ENIGMA Development Environment
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Messages - Josh @ Dreamland

Issues Help Desk / Re: Exception in thread...
« on: April 29, 2012, 09:49:45 AM »
Ah, yes. I was thinking of a number of ways we could pull off MinGW.

My first thought was the simplest. We could distribute MinGW binaries we certify can work with ENIGMA in a separate zip. We'd have them unpack MinGW in C:\, and then unpack a zip of ENIGMA containing a pre-configured gcc.ey wherever they like.

Issue with that is, it'd have to be in C:\, or they'd have to edit the ey file.

2) We could have either ENIGMA or LGM check that gcc.ey exists, and if it doesn't, download the zip itself and unpack it, then download a template gcc.ey and replace ${INSTALLPATH} with C:\ or wherever. I don't want ENIGMA.exe to do that because I don't want to mix C and the internet.

3) We could get TGMG's package manager to do that. He's writing up a frontend in Java as far as I know...maybe it can pull that off.

At any rate, I don't want MinGW packaged in the same zip.

Issues Help Desk / Re: Exception in thread...
« on: April 27, 2012, 11:55:13 AM »
TGMG reports no problems after running his apt-get.py, or whatever it's called. I talked with him about adding a GUI frontend to the system package manager, where his python script would stand in for said manager on Windows. We agreed it'd be best to give a zip release that had no dependencies. You know, for novices and people with non-compliant systems (ie, 50% of Windows users).

Point is, everything works if you include all the dependencies.

General ENIGMA / Re: ENIGMA VS Game Maker (Speed & Graphics)
« on: April 27, 2012, 11:16:09 AM »
It is because of buffer switching. Half of the lines are painted on the front buffer, half on the back. Just draw it all in one go. :P

Perhaps we could use for an option to disable double buffering...

At any rate, it's nice to see someone able to get the project running without hassle. :)

Also, you could speed this up more by placing it in draw_primitive_begin(pr_pointlist)/draw_primitive_end(), and using draw_vertex() instead of draw_point().

Issues Help Desk / Re: Exception in thread...
« on: April 25, 2012, 10:33:39 PM »
Point acknowledged. I built it before the switch to git. I think we should build a new one from TGMG's all-installed version, excluding the .git folder and his python updater, for people who just want a done-out-of-the-box build. I'm unopposed to including all binaries exactly as TGMG has them.

Maybe first we'll want to make a new ENIGMA.exe build that has the Java arguments and LGM restart features, so people can add file association to LGM/ENIGMA.

Issues Help Desk / Re: Exception in thread...
« on: April 25, 2012, 12:42:33 PM »
Hey now. If the SVN checkout failed, that would explain the missing descriptor files. Issue is, he used that zip I pre-built with everything included. So it shouldn't have failed unless he gave the OK to update at some point.

Issues Help Desk / Re: Exception in thread...
« on: April 25, 2012, 09:02:20 AM »
That's really strange; it's not GCC.ey that's wrong. For some reason, it has a problem with the descriptor files for individual systems, which do not change from platform to platform. I'm going to need to run that one by Ism. It really isn't something that should work for one person but not others; probably something simple on our part.

Thanks for all that info; seems you've been reading around. ;)

Off-Topic / Re: Introductions
« on: April 19, 2012, 10:50:38 PM »
It's supposed to be, but it's becoming more and more evident that if I actually want them stripped, I'm going to have to pack them into a static library and just link against it. That way, only bare minimum symbols are even considered.

Point is, theoretically, we shouldn't *need* a system for removing code just because it's unused. Locals, yes. Code, no.

Off-Topic / Re: Introductions
« on: April 19, 2012, 01:04:25 PM »
Particles don't need to be extensions. Extensions are for things that manipulate locals.

Issues Help Desk / Re: Getting up and running
« on: April 18, 2012, 11:22:46 PM »
That is the strangest thing. It seems your computer has a built-in accelerometer, then.

The problem is in this file:

I'm not sure why the error is for an invalid free, considering there is no call to either of free or delete in that file (which would mean memory leaks were it not for the fact that joysticks are only allocated at runtime and are freed by the system).

Could you run the game in debug mode, and call GDB on the output executable in /tmp?

Issues Help Desk / Re: Getting up and running
« on: April 17, 2012, 01:55:33 PM »
Actually, something else changed in the meantime. By default, we use GM's - now instead of C++'s. This means that if a=10, a--3 gives 13 rather than decrementing a.

I'm not sure what's wrong with the joystick code. Do you have a joystick connected?

Off-Topic / Re: Introductions
« on: April 17, 2012, 10:39:16 AM »
Hello, Gringo!

Do you have an account at GitHub? If you do, you can maintain your changes in a fork, and send us pull requests when you are ready to have them included.

What distribution are you on? OpenAL should work if you have it and ALURE installed.

Also, feel free to stop in at the IRC; we are #enigma on Freenode. There's a link to a webchat on the forum listing. We can help you get the audio worked out there.

Announcements / Re: Email server fixed
« on: April 05, 2012, 11:45:17 AM »
No, Gary just added that while he was at it.

Announcements / Re: Email server fixed
« on: April 05, 2012, 09:18:09 AM »
It looks fine. It's in the lighter half where you can read it better. I'd just like it to be up against the user info bit, which seems to have moved to the next bar down in the forums but been corrected on the home page.

Issues Help Desk / Re: Help With Installation Requested
« on: March 28, 2012, 04:09:26 PM »
CoppolaEmilio: If your code is valid and the function is supposedly implemented, post your error in a new help topic or on the IRC and we'll be happy to help you work it out.

Proposals / Re: Alure and Enigma
« on: March 26, 2012, 11:51:34 AM »