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.
46
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 09, 2014, 08:34:01 pm »
Oh, I certainly don't see it. Is there a way to change the zoom level? The default view starts out very zoomed-in.
47
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 09, 2014, 04:29:25 pm »
Ah, thanks for the hint. Turns out I was using an old PM file. It works fine now. (The window is "squished", but this was fixed on master, so you'll get it with the merge.)
What do you mean by the "glass cube"? Can you provide a screenshot of how it should look?
What do you mean by the "glass cube"? Can you provide a screenshot of how it should look?
48
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 09, 2014, 10:56:21 am »
Testing results on Linux Mint:
Minecraft: Shows consistent behavior on GL1 and GL3. The world is still empty, but block placement and movement works.
Shaders test: Crashes ENIGMA. I'm looking into this.
Project Mario: Shows the opening title screen, but hangs, spinning forever, on a black screen when trying to load the world. I'm looking into this too.
Edit: Shaders test works, but with a lot of tearing. Note that this tearing is not present in screenshots:
http://i.imgur.com/PGxJqyQ.png
Minecraft: Shows consistent behavior on GL1 and GL3. The world is still empty, but block placement and movement works.
Shaders test: Crashes ENIGMA. I'm looking into this.
Project Mario: Shows the opening title screen, but hangs, spinning forever, on a black screen when trying to load the world. I'm looking into this too.
Edit: Shaders test works, but with a lot of tearing. Note that this tearing is not present in screenshots:
http://i.imgur.com/PGxJqyQ.png
49
Off-Topic / Re: Contributor Status
« on: November 05, 2014, 09:00:03 pm »
Thanks, guys! Happy to continue contributing to this project. Congrats, egofree.
50
Issues Help Desk / Re: Mac OS X
« on: November 02, 2014, 09:52:58 am »
I am not a Mac developer, and my current approach is to cross-compile from Linux to OSX. However, I have compiled in ENIGMA on OSX in the past. A few things I remember about the experience:
Try building and tell me what issues you run into. I can probably help a little bit (although, again, it's not my exact area of expertise).
- The default gcc-lvm didn't work for me (due to a JDI issue with strings). Instead, I used gcc48 from MacPorts, or possibly clang from MacPorts (can't remember).
- ...so, in other words, I had to hard-code the compiler into the compiler/ENIGMA Makefiles.
- I remember having to add "-I./ENIGMA" in a few places, although I've been told that's not required.
- Run "python install.py" and check if you have MacOS/build/Release/EnigmaXcode.app/Contents/Info.plist. If so, the command worked.
Try building and tell me what issues you run into. I can probably help a little bit (although, again, it's not my exact area of expertise).
51
General ENIGMA / Re: Who fixed arrays?
« on: October 30, 2014, 04:58:47 pm »
Thanks for testing this! I've updated the pull request with the fixes you requested.
52
Developing ENIGMA / Re: Switch to C++11?
« on: October 27, 2014, 02:51:13 pm »
I think the idea is that C++11 support is solid at this point, while C++14 is still relatively untested. (So if someone can't compile ENIGMA, we now have to debug specific compiler versions, which can be annoying.)
But, then again, C++14 is only a minor addition on top of C++11. My intuition would be to ask "do you need or want anything from C++14? If not..."
Also, C++0x is, for all intents and purposes, C++11. I think the argument here is to switch from C++03, since C++0x/11 has lots of fun shiny things.
But, then again, C++14 is only a minor addition on top of C++11. My intuition would be to ask "do you need or want anything from C++14? If not..."
Also, C++0x is, for all intents and purposes, C++11. I think the argument here is to switch from C++03, since C++0x/11 has lots of fun shiny things.
53
Developing ENIGMA / Re: Switch to C++11?
« on: October 27, 2014, 01:20:57 pm »
My opinion doesn't carry much weight on this, but I'm 100% agreed with switching to C++11.
54
Proposals / Re: sorlok! suggestion!
« on: October 26, 2014, 08:33:09 pm »
I'm all in favor of a faster build time. Sounds like you have some good plans in that direction.
55
General ENIGMA / Re: Who fixed arrays?
« on: October 26, 2014, 08:30:33 pm »
Ok, my array branch is stable; should fix about 30% of the problems with arrays (the rest are far more fundamental and will require a separate fix).
Please test!
https://github.com/sorlok/enigma-dev/tree/array_fix
Please test!
https://github.com/sorlok/enigma-dev/tree/array_fix
56
Proposals / Re: sorlok! suggestion!
« on: October 26, 2014, 12:48:44 pm »
An Untitled Story is a really great game! I actually got it to build a little while back, but it crashes at the title screen. So call it "pre-alpha".
https://www.youtube.com/watch?v=i2jOIybusV0
After Iji (which is by no means done), I'm thinking of tackling Spelunky, and then An Untitled Story. In reality, I'll probably bounce back and forth between the projects as I come up against road blocks in each game.
https://www.youtube.com/watch?v=i2jOIybusV0
After Iji (which is by no means done), I'm thinking of tackling Spelunky, and then An Untitled Story. In reality, I'll probably bounce back and forth between the projects as I come up against road blocks in each game.
57
Issues Help Desk / Re: bug report
« on: October 14, 2014, 11:28:19 am »
Would work if the games serialize fast. At the moment, a large game (like Iji) takes about ~15s to serialize... although it might be faster if you serialize it to /dev/shm or something like that.
58
Programming Help / Re: Why do we use placement new?
« on: October 14, 2014, 09:16:25 am »
Thanks for the description; I think I get it now.
59
General ENIGMA / Re: Who fixed arrays?
« on: October 14, 2014, 09:13:14 am »
I've got a work-in-progress for array lengths:
https://github.com/sorlok/enigma-dev/compare/enigma-dev:master...sorlok:array_fix
This works for 1D arrays, but is still broken for 2D arrays (due to some minor storage details). Also, array copying and memory access doesn't yet work. And printing arrays (string(a)) isn't in there yet. So it's not ready to merge yet.
https://github.com/sorlok/enigma-dev/compare/enigma-dev:master...sorlok:array_fix
This works for 1D arrays, but is still broken for 2D arrays (due to some minor storage details). Also, array copying and memory access doesn't yet work. And printing arrays (string(a)) isn't in there yet. So it's not ready to merge yet.
60
General ENIGMA / Re: Who fixed arrays?
« on: October 13, 2014, 12:19:46 pm »Oh ok thanks for refreshing my memory Harri, indeed....I am used to the C++ arrays, I remembered we could not use those in ENIGMA sadly..... Imagine if we could though, would this require a massive change ? Sorlok
For now I'm looking into the array length questions.
Local primitive arrays shouldn't be too difficult, but reclaiming the memory when it becomes unused is a little trickier.
Does GM:S offer "local int arr[255]"? I'm not familiar with the syntax, but then again most of my work is with GM 5.