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2086
Announcements / Re: Things that are broke
« on: April 19, 2010, 10:54:52 pm »
Pause is fine for Windows. The terminal doesn't even open for bash files in Linux, so...
Rusky:
Is there a way to concatenate that variable into a path? "Graphics_Systems/" ## @GRAPHICS ## "/*.cpp" style?
Or, better yet, to include a second makefile from "Graphics_Systems/" ## @GRAPHICS ## "/" to promote easy extensibility?
Rusky:
Is there a way to concatenate that variable into a path? "Graphics_Systems/" ## @GRAPHICS ## "/*.cpp" style?
Or, better yet, to include a second makefile from "Graphics_Systems/" ## @GRAPHICS ## "/" to promote easy extensibility?
2087
Announcements / Re: Things that are broke
« on: April 19, 2010, 06:36:43 pm »
"approves everything that comes out of my mouth"
What about the stuff you type?
What about the stuff you type?
2088
Announcements / Re: First R4 game, despite everything being unimplemented
« on: April 19, 2010, 05:48:25 pm »
MrJackSparrow2:
Have you recompiled the compiler lately? It's a good idea to do that each time you check out.
Ism:
If every Linux distribution could run the same exe's, apt-get would be a thing of the past.
That's why everything on Linux is either open source or apt-get'd. This is another reason why a makefile would seriously help; one could be distributed along with the C++ source of the game to be built on any platform. Also, ENIGMA's site could eventually make it easy by having a changer script for specific operating systems, like Firefox and Chrome do. "Download now for <your OS here>." Would take some effort for that too, though, on our account and on the intermediary user.
Have you recompiled the compiler lately? It's a good idea to do that each time you check out.
Ism:
If every Linux distribution could run the same exe's, apt-get would be a thing of the past.
That's why everything on Linux is either open source or apt-get'd. This is another reason why a makefile would seriously help; one could be distributed along with the C++ source of the game to be built on any platform. Also, ENIGMA's site could eventually make it easy by having a changer script for specific operating systems, like Firefox and Chrome do. "Download now for <your OS here>." Would take some effort for that too, though, on our account and on the intermediary user.
2089
Announcements / Re: Things that are broke
« on: April 19, 2010, 09:48:59 am »
Those are for my parser. When it sees those, it dumps scope information. They can be removed now... Done.
2090
Announcements / Re: First R4 game, despite everything being unimplemented
« on: April 18, 2010, 10:34:47 pm »
Note that here, "unimplemented" actually implies that it was implemented at some point.
...And will hopefully be so once more shortly.
...And will hopefully be so once more shortly.
2091
Announcements / Re: Things that are broke
« on: April 18, 2010, 10:02:39 pm »
"Comment-out the debug flags and un-comment the release flags depending on how you want to build it."
Is that what I committed? >_<
Is that what I committed? >_<
2092
Announcements / Re: Things that are broke
« on: April 18, 2010, 07:55:04 pm »
How odd. No, sprites don't work yet, but they shouldn't be segfaulting. That falls on Ism, though; I just iterate the structure by JNA's count.
Right now, not a whole lot is implemented. I removed most of it to make it easier to debug the important underlying components... That said, I should make a new newspost...
Right now, not a whole lot is implemented. I removed most of it to make it easier to debug the important underlying components... That said, I should make a new newspost...
2093
Announcements / Re: Things that are broke
« on: April 18, 2010, 08:04:32 am »
> Josh, you have a whole site to document these bugs and todo's.
I would know this, as I paid for it. :3
> Use it.
The forums are simply much easier to use than editing that HTML page myself. Besides, a2h's bug tracker will be done soon.
I would know this, as I paid for it. :3
> Use it.
The forums are simply much easier to use than editing that HTML page myself. Besides, a2h's bug tracker will be done soon.
2094
Announcements / Re: Things that are broke
« on: April 17, 2010, 09:25:15 am »
Freezway--
Yeah, it's in the later revisions. Sourceforge is back up now; give it another go.
Yeah, it's in the later revisions. Sourceforge is back up now; give it another go.
2095
Announcements / Re: Things that are broke
« on: April 17, 2010, 12:10:22 am »
Freezway:
If you would, run LGM and go to Enigma->Keyword List->Functions and paste the contents here (preferably via pastebin, but, whatever).
If you would, run LGM and go to Enigma->Keyword List->Functions and paste the contents here (preferably via pastebin, but, whatever).
2096
Announcements / Re: Things that are broke
« on: April 16, 2010, 02:55:20 pm »
Build instructions apply to developers, too.
...Haha. Yes, I can understand why you'd skip them, since you know your way around all the other instructions there. But yeah, just get the libgl1-mesa-dev package.
...Haha. Yes, I can understand why you'd skip them, since you know your way around all the other instructions there. But yeah, just get the libgl1-mesa-dev package.
2097
Announcements / Re: Things that are broke
« on: April 16, 2010, 01:29:16 pm »
Mith:
Well, it'll be nice to have someone around who isn't afraid to look at the code.
Regarding include_next; yeah, that sounds about right. Though I fail to see the point, it won't be difficult to implement.
Ism:
I'll join you shortly in chat on that one (half hour or so; have to run now).
Well, it'll be nice to have someone around who isn't afraid to look at the code.
Regarding include_next; yeah, that sounds about right. Though I fail to see the point, it won't be difficult to implement.
Ism:
I'll join you shortly in chat on that one (half hour or so; have to run now).
2098
Announcements / Re: Things that are broke
« on: April 16, 2010, 09:14:45 am »
...but also wish to use Unix.
2099
Announcements / Re: Things that are broke
« on: April 16, 2010, 09:04:58 am »
No worries, 11th. I've a lot to take care of.
I'm still impressed by our newest member's actions. I'm inspired. I think I may even go back and comment more things, if only for these once-in-a-blue-moon occurrences.
I'm still impressed by our newest member's actions. I'm inspired. I think I may even go back and comment more things, if only for these once-in-a-blue-moon occurrences.
2100
Announcements / Re: Things that are broke
« on: April 16, 2010, 08:38:50 am »
Mith--
I'm somewhat awestruck that you showed up, found a problem, and fixed it. That was something I really didn't expect to happen; it's like thinking there's hope for the world now. Thank you, very, very much. There is no problem with your addition of "include_next" that I can foresee; did it cause the terminal output from running LateralGM to end with a large string of Pluses? If that's the case, consider the change made, if temporarily. (I should have included protection against that error anyway; but then it would have been terribly difficult to diagnose because I missed a version of #include. I'm really glad you showed up). I will look into the behavior of #include_next; from what I can tell it should just skip the first instance it finds in favor of the second, which doesn't seem particularly useful. I will assume it should default to the first should the second not be found.
Glad to hear the engine is working well, also.
The 11th plague of Egypt--
I had to resist the temptation to read that message back to you in English (fighting usual impulse to translate an error to something the user can understand, etc.). I'm not sure why that error would occur; it's far out of my jurisdiction. My first thought was that the directory name was too long, but I see that's not the case. Basically, RapidSVN's just trying to copy over data from its temp folder where it checks out to the folder you requested, and it's failing for reason of "illegible" directory? Usually that means permissions error, but you're saving to your own desktop. That said, I'm not sure why it's doing that at all, really.
In seeing your newest comment, I am forced to believe your box is cursed. The curse may be cygwin related; are you sure it detected your compiler?
I'm somewhat awestruck that you showed up, found a problem, and fixed it. That was something I really didn't expect to happen; it's like thinking there's hope for the world now. Thank you, very, very much. There is no problem with your addition of "include_next" that I can foresee; did it cause the terminal output from running LateralGM to end with a large string of Pluses? If that's the case, consider the change made, if temporarily. (I should have included protection against that error anyway; but then it would have been terribly difficult to diagnose because I missed a version of #include. I'm really glad you showed up). I will look into the behavior of #include_next; from what I can tell it should just skip the first instance it finds in favor of the second, which doesn't seem particularly useful. I will assume it should default to the first should the second not be found.
Glad to hear the engine is working well, also.
The 11th plague of Egypt--
I had to resist the temptation to read that message back to you in English (fighting usual impulse to translate an error to something the user can understand, etc.). I'm not sure why that error would occur; it's far out of my jurisdiction. My first thought was that the directory name was too long, but I see that's not the case. Basically, RapidSVN's just trying to copy over data from its temp folder where it checks out to the folder you requested, and it's failing for reason of "illegible" directory? Usually that means permissions error, but you're saving to your own desktop. That said, I'm not sure why it's doing that at all, really.
In seeing your newest comment, I am forced to believe your box is cursed. The curse may be cygwin related; are you sure it detected your compiler?
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