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Messages - time-killer-games

631
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 09:20:28 pm »
wtf what state is RadiantGM in? Me needs it.

632
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 09:04:03 pm »
My penis is bigger than an elephant trunk. I'm not sure why I would need a 64 bit nigger when I'm not using a 64 bit Windows or a 64 bit Ubuntu VB.

633
Issues Help Desk / Re: Linux & LGM
« on: June 19, 2014, 08:42:59 pm »
Uhh.. What did you guys do to my topic? :P

634
Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 10:17:43 pm »
Yes, I'm running Ubuntu through virtual box for windows. On the downloads page and wiki it says ENIGMA may either be used through the IDE *or* the command line, if this is really not so you guys should mention the unfortunate update.

Thanks anyways, well, I'm screwed. That's too bad.

635
Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 05:01:51 pm »
How can I use the command terminal outside of LGM to compile my source on Linux? This should be added to a much more clear section of the wiki. I can't find it.

Edit:

I tried setting the max from 1000 to 2000, 2500, 2600, 2700, 2800, 2900, 3000, and 4000. Anything above 2600 for me will result in lgm refusing to start, crashing before it opens it seems based on the terminal and output log. 2600 and everything below will result in lgm crashing in the midst of compilation. I really need to compile without lgm ortherwise lgm will just crash every time which is useless.

@Darkstar so it crashes and refuses to start for you on anything above 1000 that's so weird it works differently for me. It does that for me when I hit above 2600. Really odd. I assume it's due to our difference in hardware, but it still doesn't make sense to me why that would make this much a difference.

636
Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 04:17:42 pm »
I'm not going to read all of that. The mini version? :(

637
Issues Help Desk / Re: Linux & LGM
« on: June 17, 2014, 10:48:14 pm »
Looks like that heaping pile of shit VM wants some more memory, and since it's all free just like the cloud, go ahead and feed the fat beast some more by upping the 256/1000 mb's to w/e

Thank you so much for the suggestion my pussy-dick hybrid thanks you also. I'll try it first thing tomorrow and get back to you guys. @dark star I'm praying to the flying spagetthi monster that you are remembering wrong or something otherwise my pussy-dick is screwed.

638
Issues Help Desk / Re: Linux & LGM
« on: June 17, 2014, 09:18:36 pm »
Okay now that that shite is out of the fucking ass way I try to check current enigma settings and or compile after loading the project and it crashes out of nowhere like 10 fucking times in a row.

here's the error log txt:
http://pastebin.com/qNrVWyqf

ughh this is such a pain in the god damned shithole ass pussy-dick hybrid. I'm just hoping this all isn't in vain. :smileycat:

639
Issues Help Desk / Linux & LGM
« on: June 17, 2014, 08:05:45 pm »
My games used to not load into lgm on windows a while back due to lgm having a preset maximum for some kind of data or memory usage, so if loading my project exceeds that data limit lgm uselessly throws an error preventing the project to load. (Who's dumb idea was this?)

Robert helped me fix that by increasing the memory limit via editing some sort of unknown text file that I don't remember the name of. I finally got back to using enigma on linux again but now I'm getting that same error and I would really appreciate it if anyone would be so kind as to tell me what that text file was called again? And what line to replace with what text?

Thanks.

640
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 17, 2014, 02:00:57 pm »
Wow, I don't know how I got that other impression, strange. I believe I know what to do now, change the viewport to fill the screen resolution with

Code: [Select]
view_wport=display_get_width()
view_hport=display_get_height()

Correct? I'll post the results when I get the chance.

641
General ENIGMA / Re: Timelines won't update correctly after saving.
« on: June 17, 2014, 01:55:03 pm »
Stampede!!!

642
General ENIGMA / Re: Timelines won't update correctly after saving.
« on: June 16, 2014, 10:41:01 pm »
Yo josh that wtf image you posted - wtf is that thing? A floss or tic tac container?

643
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 16, 2014, 10:32:01 pm »
I shouldn't have to change the display resolution to make the game scale right. I don't knoiw a single game engine (or programming language) that requires such. It's not dumbing down anything, you guys are just preventing what this game engine could be. :P

644
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 16, 2014, 10:27:33 pm »
It's understood, you can only do but so much I'm just really sperming my pants just hoping more devs will join the project. we really need it!!

645
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 16, 2014, 10:12:44 pm »
Robin, I know where you and ISM are coming from. But people make GM extensions that are not open source,  meaning we can't implement certain existing extensions into enigma even if we wanted to or even if we knew how in c++. Open source extensions might not even be written in C++ therefore can't be included in ENIGMA's code either way.

Almost all extensions are using closed source dll's, when the YYG asset store comes along with commercial extensions we'll see a lot more of that than we do now. It would be a very smart move to support extension packages for these reasons. People who don't fucking know c++ at all won't be able to extend enigma potentially in any way other than to use existing extension packages that were originally designed for GM, which they can't do either because of this awful attitude y'all have at this wonderful idea. :P :P :P