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601
General ENIGMA / Re: DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 11:17:49 pm »Yes I am glad you found that I thought the problem was much much bigger. Important to note however that display reset is actually occurring 2x and I have fixed it in my pull request also. It will also error and crash if you have surfaces,
True, I have tried with project mario and it mentioned lost devices / cannot reset ! So that means that with the next merge display resetting and lost devices will be a thing of the past.
BTW, are you going to include view fixing with those fixes (someone had posted views not working correctly in DX9, not displaying rather.....).
602
Off-Topic / Re: Sound Editor (MIDI)
« on: June 21, 2014, 10:49:48 pm »
I guess with the upcoming CLI it will be easier to build IDEs, you will just pass the saved file directly to the CLI for handling as opposed to handling all that shite yourself in the IDE as now done in LGM.
603
General ENIGMA / DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 10:38:25 pm »
In case some of you missed it, whilst I was working on the last fix for font and scrolling glitches / testing, I announced that I had an idea for fixing the DX9 engine that cleared the display if you switched from window to full screen or full screen to window, or resize window, lose focus, etc.... I worked yesterday on a demo along with a custom made script that I coded to demonstrate the fix that solved the problem of the display not being reset and lost under the conditions mentioned above.
I was going to share this script and demo here but decided to check with Robert first just to be on the safe side and get his constructive feedback on what I had done, even though on my end it was working great. I wanted to know if there were maybe an alternative.
So basically to make a long story short, he acknowledged it was a good fix (in practice) and that I had found the problem, and basically came inside his trousers
So anyhow, to my surprise, he got back to me, saying that a light bulb went off inside his head, and managed to replace several lines of code I had written to a 5 byte fix LOL all this long DX9 was messed up over what was a 5 byte fix....... So anyhow, Robert (who initially did not believe me and thought I was lying !!!) decided to include this fix with some other general fixes that are not yet merged,
basically the depth buffer (ZENABLE) was set to true, and that is what was causing the display to vanish in thin air never to come back. I had made a script to automatically detect the conditions that causes display to clear and restore it.
But thanks to Robert now, my script won't be needed, so it's pointless to upload it. But since he wants to include this fix with other general fixes, I thought I'd share the display reset part of the fix since it is final and functional.
Until the general fixes get merged, here is the raw file (DX9screen.cpp) just copy that over your existing one, you will now be able to use DX9 and this will fix display reset issues - fully tested and works. (for lost devices / reset issues on surfaces, etc) you will have to wait for future fixes he is working on because I have never used surfaces and mangled with that aspect yet.
** UPDATE: These fixes are now merged, make sure you have the recent version.
I was going to share this script and demo here but decided to check with Robert first just to be on the safe side and get his constructive feedback on what I had done, even though on my end it was working great. I wanted to know if there were maybe an alternative.
So basically to make a long story short, he acknowledged it was a good fix (in practice) and that I had found the problem, and basically came inside his trousers

So anyhow, to my surprise, he got back to me, saying that a light bulb went off inside his head, and managed to replace several lines of code I had written to a 5 byte fix LOL all this long DX9 was messed up over what was a 5 byte fix....... So anyhow, Robert (who initially did not believe me and thought I was lying !!!) decided to include this fix with some other general fixes that are not yet merged,
basically the depth buffer (ZENABLE) was set to true, and that is what was causing the display to vanish in thin air never to come back. I had made a script to automatically detect the conditions that causes display to clear and restore it.
But thanks to Robert now, my script won't be needed, so it's pointless to upload it. But since he wants to include this fix with other general fixes, I thought I'd share the display reset part of the fix since it is final and functional.
** UPDATE: These fixes are now merged, make sure you have the recent version.
604
Off-Topic / Re: Sound Editor (MIDI)
« on: June 21, 2014, 10:08:06 pm »
Pascal
?? You want to ditch c++ and rewrite ENIGMA in PASCAL ?
I agree, you will lower your user base that's for sure. In my opinion that's regression right there. Some people came here barely to start learning C++. As far as breaking GM compatibility I agree 100%, provide new functions, unique functions so long as you don't offer less features but equal ( better ) and more. Personally I build everything from scratch in ENIGMA, however there are many who might still want to use both and port things, so I think ENIGMA should still continue evolving and at the same time having another project rather than one project that will replace ENIGMA.
But I don't get it, how is it that you will be ENIGMA compatible when you mention you will use a totally different language and the engine will not be GM compatible.......Did I miss something
You mentioned a new IDE for ENIGMA, but then you mentioning re-writing ENIGMA.

I agree, you will lower your user base that's for sure. In my opinion that's regression right there. Some people came here barely to start learning C++. As far as breaking GM compatibility I agree 100%, provide new functions, unique functions so long as you don't offer less features but equal ( better ) and more. Personally I build everything from scratch in ENIGMA, however there are many who might still want to use both and port things, so I think ENIGMA should still continue evolving and at the same time having another project rather than one project that will replace ENIGMA.
But I don't get it, how is it that you will be ENIGMA compatible when you mention you will use a totally different language and the engine will not be GM compatible.......Did I miss something

605
Proposals / Re: Undo in the rooms editor
« on: June 21, 2014, 12:17:18 pm »I've almost finished the undo/redo. By default the UndoManager of Java has a limit of 100 undo. It seems fine for me. What about adding a new setting in the 'Game Settings' which allows the user to change this limit ?
Very good idea indeed. or an option to disable it completely. What I'm afraid of is that this could make LGM more unstable and crash faster (memory related) etc. Though it would be a good addon to LGM along with CLI.
606
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 11:03:43 pm »THIS IS SO WONDERFUL ROBERT! If we didn't live on the opposite coast of the US I'd totally go gay and fall in love with you. (Just an expression to make a point - you're such a great friend)![]()
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I'm so happy!!thank you!!
TMI



I guess the best way is to try it and see how it works out. I think this feature might become useful for some libraries / scripts I want to write, not requiring IDE / room editing etc.
607
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 06:21:23 pm »You wouldn't use the CLI to create the files, it's expected that the project will be created in an IDE. The command line will compile it.
So the IDE would simply call the CLI which will work directly on the file instead of the IDE passing its memory to the compiler, got it, that's how it should be done anyway,

Quote
But yes it's possible to edit your resources outside the IDE using text editors and image editors, you can very easily open a sprite or background from a GMX and modify the resources, and you can open the object files and change the code and other properties.
Agreed, but you still need an IDE to create that GMX, GMK, EGM or whatever .... That is my point, how would you otherwise build entirely from command line. I think I might actually do straight building from CLI for my upcoming dynamic / external resource handling library, I won't need sprites or placing stuff in room. With this new library I want to build, that will allow working on massive projects multi gigabytes in size even, and keeping the IDE un cluttered with only the code.
The faster compiling through IDE -> CLI is a much welcomed feature although on my system things compile quite fast - that might benefit those with slower HDDs ? systems ?
and if the only con is having to save changes before compiling, that is really not a con because this is how it's done in studio

608
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 04:51:06 pm »No, it would actually make that a lot better, LGM crashes from saving frequently because it's accumulating more and more memory usage. Although you seem to be having other issues as well like bugs in JoshEdit, which aren't out of memory errors at all and make no sense.
Anyway TKG is one person who really wants it and so do I. And having it is better than not having it. This is literally the way practically all game engines and IDE's work. I can make the thing first and yall can decide later whether you want LGM to continue being a laggy Java program or you want it sped up.
On top of that, this lays the groundwork for a C++ IDE by getting a lot of the plugin redone in C.
So TKG making an entire game entirely from non IDE, I would be shocked. I'd love to know how he will do this, given his games are big is he going to place all those resources by mentally calculating their X Y coordinates ? How can you build a game entirely from CLI, you are not very convincing in selling this, since you are asking people's opinion.......
Ok you mentioned IDE accessing the CLI.
But you also mentioned that one could make an entire game without even using IDE....This is the part that I'd love to know about, how ??!?!? because I'd love to try that but can't see how I could possibly do so without an IDE. Unless you are building projects that don't involve a GUI

609
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 04:13:10 pm »Judging your comments indicates you didn't even bother to read my post. Currently LGM loads your entire project into memory as one giant ass binary and then uses JNA to send that memory to the compiler, which requires changing endianess and is extremely slow as hell. The IDE could use the CLI interface and just pass the file to it to compile, is the whole point of this. To speed up the IDE, not make it slower.
#1) I did read your post, what caught my attention is you mentioning that one could create an entire project without an IDE, which is was hard for me to digest.
#2) using the CLI through the IDE means having to save each time a change is made.
This increases the likelihood of LGM crashing. As I get cannot create new thread and many errors when saving too frequently in LGM, and yes even with empty projects that have no sprites or any resources loaded.
So this would mean each time you want to run your game you would have to save changes. But what if you DON'T want to save changes and only save them if the result of your test is productive, you would have to "undo" the changes yourself and re-save, OR you would have to save to a different file.
Personally I could live with that if the pros outweigh the cons, that's how it works in studio anyway, if it means it makes LGM more stable it would be good, which won't be the case since the stability issues are regardless of project size as I've proven many times
Regarding the building an entire project without an IDE particularly large one that part I am not convinced at all unless you have an amazing photographic memory and can visualise a virutal room editor and automatically figure out all the X/ Y's and object properties mentally ! lol.
610
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 03:48:56 pm »
I would have to see it and try it !
I don't like the idea of discontinuing the IDE and building everything from a command-line. How the hell does that speed of development ? It only increases its time. Might be faster loading / compiling, but an IDE is a major time saver. How the hell would one place their tiles, objects, sprites in the room, without a room editor. You would have to create the instances yourself and constantly try and edit to get the proper X /Y. What about certain object properties that you control in the IDE, room, etc. in the IDE you have to select events and put code in it, how the hell are you going to do that without an IDE ? It's more time consuming and complicated. If YoYoGames decided tomorrow to discontinue its IDE and ask everyone to build their games using a CLI, no GUI/IDE, I'm quite sure even the experienced advanced developers would not be too happy.
The way I would handle large ass projects is by using external resource handling. I already have plans to make my own function libraries to handle this. I could make multi gigabyte projects and my EGM would load instantly since everything would be handled by the library and only loaded as needed, dynamically. But at least there is an IDE to work with to organise your resources / placeholders, edit room and other minimal stuff you would keep inside your EGM.
I don't like the idea of discontinuing the IDE and building everything from a command-line. How the hell does that speed of development ? It only increases its time. Might be faster loading / compiling, but an IDE is a major time saver. How the hell would one place their tiles, objects, sprites in the room, without a room editor. You would have to create the instances yourself and constantly try and edit to get the proper X /Y. What about certain object properties that you control in the IDE, room, etc. in the IDE you have to select events and put code in it, how the hell are you going to do that without an IDE ? It's more time consuming and complicated. If YoYoGames decided tomorrow to discontinue its IDE and ask everyone to build their games using a CLI, no GUI/IDE, I'm quite sure even the experienced advanced developers would not be too happy.
The way I would handle large ass projects is by using external resource handling. I already have plans to make my own function libraries to handle this. I could make multi gigabyte projects and my EGM would load instantly since everything would be handled by the library and only loaded as needed, dynamically. But at least there is an IDE to work with to organise your resources / placeholders, edit room and other minimal stuff you would keep inside your EGM.
611
Programming Help / Re: Project Extentions
« on: June 20, 2014, 03:35:11 am »
Of silly me, of course it has to do so for the alpha channel 
So long as it is not converting sounds to crap quality as was done in earlier version of crapmaker.

So long as it is not converting sounds to crap quality as was done in earlier version of crapmaker.
612
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 20, 2014, 02:42:11 am »
LOL !
613
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 10:30:40 pm »TKG, which project are we talking about? Is it a project you've sent me? I can try building it.
Darkstar2, were these usually experienced on Windows? You have to report them when you get them, I never get anything remotely like that.
I only use Windows Robert, I am a windoze person

So yes it's all in windoze

It's JAVA the main fuck !
I'm starting to hate JAVA now now I know I will never touch this shit.
What LGM needs is a straight to ASM port



614
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 10:23:58 pm »That was an issue in JoshText, I have no idea what it was about because JoshText is a clusterfuck.That was just one example Robert. I've had the out of memory on me in many other places such as when running, saving, clicking on a resource tree, mostly cannot create new thread, unknown source and other retarded shite.
615
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 10:05:09 pm »Because the JVM limits a single thread to 1gb RAM on Windows and apparently 2.6gb's on Linux.
With 64bit Java I don't think there's a cap.
Won't make a bloody difference. Like I said I work with tiny projects and it gives me out of memory crap, so I'm sure that my spriteless project and 1 object 3 lines of code don't take 1 GB lol.