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1246
Issues Help Desk / Re: show_message doesn't work on linux
« on: June 06, 2014, 10:40:00 am »
It outputs it to the terminal, if you want GUI stuff for XLIB, you have to install GTK, I am not sure which version I never tested it. But after you install GTK you have to set your widget system to GTK in ENIGMA settings, under Build->Settings->"API"
1247
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 05, 2014, 09:21:19 pm »
My apologies, but yes, so we agree this is in part why this issue is so pervasive.
1248
Off-Topic / Re: Echo of the Wilds
« on: June 05, 2014, 07:45:36 pm »
Wow I wish my cock was as big as yours TKG.
1249
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 05, 2014, 07:44:46 pm »
Yeah but again I am not suggesting it is rounding, Microsoft is, I'm literally just being a parrot here, or a parakeet (no pun intended). But that still doesn't make sense, rounding is in the FPU, and changing drivers should not affect it's hard-wired behavior.
But yeah, lonewolff, your complaint about DX11 is not warranted because OpenGL3 places the same restriction, but it's not necessary unless you want to do a direct port to GLES. Also it is somewhat optional for Direct3D 10 and 11 as well because you can still use the X library, you just have to download it separately because they dumped it from the Windows SDK.
But yeah, lonewolff, your complaint about DX11 is not warranted because OpenGL3 places the same restriction, but it's not necessary unless you want to do a direct port to GLES. Also it is somewhat optional for Direct3D 10 and 11 as well because you can still use the X library, you just have to download it separately because they dumped it from the Windows SDK.
1250
General ENIGMA / Re: Modifying the wiki page on EDL specification
« on: June 05, 2014, 07:35:31 pm »
Meh, I am going to say that is up to Josh, I am not sure if he wants the specification to be introductory or more focused on technical jargon with a watered down version as a side article. Send him a PM is my suggestion.
1251
Announcements / Re: Timelines Implemented
« on: June 05, 2014, 07:22:38 pm »
Darkstar2, there really isn't anything special about timelines, thus why it took us so long to add them. egofree, timeline_add() will never be implemented because it requires the timeline to be dynamically compiled, like script_add and execute_string Studio also deprecates this function.
1252
Announcements / Re: Timelines Implemented
« on: June 05, 2014, 11:42:03 am »
The patch has been applied and the new Portable ZIP uploaded, please go ahead and redownload.
I have seen your post about the fullscreen bug and responded.
I have seen your post about the fullscreen bug and responded.
1253
Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 07:17:37 am »
OGL 3 is the same way, except the added benefit of it running on Embedded Systems with pretty much no differences. XAudio2 is just a layer on top of DirectSound, it also sucks, none of Microsofts audio API's compare to OpenAL. I don't really like any audio API in comparison to OpenAL, it really is my favorite, there is nothing it can't do.
1254
Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 06:57:31 am »
I'll give you a rough overview of my opinion of the two.
1) D3D is more managed than OGL, which I find kind of nice, but also gives D3D overhead compared to OGL, the whole reason API's like Mantle are springing up is because API design is being reversed from focus on abstraction back to the desire for low-level.
2) OGL does not have zfighting it adopted a logarithmic depth buffer, which is fucking genius.
3) D3D does stupid shit, like delete your resources when losing focus.
4) D3D has a much more consistent implementation on graphics hardware, which is not OGL's fault.
5) OGL is cross-platform.
6) D3D is faster (not really), and again not OGL's fault.
7) D3D can switch between software and hardware vertex processing easily, the awesomeness of this is even more apparent in Direct3D10/11 because if your card does not support the new features it can still emulate them in the CPU.
8) Everything else in the DirectX API sucks, especially DirectSound, I have no complaints about OpenAL.
But overall, I would say OGL and D3D are equally shitty API's which we can blame on the industry, Microsoft, Nvidia, AMD, all of them can go to hell.
1) D3D is more managed than OGL, which I find kind of nice, but also gives D3D overhead compared to OGL, the whole reason API's like Mantle are springing up is because API design is being reversed from focus on abstraction back to the desire for low-level.
2) OGL does not have zfighting it adopted a logarithmic depth buffer, which is fucking genius.
3) D3D does stupid shit, like delete your resources when losing focus.
4) D3D has a much more consistent implementation on graphics hardware, which is not OGL's fault.
5) OGL is cross-platform.
6) D3D is faster (not really), and again not OGL's fault.
7) D3D can switch between software and hardware vertex processing easily, the awesomeness of this is even more apparent in Direct3D10/11 because if your card does not support the new features it can still emulate them in the CPU.
8) Everything else in the DirectX API sucks, especially DirectSound, I have no complaints about OpenAL.
But overall, I would say OGL and D3D are equally shitty API's which we can blame on the industry, Microsoft, Nvidia, AMD, all of them can go to hell.
1255
Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 06:01:42 am »
Sorry I didn't responsd to this, I know Direct3D 9 screws up with changing focus or switching fullscreen, it is because the system does not handle lost devices yet, which is something OpenGL does not require, basically, Direct3D is retarded and when you switch focus it destroys all your resources so you need to reload them, which is basically retarded.
Anyway, I have no comment with the views, because again I don't feel the need to limit them so that the user can no longer utilize dual monitors, something that is also impossible in 8.1. We haven't deprecated the display functions like Studio, so really the whole argument is moot. Just code your game to handle the display resolution. If you disagree with me, take it up with Josh, or start a forum discussion because Darkstar and I think TKG agree as well, but I do not. I am not trying to be rude, I just think it is a bad idea.
Also, I am surprised that example worked out of the box.
Anyway, I have no comment with the views, because again I don't feel the need to limit them so that the user can no longer utilize dual monitors, something that is also impossible in 8.1. We haven't deprecated the display functions like Studio, so really the whole argument is moot. Just code your game to handle the display resolution. If you disagree with me, take it up with Josh, or start a forum discussion because Darkstar and I think TKG agree as well, but I do not. I am not trying to be rude, I just think it is a bad idea.
Also, I am surprised that example worked out of the box.
1256
Third Party / Re: Ultimate3D 2.1
« on: June 05, 2014, 05:11:45 am »
No I have not Aragon, it would probably be a good idea for someone to take another shot at it as we are another year into development and have some major improvements such as inheritance, polymorphism, threading, and various bug fixes in major areas.
1257
Announcements / Re: Timelines Implemented
« on: June 05, 2014, 05:07:33 am »
Hey Seheiah, I am working on it, sorlok accidentally committed an old version of action_webpage, the drag and drop action to open a webpage in your browser. I have sent a pull request removing the code and as soon as it is merged I will patch the Portable ZIP and upload it. Sorry about that, I have reviewed the code again and made sure it builds this time, my apologies.
This is the pull request I am waiting on.
https://github.com/enigma-dev/enigma-dev/pull/740
If you want, you can attempt to remove the code yourself, save the file, and then try building.
This is the pull request I am waiting on.
https://github.com/enigma-dev/enigma-dev/pull/740
If you want, you can attempt to remove the code yourself, save the file, and then try building.
1258
Programming Help / Re: EDL & ENIGMA functions, syntax etc.
« on: June 05, 2014, 02:56:00 am »
That would be Josh's fault, because that page is actually a page on the Wiki, and on the Wiki, the image is a link. But their wiki->html parser or w/e is fucking up the links.
Edit: there should be no problems now.
http://enigma-dev.org/download.htm
Edit: there should be no problems now.
http://enigma-dev.org/download.htm
1259
Issues Help Desk / Re: Fonts display glitch / Borders / Scrolling glitches
« on: June 05, 2014, 02:24:22 am »
Yes Darkstar is right, the issue is still there, and we need to find a fix because it will affect other things in the future.
Quote from: TheExDeus
Nothing is wrong with nvidia. They are the only ones who care about OpenGL in the first place. Also, by Steam data 50% have Nvidia and 30% have AMD, which is contrary to what you mentioned. AMD is in consoles though, but Nvidia is actually the only one of the two going into Android and other markets. Nvidia is even in cars now. And spacecraft. I personally like Nvidia as a company and their products, but I have nothing against AMD either.Sorry Harri, I was talking about Linus Torvalds, it's been a while since I heard that talk so excuse me. I don't have any statistics or facts to refute you or verify my claims, and I'm not going to bother because it's irrelevant anyway.
Quote from: Darkstar2
Previous to this topic Robert and I were working on finding offsets that worked for the both of us, we played with bigger offsets and even followed hardware recommendations and it resulted in me getting good results and Robert getting bad ones and 1px gaps at the seams of scrolling, so we could not find a range that worked for both of us 100% What first started as a font only issue is now having to work a fix that will not break something else including scrolling which the previous offsets / fixes did affect !Yes, but important to note here Darkstar, me and you used that method to solve blurry text in Direct3D and it worked, there is no problem with Direct3D text at all now. Isn't that amazing? OpenGL is the one proving to be a bitch to fix, and it's not their fault, it's the graphics card manufacturers who make standard implementations of Direct3D and seem to molest OGL.
Quote from: Darkstar2
In cars, yikes, if that's the case then where it normally should say turn left on exit 1, would say instead turn left on exit 11. lol!This actually made me laugh.
1260
Issues Help Desk / Re: instance_deactivate_region crashes the application
« on: June 05, 2014, 02:20:51 am »
Yes as onpon just said, I guess we should just create a dummy instance for the scope.
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