ENIGMA Development Environment
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Messages - Josh @ Dreamland

General ENIGMA / Re: MacOSX problems
« on: August 11, 2010, 12:08:26 AM »
Nice to hear you are still working on this!

Apparently GNU for Mac implements additional built-ins. It seems __signed is among those.
I believe you should be able to fix that. Find this line:

Add these lines near it:
  regmacro("__signed","signed"); //false
  regmacro("__unsigned","unsigned"); //false

Repeat that for any other 'problem' types, or just post the error here and I'll tell you what to add.
Thanks much for the update.

Announcements / Re: ENIGMA R4
« on: August 10, 2010, 11:29:06 AM »
  I believe that the breaking for you is local, but I didn't get you to test before I went to bed. I tested it on both Windows 7 and Ubuntu (granted, both x64) before bed, and assumed it would cover it for you. We can work out your difficulty (and avoid future difficulties, I hope) next we see each other.
I will not deny that I suck ass for now.

The 11th plague of Egypt:
  Lists were implemented by Rusky a long time ago. They are basically obsolete. This is my preferred method of lists:
Code: [Select]
list a;
a.push_back("Item 1");

I will inspect to make sure iterators work. The ds_list functions are really not that hard to implement.

That list is never up to date. You can get a list of all the functions supported by your system by pressing ENIGMA->Keyword Lists->Functions in the LateralGM pane.
The description box is just that; it's so new users can get a synopsis of what the function does. It is community maintained, but I intend to have a moderation screen that will copy the definition to a separate database. This second database will be obtained by LateralGM (At the user's request) to offer a Java-Doc like code helper pane in the LGM code editor.

Thank you, sincerely.
These are the packages that are currently required:
libgl libx11 mesa zlib gcc gcc-libs g++ make jre6

These are the Ubuntu equivalents:
libgl1-mesa-dev libx11-dev libz-dev gcc g++ make sun-java6-jre

That is the recommended set. I prefer Sun, because it actually works, unlike some. Ism says she uses the same. So.

Anybody and Everybody:
Please show up at the IRC and let me know if the project works for you correctly. This will help make the release a lot smoother, and reduce the number of people who think any of us "Suck Ass."

ChatZilla for FireFox, or Pidgin.

Announcements / Re: ENIGMA R4
« on: August 10, 2010, 12:50:27 AM »
Don't remind me. *sigh*

Announcements / ENIGMA R4
« on: August 09, 2010, 11:39:23 PM »
So I pulled overtime. I Haven't eaten anything today but a bagel. And a handful of spaghetti, which I grabbed out of a bowl as I walked by.
R4 is ready for release, but there's a problem. I was depending on a certain IsmAvatar for an update that would enable LateralGM to download and build ENIGMA. I spent the whole day getting everything perfect. But she's gone. So everybody post "WHY, ISM? WHYYYYY?".

Anyway, here's how the release today (8- 10 -10) works:

Double click ENIGMA.exe
Do what it says.

Most Linux users have been using R4 for a month or so. I'll see about putting a .deb and a... whatever that thing is that Retro uses. Hey, Retro, can you assemble those for me tomorrow?

Anyway, I'm really bummed about the release not being 8-9-10, especially that it wasn't even at 11:12 like I thought it would be when the amazing Super Ism showed up to save the day. But hey, life goes on, especially for ENIGMA.

Currently implemented:
  • Sprites
  • Sounds
  • Rooms
    • Views (haven't tested in a while) (view_object may not do anything)
    • Background color
  • objects
    • Code
      • Types
      • Keywords global and local
      • Template types (imported from C++)
    • DND
      • Framework laid (basic flow, but functions are not implemented
    • Heredity
      • Works by nature of the instance system, but code is not yet inherited properly
    • Events
      • Conditional events
      • Extensible system (event conditions and classifications loaded from a file)

And of course, the function lists have grown significantly. I will see about getting those up sooner or later. But I'm feeling very abandoned. I don't really blame anybody; it's just that today was apparently not a good day to say, hey, let's get a zipped distributable out!

So. What will happen tomorrow:
1) I'm implementing sound_loop, sound_pause, sound_isplaying, sound_ispaused, sound_resume
2) I'm making sure users have access to WhiteSpace (the name-pending C++ resource).
3) I'm making sure X.Y works, at least as well as it did in R3.
4) Ism is finishing work on her updater. Or else.
5) I will see if Retro will prepare a deb and archwhatever containing the essentials for LGM and ENIGMA on Linux.
6) The same is basically done for Windows as it stands (just waiting for Ism...)
7) See if a2h can fix some things on the site.

See you all then. Be there, or be *mutter mutter* (and if you happen to be IsmAvatar and are not there, I'll shoot you.)

Announcements / Re: Shortcuts
« on: August 09, 2010, 10:59:20 PM »
That's already implemented. You can see it in abs(). It's fine, because I Just do this:

double abs(variant& x) { return abs(double(x)); }
double abs(var& y) { return abs(double(y)); }

Announcements / Re: Shortcuts
« on: August 07, 2010, 06:23:22 PM »
Haha. Rest assured, I know how crucial it is. Don't worry, it's functional, it's just not as precise as it should be. The performance and ability to use it for most purposes isn't really affected. It will only cause issue if two functions are overloaded with radically different return types.

General ENIGMA / Re: collisions....
« on: August 05, 2010, 10:53:55 PM »
I'm not sure who I trust to work on the collisions other than Luda. So I'm thinking about it.

Actually, I realized depending on all of those libs was problematic in that it was a pain in the ass to get people to install under so many different names, so I included them in with the rest of ENIGMA and set it up to compile them for you.

With the exception of mpeg123, which I will work on next. Installing manually it won't help you anyway, though.

Proposals / Re: Steam
« on: August 03, 2010, 01:44:48 PM »
Only on Windows and Macintosh, it seems. Other than that, intervention by myself or someone else versed in how ENIGMA handles platform differences may be required. I'm looking in to how they separate Mac from Windows. Perhaps it could be used to separate different Linux distributions as well. But yes, you should think of ENIGMA games as you would any other C++ project. No smoke, no mirrors, and no interpreters.

Okay, I've read over their stuff, and it's as if they're being deliberately uninformative until you contact them. Meaning they're wanting people to bite. But I will contact them here in the next week to see what they have to say.

freezway: If they're as new to the OSS world as I imagine they are, have them wait six days.

Proposals / Re: Code Formatting
« on: August 02, 2010, 06:18:09 PM »
A typical formatter can be written without a lex of any sort. I could do this with my style relatively easily. Different settings are plausible as well, without too much hassle, I mean. Currently, ENIGMA's output 'formatter' is a lazy piece of work that outputs it in "sort of legible" format. I keep very few variables, and no stack or anything, so it gets pretty ugly at times. Everything is given a space around it regardless, for example. So we see things like "; i ++ )". But I could pretty easily get the system in general to work for the sole purpose of beautification, if I wrote a new ending segment that simply put everything in a nice format.

Not right now, though. You and I still need to discuss getting that highlighter of yours to recognize my ever-changing function list...

Proposals / Re: Just an appreciation
« on: July 30, 2010, 09:05:41 PM »
I don't believe I'll ever let it. A lot's changed since you've been here. Kinda makes me miss the old days. But, alas, progress is good. We're still in beta, if you want something to laugh about. But we're running out of reasons to be and things to blame on being in beta, so maybe we'll just call it a version after this. *shrug*

...Nah, this has always been the plan. Although that C parser I wrote took a bit longer than anticipated. Along with, well, pretty much all the other well-done components. I'm quite happy with the way things have been turning out... Bit more to organize, but yeah.

Anyway, how've you been?

*considers moving thread to off-topic, but doesn't care enough to*

Proposals / Re: Just an appreciation
« on: July 30, 2010, 07:13:55 PM »
I hadn't realized you were still alive, Dave. I haven't heard from you in 204 days, 9 hours, 19 minutes, and 43 seconds; but who's counting?

Announcements / Re: Shortcuts
« on: July 30, 2010, 07:08:01 PM »
I used foreach for multiple reasons. One was so it didn't conflict with the 0x model. Frankly, C++ has had room for one for a while. If all the 0x model can do is const arrays (with explicit bounds, I mean), fuck it.

Announcements / Re: Shortcuts
« on: July 29, 2010, 03:53:42 PM »
That actually made me laugh. I'm sorry. I'll do something interesting and easily understood when sounds work after revision 310.