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1426
Announcements / Re: Christmas Plans
« on: January 06, 2013, 08:31:25 am »
Also, I do have many problems with the current parser. Some are bugs, others are just a few suggestions that would be very great improvement over GM.
1427
Proposals / Returning multiple variables
« on: January 05, 2013, 10:27:38 am »
Hi! I know this was mentioned before and Josh even made up a way on how it would work, but I would just stress how much this is needed. In GM the biggest problem I ever had is that I cannot return more than one variable in scripts. This makes me use either globals (which is just ugly) or several scripts (which is just slow, because things like find_line_intersect_x and find_line_intersect_y calculate the same thing, but I have to do it twice to return both x and y). So please please please please, hook up the parser and do this as the first great thing that will ever happen.
[x,y] = find_line_intersect(...);
[x,y] = find_line_intersect(...);
1428
Function Peer Review / Windows callback
« on: January 04, 2013, 01:04:35 pm »
I forgot how to GIT, so I want someone to get this in their next commit. In WINDOWScallback.cpp delete:
Code: [Select]
keyboard_lastchar = string(1,wParam);
from WM_SYSKEYDOWN and WM_KEYDOWN. Instead add this:Code: [Select]
case WM_CHAR:
keyboard_lastchar = string(1,wParam);
return 0;
Do the same for Linux if you know how. This is correct behavior and can be used for text input and stuff.
1429
Announcements / Re: Christmas Plans
« on: January 02, 2013, 04:07:51 pm »
Wait, is object0 an object or an instance? If its an object and object0.id returns the first instance's ID, then how does object0[a].variable = 30; work? Like why in the parsed code "a" is not used anywhere?
1430
Proposals / Re: Weird stuff that works in GM but fails in ENIGMA
« on: January 02, 2013, 12:52:52 pm »
I think Josh has mentioned the for(){} thing and said it won't be supported.
If you check inequality with <> then you are hilarious.
The (int) looks like a cast, so it could be the the reason it was not reported. Have you tried JDI?
If you use asterisk or some non ascii char for resources names then you are very hilarious.
execute_string will not be supported. At least in C++ version. Maybe in javascript if that ever happens.
I think ini functions were done. Dll functions also worked at some point. I made sprite_create_from_screen, but didn't commit as it had some positioning problems. File functions should be working. The rest is kind of on a todo list.
There are some bugs like local variables getting fubared in scripts, but I think all of that is fixed in JDI so I won't complain until I see it.
edit: I think much more hilarious problem is that this code crashes LGM:
If you check inequality with <> then you are hilarious.
The (int) looks like a cast, so it could be the the reason it was not reported. Have you tried JDI?
If you use asterisk or some non ascii char for resources names then you are very hilarious.
execute_string will not be supported. At least in C++ version. Maybe in javascript if that ever happens.
I think ini functions were done. Dll functions also worked at some point. I made sprite_create_from_screen, but didn't commit as it had some positioning problems. File functions should be working. The rest is kind of on a todo list.
There are some bugs like local variables getting fubared in scripts, but I think all of that is fixed in JDI so I won't complain until I see it.
edit: I think much more hilarious problem is that this code crashes LGM:
Code: [Select]
local int intensity_res=32,
intmap_w=int(room_width/intensity_res),
intmap_h=int(room_height/intensity_res);
I think the plugin crashes and takes LGM with it, but I am not sure. This problem has been here for years, as I posted this code (though longer version) a very long time ago. No one seems to be able to fix it.
1431
Issues Help Desk / random seed broke
« on: January 02, 2013, 08:05:39 am »
The random_seed is only used in random function once. Then the next seed is generated without using the seed. This means that the random_set_seed works only once. The correct behavior would be that I set my chosen seed and all random functions play out. Then I set the same seed again and all the same random functions play out. Now only the first one will be correct.
edit: Got it. The correct behavior is if you set mtrandom_seed. Why exactly do we have two seeds for one random function?
edit: Got it. The correct behavior is if you set mtrandom_seed. Why exactly do we have two seeds for one random function?
1432
Announcements / Re: Christmas Plans
« on: December 29, 2012, 10:58:54 pm »
I like the current one just fine. I can make my own if I so desire.
1433
Issues Help Desk / Re: Damn Android
« on: December 29, 2012, 12:53:49 pm »
Android actually never worked. There was something TGMG did, but I think he just made ENIGMA compile a pre-made source file without actually using the GMK/EGM data from LGM. So its not possible to compile for Android and won't be work a long time. I was ready to create all the necessary functions (as you would need to rewrite some for GLES), but without the basic window, event and callback system it cannot be done. I tried creating this backbone, but had many problems as I didn't make it for Windows (or Linux) either. The TGMG version was also very old and used some 3rd party native SDK (NDK), which is now (for some time already) officially supported by Android. This should make the whole thing a lot easier, as you only need to download official SDK and NDK packages, then hook the compiler and simulator. I was able to create a basic NDK app they provide as an example (like a GLES window and a rectangle that changes color depending where the touch is), but didn't know where to begin to hook all that up with ENIGMA. While NDK is faster than the Java based SDK, they (Android dev's) don't suggest using it as it creates "unnecessary complexity". This complexity would be in the background in ENIGMA though, so creating games would be a breeze.
1434
Announcements / Re: Christmas Plans
« on: December 25, 2012, 06:26:50 am »
Well brief is needed for the "brief" description. If you don't do that, then in function list there will be no description and you will have to click on it to jump to the large description. Brief would be extra useful here, as it would be the line that is shown in auto-complete box.
Though trough writing this I realized that you probably meant, that you have the "first line is brief" thing enabled in Doxygen, not that you don't use brief at all.
Though trough writing this I realized that you probably meant, that you have the "first line is brief" thing enabled in Doxygen, not that you don't use brief at all.
1435
Announcements / Re: Christmas Plans
« on: December 24, 2012, 07:26:01 pm »
I though using Doxygen with just adding comments before functions like:
There should be a template or an outline on how to do this. There are like 10 ways to comment things with doxygen and this is just one of them.
Code: [Select]
/**
* @brief This function takes the most simplest derivative of data_in (which can be a vector, deque, queue etc.) and outputs it in data_out.
*
* After the function data_out.size() will equal data_in.size() and the return value will be the maximum of data_out.
*
* @param data_in Input data container. Can be any STL container that supports [], size() and resize(). So vectors, queue, deque etc.
* @param data_out Output data container. Can be the same types like input can, but they don't have to match.
* @param step Optional step size for the derivative. To get the most precise result it should stay 1.
* @return Maximum value of data_out container
*/
This is for another project where I use Doxygen, so this is not connected with ENIGMA.There should be a template or an outline on how to do this. There are like 10 ways to comment things with doxygen and this is just one of them.
1436
Announcements / Re: Christmas Plans
« on: December 24, 2012, 12:45:47 pm »
Sounds like a plan. I have a few problems with ENIGMA which should be fixed (and with the parser might as well will be):
1) The problems with "with(){}" in scripts. As well as global variables and such in scripts.
2) LGM's code editor auto-complete fubar'd. Doesn't scroll with the code and actually should be possible to be modified by design (like putting it at the bottom permanently).
I haven't actually checked the newest version, so maybe all this is fixed. I have quite a few via-ass made extensions for ENIGMA. Maybe there should be a separate section to upload them? Also, documentation has really stalled, but using Doxygen style to comment code really should speed that up.
1) The problems with "with(){}" in scripts. As well as global variables and such in scripts.
2) LGM's code editor auto-complete fubar'd. Doesn't scroll with the code and actually should be possible to be modified by design (like putting it at the bottom permanently).
I haven't actually checked the newest version, so maybe all this is fixed. I have quite a few via-ass made extensions for ENIGMA. Maybe there should be a separate section to upload them? Also, documentation has really stalled, but using Doxygen style to comment code really should speed that up.
1437
Announcements / Re: JDI ↔ Parser: Code formatting, completion
« on: December 11, 2012, 01:53:46 pm »
I think get the parser done. There is still problems with variables in scripts that give a headache and I would love to see that fixed. Everything else is just a bonus. If you do make that Doxygen comment thing then I would love to comment some of the functions (at least the ones I made), that is if I remember how GIT worked.
1438
Off-Topic / Re: Introductions
« on: December 08, 2012, 05:28:53 pm »
I agree with Poly on life, universe and everything.
Also, parser done yet? I for example still have "Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h:108:64: error: 'struct enigma::OBJ_obj_controller' has no member named 'light2'" when the obj_controller has light2 and its used in a script which is called from obj_controller. It just pisses me off, as there is no real solution. I end up recoding many parts just to remove that variable from scripts.
Also, parser done yet? I for example still have "Preprocessor_Environment_Editable/IDE_EDIT_objectaccess.h:108:64: error: 'struct enigma::OBJ_obj_controller' has no member named 'light2'" when the obj_controller has light2 and its used in a script which is called from obj_controller. It just pisses me off, as there is no real solution. I end up recoding many parts just to remove that variable from scripts.
1439
General ENIGMA / Re: Hi. I'm MahFreenAmeh
« on: December 07, 2012, 05:01:50 am »
Look at this thing - http://enigma-dev.org/v5test/ a freaking marvel. At least the design should be stolen from that.
1440
General ENIGMA / Re: Hi. I'm MahFreenAmeh
« on: December 06, 2012, 10:10:41 am »
There was actually a new site in development long time ago. The prototypes I saw looked actually really nice. Wondering where that went. Probably didn't go live, because the site implied ENIGMA was done and/or usable, which it wasn't and in many ways still isn't.
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