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376
Third Party / Re: GMK Parsing library for C++
« on: April 26, 2011, 01:21:37 pm »It's a library, not an IDE/game... You plug it into your C++ code and use it.
378
Third Party / Re: GMK Parsing library for C++
« on: April 24, 2011, 11:24:11 pm »
This should not work on GM EXEs. The encryption format is too different.
379
Third Party / GM8.1 format changes
« on: April 23, 2011, 11:49:21 pm »
Herein I'll try to maintain a full listing of changes between GM8.0 (800) and GM8.1 (810).
This information can kind of be gleaned by carefully reading the GM Release notes, and dumping the irrelevant junk.
http://store.yoyogames.com/downloads/gm4win/release-notes.html
Note that, at this time, none of the changes in 810 affect the filesize. They have finally learned to recycle bytes. Also note that almost all of the changes are completely backwards compatible, meaning that if you change the version identifier back to 800, it will load in GM8.0, although some minor fields may have incorrect values (e.g. Font Range Min usually changed to 255).
8.1.X (oldest)
Version identifier appearing after magic number changed from 800 to 810.
Font "Range Min" bytes now shared with Charset (default 0). First 2 bytes (little endian) still indicate Range Min. Next byte indicates charset identifier. Final byte reserved (0).
8.1.69
Font "Range Min" and Charset bytes now merged with Anti-Aliasing (AA) selection (default 3). Final byte after the charset identifier now indicates the AA. 0 for Off, other values are 1, 2, and 3. Still uncertain what the different values of anti-aliasing mean.
Game Settings "Uninitialized variables" bytes now shared with "Throw an error when arguments aren't initialised correctly." (I abbreviate it as "Mismatched Arguments" or "Parameter Checking". Default On or 1). First byte is a bit-share, where Uninitialized Variables occupies &0x01, and Mismatched Arguments occupies &0x02.
8.1.71-91
No known changes.
LGM is at this point.
8.1.106
May have changed all strings, especially script code, to unicode support. Unconfirmed.
8.1.107-108
No known format changes. Introduces new functions ansi_char(?), get_function_address(?), string_byte_length(?), string_byte_at(?).
8.1.109-123
No known changes.
8.1.125
May have changed the saved room settings format. Unconfirmed.
8.1.126-135
No known changes.
This information can kind of be gleaned by carefully reading the GM Release notes, and dumping the irrelevant junk.
http://store.yoyogames.com/downloads/gm4win/release-notes.html
Note that, at this time, none of the changes in 810 affect the filesize. They have finally learned to recycle bytes. Also note that almost all of the changes are completely backwards compatible, meaning that if you change the version identifier back to 800, it will load in GM8.0, although some minor fields may have incorrect values (e.g. Font Range Min usually changed to 255).
8.1.X (oldest)
Version identifier appearing after magic number changed from 800 to 810.
Font "Range Min" bytes now shared with Charset (default 0). First 2 bytes (little endian) still indicate Range Min. Next byte indicates charset identifier. Final byte reserved (0).
8.1.69
Font "Range Min" and Charset bytes now merged with Anti-Aliasing (AA) selection (default 3). Final byte after the charset identifier now indicates the AA. 0 for Off, other values are 1, 2, and 3. Still uncertain what the different values of anti-aliasing mean.
Game Settings "Uninitialized variables" bytes now shared with "Throw an error when arguments aren't initialised correctly." (I abbreviate it as "Mismatched Arguments" or "Parameter Checking". Default On or 1). First byte is a bit-share, where Uninitialized Variables occupies &0x01, and Mismatched Arguments occupies &0x02.
8.1.71-91
No known changes.
LGM is at this point.
8.1.106
May have changed all strings, especially script code, to unicode support. Unconfirmed.
8.1.107-108
No known format changes. Introduces new functions ansi_char(?), get_function_address(?), string_byte_length(?), string_byte_at(?).
8.1.109-123
No known changes.
8.1.125
May have changed the saved room settings format. Unconfirmed.
8.1.126-135
No known changes.
381
Proposals / Re: ENIGMA Project Icons
« on: April 23, 2011, 11:24:51 pm »
1) LateralGM can be re-branded, but there's a certain value in being able to differentiate between LGM, Enigma, and The Plugin, especially for hunting down bugs.
2) Don't care, although the paper might make sense on Debian Linux because that's kinda the de-facto standard (looking at torrent, they have a down arrow on a paper). The package icon usually indicates to me that it is a zip-like structure that can probably be renamed to zip and extracted. This is not the case with GM. It will be the case with the new Enigma Format - of which we haven't defined a solid extension.
3) This *should* be defined by the IDE, and I mean fully LGM-side (not plugin). Currently LGM handles the icon, with a default (except for GM's default) set to LGM's Red Ball without the "LGM" letters inside. That was essentially a placeholder, and can be changed, but more importantly right now, whatever it is, it should be displayed in the running game. It is not because the backend was never coded to support it.
2) Don't care, although the paper might make sense on Debian Linux because that's kinda the de-facto standard (looking at torrent, they have a down arrow on a paper). The package icon usually indicates to me that it is a zip-like structure that can probably be renamed to zip and extracted. This is not the case with GM. It will be the case with the new Enigma Format - of which we haven't defined a solid extension.
3) This *should* be defined by the IDE, and I mean fully LGM-side (not plugin). Currently LGM handles the icon, with a default (except for GM's default) set to LGM's Red Ball without the "LGM" letters inside. That was essentially a placeholder, and can be changed, but more importantly right now, whatever it is, it should be displayed in the running game. It is not because the backend was never coded to support it.
382
Proposals / Re: ENIGMA Project Icons
« on: April 23, 2011, 04:59:02 pm »
The icon gives a hint of 1) That the file opens with a specified program, and 2) Which program. Having no icon makes one think that the file is just a binary/library that you don't open with a program, or that it's an executable that the programmer was too lazy to apply an icon to.
383
Function Peer Review / Re: Function Peer Review Board
« on: April 22, 2011, 05:27:53 pm »
Fonts and draw_text are implemented now (r710 stable has them).
384
General ENIGMA / Re: Compiling in Linux
« on: April 21, 2011, 04:20:28 pm »
1) Care to share what was wrong with the .deb?
2) You need to also share the revision you're using to get help.
3) svn co https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev/trunk enigma-dev
That will checkout the trunk of the project (bleeding edge, yadda yadda). It looks like you might have checked out from the svnroot, and got a lot more than you bargained for. Alternatively, if you don't care about bleeding edge and just want a version that works, consider checking out the stable branch:
svn co https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev/tags/update-stable enigma-dev
4) I'm not entirely sure, but you might be experiencing this problem because of problems with the latest revision. Again, consider checking out the stable branch instead, because we do break the trunk from time to time. Alternatively, consider reverting to a slightly older revision, `svn up -r 700` before we broke it, or wait until we fix it.
5) Consider joining the IRC to get faster help and to talk to the devs directly. We know what we're doing on the IRC, but kinda fumble around on the forums.
2) You need to also share the revision you're using to get help.
3) svn co https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev/trunk enigma-dev
That will checkout the trunk of the project (bleeding edge, yadda yadda). It looks like you might have checked out from the svnroot, and got a lot more than you bargained for. Alternatively, if you don't care about bleeding edge and just want a version that works, consider checking out the stable branch:
svn co https://enigma-dev.svn.sourceforge.net/svnroot/enigma-dev/tags/update-stable enigma-dev
4) I'm not entirely sure, but you might be experiencing this problem because of problems with the latest revision. Again, consider checking out the stable branch instead, because we do break the trunk from time to time. Alternatively, consider reverting to a slightly older revision, `svn up -r 700` before we broke it, or wait until we fix it.
5) Consider joining the IRC to get faster help and to talk to the devs directly. We know what we're doing on the IRC, but kinda fumble around on the forums.
386
Proposals / Re: Sprite Editor / Sound Editor
« on: April 13, 2011, 10:55:21 pm »Well, we do plan to eventually have a dialog to change the stuff in Preferences.properties.
I think this feature is very decent for the next release. Seems very easy to implement and very functional.
So, are you gonna make it ?
No. As I said, my brainpower would be better spent working on something else, like fixing existing bugs. Go grab a random Java dev and have them do it. It's very easy, just incredibly tedious.
387
Proposals / Re: Sprite Editor / Sound Editor
« on: April 12, 2011, 05:50:15 pm »
In other news, I've opened a bug with the sun java bug database for linux and Desktop.edit. I don't expect them to ever get around to it, but at least now I have an excuse why my code doesn't work.
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=7035369
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=7035369
388
Proposals / Re: Forums - Users country info
« on: April 10, 2011, 01:55:21 pm »
Josh is from Ohio, and I'm from Pennsylvania, so we're both US based. Almost everyone is is from a different country. I've seen Canada, UK, Australia, Netherlands, and Norway. I don't think I've seen anybody from South America (aside from you), Asia, or Africa yet - although one african guy did come in looking for Enigma2, which is a completely different program. And somebody named "ubuntu" stopped in, said he was interested, said some italian stuff and other random things, and then left an hour or so later.
389
Proposals / Re: Official Tutorials
« on: April 10, 2011, 01:51:43 pm »
Ask questions. Join the IRC and ask us there. Most of us who are knowledgeable of that kind of stuff are too busy working on more important things than updating the wiki, but if you ask us questions, we'll be more than happy to answer them, so then you'll get the knowledge, and then you can put it on the wiki.
irc.freenode.net #enigma-dev
irc.freenode.net #enigma-dev
390
Proposals / Re: Sprite Editor / Sound Editor
« on: April 10, 2011, 02:56:10 am »
Well, we do plan to eventually have a dialog to change the stuff in Preferences.properties. Pretty much just too lazy to implement it when my brainpower would be better spent fixing tougher bugs. Someone did recommend a two-button edit for Sprites - both buttons configurable to open separate applications, so e.g. one would open your pixel editor, while the other would open your fancy image editor like gimp or photoshop. Another person has also suggested a "Load stock images" button which would do the same thing as "Load", but would always start in a folder with simple stock images - or else some sort of "Generate" button which would generate a temporary sprite image (perhaps more useful than stock).