Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Josh @ Dreamland

Proposals / Re: Animated tiles/tilesets
« on: August 08, 2011, 12:34:04 pm »
Two words: Static sprites.

Issues Help Desk / Re: Installation Failure
« on: August 07, 2011, 09:43:56 pm »
I take it this is still when running from ENIGMA.exe?
If so, that's really weird. Did the compile complete successfully? As in, is there a compileEGMf.dll in the ENIGMA folder?

Issues Help Desk / Re: Installation Failure
« on: August 07, 2011, 07:04:35 pm »
If I were you, I'd just rename the old MinGW and let it install a fresh one. I have no idea how or why, but it always fails to copy the files over an existing installation. I specified that it should not bail on missing files, but it seems to do so anyway.

Let me know if that works.


Issues Help Desk / Re: Compilation failure at C++ level
« on: August 07, 2011, 02:44:49 pm »
That's a catch-it-all error that happens for a number of reasons, which has increased recently due to the state of the new syntax checker. If you upload the GM6/K, one of us could take a look, or you could just paste the entire terminal scrollback so we have a better idea of what failed. Or I guess you could wait for it to be fixed when one of us finds any/all of the problems it's giving you. If it's the latest revision, it probably doesn't recognize that a function isn't implemented.

General ENIGMA / Re: Stuph
« on: August 03, 2011, 01:02:31 am »
No, it's not that hard. It just requires me picking a spot to put that function table, and generating it at compile time.

General ENIGMA / Re: Stuph
« on: August 02, 2011, 09:50:10 am »
Ah, yes, I forgot about that extension system. TGMG was working on the selector for it... I haven't heard back from him.

General ENIGMA / Re: Stuph
« on: August 02, 2011, 09:47:03 am »
HaRRiKiRi is working on paths now, actually. I gave him a hand with converting GM's 0-1 path positions to a position on a segment and ultimately to coordinates. From what I've seen, they're coming along rather well.

He's probably going to hit a snag with preallocation and getting his constructor to do reallocation, but I'll help him with that if he needs.

As for user events, I didn't realize so many people actually had use for them. I will see about implementing them; there may be some additional memory overhead or it may be completely optimized out, but it should be easy enough to do.

Function Peer Review / Re: GM's Data Structures
« on: August 01, 2011, 11:28:30 am »
Well, they're missing speed and efficiency, too. But I'm going for "working" with those functions--they're kind of unusable.

Proposals / Re: Remove GLU dependency
« on: July 31, 2011, 03:12:03 pm »
I'd sooner just comment all the 3D functions for now until we finish the extensions system to accompany graphics. Fixing the two instances of GLU functions for now would be short-sighted at best.

Issues Help Desk / Re: Compile Errors
« on: July 31, 2011, 12:07:10 pm »
The problem is that Debian implements a <cmath> that overloads only two abs() functions, so passing it unsigned short is somehow ambiguous. I could say a hundred nasty things about Debian, but I won't bother. The fix is to add an (int) before the parameter to abs() on line 67.

General ENIGMA / Re: Stuph
« on: July 29, 2011, 11:48:58 am »
Holy shit, it's a daz!
Anyway, yeah... *hides*
I'm working on the code editor again.

General ENIGMA / Re: Stuph
« on: July 28, 2011, 02:18:15 pm »
Event_user isn't all that hard; it's just gone unimplemented because its use is uncommon. If you bother us about it enough, it'll get done.

Collision_circle isn't in just because it requires math that's more fun to do out on paper than to implement in a collision engine.

Anyway, aside from callbacks often being threaded or handled by some other system, I don't see a difference between them and the list you described. At least in C++.

Announcements / Re: Overdue Update
« on: July 27, 2011, 05:20:47 pm »
Actually, I gave this new checker a structure-based lex because it's too difficult to do lookaheads inside a macro-flooded system without one. The token structure only stores the position of the token and its type.

But I free the lex after the check because it's too detailed for the parser's minimalistic uses and I don't presently do formatting or highlighting myself. Besides, the syntax highlighter is Java side, and I doubt IsmAvatar favors the idea of making that aspect of LGM so modular as to be able to make calls through JNA.

Announcements / Re: Overdue Update
« on: July 26, 2011, 01:04:32 am »
There already is one, RetroX... TGMG's been using it to mass-test examples.

Announcements / Re: Overdue Update
« on: July 25, 2011, 01:21:06 pm »
Mostly so it can be invoked without any of the rest of the DLL.
You'll find GM's does the same thing. Not that doing anything like GM is usually a good idea.

It's also the reason GM could generate lex errors at load time that it couldn't detect during the syntax check, but in ENIGMA's case, that's going to surface as an issue from trying to convert to C++, in any case.

The parser doesn't do any error checking; it just sticks semicolons between things.