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Messages - egofree

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226
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 29, 2014, 03:13:16 pm »
I've fixed the bug of the 'filled rectangle'. It is in the repository.

227
Off-Topic / What we could have if Enigma would be closed source :(
« on: August 29, 2014, 02:39:35 pm »
https://www.youtube.com/watch?v=uBrCZs3_G9k

But let's not forget that the most important is the inner richness !  :D

228
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 29, 2014, 01:51:44 pm »
For inverted colors, i think i know what could be the problem. With certain colors and with certain objects (specially faded colors), it looks sometimes horrible. For example, with a wall object which has solid colors, it looks more or less ok :



But with the clown, it's really not good looking :



I was already aware of this problem. It should be improved, but i think for the moment we can survive with the current situation.  :D

229
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 29, 2014, 09:35:34 am »
And I guess the problems I was seeing were just no proper inversion. Like it didn't override the blend function (so it was still transparent and red just as I put it), and only the outline was blending. Not a big problem for me, as I don't actually use the inverted colors option. Just played with it.

I've found at least one error : the 'fill rectangle' option does not work anymore for selected pieces. I have to fix this.

230
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 29, 2014, 04:11:36 am »
Try setting the sprite transparent and colored in room editor, then enable the inverted colors option and drag the sprite. It won't have inverted colors and the will even look more weird when over other sprites. I will maybe later post a picture.

Well, it's not exactly 'inverted colors'. At first, i've the found the method setXORMode (http://docs.oracle.com/javase/7/docs/api/java/awt/Graphics.html#setXORMode(java.awt.Color)), which was interesting, but it's not really inverted colors. This is the method currently used to display 'inverted colors'. Now when i was looking how to make 'color blending' in java, i've found others methods, like RGB filters (c.f http://docs.oracle.com/javase/7/docs/api/java/awt/image/RGBImageFilter.html), which could be used to implement real 'inverted colors', but it doesn't seem to me a high priority right now. So my question is : the problem is that's not exactly 'inverted colors', or it's because there is others graphical 'glitches' ?

231
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 29, 2014, 02:26:46 am »
I've downloaded your source and i executed the 'mingw32-make' command, but when i try to run an empty project, i've the following error message :

Quote
g++ -I../Additional/i686-w64-mingw32/include -Wall -s -O3 -fno-rtti -fno-exceptions -DPATH_EXT_SET -IPlatforms/Win32/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/OpenAL/ALsystem.o Audio_Systems/OpenAL/ALsystem.cpp
In file included from Audio_Systems/OpenAL/ALsystem.cpp:23:0:
Audio_Systems/OpenAL/ALsystem.h:28:22: fatal error: AL/alure.h: No such file or directory
 #include <AL/alure.h>
                      ^
compilation terminated.
g++ -I../Additional/i686-w64-mingw32/include -Wall -s -O3 -fno-rtti -fno-exceptions -DPATH_EXT_SET -IPlatforms/Win32/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSexternals.o Platforms/Win32/WINDOWSexternals.cpp
Platforms/Win32/WINDOWSexternals.cpp:36:17: fatal error: ffi.h: No such file or directory
 #include <ffi.h>

Anyway that's not a big problem for me. On the client side, i did already a lot of tests, and if it works for you with the Enigma engine, it's ok for me if we merge.



232
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 28, 2014, 01:42:25 pm »
First, TheExdeus, thanks for having made quickly the needed modifications in Enigma.

Test this: https://github.com/enigma-dev/enigma-dev/pull/809
You will have to recompile the .dll. I do it by opening Git Shell and typing "mingw32-make". After that the plugin error shouldn't show and the transformation options should work fine.

I am a beginner with git and i don't know how to get your modifications. If i use the command 'git pull', it will give me the modifications from the main repository, but as your pull request is not yet accepted, what we are supposed to do ? So far i didn't succeed to use the latest version of Enigma with LateralGm.

Also, I noticed that there is some weirdness when using "inverted colors" option together with instance sprite transformations.

I guess you are speaking of the 'selection' option. I didn't see any special. Can you show us an example ?

And "color" should be used instead of the english spelling. Just to be more consistent.

Ok, i've changed this and it's already in the repository.

And you could maybe have a "preCreation code" modifiable just like creation code is, for both the instance and rooms. So the transformations are prefixed to the user made precreation code.

I don't see the use of this. Users have already the creation code. Also preCreationCode is just a temporary property recreated each time the compilation is started. It is not saved in project files.

Also you should allow negative scale (right now it doesn't allow you to set -1 in scale for example). If you had that I wouldn't need the "flip" option, which is also missing now.

That's ok for me, but it will be for another release. I will put it on my 'todo list'. Also Robert was talking about changing the scale with mouse, it would be cool also. Rotation could be done also with the mouse.

233
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 27, 2014, 02:30:13 pm »
Thanks guy !  :) I just hope the new features will work for you and will not have too much bugs, otherwise i am afraid you will be less grateful !  ;)
This is the first time i am participating in an open project, and i have a lot of pleasure to do it. As i've a lot of fun, i don't notice how time flies.
Time-killer-game, thanks for you donation, but i don't need it, as i am not doing it for money. Use this money to have a good diner or to watch an interesting movie ! :)
As this seems the time of thanking everybody  :D, i would like to thank all developers who have worked on this project and specially Robert. If i started to work on this project it is mostly because of Robert, with all the efforts he made on this project and all the help he gave on this forum. (Y)

234
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 27, 2014, 06:53:59 am »
Yes, i've modified both. Here is the latest version of enigma.jar and LateralGm.jar :

https://dl.dropboxusercontent.com/u/29802501/lateralgm.jar
https://dl.dropboxusercontent.com/u/29802501/enigma.jar

I don't know if the fields order is important for you or not, but the preCreationCode is declared just after the creationCode.

235
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 27, 2014, 03:58:21 am »
I've finished everything for the new properties. Here is a test project :



and the result, when running :



But this was done only for testing purpose with modifying the creationCode. But in my pull request (https://github.com/enigma-dev/lgmplugin/pull/27), i am not modifiying creationCode but the new property preCreationCode. Currently, it will give the following error :

Code: [Select]
Stack trace:
java.lang.Error: Invalid memory access
at com.sun.jna.Native.invokeInt(Native Method)
at com.sun.jna.Function.invoke(Function.java:383)
at com.sun.jna.Function.invoke(Function.java:315)
at com.sun.jna.Library$Handler.invoke(Library.java:212)
at com.sun.proxy.$Proxy0.compileEGMf(Unknown Source)
at org.enigma.EnigmaRunner$CompilerThread.run(EnigmaRunner.java:679)

But i am rather confident it is because the ENIGMA engine must be modified in order to take into account the new property.

236
IsmAvatar:
If you are reading this topic, perhaps you don't know what is the 'pre_creation_code' property. If it's the case, please read this topic first : http://enigma-dev.org/forums/index.php?topic=2155.0

237
The last step to complete for the new instance's properties is to create a 'pre_creation_code' property for the instance. The question is : how and when do we create this property ? I think the best way is to create this property in the LateralGm plugin. When running the application, the plugin will loop through all instances, check the new properties and create the 'pre_creation_code' property when needed (e.g if scale <> 1, if rotation > 0, etc.) . The other solution, would be to create this property each time a new project is loaded, and to modify it also each time we modify an instance property. I prefer by far the first solution. What do you think ?

238
Developing ENIGMA / Re: New properties in egm files
« on: August 26, 2014, 10:25:46 am »
I volunteer to deal with anybody who needs a converter.

Great !  :D

239
Developing ENIGMA / Re: New properties in egm files
« on: August 26, 2014, 10:06:57 am »
Since EGM has always been alpha, it's perfectly acceptable to abandon support of the old version and add the properties to the new version, however I would also strongly encourage you to add versioning while you're in there too. If there are people with important files on the old versions, someone could write a converter to convert files to the new version. For example, a very simple converter would be to just custom-build an LGM with both the old Room Reader and the new Room Reader, and only the new Room Writer. They would simply make a backup, open the file in this custom LGM, and then re-save the file.

As i will not write such a converter and as IsmAvatar asked me to remove the support of old versions, this means it will not be possible to read old egm files, except of course if someone will work on a new converter. But as for the moment nobody else is likely to work on LateralGm, this seems to be a dangerous situation. Well, anyway that's was my 2 cents.

240
Developing ENIGMA / Re: New properties in egm files
« on: August 26, 2014, 04:37:08 am »
I've implemented the new properties in egm files : https://github.com/enigma-dev/lgmplugin/pull/26

It works for old egm files too, but egm files come also with gb1 files which can cause problem and must be deleted. I don't know the use of this file.

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