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Messages - Goombert

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31
Issues Help Desk / Re: Error on 'Games' page.
« on: September 08, 2016, 12:57:53 PM »
Josh asked the person who originally coded it to see if they could fix it. If you look again it should now be fixed, I am able to download games from the EDC again.
http://enigma-dev.org/edc/games.php?action=list

32
Hi! There was a bug with Linux Mint that had the wrong python version which has since been fixed. See this GitHub issue for more details:

https://github.com/enigma-dev/enigma-dev/issues/968

What python version do you currently have? The install.py script requires Python 2.6 or Python 3+

33
Announcements / About.ey consistency changes
« on: September 06, 2016, 12:33:26 AM »
Ok so it seems there was some confusion with About.ey files before and I want to get them fixed. So after a new PR to master you will need to download the new ENIGMA plugin and LateralGM the next time you try to update ENIGMA. I have updated the install.py script for Linux users and I have also updated the Windows portable ZIP to make this easier. As usual, you can also just grab the latest LateralGM and ENIGMA jars from the extra packages page and overwrite them manually yourself as well.

http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

http://enigma-dev.org/docs/Wiki/About.ey
http://enigma-dev.org/docs/Wiki/How_to_make_an_extension
http://enigma-dev.org/docs/Wiki/Extensions

The first thing I had to do was patch the LGM plugin to actually use "Name" for the extension label in the GUI. The wiki articles all state clearly that "Name" is the part of a system's eyaml description file that should be human readable. The "Identifier" field is what would be used in code, it would be similar to a C++ identifier in that it probably shouldn't have spaces and should also be the folder name of the system or extension in which it resides.

https://github.com/enigma-dev/lgmplugin/commit/ccc750ac54745d05599299549c13a29d91b659d4

Then I had to update and correct all of the About.ey files for every extension. The major systems under Game Settings->ENIGMA->API have always been correct. The "ID" field for extensions was also changed to "Identifier" for consistency.

https://github.com/enigma-dev/enigma-dev/pull/1012

Finally, I've updated the Wiki pages and uploaded a new portable ZIP for Windows.

34
Issues Help Desk / Re: Lots of compile errors
« on: June 17, 2016, 05:50:51 PM »
I found the topic where I announced when I added it:
http://enigma-dev.org/forums/index.php?topic=1915

Does the error message look like that? It looks like I never got around to adding the actual variable names as debug symbols.

35
Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 05:14:32 AM »
Running in debug mode should tell you the variables name in a popup window.

36
Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 04:22:06 AM »
Ah yeah we currently do not have support for argument_count, I see TheExDeus mentioned that to someone else a while ago. That's a parser thingy.
http://enigma-dev.org/forums/index.php?topic=2637.msg25647#msg25647

I went and added it to polygonz old list of parser/compiler issues.
https://github.com/enigma-dev/enigma-dev/issues/81

37
Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 02:54:06 AM »
Ah that's from TheExDeus making depth buffers optional for surfaces. Here's a simple fix to try:

1) Go to the file ENIGMA/enigma-dev/ENIGMAsystem/SHELL/Graphics_Systems/Direct3D9/DX9surface.cpp
2) Add a parameter ", bool depthbuffer)" to surface_create exactly like that.
3) Save the file and try Direct3D9 again.

He didn't update the Direct3D subsystems when he made that change.
https://github.com/enigma-dev/enigma-dev/blob/483b2c54176df1ff6333a2ecd76f677c2a53d033/ENIGMAsystem/SHELL/Graphics_Systems/Direct3D9/DX9surface.cpp#L62

Please let me know if that works.

Regarding the GLEW file, yes that is the problem, I know for sure now. Your OpenGL does not support anything in GL 3.1 or later and framebuffer object's (the OGL equivalent of Direct3D surfaces) were introduced in OGL 3.2.

Quote
GL_VERSION_3_1:                                                MISSING
---------------
  glDrawArraysInstanced:                                       MISSING
  glDrawElementsInstanced:                                     MISSING
  glPrimitiveRestartIndex:                                     MISSING
  glTexBuffer:                                                 MISSING
 
GL_VERSION_3_2:                                                MISSING
---------------
  glFramebufferTexture:                                        MISSING
  glGetBufferParameteri64v:                                    MISSING
  glGetInteger64i_v:                                           MISSING

38
Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 02:32:34 AM »
Code: [Select]
#0  0x00000000 in ?? ()
#1  0x007c9e95 in enigma_user::surface_create (width=800, height=600,
    depthbuffer=false) at Graphics_Systems/OpenGL1/GLsurface.cpp:127

Well that tells you right there... surface creation failed. You likely have poor OpenGL hardware support. You can find out or I can tell you if you run a hardware test:
http://enigma-dev.org/forums/index.php?topic=1131.0

Try Build->Settings->ENIGMA->API->Graphics->Direct3D9 and tell me how it goes.

39
Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: June 15, 2016, 06:29:46 PM »
Your issue with the fading may have been related to the clamping of draw_set_alpha which faissaloo is attempting to fix in this PR:
https://github.com/enigma-dev/enigma-dev/pull/969

40
Proposals / Re: Flipping, scaling and rotating instances
« on: June 15, 2016, 06:23:29 PM »
I just want to bump this topic because I don't like sweeping bugs under the rug and mention that I can not reproduce an issue with the instance creation code saving. I made an example project and first tested the image_alpha and ran it, worked fine. I then added a second line to set image_angle and it worked fine. I did not close and save the instance creation code, I left it open the whole time. So it seems to not be an issue with the current master, may have been an issue in the old LGM or else it's related to the IDE_* file stuffs.

41
Third Party / Re: ECOE - In terminal Linux object editor
« on: June 15, 2016, 03:39:07 PM »
I can see why he would choose C over C++. One is that C++ has no standard ABI. Thanks to Rusky and DaSpirit I am starting to like Rust. I also hate every Windows port of GCC. Rust has reached stable 1.0 now so it is something to consider. It's nice to be able to return multiple values and be more expressive than C++.

42
Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 03:45:44 PM »
Did you run the game in debug mode? You have to hit the debug icon not the run icon and then do GDB. I think you hit the run button because it's showing ?? in the back trace which suggests there's no debugging symbols. If you run it in debug mode that will tell us file names and line numbers of the errors.

43
Works in Progress / Re: Croky
« on: June 14, 2016, 03:04:00 PM »
Alright that sounds good. You may want to read my reply in the other post though. I did find an existing issue that I think may be causing your problems. More debugging is needed but I don't have time right now.

http://enigma-dev.org/forums/index.php?topic=2678.0

I should mention the current task I am working on with ENIGMA is cleaning up the joystick and windows executable code. I've improved compatibility with the XInput gamepad functions. So maybe I'll try to bundle fixes for the Linux joysticks as well after testing.

https://github.com/enigma-dev/enigma-dev/pull/966

If anything else comes up just let us know.

44
Third Party / Re: ECOE - In terminal Linux object editor
« on: June 14, 2016, 03:00:21 PM »
I understand your concerns and I actually really like your tools. This is absolutely great and I think these tools could be very useful. I've always maintained the position that every IDE and tool is potentially useful because it all depends on what the job is that needs done.

I actually wanted to create more command line tools for ENIGMA and I started with a CLI to build GMX projects once, but it has since broken:
https://github.com/enigma-dev/enigma-dev/tree/master/CommandLine/programs/emake

So for one don't feel bad, your code can't possibly be as bad as mine was. I hacked that thing together and I wasn't very good back then. Since I've advanced a little more I try to stick to formatting code properly and doing things correctly the first time. Really the most important thing is consistency and clarity in your code.

45
Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 02:53:37 PM »
Read the following tutorial that explains how to debug the game with GDB and show us a stack trace:

http://enigma-dev.org/forums/index.php?topic=1815

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