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Messages - Goombert

Issues Help Desk / Re: Windows 7 x64 and ENIGMA?
« on: March 22, 2014, 12:31:52 pm »

No the Portable ZIP does not automatically update when first installing, it is considered stable, so I only update the Portable ZIP when master is good and solid. It did originally do that however.

Third Party / Re: FakeFullscreen.dll
« on: March 22, 2014, 10:58:04 am »
Quote from: TKG
Darkstar - it is in ENIGMA, just have a look at the global game settings, I've used it before and can verify it works.
Sadly, I haven't gotten it working for Linux yet, well because, XLIB is fucking shite compared to Win32.

Quote from: Darkstar2
I thought it was already functional in ENIGMA.  Is it a lot of work to add this ?
No it is very easy to add os_is_paused() since I've already implemented the lost focus stuff, we literally just need to make that function return a boolean value (enigma::gameFroze) that already exists in code.

Quote from: TheExDeus
All I found was "os_is_paused()". I would prefer be called window_get_focus() or something. But I guess we can overload it for os_is_paused() as well.
I would prefer you just name it their version, no need otherwise you'll have to wrap like 50 functions, they have several more, YYG is just trying to make those functions more cross-platformish I suppose.

Quote from: TheExDeus
And while GM says os_is_paused() will return true only for 1 step, I think it would be better if it was true all the time while out of focus.
Because of ENIGMA's current implementation, it will behave exactly the same as GM, please do not change it, just implement the function and be done.

Quote from: TheExDeus
That is often a problem with 3D examples in GM.
This is not just a problem with GM games, but also DirectInput games such as GTA: San Andreas, and it's a bitch for me to try and play it while connected to #enigma using Hexchat, since Hexchat also uses DirectInput and they fuck with each other.

DirectInput is deprecated for a reason, RawInput is better, and Microsoft even advises not using DirectInput, all it does is add bloat to your games and make them run shitty. Microsoft does recommend using them for Joysticks, however ENIGMA uses RawInput for Joystick functions just like GM does.

Edit: I have gone ahead and implemented os_is_network_connected and os_is_paused for Win32 in the following pull request.

It's actually a good possibility the texture data could be flipped.

And in all fairness, we should add settings to let you choose the origin, some people may want to use the bottom left. I actually think that should be the default. I am not a fan of how YYG is basically just making a DX wrapper for Android/Linux and shit because of ANGLE. I am really not that big a fan of ANGLE for these reasons now either because I fear the same thing but on a much bigger scale.

Off-Topic / Re: CPGCL - Cross Platform Game Creation Language
« on: March 22, 2014, 10:39:33 am »

GM XML format, do you mean GMX by that? If so that is the format your project is saved in, not the format of the scripting...

Issues Help Desk / Re: Windows 7 x64 and ENIGMA?
« on: March 22, 2014, 10:36:15 am »
We're doing away with writing to the temp directory, in the future ENIGMA's engine will be compiled and linked from AppData as it does now, but your game will be built by default in a ./build folder next to your project like every other IDE such as Visual Studio/Qt/GM Studio, and this directory can be changed via ENIGMA settings.

Robert, is .ico written to temp even when compiling to other directory?
No it is written to the temp folder and has the same filename as your executable except a .ico file extension.

The error messages he is showing here make absolutely no sense, he had to have updated something, enigma::gameInformation is not in the latest Portable ZIP, I have not updated that thing for a month. Either the plugin, LGM, or something had to have been updated.

Issues Help Desk / Re: Windows 7 x64 and ENIGMA?
« on: March 21, 2014, 02:42:20 pm »
Just worked fine for me on Windows 7 x64 with some warnings, same for my new Windows 8.1

Please try what was suggested by the other users.

This is what happens when people don't follow standards, or rather the lack completely there of. And in all fairness, OpenGL is more correct since most math classes usually start graphs in the first quadrant.

Third Party / Re: FakeFullscreen.dll
« on: March 21, 2014, 02:34:28 pm »
I don't understand why this is useful exactly. My biggest complaint with full screen games is when they don't freeze when losing focus, so if they are doing mouse capture, you can't ALT+TAB to the desktop to like chat with someone real fast or something. I hate applications that do that.

Also, all extension topics GM or ENIGMA belong in the 3rd party subforum.

General ENIGMA / Re: Please vote for ENIGMA's new license
« on: March 19, 2014, 02:47:55 pm »
If everybody had an ocean, across the USA, then everybodyied be surfin'

General ENIGMA / Re: Compile to Android Work around
« on: March 17, 2014, 10:40:44 pm »
It's probably already happening, I have no idea how people make cracks for software or w/e or specifically the one for master. But yeah, it's probably better they don't bother wasting their time with it, hell even Java has security flaws, and you can torrent Windows 8 right now too along with a fuckton of other software. I usually torrent old PC games.

General ENIGMA / Re: Compile to Android Work around
« on: March 17, 2014, 12:32:45 pm »
Quote from: TKG
it requires hacking their android runner which I'm sure YYG doesn't approve of, though they have tolerated this being discussed on the GMC for whatever reason
It doesn't matter what YYG's thinks as far as that goes, the law where they're based says otherwise and reverse engineering is allowed to a limited extent for portability.

Issues Help Desk / Re: Problems on old linux again
« on: March 13, 2014, 10:59:00 pm »
Yeah no, 1.6 should work the jar file is built in 1.6, I deprecated 1.5 for LGM.

Issues Help Desk / Re: 3D functions and capabilities
« on: March 13, 2014, 10:53:51 pm »
Update LGM and the plugin or ENIGMA the opposite of whichever you updated to fix the red green issue. ENIGMA was switched to use BGRA internally instead of RGBA since that is what both OpenGL and Direct3D use internally which makes image uploading to the GPU faster.