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Messages - Josh @ Dreamland

1486
Announcements / Re: Happenings
« on: January 16, 2011, 08:38:13 pm »
The installer's been done, the issue is getting the backend to make the correct calls. I'm just finishing that up now. Sign on to the IRC, and say my name if I'm there. I'll tell you what to do.




<-- lol 69

1487
Issues Help Desk / Re: Combining members
« on: January 15, 2011, 07:03:18 pm »
He just said he wanted a foobar::x. He didn't say he wanted to borrow one of the x's.

1488
Issues Help Desk / Re: Combining members
« on: January 15, 2011, 04:50:55 pm »
Have both foo and bar inherit from a base class with X.

1489
Proposals / Re: Shader effects
« on: January 14, 2011, 05:57:39 pm »
Mac seen by Windows = Yes

I pretty much still see them that way.

1490
Announcements / Re: Happenings
« on: January 14, 2011, 04:10:10 pm »
It certainly would, Rusky. But I'm afraid to tell people to do that because they'll call path functions on it or some shit. Path functions will never work on custom classes (without some serious effort poured into the mix).

And yes, selecting variable packages is planned (And about half done).

1491
Announcements / Re: Happenings
« on: January 14, 2011, 10:06:11 am »
You may not treat custom classes as regular objects, but you can already create them in Definitions using C++ syntax.

1492
Announcements / Re: Happenings
« on: January 13, 2011, 09:34:13 pm »
Two hours for surfaces, probably three hours for switch()... two hours for ds_ functions... I only now got home from school, and I still have more work to do.

1493
Off-Topic / Broken forums
« on: January 12, 2011, 10:50:13 am »
We've recently upgraded to SMF RC3. This cost us all custom modifications to the SMF forum system. This is what's broken, that we are currently aware:

1) Registration. I implemented a regexp captcha to the SMF engine because its original system was too poor to handle multiple answers. My system allowed them to be set as (answer1|answer2), or however else is legal in the regexp standard. As such, any question with more than one answer is impossible to answer correctly.
2) Unix names. Gary just implemented a system that allows users to give themselves a unix name. It wasn't implemented in the Wiki completely yet, but it's gone now.
3) Code highlighting. The system had a problem with generating previews (the page had to be refreshed to see any modifications), and it didn't distinguish between GML and C++, but it's gone now.

Any other problems, report them here.

1494
I have yet to implement switch(), but there are multiple problems with that code in any case, namely,
1) The point of a switch statement is to allow jumping to a piece of code marked by the correct value. So, "case varname==0" is pointless. Just "case 0" will suffice
2) The point of a switch statement is to quickly decode one value as a set of multiple values. So, "switch(boolean)" is, before optimization, less efficient than if (boolean) {} else {}.


1495
Function Peer Review / Re: move_towards_point
« on: January 11, 2011, 07:16:55 pm »
Actually, I have no idea why the fuck Ism's implementation works. direction.rval.d is in degrees. Or at least it's supposed to be. There is the possibility that it is only in degrees when it is the last variable set.

1496
I don't know why it's doing that if you're specifying the whole screen as the rectangle.

1497
I don't think two branches are unreasonable.

HaRRi, note two things. First, tbx and tby are both 1 for Po2 textures. Second, I believe the most efficient way to code this function is by giving it this structure:

Code: (C++) [Select]
if (tbx == 1)
  if (tby == 1)
    //YOUR CURRENT METHOD
  else
    //DRAW LARGE TILED HORIZONTAL STRIPS OF SIZE REQUESTED_WIDTH * SPRITE_HEIGHT
else
  if (tby == 1)
    //DRAW LARGE TILED VERTICAL STRIPS OF SIZE SPRITE_WIDTH * REQUESTED_HEIGHT
  else
    //THE INEFFICIENT METHOD

1498
Proposals / Re: switch and mp_step functions.
« on: January 10, 2011, 07:27:41 pm »
You can just copy-paste it into "Definitions" under ENIGMA settings in the mean time, MrGriggs.

1499
You could just implement the 3D sound functions in ENIGMA's current OpenAL implementation; we'd appreciate it. (ENIGMAsystem/SHELL/Audio_Systems/OpenAL/)

1500
Proposals / Re: Shader effects
« on: January 10, 2011, 07:20:04 pm »
Yes, they will. I asked Retep a while back to research the difference in shader languages for DirectX and OPenGL. He never got back to me with the results. I want to ensure that ENIGMA's shader language is standard, and so I want to know what I'm up against. ENIGMA may implement its own shader language.