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.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 »
481
Off-Topic / Outcast Reboot HD
« on: April 11, 2014, 09:21:20 am »
In 1999, Appeal released the game 'Outcast'. It was rather innovative when it was released, as it had Voxel graphics and advanced AI. (c.f : http://en.wikipedia.org/wiki/Outcast_(video_game) ).

The original team tries to make a new HD version. If you are interested, more info here : https://www.kickstarter.com/projects/outcast-reboot-hd/outcast-reboot-hd

The original team tries to make a new HD version. If you are interested, more info here : https://www.kickstarter.com/projects/outcast-reboot-hd/outcast-reboot-hd
482
Programming Help / 2D multi-dimensional arrays
« on: February 03, 2014, 10:25:04 am »
Hello,
I would like to know if two dimensional arrays are supported in ENIGMA. I tried to use the following code:
or
But i've the same following error message:
Am i doing something wrong ?
I would like to know if two dimensional arrays are supported in ENIGMA. I tried to use the following code:
Code: [Select]
int jump_path [1][1];
jump_path[1,1] = 1;or
Code: [Select]
int jump_path [1][1];
jump_path[1][1] = 1;But i've the same following error message:
Quote
In file included from SHELLmain.cpp:102:0:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function 'variant _SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:34:17: error: 'jump_path' cannot be used as a function
jump_path(1, 1)= 1;
Am i doing something wrong ?
483
Issues Help Desk / Re: There was an issue loading the project
« on: January 30, 2014, 02:11:02 pm »
Great, a lot of errors have been fixed. 
If you enter some code in 'Definitions' (Enigma Settings), you save the project, and you restart a new project, the code is still there.
I've some problems with arrays. I try to use multi-dimensional arrays. I think they are based on c++ structure.
I tried :
or
But i've the same following error message:
Am i doing something wrong ?
If you enter some code in 'Definitions' (Enigma Settings), you save the project, and you restart a new project, the code is still there.
I've some problems with arrays. I try to use multi-dimensional arrays. I think they are based on c++ structure.
I tried :
Code: [Select]
int jump_path [1][1];
jump_path[1,1] = 1;or
Code: [Select]
int jump_path [1][1];
jump_path[1][1] = 1;But i've the same following error message:
Quote
In file included from SHELLmain.cpp:102:0:
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h: In function 'variant _SCR_scr_0(variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant, variant)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:34:17: error: 'jump_path' cannot be used as a function
jump_path(1, 1)= 1;
Am i doing something wrong ?
484
Issues Help Desk / Re: There was an issue loading the project
« on: January 29, 2014, 08:37:30 am »
Ok, another problem when converting
: Constants are not converted. In my gmx project file, i've 24 constants defined, but none are defined in the converted project.
EDIT: If i try to manually add constants, they are not saved in the project. If you try to load again the project, constants are gone.
: Constants are not converted. In my gmx project file, i've 24 constants defined, but none are defined in the converted project.EDIT: If i try to manually add constants, they are not saved in the project. If you try to load again the project, constants are gone.
485
Issues Help Desk / Re: There was an issue loading the project
« on: January 29, 2014, 04:36:50 am »Those two shader files are not supposed to be in that folder and they arent in the original resource tree either, so why did Studio put those files there?
I think at first i made some tests with shaders, then i deleted them in the projects, but they remain in the folder.
The reason you can't set the room transition is because those were deprecated in Studio.
This is strange as i use the latest version of Studio (Well, it was 6 months ago). Anyway it's not a big deal, as i can fix easily the problem by creating again these actions.
486
Issues Help Desk / Re: There was an issue loading the project
« on: January 28, 2014, 12:23:04 pm »
I've no more errors message at compile time. Things are getting interesting. 
I use 'sprite fonts' to display text. There is a problem : all characters indexes are shifted by one (A->B, B->C, etc.) :
The text should be : 'Press a key to start'. So i told to myself, let's add an empty font in the sprite spr_fonts, by adding a new sub-image, and it works. Then i save the project, and i load it again, and all fonts are erased ! I tried this operation several times, same result. Here is the project file, before inserting the new empty character : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger%20original.egm

I use 'sprite fonts' to display text. There is a problem : all characters indexes are shifted by one (A->B, B->C, etc.) :
The text should be : 'Press a key to start'. So i told to myself, let's add an empty font in the sprite spr_fonts, by adding a new sub-image, and it works. Then i save the project, and i load it again, and all fonts are erased ! I tried this operation several times, same result. Here is the project file, before inserting the new empty character : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger%20original.egm
487
Issues Help Desk / Re: There was an issue loading the project
« on: January 28, 2014, 05:24:41 am »
There is still the errors with the 'Goto room'. Now the room is set correctly, but it's still not possible to set the transition.
488
Issues Help Desk / Re: There was an issue loading the project
« on: January 28, 2014, 04:14:02 am »
Ok, i've fixed the previous errors. But now in the progress windows it says an error occurred, but i don't see any in the log : http://pastebin.com/TiiLv5Pr
Here is my latest project file : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger.egm
Here is my latest project file : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger.egm
489
Issues Help Desk / Re: There was an issue loading the project
« on: January 27, 2014, 12:35:54 pm »
Concerning the error with the counter variable, it was caused by not converting a 'globalvar counter' to 'Int counter' in a script.
I think i found another importing error. In the event 'End of Path' of the object 'obj_game_over' and in the event 'press <Any Key>' of the object 'obj_title', i've used the action 'Go to room'. But in the converted project, the room is set to none, and if i try to set the room, i've still the following error message :
It's not possible to set the transition effect. It can be fixed if i create again the action.
I think i found another importing error. In the event 'End of Path' of the object 'obj_game_over' and in the event 'press <Any Key>' of the object 'obj_title', i've used the action 'Go to room'. But in the converted project, the room is set to none, and if i try to set the room, i've still the following error message :
Quote
In file included from SHELLmain.cpp:82:0:
Universal_System/actions.h:221:13: note: declared here
inline void action_another_room(const int roomind, const int transition) {
^
ty.h: In member function 'virtual variant enigma::OBJ_obj_game_over::myevent_pathend()':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:2266:28: error: too few arguments to function 'void enigma_user::action_another_room(int, int)'
action_another_room(title);
It's not possible to set the transition effect. It can be fixed if i create again the action.
490
Issues Help Desk / Re: There was an issue loading the project
« on: January 26, 2014, 05:17:25 am »
I did more tests and i think there is still problems with the LateralGM editor and its importing function. I did a new import of my project and i removed everything except object 'obj_display_level' and the variable counter :

And i've still a lot error messages. I saved the project and i tried to open again the project and i've seen that it didn't remove everything :

So i removed again the remaining objects, except the objet 'obj_display_level', and this time it worked ! So i think the problem comes from the importing function.

And i've still a lot error messages. I saved the project and i tried to open again the project and i've seen that it didn't remove everything :

So i removed again the remaining objects, except the objet 'obj_display_level', and this time it worked ! So i think the problem comes from the importing function.
491
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 03:41:30 pm »
Also, in the object 'obj_game_controller', i've the same error message, despite that nowhere in this object i use a counter variable. So in this case i don't know that to do.
492
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 03:38:19 pm »Try giving it a different name, counter might be used somewhere else in our engine and not namespaced properly, call it mycounter or something, see if that works.
Yes, it works. But explain to me why this problem occurs only with the imported objects !?
If you create a new object with the variable counter, there is no problem. Doesn't that mean it could be a problem in the import function ?
493
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 03:33:28 pm »
I did more tests in order to understand what is the problem. With the object 'obj_display_level', i've removed everything, except the variable declaration, in the create event (Action : Set variable counter to 2). Always the same error. If i duplicate the object, same error with the new object, but if i create manually a new object with the same declaration, no error. Very strange !
494
Issues Help Desk / Re: There was an issue loading the project
« on: January 25, 2014, 05:00:03 am »
Robert, again, thanks for your help. I can import my old gmx with the windows version. I try now to fix the remaining bugs. I've several problems. For example, in the create event of objects i've declared counter variables, but i've the following error message:
I don't have this error with GM. Here is my EGM file : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger.project.gmx.egm
Quote
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h: In function 'var& enigma::varaccess_counter(int)':
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h:564:70: error: 'struct enigma::OBJ_obj_display_level' has no member named 'counter'
case obj_display_level: return ((OBJ_obj_display_level*)inst)->counter;
I don't have this error with GM. Here is my EGM file : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger.project.gmx.egm
495
Issues Help Desk / Re: There was an issue loading the project
« on: January 19, 2014, 06:34:57 am »Please update both LateralGM and the Plugin jars which you can obtain from the Extra Packages page.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages#LateralGM
That's what i've done yesterday, but it didn't change anything. Anyway i've downloaded today the latest windows version, with your fix, and it's better. I can save the project to egm and i can open it again, but if i make a change to the code, and save it again, it's not possible to open again the egm project. I tried several times, same result. Here is my egm file : https://dl.dropboxusercontent.com/u/29802501/son_of_blagger.project.gmx.egm
There is also a a new egm.gb1 file in the directory. Is this important ?