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Author Topic: Common Incompatibilities  (Read 1938 times)
Offline (Male) polygone
Posted on: September 09, 2010, 06:23:16 AM

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Obviously I've found many incompatibilities when trying to run existing GM project. I'm building up a list of common ones I am personally finding. For the following things can any info please be provided as to the state of their development and the expected time they will take to be implemented it would be nice to know :)

median
ds_lists
ds_maps
ds_stacks
moving around functions

outside room event
switch statements
other statement inside with statements
drag & drop actions

« Last Edit: September 09, 2010, 03:29:10 PM by polygone » Logged
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Offline (Unknown gender) TheExDeus
Reply #1 Posted on: September 09, 2010, 06:54:53 AM

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You can see all of the implemented functions inside enigma and also here: http://enigma-dev.org/functions.htm. Function development wasn't the priority in the last stage of development, thou in light of the R4 release function development could speed up. Most of the functions aren't even hard to implement, it just wasn't done.
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Offline (Male) polygone
Reply #2 Posted on: September 09, 2010, 07:27:12 AM

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Well some of them have been done (or where) such as ds_lists and the moving around functions but they haven't been reimplemented yet. I'm just highlighting some common key functionality that would massively improve compatibility. More I'm curious as to the time-frame that they are expected to be added and plans for development.

Of course I'm most curious about collision functionality still but I don't wish to keep pestering bout this :)
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Offline (Male) Josh @ Dreamland
Reply #3 Posted on: September 09, 2010, 08:26:36 AM

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Odd, the repeat statement should work. Are you sure it doesn't?
Anyway, I'll use this thread as somewhat of a priority list when the rest of the install issues clear.
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Offline (Male) polygone
Reply #4 Posted on: September 09, 2010, 08:32:17 AM

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Well I used break; in a repeat statement and it did not recognising the repeat as a loop so I presumed they where not working. Upon testing the repeat statement is actually crashing enigma for me.

Quote
Anyway, I'll use this thread as somewhat of a priority list when the rest of the install issues clear.
Yes, it would be nice to have a single thread discussing ongoing function implementation. This is really the fun part, having the ground work set then watching as enigma becomes ever more functional. I'm hoping it can get to a state now with this release where it can start to actually be properly introduced to some of the GM user base.
« Last Edit: September 09, 2010, 09:14:47 AM by polygone » Logged
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Offline (Male) Josh @ Dreamland
Reply #5 Posted on: September 09, 2010, 08:42:26 AM

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The repeat statement doesn't really do anything but count... It's probably something inside it that's crashing.
Indeed, the repeat statement works fine here. I'll investigate the break; issue.
« Last Edit: September 09, 2010, 08:45:31 AM by Josh @ Dreamland » Logged
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Offline (Male) polygone
Reply #6 Posted on: September 09, 2010, 08:55:15 AM

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I don't know exactly what the issue is, it's rather strange.

But a simple file like this is crashing for me upon compiling:
http://www.mediafire.com/?a1pdwo9kt0c77oy

All I have used is a basic repeat loop...

I did just get a repeat statement to work a few minutes ago though but I can't now it's crashing whenever I use one.
« Last Edit: September 09, 2010, 09:03:47 AM by polygone » Logged
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Offline (Unknown gender) TheExDeus
Reply #7 Posted on: September 09, 2010, 09:03:41 AM

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Actually repeat crashes on me too. I wanted to report that, but I thought it just wasn't implemented. I just created one object, put "repeat (5) {}" in step event, and put the object in the room. And it crashes LGM with:
Quote
Event[3]: Parsing 1 sub-events:
Check "obj::step...Done. Starting parse..."
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
poof.
poof.
poof.
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Offline (Male) Josh @ Dreamland
Reply #8 Posted on: September 09, 2010, 09:19:30 AM

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Haha! The problem is (yes, entirely my fault) that the code is in fact, too short. I'll fix it now, but I'm waiting for a fix from Ism before I commit to the Stable repo. Presently, LGM is breaking on update.

Polygone: I've fixed your other two bug reports as well, but you'll need to wait for the commit before LGM can update to them.
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Offline (Male) polygone
Reply #9 Posted on: September 09, 2010, 09:22:30 AM

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Haha! The problem is (yes, entirely my fault) that the code is in fact, too short.
Ah, that makes sense how I got it to work earlier when using more code.

Think I'll sit back now until another update.
« Last Edit: September 09, 2010, 09:48:12 AM by polygone » Logged
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Offline (Male) polygone
Reply #10 Posted on: September 09, 2010, 02:40:52 PM

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OK everything is working now :)

What have you done with the outside room event? It's not giving an error now but the event itself is not actually executing.
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Offline (Male) Josh @ Dreamland
Reply #11 Posted on: September 09, 2010, 04:00:46 PM

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polygone:
The outside room event can be edited in events.res. Open it in notepad, if you like.
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Offline (Unknown gender) The 11th plague of Egypt
Reply #12 Posted on: September 10, 2010, 02:07:05 AM
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I would be happy with ds_lists and ds_priorities.

BTW could you optimize lists for loops? Like, instead of restarting the search from the start every time, you could start it from the last point it left.
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Offline (Male) Josh @ Dreamland
Reply #13 Posted on: September 10, 2010, 02:33:19 AM

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I can add a list_find_next() of some sort, plague. It will require a call to list_find_first(), and one at a time.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Unknown gender) The 11th plague of Egypt
Reply #14 Posted on: September 10, 2010, 05:20:21 AM
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That would dramatically improve performaces. Or you could keep some sort of hidden variable to check the position of last access inside the normal functions.
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