexorian..." came to me in my map as well but did not found out why that happens. its most likely coz of other bugs. and that "killing vexorian..." stuff has nothing to do with being incompatible... in fact cjass will be fully compatible with vjass, so that "killing vexorian..." stuff means "killing vjass syntax" like compiling defines and stuff which vexorian does not like... thats the meaning of it.
btw i have a request! as seen in my JNGPS release, i made EGUI and it uses custom functions, which are imported in map if user wants. problem is that when i enable cjass that //! import will do nothing. if i use include it will work only when cjass is enabled ofc. however i cant detect in my jass script is cjass off/on.. it would be cool if //! import is just ignored and vjass handles it laiter after cjass if enabled. however when include is found then cjass will inclide that file. it would be a great help if u can do that.
Thanks and greets!
~Dark Dragon
I'll tell ADOLF about //! import, but he wasn't going to prevent it from funcitoning. Maybe that's another bug for now.
VD

posted at 08/08/09 19:27
Strilanc

When I try to save power towers, cjass crashes. I can see the message "killing vexorian..." on the dialog, which I assume means some sort of incompatibility with vjass.
Power towers is not protected, so you can try it yourself. File is at epicwar:

posted at 08/08/09 01:55
Dark Dragon

Since hive started the purge of spells i released my in JNGPS! ill be updating it with new cjass so people can have ofc new bug free one. as well i hope then cjass will become the standard.
Greets!
~Dark Dragon

posted at 05/08/09 17:48
Dark Dragon

awesome! i already implemented window in JNGP it will be called JNGPS "S" stands for special! and since 1.24 is out ill be forced to release this soon or my spells will be deleted at Hiveworkshop! however ill wait as long as possible or just update it once u release new version!
Best Regards!
~Dark Dragon

posted at 05/08/09 16:01
Van Damm

Please be patient, a big update is coming at the end of august. I already have the developer preview and can test some of the new features.
Also, I'll soon introduce installer and autoupdater for AdicHelper.

posted at 14/07/09 02:46
Dark Dragon

Meh sry for double post i misstyped that define...
it should be: defines CreateDummy (owner, dur) = ...

posted at 14/07/09 02:44
Dark Dragon

well next version is currently in work!
hooks vex added and hooks hare are different, it depends what you need to do. if you are working on system for smth that requires you to check is unit removed then you can use vex hooks! however if you need constant change in smth and you need full access of stuff then cJass hooks are unreplaceable. and btw cJass hooks are all i ever wanted and needed coz they are fast (instant) but vex ones are extremely slow and i dont like them coz they generate triggers and so on...
ADOLF!
about define locals!
define any CreateDummy (owner, dur) = {
local unit dum = CreateUnit(owner, DummyCode, 0.,0.,0.)
call UnitApplyTimedLife(dum, 'BTLF', dur)
call UnitAddAbility(dum, 'Aloc')
set dum = null
}
func some fvoid
call CreateDummy(Player(0), 1)
call CreateDummy(Player(0), 1)
call CreateDummy(Player(0), 1)
endfunc
it should only once generate that local variable! that is if its possible.
if it is to hard i will be fine without locals to. still would like them if possible i made my own 'for' keyword with defines... so i would like to declare local variable.
i really cant wait for default arguments and this few remaining fixes which cant compile modules and private interfaces!
Greets and take your time!
~Dark Dragon

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