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Messages - Josh @ Dreamland

General ENIGMA / Re: Making love to the project
« on: May 01, 2019, 09:26:30 am »
The question constantly begged was, what are we losing out on when you insist on harassing everyone who enters the channel? Some people put up with you, and some people don't. We've lost a lot of good people in the drama you created.

Your contributions are recognized and appreciated, and are the reason that I ignored request after request to ban you. But enough is enough. You're the reason I frequently take hiatuses, and most of the reason Robert is never on the main Discord. The last time you chased me off in one of your fits, forthevin and canthelp left. Now there's another. And at the point where one of the most talented people to show up and contribute to the project leaves two weeks later because he can't tolerate you, it's time to take action.

I'm not thrilled about getting rid of you, because unlike most, you were capable of being a leader. But there are ways of motivating people to do things to further the project—leading them—that don't involve harassing them. Until you can employ those tactics, I don't want you bothering people in the main channel anymore.

General ENIGMA / Re: ENIGMA - Easy installation on Windows.
« on: February 09, 2019, 11:04:03 am »
Interesting... an installer could make this process easier, sure. Have you tried this on multiple machines? My experience suggests that Windows machines all vary in subtle ways that make automating the msys installation (and pointing into it with ENIGMA) is quite difficult. If this approach works for other people, it would be good to link this from the wiki.

Another question: are you installing Git along with ENIGMA, or is this just one arbitrarily-selected version of the repository? Those tend to get stale quickly.

Issues Help Desk / Re: Forum registration issues
« on: December 27, 2018, 10:08:30 pm »
A regular-old CAPTCHA can be sent to a human CAPTCHA filling farm. You have to be genuinely intelligent to fill out the registration questions on this site. And I like it that way.

In the future, we may invest in OpenID/OAuth as a means of signing in. I anticipate letting people sign in with their GitHub ID without filling in any of those boxes.

In the interim, this strong anti-spam system is me doing my part to keep bots from exploiting user links to increase their own page rank.

Issues Help Desk / Re: Forum registration issues
« on: November 23, 2018, 10:02:47 am »
I have updated the Wiki to display my full name, again (I am not sure who removed it). I have also updated the form to accept "Goombert" and a few other people, since Robert hid his full name.

The expected course of action is for users to hit the back button on their browser and copy one of those names. Spam farms send the entire registration questions page to human workers to attempt to break. The information can therefore not appear on that page. For new members who don't know the team, the simplest way is to hit "back" and read the list at the bottom of the page, or to do what you did.

Off-Topic / Re: A warm hello
« on: November 06, 2018, 08:23:42 pm »
Welcome aboard, Reece. As the others have mentioned, LateralGM is sort of on its way out the door. The latest Java has rendered the project in a broken state, and while Swing is relatively easy to theme, it's also clunky and fails to offer the experience you get with more native toolkits. That said, we ended up adopting Qt for the IDE, which you might argue is a step sideways, but at very least, Qt behaves the same across platforms. Java and Swing behave differently from JVM to JVM, which differs from system to system. Getting rid of Java has become a priority.

That said, the new IDE is under active development; feel free to share your ideas. Sometimes we (particularly I) don't monitor the forums very closely, but the Discord is a pretty active place.

You might benefit from a class in communication, Watcher. Choosing your words and your tone carefully is far more likely to net you what you want. Constructive criticism is always welcome; you have offered two points of this, while drowning your message in generally inflammatory speech.

ENIGMA is free software—its user base and its contributor base are one in the same. I'm sorry if you feel alienated; I would suggest that you consider contributing—joining the team and having your voice heard—but you have already claimed to simply not have time to build anything. That isn't the attitude on which free software thrives.

We recognize there are problems with the IDE, which is why a new one is under development. As has been stated, documentation is openly editable; it hasn't received much attention because it's an unattractive task. In general, this community is very supportive, and would happily answer the kinds of questions required to enable someone to document a function they didn't understand. If, when unable to find documentation on a function, you and other users would ask a developer (or look up the function in the open-source codebase) and document it yourself, this would quickly be a solved problem.

Compilers in general require a lot of disk space. We aren't just slapping your game onto a runner or linking it against a static library: we are building your code as C++ which you can integrate with any library on your system. The software that you are accusing of being bloated is (1) the compiler, which is big for numerous, very important reasons, and (2) the IDE, which depends on Java and so is scheduled for replacement.

The rest of your post seems to be an assault on the team because you don't believe we have made progress. You are entitled to your opinion, although the GitHub pulse disagrees with you.

Generally speaking, you oughtn't just show up and scream people out because a project that people work on for free in their spare time is not complete. I've had a number of requests to just ban you, but that isn't generally how I run things. I encourage you to calm down and attempt to be more constructive. Also, please don't necro three-year-old threads to point out a problem in them.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: February 19, 2018, 01:55:47 pm »
I can't think of any reason to favor declaring globals as one instead of zero. But "globalvar" is a GameMaker: Studio construct; ENIGMA just has you say "global var" instead. I can't tell if the compiler recognizes that you are trying to declare a global, or if it just assumes you left our two semicolons and wanted to say a bunch of variable names for no reason. The point is, it's possible globalvar just isn't working (although it seems to be declared in actions.h. Try printing the value in another object to make sure it's being persisted.

Otherwise, it could be an event ordering issue. Try setting it to what you mean instead of to one and then the correct value later.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: February 06, 2018, 12:02:42 pm »
As you have probably noticed, [snip=edl]var<Vacuum> object_Mouth[/snip] is not valid syntax (well, it technically resembles valid syntax, but as the compiler pointed out, var is not a template).

The error you posted is actually a warning; it will not prevent your game from building nor harm its function. Interesting to note, though—I'm not sure why that function is being generated if ENIGMA is not using it. Probably a sloppy refactor.

How are you assigning to this global variable? How are you reading from it? This sounds as though there may be disparity, there. Are you declaring it global explicitly? If so, how?

Developing ENIGMA / Re: make androidrun
« on: January 30, 2018, 09:43:57 pm »
Android hasn't worked in ages; last time it worked was when TGMG checked it in. I don't even think it ever worked for anyone but him. I have no idea how to configure it, I'm afraid. You could try contacting him, but by this point, I doubt he remembers, either.

That game seems to suffer from a regression we've had on math functions. It's being worked on. You can follow along on PR 1172 if you're interested. It contains a fix for abs and a unit test to catch future regressions. I intend to add the other math functions and fix a coverage problem before merging it.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: January 22, 2018, 10:40:07 pm »
There's no reason you should not be able to. What kind of errors?

Announcements / Re: I'll be upgrading CentOS today.
« on: January 19, 2018, 10:28:05 am »
Fixed the commit ticker at the top of the site.

Something I didn't mention earlier is that I have issued redirects from http:// to https:// in the interests of user privacy and security. I hope you were all using HTTPS before that, but now it's required. Anyway, this had the side effect of breaking the commit ticker, which did not understand the HTTP 301 response. I've fixed that by adding an S to the GitHub URL.

Announcements / Re: I'll be upgrading CentOS today.
« on: January 18, 2018, 12:36:16 am »
In what has got to be the last outage for a while, the EDC went down when I upgraded SMF to fix the tables. I am proud of SMF team's work in maintaining a stable API, despite PHP's maintainers' heads being lodged insuperably far up their respective asses. The bottom line is, some minor changes to the EDC's client code brought it back into compliance with new PHP APIs. No changes were required to continue using the SMF API. Let me know here if there are any problems with that.

We're discussing migrating to a dedicated server. It should mean less future headache, as I would probably migrate us to Arch to take advantage of rolling releases.

Announcements / Infrastructual Changes
« on: January 14, 2018, 11:50:21 am »
Hi all,

I have some happy news to share regarding some changes to the ENIGMA codebase. Cheeseboy, Robert, and I have been making some relatively big changes to the infrastructure of this project, lately. You (I hope) haven't noticed so far, because these changes are mostly internal cleanup, code health, and productivity changes. Since we fixed the Travis-CI build a few months ago, Robert has added an AppVeyor build. With the new assurance that a change will not break other platforms, we have been cleaning up the codebase and moving things around. We have had minor regressions, which is why I'm in the process of writing a regression test suite on top of our build tests. But for the first time in this project's history, all contributors are submitting code to branches instead of directly to Master. Our build has been green since we fixed it a few months ago. This is huge news for us, but doesn't directly affect users.

The downside is, of course, the minor regressions. And we're about to have much bigger changes.

What you need to know:
Some dependencies will be added to the project. We are going to stop baking GLEW into our source, for example. LateralGM will also be updated. We will provide instructions on how to obtain the latest dependencies when that time comes. I expect us to just ship a new portable zip that everyone will need to update to.

A more comprehensive list of changes:
  • In the coming weeks, we plan to completely change the way LateralGM (and other IDEs) communicate your game data to ENIGMA. We will use a flatbuf-based system instead of EnigmaStruct, which will be removed.
  • As I mentioned, Cheeseboy has removed the GLEW source from our source tree. You will soon need to obtain it yourself (probably by downloading a new portable zip). Advanced users can install it through MSys on their own.
  • ENIGMA now writes a .desktop file on Linux alongside built games. This serves as a launcher for the game, and enables users to more easily set their own game icon.

Issues Help Desk / Re: Turning On A Variable Disables Character Movement
« on: January 06, 2018, 11:29:59 am »
To my knowledge, "Vacuum" is not a reserved word... do you have a resource by that name? Are you using that variable in any movement logic? There may be a difference in event execution order that is causing your logic to behave differently in ENIGMA when compared to GM.