ENIGMA Development Environment
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Messages - Goombert

2011
Off-Topic / Re: I'm out
« on: December 19, 2013, 03:35:11 AM »
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Have you tested it? It's 2 years old and who knows how thorough and less buggy it is. Also ENIGMA is not about just GML anymore, but EDL as well. So probably a lot of stuff will have to be additionally written. But I guess it's worth a shot. I am just skeptical it will be any better.
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that is somehow an achievement over ENIGMA.
You completely missed the point there, LLVM already has a pretty solid interface for parsing. Worrying about having an EDL language that will provide classes and things is and was at least the biggest waste of time, if anything the focus should have been writing a solid C++->GML parser with LLVM first, and do his custom parser that can provide all those extras as a fun side project.

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GL works on XP just fine.
Polygonz is on Vista and has DirectX 10/11 support. There have also been quite a few others that have come here and had problems with surfaces.

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I have actually made that point several times before. But I guess you just didn't notice.
So stop defending it then, the majority of my work with LateralGM was fixing pre-existing bugs and regressions in her code.

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Just stating information.
Then name one of them that isn't a complete fabrication or distortion of the facts.

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Now I feel Robert is one of the several reasons he wont.
I didn't even start this, IsmAvatar came out of the blue and started being overly critical and then Josh started to throw a fit with cheeseboy. I am sick of it, neither of them have any reason to complain and they are simply being dramatic.

All I ask is if Josh could at least fix one damn thing, even if its a small bug or to get something working, but he can't do that, and again nobody can ask him questions because he is immediately condescending!

2012
Off-Topic / Re: I'm out
« on: December 18, 2013, 03:34:32 PM »
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GML->C++
Yes LLVM has the interface we need already completed, less buggy, and probably way more thorough and optimized than what we will ever have.

https://github.com/rpjohnst/dejavu

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GM didn't have anything like that until GM:S. Now it does have some kind of GML->C++.
Right, but Game Maker's interpreter/runner from 2005 is still less buggy than what we have now.

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But at least finish ONE of them.
I have, Direct3D 9 is finished now, aside from some getpixel functions and a few texture functions that I have not written because I haven't been able to think about how to make the best abstraction for the functions that can be the same for OpenGL systems. And it works with the Mario game, Phantom light flare, house effects, and some other games.

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Poly really needs it for his Voodoo3.
25% of the computer market is still Windows XP.

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I am referring to software development.
And of course, you are only saying it in the first place because Ism's shitpost she made earlier which was also complete crap. Saying I'm adding sooo many new features and not fixing all of her bugs.

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Others just break because the ENIGMA is broken.
Then perhaps you should actually list them, because the ones I know of is the FPS example because I uploaded a heavily modified version that would work without event inheritance and can't update because EDC is broke, Box2D example broke because the API changed and I updated the functions and provided overloads to the Studio versions but again the EDC is broke so I can't upload the fixed version. Or you could just you know, stay on the Josh/Ism band wagon and point fingers at people about things you don't have a clue about.

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Wow, here take a medal.
I am not asking for a medal, I am asking for you guys not to make stupid accusations.

2013
Off-Topic / Re: I'm out
« on: December 18, 2013, 03:01:23 PM »
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I don't think asking Josh for anything than the parser stuff was really needed.
So pretty much asking him for anything is unnecessary. Josh certainly hasn't been bearing the majority of the workload if any at all for a year now. Far-be-it from him to finish a few simple tasks.

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piece of software in existence.
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I am sure people like Robert will try to write it and fail spectacularly.
For one we don't even need the damn thing, clang does everything we would want it to, and we wouldn't be so far behind if so much of the effort wasn't wasted.

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Then when the first version will be done a year later it will be as good as the one ENIGMA had in 2008.
The one we have now isn't better than the one Game Maker had in 2005.

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nobody needs freaking Ogre or Irrlich or whatever as a separate system.
Nobody needs to freaking reinvent the wheel either when a proper media abstraction layer can do such awesome things as allowing driver swapping at runtime.

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The current version actually doesn't run half the EDC games.
You can blame that on Josh too because I haven't been able to update any of the examples on the EDC, because him and Ism decided to show up out of the blue and wreck the thing and leave it broken for months.

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he is inexperienced
Not as far as graphics programming goes, if it wasn't for me we wouldn't have Direct3D. And without that people with shitty graphics cards like polygonz would not be able to use surfaces, but now polygone can use Direct3D 9 and surfaces and with better performance than the other graphics systems. I also fixed a bunch of the flags and the Mario game peaks at 360fps with Direct3D where as OpenGL 3 peaks at 300. I am clearly not the inexperienced one here or we'd still have OpenGL 1 software rendering and call lists where any half decent model takes up 500 mb's of ram.

Not to mention I'm not the one that suggested using 4 floats for representing color. All you damn OpenGL/Linux fanatics, and yes I am going to generalize here, tend to make really crazy assumptions.

2014
Off-Topic / Re: Why are Mobile Games Shit?
« on: December 18, 2013, 08:15:16 AM »
TKG, I second your entire post, I've always said the same thing myself, people having orgasms over mobile games have made it more about the money and making a game easily while quality generally suffers. A large portion of the AppStore may be Game Maker games, but they are also probably very poor quality as a result.

Very excellent in my opinion.

2015
General ENIGMA / All Roads Lead To Rome
« on: December 18, 2013, 07:10:11 AM »
With the advent of Josh and IsmAvatar throwing hissy fits and leaving the project, me and cheeseboy are curious as to what direction people think we should try to go with development.

2016
General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: December 18, 2013, 06:05:19 AM »
And of course, here we have another propagandist shitpost. Originally I took this news sadly, until reading this topic of course.
https://github.com/IsmAvatar/LateralGM/issues/101

This is nothing more than a completely over-dramatized childish rant similar to the one Josh is now giving.

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As such, this is the core of our product and it is never to stop functioning.
Right, it hasn't, and it won't. This is exactly why I have decided to leave it where it is with the GMK format, and move on to the new GMX format for RadialGM and leave GMK in the dust. LateralGM not only exists as a stable GMK editor but also a comprehensive GMK->GMX and GMX->GMK converter, which is less flawed than YoYoGames.

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Leaving bugs behind is what GameMaker does, not LateralGM.
As over simplified as that may be, you just can't fix all of the bugs either, that is an unrealistic goal, and on top of that, a few of the bugs are the fault of the JDK itself. Please see the task I have on the 1.8 list which I never intended to ever check off, "Continual improvements/bugfixes"
https://github.com/IsmAvatar/LateralGM/issues/46

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A release is not "I've made a bunch of features guys, here, have a release so you can check them out."
Every release for the past two months has been solid bug fixes, the only remaining bug caused by me open on the tracker is the shader editor not having code completion.
https://github.com/IsmAvatar/LateralGM/issues?page=1&state=open

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Those bugs need to be fixed
*yawn* so fix your bugs or else I will do so, such as I did with EGM's having a thousand unclosed file handles.

Edit: I'd also like to request this be moved out of announcements, there are things actually worth announcing, and this is not one of them.

2017
Off-Topic / Re: I'm out
« on: December 18, 2013, 05:48:47 AM »
I second what cheeseboy has said as well. If anyone is on a high horse Josh, it's you. Complain all you want about nobody understanding the parser, and there are two reasons for that.

1) It is an obfuscated mess, and you can not deny that. And on top of that you do nonsensical things all the time, such as naming the windows executable "stupidity-buffer" and let's not forget of course entire ASCII turds dedicated to debug output.
2) If anybody asks you a question, you immediately start condescending them and calling them retarded. The only dumb question is the one you don't ask.

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updates to a bot that was broken eight months ago,
It was a 6 line bug fix, it is not my fault you can't build a simple Java Applet. For which DarkAce was complaining about for eight months as well.
https://github.com/enigma-dev/EnigmaBot/pull/2

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This will be after he realizes that a compiler isn't just a parser.
Your parser is nothing more than a GCC front-end.

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Just don't expect a sudden hike in bug fixes.
Who are you referring to? Nobody would expect that from anyone except myself of course.

2018
Ideas and Design / Re: Website Issue Tracker Sucks
« on: December 17, 2013, 07:55:47 AM »
Exactly polygone.

2019
General ENIGMA / Re: All EGM's Broke
« on: December 15, 2013, 09:22:45 PM »
This is the exception that occurs, I did nothing more than add the property to the game settings property structures.

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Exception in thread "main" java.lang.NullPointerException
   at org.enigma.file.EFileReader$DataPropReader.convert(EFileReader.java:423)
   at org.enigma.file.EFileReader$DataPropReader.put(EFileReader.java:444)
   at org.enigma.file.EFileReader$DataPropReader.readProperties(EFileReader.java:387)
   at org.enigma.file.EFileReader$DataPropReader.read(EFileReader.java:375)
   at org.enigma.file.EFileReader$DataPropReader.readUnknown(EFileReader.java:364)
   at org.enigma.file.EFileReader.readResource(EFileReader.java:634)
   at org.enigma.file.EFileReader.processEntries(EFileReader.java:611)
   at org.enigma.file.EFileReader.readNodeChildren(EFileReader.java:589)
   at org.enigma.file.EFileReader.readEgmFile(EFileReader.java:533)
   at org.enigma.file.EFileReader.readEgmFile(EFileReader.java:516)
   at org.enigma.file.EgmIO.read(EgmIO.java:56)
   at org.lateralgm.main.FileChooser.open(FileChooser.java:533)
   at org.lateralgm.main.FileChooser.open(FileChooser.java:519)
   at org.lateralgm.main.LGM.main(LGM.java:809)

Edit: I have fixed this in a new pull request by simply checking if a null value is being added to the property list, and if so not adding it and keeping the default.

https://github.com/enigma-dev/lgmplugin/commit/a5bc74ae5939e366dfaf048de69a351875d05c77

Please redownload the plugin, the latest version will not have broke EGM's.

2020
General ENIGMA / Re: All EGM's Broke
« on: December 14, 2013, 08:48:38 PM »
Yup; yup; that's why I made a ticket, I'm just feelin lazy :P

2021
General ENIGMA / All EGM's Broke
« on: December 14, 2013, 06:32:40 AM »
Well I had to add the "Force software vertex processing" setting to Global Game Settings and found a real nasty bug.

If an EGM is saved with older global game settings it fails to load with the latest version. If you update LGM or the plugin any time lately you'll need to patch up your EGM's too, it is real simple, the bug is already filed on the tracker as well.

Since EGM is simply a ZIP file just open it up and add "FORCE_SOFTWARE_VERTEX_PROCESSING: false" to Game Settings.ey file then rezip or whatever. I already updated all my EGM's on the site.

You can also just download the new Portable ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows

This is the open bug report.
https://github.com/enigma-dev/lgmplugin/issues/12

2022
Proposals / Re: New Export Options
« on: December 13, 2013, 10:06:02 PM »
Oh ok, well, I don't think we bothered to add that page yet because nobody has a consistent approach to it, or a stable package release, the Windows one is maintained by me, though fundies has an automatic builder, but his server is going down.

Also, the JavaScript port is here, it is outdated, because again, we would rather wait for the new compiler, so ports can be done proper.
https://github.com/enigma-dev/ENIGMAjs

Josh is working on merging his new compiler now, it is done, probably be a month or two.

2023
Tips, Tutorials, Examples / Basic Graphics Test
« on: December 13, 2013, 01:51:12 AM »



This is a minimal example which can be used to check if graphics systems are working on certain hardware.
https://www.dropbox.com/s/0pl8050nmb2948k/graphicstest.gm81

2024
General ENIGMA / New Audio Functions Deprecated
« on: December 12, 2013, 11:32:53 PM »
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Description
WARNING! This function has been deprecated and you should use audio_play_sound instead.

This function can be used to start a piece of background music playing. You can only have one piece of background playing at a time when using this function, and starting a sound while a previous one is playing will end the previous one directly. You can also choose whether the sound should loop back to the beginning by setting the loop flag to true, or only to play once by setting it to false.
The following quote above is for the audio_play_music function. I originally complained like crazy that they had a duplicate set of functions and were reserving an audio channel, I am so glad they corrected this. I am going to remove all those music functions so that I can fix the new audio system to work properly. It is not an issue since the functions were short lived and the duplicates still exist, there was no need to distinguish the functions.

The full list of deprecated audio functions can be found here.
http://enigma-dev.org/docs/Wiki/Obsolete_Functions#Audio

This is the commit where the fixes are applied and functions become deprecated.
https://github.com/enigma-dev/enigma-dev/pull/574

2025
General ENIGMA / Direct3D 11.0 Implemented
« on: December 12, 2013, 07:53:54 AM »
As you can see in the following screenshot I finally managed to get Direct3D 11 implemented now as well. I have shelled the graphics and made it clear the background color, simply need to readd the functions again, just like what was done with Direct3D 9.



The issue why I couldn't do it before is because Microsoft changed the API mid-version and moved it into the Windows SDK and then removed the D3DX stuff for coloring and matrix functions. I have not yet decided whether I will make use of these by hacking them into MinGW as well or more likely I will just waste my time rewriting the FFP instead since then it will be a sinch for me to do in the other graphics systems.

I got this working by rebuilding the libd3d11.a myself to link and get the correct symbols from, because apparently the MinGW really hates Direct3D 11. I will also have to maintain a custom version of the d3d11.h header based off theirs so that I can add missing declarations. I will keep these two in the WinPatch.zip

This is the commit I have done this in along with some compiler fixes regarding spaces in paths.
https://github.com/enigma-dev/enigma-dev/pull/572

This is the LIB2A tool I used to convert the MSVC libs with.
https://code.google.com/p/lib2a/

This is the libd3d11.a file.
https://www.dropbox.com/s/fyxa577ij7bg5dd/libd3d11.a

This is the d3d11.h header file.
https://www.dropbox.com/s/015mzbz6doi9k5j/d3d11.h

I have updated the Portable ZIP installer to include these two missing files under ENIGMAsystem/Additional where the rest of our headers for Box2D and Bullet and things are, cheeseboy will need to update the ZIP automatic builder to include these files. You can go ahead and download if you want to test an empty game with the background color or if you wish to help me start adding functions.
http://enigma-dev.org/docs/Wiki/Install:Windows