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Messages - Goombert

Announcements / Re: LateralGM Update
« on: November 10, 2013, 12:51:17 pm »
Harri he's just being lazy, Greg if you don't like the scroll I put the dock event panel option for you in preferences just go back to the old way you're used to.

Finally Time to build this thing.. Owait:
That's the parser that has nothing to do with the IDE.  (Y)

undefined reference to
Yah, sorry I had to fix that from Windows with no way of testing. mouse_x is supposed to come from window_views_mouse_get_x() (notice that it is plural; not singular) the old mouse_x and mouse_y code was broken then I attempted to fix it and broke it worse, now I fixed it and it works on Windows, somebody just fix it for XLIB and commit.

However, it should be working, it is defined right here in XLIB and included from platforms_mandatory.h too.
Code: [Select]
void window_mouse_set(double x,double y) {

void window_view_mouse_set(int id, double x,double y) {
XWarpPointer(disp,None,win,0,0,0,0,(int)(view_xview[id] + x),(int)(view_yview[id] + y));

As for your NPE, good news, guess what, it wasn't my fault, it was pre-existing code and the same thing would have happened to you regardless of my multiple selection and deletion because my code is not the problem.
Code: [Select]
protected static void addResource(JTree tree, Class<?> r, Resource<?,?> res)
ResNode node = (ResNode) tree.getLastSelectedPathComponent();
if (node == null) return;
ResNode parent;
int pos;
if (node.getAllowsChildren()) {
parent = node;
pos = parent.getChildCount();
} else {
parent = (ResNode) node.getParent();
//TODO: Following line causes an NPE for Greg when trying to create a new sprite after deleting several pre-existing ones in his project.
pos = parent.getIndex(node) + 1;

Also, stop replying to this topic LateralGM 1.8.2 is old, I will announce the new one soon enough.

Programming Help / Re: [Question] post-render Filters/FX
« on: November 09, 2013, 08:19:26 pm »

There is some documentation though a few functions may be lacking in detail.

Off-Topic / Re: Don't you just LOVE Apple?
« on: November 09, 2013, 12:12:35 am »
Yah I say this pretty consistently myself, they are just $1000 iToys for rich people to wipe their bums with, that's about it. I literally say so on our Wiki page I wrote...

They make a bunch of $5000 iCrap for rich people to wipe their asses with.

That said, Steve Jobs was an over-glorified hippy, he abandoned his daughter and said she wasn't his and tried to refuse paying child welfare support not to mention the fact he was a rude dick to everyone who worked for him and just completely batshit insane.

Issues Help Desk / Re: Obsolete Functions in ENIGMA
« on: November 08, 2013, 12:09:31 pm »
None of them are actually needed though.
They aren't needed at all, but also Josh does have an optimized way of adding them in the compiler so they may possibly get added in the future, but don't hold your hopes on it.

General ENIGMA / Re: SVG Graphics
« on: November 08, 2013, 12:07:44 pm »
Yes I meant for icons, anyway, I am going to modify LGM's global game settings to so you can import a PNG as your game icon, it'll just convert it at runtime or some shit. There should be some other format than fucking .ico because that shit is only Windows, it is a gross ass format, always has been.

Robert, so you won't do that device manager for GL?
I will, I am just doing other things, for 1 I am making another open source game I will announce soon and give the GMK to, and I am also going to start porting LGM to monodevelop, I recently found out I can pretty much copy and paste all of LGM's source code to mono and do a substantial ammount of changing but in the end it should run perfectly since .NET was designed around Java and has a lot of the Swing shit. But anyway, I don't give a shit to write a C++ IDE anymore, LGM is fine it's just fucking bloaty as far as RAM usage and shit.

General ENIGMA / SVG Graphics
« on: November 08, 2013, 02:09:16 am »
Well I think this has already been on our to do list but we need to add SVG support. I mainly want to bring this up because I also think we should add it for the application/window icon like Qt does, or well not force it, but support it, and we can write an .ico writer to output an Icon file for Windows when you build or something like that.

Cheesedick also found the following repository.

But really again, it's not my fault Windows is such an out of date system it can't support fucking vector graphics like a turd.

I have also decided to start the following Wiki page.

Proposals / Re: New Export Options
« on: November 07, 2013, 04:40:41 pm »
What? I didn't edit that, I thought you posted it :\

Issues Help Desk / Re: Plugins don't appear to work
« on: November 07, 2013, 03:47:47 pm »
Ohhh ok, well then I will definitely help you with Ubuntu as well, but also make sure all the directions are followed on the Git set up page.

Off-Topic / Re: why the YYC shouldn't be a payed module
« on: November 07, 2013, 10:59:04 am »
Yah that is rather huge scam they really pissed people off with that, seriously they make them pay $500 for a broken turd, and then $300 for it to actually work properly.

Issues Help Desk / Re: Step Event code does not work?[solved]
« on: November 07, 2013, 10:55:31 am »
Yes this is because of ISO C99 compliance, see my other post.

When any scalar value is converted to _Bool, the result is 0 if the value compares equal to 0; otherwise, the result is 1.

GameMaker: Studio also has the same restriction now. Sorry, it is just we actually compile now so we have to be C compliant. All you have to do is != noone and stuff, this partially falls on them for designing the functions in such a bad way.

Also, as for another part of that code, could be written more optimally as this...
Code: [Select]
with(object) {
Change it to this...
Code: [Select]
object.direction = image_angle;
object.speed = 2;
If you want to of course, it just saves it from double casting is all.

Issues Help Desk / Re: Plugins don't appear to work
« on: November 07, 2013, 10:48:17 am »
Howdy there, I am Robert, nice to meet you. Sorry about the Linux set up being rather confusing we've simplified the Windows version recently and I am trying to simplify the Linux set up as well. This is why I created this page to explain these packages recently and added it to the download page.

These packages were also outdated in the script for some time until yesterday when I finally updated them. Basically JNA is just to be able to use dll's and .so's in Java which we need because we link our compiler as a library, and it goes in enigma-dev/plugins/shared if you look at the announcements page I also made a topic recently about us updating to JNA 4 for ARM. Now the plugin enigma.jar goes under enigma-dev/plugins/ and is detected along with any other plugin jars people want to write when LGM loads, during the splash screen. LateralGM itself should just go under enigma-dev/ though as that is where places it.

Did you run the python installation script?

Issues Help Desk / Re: Something is wrong with my install
« on: November 07, 2013, 09:53:10 am »
^_^, again sorry about that I will try to make sure I do not make this mistake again.  (Y)

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:30:13 pm »
Oh boy this actually appears to require a new AST node in the compiler, something I don't quite know how to do. :( But our new compiler will definitely fix it, I can't say much as it is not really my area of expertise, Josh would need to explain further.

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:12:33 pm »
I am looking right now to see if I can find where Josh explained the fix at :) It is somewhere here on the forums.

Issues Help Desk / Re: Getting an error from compiler I do not understand
« on: November 06, 2013, 07:04:33 pm »
I don't think the extension system has been finished we wrote our own there you can see all the extensions from Build->Settings, the reason is instead of doing callbacks like Game Maker does the extension can be compiled right into the game including dynamic link libraries and other shared objects.

There is also a menu for you to define locals under "Build" as well. Script locals though I do know need fixed in order to fix a lot of extensions such as Ultimate3D and other Game Maker ones.