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Messages - IsmAvatar

Announcements / Re: Overdue Update
« on: July 26, 2011, 10:56:41 pm »
Remind me again why the syntax checker is an entirely separate program?
So you don't have to sit there for 30 seconds while the whole program compiles your code just to report why your code is broken.

Question: Would it be possible, at some point, to have a command-line compiler for GMKs, or for ENIGMA projects (whenever that we get our own format)?

Or rather, would it be possible to at least invoke LGM via command-line to do this?  All of the code's already there; even if it requires a graphical environment, it's still nice to be able to batch-compile things.
Aha. I was always wondering how the fudge he managed to do it. Cheater.
Not sure if I'd really call him a cheater. The CLI is already included with any semi-recent revision of ENIGMA's trunk, courtesy of yours truly. Simply invoke `java -jar plugins/enigma.jar <gmfilehere.gm6/gmk/gmd/gm81>` from the enigma-dev/trunk directory. I just don't advertise it heavily because 1) It's java, and 2) it's still lacking in a lot of places, such as not being able to specify which API systems to use.

Proposals / Re: Script Editor Features
« on: July 18, 2011, 11:34:29 pm »
Personally I was thinking Ctrl+I to indent and Ctrl+Shift+I to unindent, but I guess the key bindings could be negotiable.

Also, despite the indefinite postponement of this particular project, it's on the backburner, but not totally dead. It may yet see a resurrection, and I figured if it does, it'd be nice to have a guideline of features the users would like to see all gathered in a nice centralized location.

After all, it's a feature of LGM that is sorely lacking. At some point, it will have to be dealt with.

Proposals / Re: Function approval process
« on: July 16, 2011, 09:17:38 pm »
Technically the only reason it's not licensed is because we didn't bother putting a license on the boards yet.

Proposals / Re: Function approval process
« on: July 16, 2011, 02:14:57 am »
I see nothing wrong with keeping the peer review tags on the wiki, even if they aren't going to be maintained very frequently. As it stands now, functions aren't really implemented at any kind of astonishing rate, and when a function is implemented, it can be marked thusly on the wiki manually, or by a bot if we ever make one. And it's not really a big deal if a function has the wrong tag on it.

Also, people are still welcome to use the wiki to submit functions, they just won't get checked very frequently.

Just because it's progressing slow as molasses (if at all) doesn't mean it's abandoned entirely and useless.

General ENIGMA / Re: Questions on EDL and ENIGMA
« on: July 10, 2011, 09:26:20 pm »
Certain users have expressed interest in having their English improved via critique from other members.

That's not an abbreviation, I just thought its how its spelled. The word thou is a second person singular pronoun in English.
It is now largely archaic.

"Thou shalt not eat from the tree of knowledge."
Nobody talks like that anymore unless you're trying to sound biblical. In other contexts, if you use the word "thou" or "tho", we assume you're abbreviating "though" (actually, the more recognized abbreviation on the interwebs is "tho", so we assume the "u" is an accidental extra).

General ENIGMA / Re: Questions on EDL and ENIGMA
« on: July 09, 2011, 02:12:25 pm »
I noticed when making a game ENIGMA doesn't support action codes (action_room_previous so on).

Is there really anything I need to know about this that ENIGMA newbs usually stumble on.
It doesn't support all of GM's functions yet, but we're working on them. Most of your questions are probably already answered on our Wiki somewhere:

1 suggestion, you shouldn't compile to C++ then compile to executable format, unless compiling for a different platform. You should compile directly to an executable, that way its easier to debug.
Compiling to machine bytecode is extremely difficult, and trying to support each platform multiplies the difficulties. It's a job that has taken the C/C++ Compiler teams a great many of man hours more than we've spent working on our combined projects. It's much easier to just pawn it off to the C++ compilers - not to mention all the optimizations they afford us. On top of this, I really don't see how compiling directly to bytecode makes it easier to debug. If something goes wrong, you trample a section of memory that doesn't belong to you, and the error message you get is at best a jarbled message box or a sudden program crash. At least with C++, you get a warning "Oh hey, that memory doesn't belong to you", or a Segmentation Fault.

When populating the glyphs, I never assume that a specific character will always be the lowest, because I could always come across a font that either has a different set of glyphs (think wingdings) or works differently (e.g. the 'g' character is level with the baseline for goofiness, but some other character, like capital letters, take up an extra height). As such, I iterate every character looking for the one with the greatest heights/offsets.

Issues Help Desk / Re: enigma can't find 'make'
« on: July 07, 2011, 03:40:41 pm »
Nevermind about spec2 then. Spec2's not going to fix a bad ey file.

As for the java error/NPE, it's not informative to you because it's not meant to be. It's an uncaught exception generated by a problem that I didn't anticipate. It's informative, however, to the programmer who's trying to help you - namely me, because I can look up the stack trace and find out what I programmed incorrectly.

In particular, the error and the first line of the stack trace
at org.enigma.EnigmaRunner.compile(
tells me the problem is a null somewhere in the following line of code:
if (!es.selCompiler.outputexe.equals("$tempfile")) //$NON-NLS-1$
which means that one of the following is null:

It can't be es because just a couple lines up I try to access it, so it would have reported an NPE sooner.
It can't be selCompiler because a couple lines up I do a null check on it and fail out.
Which leaves outputexe.

outputexe is populated in TargetHandler.findCompilers, this line of code:
ps.outputexe = node.getMC("Run-output",null); //$NON-NLS-1$

Where "node.getMC" fetches the value of the desired key from the yaml file, defaulting to the second argument if none is found. Obviously, I wasn't expecting to not find a value, because I was expecting Run-output to always exist.

So there's your problem.

When you see a stack trace, give it to me and I'll tell you what's wrong. It's usually a sign that I'm doing something wrong and either need to fix it or need to display a better error message. In this case, it's the latter.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 11:28:43 pm »
> /bin/sh: make: command not found
There's your problem right there.

I was trying to say that even *before* the "unable to communicate" error, you should have seen another error message, something along the lines of:
Code: [Select]
Enigma cannot run because it requires the `make` tool, which could not be found.
Please ensure that `make` is properly installed and then restart the application.
If you didn't see that, then one of the fail-safes failed.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 07:53:01 pm »
Like I said, there's a prior error before the "Unable to communicate" error. Please report that one. The "Unable to communicate" error tells us "Something went wrong earlier, so the library is unusable." We need to find out what went wrong earlier, and as far as I'm aware, there's a dozen failsafes in place that should have been reporting errors long before you got the "Unable to communicate" error. We need those errors, or else all we can tell you is that the dylib is missing for some reason. The other, prior, errors, will tell you exactly why it is missing.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 06:21:16 pm »
Ah, ok, that's less of a concern then. LGM should have tried to call `make` to compile Enigma and produce a dylib. At some point during that it failed, and should have displayed an error saying such - before it complained about the communication issue.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 05:55:01 pm »
Sorry, see my edit.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 05:50:10 pm »
I don't know what to make of that. Sounds like it produced a corrupt dylib.

The error you're receiving is exactly what it says, and it's probably one of the most self-explanatory errors I've ever written. It either means that the library didn't compile correctly, or it's using different methods (pretty much impossible), or it's missing altogether. Obviously the first thing to check would be whether the file "libcompileEGMf.dylib" actually exists, or maybe "compileEGMf.dylib". If it exists, it should be in the main enigma directory. If not, then there's your problem. If it exists, try renaming it by adding or removing the "lib" at the beginning. If that fixes it, let me know. Aside from those suggestions, I got nothing. It's corrupt or missing. It is what it is.

Issues Help Desk / Re: Install Enigma on Mac
« on: July 06, 2011, 05:25:18 pm »
You can download a torrent of it instead. Save you from selling your soul to Mac anymore than you already have.