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Messages - Josh @ Dreamland

Issues Help Desk / Re: Can't find ENIGMA? LGM works, of course.
« on: August 13, 2010, 01:41:54 pm »
These are the Ubuntu package names:
libgl1-mesa-dev libx11-dev libz-dev gcc g++ make sun-java6-jre libopenal-dev

General ENIGMA / Re: MacOSX problems
« on: August 12, 2010, 11:46:01 pm »
I'm usually on; if you could message me on MSN That'd be good. I'll keep an eye out for you there. There's also ENIGMA's IRC.

Issues Help Desk / Re: Can't find ENIGMA? LGM works, of course.
« on: August 12, 2010, 04:19:12 pm »
It sounds like you've downloaded R3. I thought you said you managed to get the whole project working? R3 had major problems with... well, Linux, yes, but pretty much everything.
I'd recommend you apt-get subversion and svn co enigma.

It should create a new folder called ENIGMA for you that has what you need to compile in, but it does have some dependencies. Indeed, Retro is working on a package; perhaps you should wait for it to be finished.

General ENIGMA / Re: MacOSX problems
« on: August 12, 2010, 04:08:00 pm »
Do you have any remote desktop method? The errors you're finding are little things I didn't know ISO supported (or things I overlooked on account of no other STL implementation using them). It'd take me about ten minutes to go through all the errors you're getting now, plus no wait time for the other to respond. In fact, so little as SSH access would probably be enough, just so I can run make and nano (or pico, as it was originally and as OS X prefers to call it...).

This one happens to be entirely due to my own negligence; for that I apologize (The others had odd chunks of ISO thrown in that not even the Windows GNUs used).

I have fixed the error and committed it. If you trust SVN to resolve any local conflicts without inserting a hundred >>>>>>>>>>>>>>>>, you can simply check out (I'd probably recommend it).

Otherwise, you can fix it yourself if you search this:
    if ((last_named &~ LN_TYPEDEF) == LN_STRUCT
    or  (last_named &~ LN_TYPEDEF) == LN_CLASS
    or  (last_named &~ LN_TYPEDEF) == LN_STRUCT_DD)

You should find it at line 640 of handle_letters.cpp.

And insert another line, so it reads like this:
    if ((last_named &~ LN_TYPEDEF) == LN_STRUCT
    or  (last_named &~ LN_TYPEDEF) == LN_CLASS
    or  (last_named &~ LN_TYPEDEF) == LN_UNION
    or  (last_named &~ LN_TYPEDEF) == LN_STRUCT_DD)

Or, as I said, if you trust SVN to do that for you, just check out, as I have fixed this error locally and committed.

As for removing the DND, I assumed that's what you did. Don't worry, DND is insanely easy to implement (It's just the set of action_* functions).
I'm quite impressed to hear it works on iPhone. I am actually ecstatic that you managed to make the modification to use iPhone's compiler yourself; did you have to edit where ENIGMA's compiler looks for GCC?

Though, I wonder, how do you know it actually runs if it has no output? :P

Announcements / Re: ENIGMA R4
« on: August 12, 2010, 03:51:59 pm »
Glad to hear it's working for you; we've come a long way, but we've got a long way yet to go. I hope you can pitch in as well; we'll have room for hundreds quite shortly.

I don't hard-code any such value for compile to search for. On Linux, I link against these:
string glinks = "-lGL -lz -lopenal";

If your machine is linking against a lib you don't have, it's set up incorrectly. I've never even heard of MPFR. Apparently it's for float rounding...? I let GCC take care of that mess.

General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 03:50:33 pm »
I'm at a loss... Pacman compiled? I thought it used DND... I haven't implemented any of the DND functions yet; they should have thrown a syntax error for being undefined...

Anyway, the redeclaration problem. What's happening is that I missed that a nameless variable can be given a size in a structure for alignment purposes. I'll implement a correction shortly; for now, why don't you just comment that out for now and see if that's the last type of error. Search this:
              cferr = "Redeclaration of `"+name+"' at this point";
              return 0;
Return 1 instead.

General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 03:06:30 am »
Is the error message the same? "Type definition does not specify a type"?
Doesn't really make sense. You could try just defining them (__signed and __unsigned) as ""... Other than that, no idea what could cause that.

Although, some aspects of GNU's STL undefine my macros for some evil, evil reason. If all else fails, can you check for #undef __signed throughout the GNU headers? Or #define __signed _signed_ or the like?

Your search may be easier if you search
cferr = "Type definition does not specify a type";

And replace with
cferr = "Type definition does not specify a type: `" + n + "' is not a type.";

That way you know exactly what it thinks it's declaring.

General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 12:08:26 am »
Nice to hear you are still working on this!

Apparently GNU for Mac implements additional built-ins. It seems __signed is among those.
I believe you should be able to fix that. Find this line:

Add these lines near it:
  regmacro("__signed","signed"); //false
  regmacro("__unsigned","unsigned"); //false

Repeat that for any other 'problem' types, or just post the error here and I'll tell you what to add.
Thanks much for the update.

Announcements / Re: ENIGMA R4
« on: August 10, 2010, 11:29:06 am »
  I believe that the breaking for you is local, but I didn't get you to test before I went to bed. I tested it on both Windows 7 and Ubuntu (granted, both x64) before bed, and assumed it would cover it for you. We can work out your difficulty (and avoid future difficulties, I hope) next we see each other.
I will not deny that I suck ass for now.

The 11th plague of Egypt:
  Lists were implemented by Rusky a long time ago. They are basically obsolete. This is my preferred method of lists:
Code: [Select]
list a;
a.push_back("Item 1");

I will inspect to make sure iterators work. The ds_list functions are really not that hard to implement.

That list is never up to date. You can get a list of all the functions supported by your system by pressing ENIGMA->Keyword Lists->Functions in the LateralGM pane.
The description box is just that; it's so new users can get a synopsis of what the function does. It is community maintained, but I intend to have a moderation screen that will copy the definition to a separate database. This second database will be obtained by LateralGM (At the user's request) to offer a Java-Doc like code helper pane in the LGM code editor.

Thank you, sincerely.
These are the packages that are currently required:
libgl libx11 mesa zlib gcc gcc-libs g++ make jre6

These are the Ubuntu equivalents:
libgl1-mesa-dev libx11-dev libz-dev gcc g++ make sun-java6-jre

That is the recommended set. I prefer Sun, because it actually works, unlike some. Ism says she uses the same. So.

Anybody and Everybody:
Please show up at the IRC and let me know if the project works for you correctly. This will help make the release a lot smoother, and reduce the number of people who think any of us "Suck Ass."

ChatZilla for FireFox, or Pidgin.

Announcements / Re: ENIGMA R4
« on: August 10, 2010, 12:50:27 am »
Don't remind me. *sigh*

Announcements / ENIGMA R4
« on: August 09, 2010, 11:39:23 pm »
So I pulled overtime. I Haven't eaten anything today but a bagel. And a handful of spaghetti, which I grabbed out of a bowl as I walked by.
R4 is ready for release, but there's a problem. I was depending on a certain IsmAvatar for an update that would enable LateralGM to download and build ENIGMA. I spent the whole day getting everything perfect. But she's gone. So everybody post "WHY, ISM? WHYYYYY?".

Anyway, here's how the release today (8- 10 -10) works:

Double click ENIGMA.exe
Do what it says.

Most Linux users have been using R4 for a month or so. I'll see about putting a .deb and a... whatever that thing is that Retro uses. Hey, Retro, can you assemble those for me tomorrow?

Anyway, I'm really bummed about the release not being 8-9-10, especially that it wasn't even at 11:12 like I thought it would be when the amazing Super Ism showed up to save the day. But hey, life goes on, especially for ENIGMA.

Currently implemented:
  • Sprites
  • Sounds
  • Rooms
    • Views (haven't tested in a while) (view_object may not do anything)
    • Background color
  • objects
    • Code
      • Types
      • Keywords global and local
      • Template types (imported from C++)
    • DND
      • Framework laid (basic flow, but functions are not implemented
    • Heredity
      • Works by nature of the instance system, but code is not yet inherited properly
    • Events
      • Conditional events
      • Extensible system (event conditions and classifications loaded from a file)

And of course, the function lists have grown significantly. I will see about getting those up sooner or later. But I'm feeling very abandoned. I don't really blame anybody; it's just that today was apparently not a good day to say, hey, let's get a zipped distributable out!

So. What will happen tomorrow:
1) I'm implementing sound_loop, sound_pause, sound_isplaying, sound_ispaused, sound_resume
2) I'm making sure users have access to WhiteSpace (the name-pending C++ resource).
3) I'm making sure X.Y works, at least as well as it did in R3.
4) Ism is finishing work on her updater. Or else.
5) I will see if Retro will prepare a deb and archwhatever containing the essentials for LGM and ENIGMA on Linux.
6) The same is basically done for Windows as it stands (just waiting for Ism...)
7) See if a2h can fix some things on the site.

See you all then. Be there, or be *mutter mutter* (and if you happen to be IsmAvatar and are not there, I'll shoot you.)

Announcements / Re: Shortcuts
« on: August 09, 2010, 10:59:20 pm »
That's already implemented. You can see it in abs(). It's fine, because I Just do this:

double abs(variant& x) { return abs(double(x)); }
double abs(var& y) { return abs(double(y)); }

Announcements / Re: Shortcuts
« on: August 07, 2010, 06:23:22 pm »
Haha. Rest assured, I know how crucial it is. Don't worry, it's functional, it's just not as precise as it should be. The performance and ability to use it for most purposes isn't really affected. It will only cause issue if two functions are overloaded with radically different return types.

General ENIGMA / Re: collisions....
« on: August 05, 2010, 10:53:55 pm »
I'm not sure who I trust to work on the collisions other than Luda. So I'm thinking about it.

Actually, I realized depending on all of those libs was problematic in that it was a pain in the ass to get people to install under so many different names, so I included them in with the rest of ENIGMA and set it up to compile them for you.

With the exception of mpeg123, which I will work on next. Installing manually it won't help you anyway, though.