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Messages - Darkstar2

1006
Issues Help Desk / Re: Errors when using git-bash update
« on: April 22, 2014, 05:29:10 pm »
Ohhh ok understood. thanks Robert & Harri :D

Will test latest changes later tonight.

BTW, I kinda figured out what you meant when you told me I could code my own particles using hundreds lines of codes :D  If i'm not mistaken you probably were referring to using my own sprites, using create instances, direction, speed and gravity to simulate the particles.... If that is what you meant, that would be so bloody time consuming :P  I am really thankful particles are now working.  Although if there were no fix for particles I would have used pre-rendered ones (APNG), and my games would have been resource hogs :D  Not really doing anything official with ENIGMA, just playing with it and experimenting different things, getting more familiar with advanced GML stuff and definitely will be making use of particles in games I make.

BTW, if you need anything to be tested on the windows side I'm always willing to help with trial/testing.  Wish I could help with development but that's not my area unfortunately :P


1007
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 05:18:26 pm »
I even suggest using GL1 or GL3 instead of DX, as most people can run those just fine.
Anyway, with all the changes merged DX11 should compile (although without rendering anything just like before). Also Robert will probably update the installer later and all will be good with the world. Or we just broke the whole thing *flips table*.

LOL you should be more confident than that :D

IN worses cases I'm assuming you have back ups to revert to right ?!?!?!?

Breaking stuff is part of the whole deal when you work with software, and in ENIGMA's case they get fixed, in YoYo's case they trail on forever and get broken further until they simply get abandoned or removed.

When I come back later this evening I will test everything, I seem to be a bug magnet :D and will let you know if it works on my end.

Thanks.

P.S.

Quote
I even suggest using GL1 or GL3 instead of DX, as most people can run those just fine.

Care to elaborate ?

BTW, wouldn't a person need GL3 compliant hardware to run GL3 ?  I'm assuming most people can run OGL1 :D 


1008
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 04:35:46 pm »
Are you 100% sure DX11 worked for you before? Because that system lacks VERY important code to actually run. Even after I did the changes I couldn't compile it because it lacks functions like

Yes I am 100% positive unless I have totally gone crazy :D  You can even see my posts confirming it did.  When you made the fix I tried OGl1,OGl3, DX9/11. 
But after a recent change, DX11 does not even work, regardless of whether particle is used or not, even on blank project.

Quote
"graphics_get_texture_pixeldata" which is important for the engine. DX11 was never finished as I know, so I don't see how it even ran for you. Maybe even if it did ran, it should of just showed a blank screen.

CRAP I am losing my mind maybe ! LOL!  ;D ;D ;D

It worked, I know it did :P Don't ask how, and no it was not a blank screen, I was even surprised that it worked on all DXs. :D

And before this particle fix, I was playing around with ENIGMA just trying things, and for fun compiling things with DX11, and it always compiled and ran fine.  Now it does not, and it's not about the particles.

Maybe something was automatically reverting to DX9 ? Dunno.

I do this only for testing purposes, but in my game I would always use the DX9 system, it's pointless to use DX11 for me.
BTW, don't most games still use DX9 anyway ? DX10 in some cases, but rarely full DX11 or any DX11 :D


1009
Issues Help Desk / Re: Errors when using git-bash update
« on: April 22, 2014, 04:29:41 pm »
The errors are because you overwritten the files with my changes while those changes aren't in the master (they are a separate branch). So you created conflicts this way. Deleting ENIGMA and reinstalling with the installer should have fixed the issue though.

lol. isn't it what I was supposed to do ? You mentioned using download zip, and I did, :D

1010
Issues Help Desk / Errors when using git-bash update
« on: April 22, 2014, 02:00:40 pm »
When using git update I now get those errors,

Quote
error: your local changes to the following files would be overwritten by merge:

then it gives a long list of files,
Quote
writeglobals.cpp
cocomain.cpp
PFmain.h
UNIXfilenamin.cpp
WINDOWSmain.cpp
platforms_mandatory.h
XLIBmain.cpp
Please commit your changes or stash them before you can merge.
aborting

Yes I tried removing ENIGMA and manually deleting the program files/data folder and temp folders
and re-installing from latest builds, same problem.

1011
Off-Topic / Re: I want to like Chrome
« on: April 22, 2014, 01:45:36 pm »
How is having tabs in their own process a requirement for a smooth UI? Can't they just put the UI and renderer on different threads? I have 6 cores for god's sake, use them! In all honesty though I really do like firefox, especially how flexible it is.

Reminds me of a topic I made about hardware not being used to fullest :D   Yeah we have tons of processor cores and memory and power that is not used, but reasons for that were given too.
Yeah in an IDEAL world all programs should make FULL use of hardware capabilities, full RAM, full cores. :D

I personally use FIREFOX and love it I would not change but I did experience those annoying crashes and other issues.  If FIREFOX offers this in the future I hope it will be an option you can turn on and off.
In my case I have 4 cores (4.2Ghz each) and 16GB of RAM, so I don't think I would mind the extra resources.  Besides when using browser I rarely leave other heavy apps running at same time.


1012
Programming Help / Re: Using C++ and GML in same project. Why?
« on: April 22, 2014, 01:42:09 pm »
Looking at  code above I am wondering in this case why not do this?

for (int counter=0; counter<1000000; ++counter)


1013
Programming Help / Re: iOS/android
« on: April 22, 2014, 01:31:08 pm »

No we don't need to do that, ENIGMA's entire system is extremely extensible you can just turn off the code which doesn't fit the requirement of a particular app store. That doesn't mean we remove it all together.

Well there you go, now that's great news.  FREE software doing it right where an expensive over priced product doesn't, and should have been that way from the beginning.  Also if not mistaken you would need GLES for those exports right? <

1014
Programming Help / Re: iOS/android
« on: April 22, 2014, 12:32:57 pm »
Agreed with TKG.

I would like to add also there would need some changes to ENIGMA to be done first before it can compile to IOS/Android and make app store compliant files.  They will have to do like YYG and deprecate some functions and make some minor some major changes to restrict enigma to comply with security requirements of said app store, but where YYG fucked up is they also removed those features for windows users fucking them in the ass in the process!

I really hope if ENIGMA does one day have multi exports, that it will not go crazy shit and do like YYG did and break windows export.   Hopefully they can keep all those goodies intact and only restrict for other exports.

That would probably require some time.

It's one thing to make android export, it's another to make app store ready exports, which GMS does ATM.

When they decided to allegedly rip off their  customers with a $300 something that should have been done since version 1 of GMS, FREE, the LEAST they could have done is bring back the removed functions that were useful to some of us motherfuckers who can't make our own extensions :P

Now they are going towards console support, and still have no video playback functions, what a fucking shame !   a BASIC function you'd think is included in the shittiest of gm tool / RAD !   

So I would hope ENIGMA would learn from this and keep this in mind when/if it starts offering multi exports.  :D

Wonder if they will get YYG's "wee-Lawyers" on their backs at that point, if they offer IOS/Android, on something that is very compatible and highly similar (interface, etc.)  you can argue all you want, but Lawyers always find something ..... :D

1015
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 12:20:59 pm »
Well DX11 was never finished (or even close to being finished) so it doesn't even have code for basic drawing. So you shouldn't try to use it.
But DX9 should work. Try deleting /ProgramDATA/ENIGMA/.eobj folder. So it's a clean build. You can also try Build>Rebuild All, which should technically do the same.
When doing a clean build the particle example works for me in DX9. The "undefined reference to" basically means something hasn't been recompiled. If the clean build doesn't work, then try searching for "DX9primitives.o" or any other DX9 .o file it errors about. I had this some time ago, that Windows7 puts files into subfolders and then links them back. So the program finds the files, while the user has an empty directory at that folder. It's some kind of "Security"/Compatibility feature apparently.

Thanks, will try.  even though my GPU is DX11 hardware, I use DX9 anyway, I don't see much use for that in ENIGMA made games if specific features are not used for the purpose of the game, but I mentioned DX11 as not working for testing purposes, as before when you applied your first fix, the particles was working fine under DX11.  After a recent fix, it broke.  More so, it broke for any project, even with particles disabled (extension off), which did not happen before.

1016
Programming Help / Re: Using C++ and GML in same project. Why?
« on: April 22, 2014, 12:17:53 pm »
Thanks for the explanations, so in this example if I use the for / loop to read bytes from a big file, it would be much faster ?

BTW

Quote
int counter;
counter = 0;
for (int i=0; i<1000000; ++i){
   counter+=1;
}

I thought that was the usual way of using FOR with int, it's even documented that way in GM.

1017
General ENIGMA / Re: LateralGM 1.8.5
« on: April 22, 2014, 02:38:00 am »
They already mentioned their interest in the project and it shows,
fact, ENIGMA has gotten far more updates and fixes than the GMS mess costing up to 3 figures :P 

2 big differences between ENIGMA and GM

When there is an issue or something broken in ENIGMA, it eventually gets fixed on their own free time, but they admit there is something and fix it and work to find solutions and listen to their community.....

GM messes the fuck up, sleep on it then deprecate and remove the feature altogether, and don't listen to their PAYING customer.  Imagine, a paid product on top of it, that is rubbish way of doing business. :D

So it's funny I think I'd place my bets on ENIGMA at this point.  I am SURPRISED that with what ENIGMA can do right now, that there has not been more interest from new developers.  There are still a few fixes required for ENIGMA, some small ones some major ones,
so in my opinion I don't think they are ready to abandon it yet, but that's just an opinion.....  I had some crazy conspiracy theories at some point which I don't think I will share publicly, but someone here knows what I am referring to :D  With recent events, I guess my theories are fading :P

When they leave/IF they leave only they can answer :D

Maybe when they piss each other enough where they can't take it anymore and have to file the divorce papers !  ;D ;D ;D ;D

1018
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 12:09:31 am »
//update:

Please note DX11 is completely broken, whether particles are used or not, it returns the above long list of errors.

OGl1, ogl3, DX9 works. particles or not.


1019
Programming Help / Using C++ and GML in same project. Why?
« on: April 21, 2014, 08:01:25 pm »
It is said that one of the advantages of using ENIGMA is ability to use C++ in your projects along with GML.
This is a question that I have been curious about for some time.  Now please understand I am a complete novice when it comes to C++, more like total newbie :D  and learning GML progressively.

Could someone give me some examples of how C++ code in my projects would benefit me when I have all the GML functions to use?  Some examples would be great. 

Thanks.

1020
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 21, 2014, 05:46:13 pm »
No changes, still does not work.

BTW, OGL1 worked before your recent fix, OGl1 and 3, it is DX9 and DX11 that returned the errors I posted above.

DX9/11 still does not work with your particle example:

Quote
Building for mode (0)
Cleaning up from previous executions
 - Cleared parsed objects
 - Cleared room entries
 - Cleared shared locals list
 - Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 4e4caf08
Copying resources:
Copying sprite names

Copying sound names

Copying background names

Copying path names

Copying script names

Copying shader names

Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P]

Copying object names [1]
Copying room names [1]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
1 Objects:
 obj_0: 12 events:
  Event[0]:   Parsing 1 sub-events:
Check `obj_0::create... Done. Parse... Done.
  Event[8]:   Parsing 1 sub-events:
Check `obj_0::draw... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `mingw32-make.exe'
Full command line: mingw32-make.exe Game WORKDIR="C:/ProgramData/ENIGMA/" GMODE=Run GRAPHICS=Direct3D11 AUDIO=None COLLISION=Precise WIDGETS=None NETWORKING=None PLATFORM=Win32 CXXFLAGS="-I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="d:/tmp/egm197115060577725745.exe" eTCpath=""
mingw32-make.exe -C ENIGMAsystem/SHELL
mingw32-make.exe[1]: Entering directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/None/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D11/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/Precise/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/None/
g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D11/Info -IAudio_Systems/None/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/SHELLmain.o SHELLmain.cpp
mingw32-make.exe[1]: Leaving directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe[1]: Entering directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/None/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D11/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/Precise/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/None/
echo "// GENERATED RESOURCE FILE FRONTEND" > C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.rc
for res in Preprocessor_Environment_Editable/Resources.rc; do echo "#include \"$res\"" >> C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.rc; done
windres.exe -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.res -I. -IC:/ProgramData/ENIGMA/ C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.rc -O coff
g++ -L../Additional/i686-w64-mingw32/lib -static-libgcc -static-libstdc++ -o "d:/tmp/egm197115060577725745.exe" C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/SHELLmain.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/libEGMstd.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSjoystick.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSmain.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSregistry.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWScallback.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSwindow.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSfilemanip.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSthreads.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSsystem.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/WINDOWSexternals.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11profiler.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11sprite.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11textures.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11colors.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11vertex.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11d3d.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11surface.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11background.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11model.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11shader.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11enable.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11draw.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11screen.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11blend.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DIRECTX11Std.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11tiles.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11matrix.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSfont.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSstdraw.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSsurface.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GScurves.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSsprite.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSmath.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/GSbackground.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/None/fillin.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/Precise/PRECimpl.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/Precise/PRECfuncs.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/Precise/placeholderlinks.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/None/nowidget_impl.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/CallbackArrays.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/instance_planar.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/object.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/lodepng.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/instance.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/mathnc.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/backgroundstruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/multifunction_variant.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/highscore_functions.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/loading.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fontinit.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/rectpack.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/soundinit.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/darray.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/callbacks_events.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/bufferstruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/transform_object.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/terminal_io.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/collisions_object.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/globalupdate.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/move_functions.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/reflexive_types.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/planar_object.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/var4.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fontstruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fileio.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/lives.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/shaderstruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/dynamic_args.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/spriteinit.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/graphics_object.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/estring.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/backgroundinit.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/spritestruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/ENIGMA_GLOBALS.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/resource_data.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/image_formats.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/zlib.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/roomsystem.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/instance_system.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/depth_draw.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/var4_lua.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/alarmcode.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/timelines.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/path_functions.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/pathinit.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/pathstruct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/mp_movement.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/motion_planning.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/motion_planning_struct.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/date_time.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_effects.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_emitter.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_attractor.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_actions.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_changer.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_updatedraw.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_deflector.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_destroyer.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_particles_apiimpl.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_sprites.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_type.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system_apiimpl.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_depths.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system_manager.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/PS_particle_system.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/data_structures.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D11/graphics_bridge.o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.res -lffi -lcomdlg32 -lgdi32 -lwinmm -lwininet -ld3dx11 -lz -ldxgi -ld3d11 -ld3dx11
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0x9c): undefined reference to `enigma_user::d3d_model_create(int)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0x14c): undefined reference to `enigma_user::d3d_model_create(int)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0x35c): undefined reference to `enigma_user::d3d_model_create(int)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0x40c): undefined reference to `enigma_user::d3d_model_create(int)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0x919): undefined reference to `enigma_user::d3d_model_create(int)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D11/DX11primitives.o:DX11primitives.cpp:(.text+0xb09): more undefined references to `enigma_user::d3d_model_create(int)' follow
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/backgroundstruct.o:backgroundstruct.cpp:(.text+0xbec): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fontstruct.o:fontstruct.cpp:(.text+0xb82): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/spritestruct.o:spritestruct.cpp:(.text+0x14f): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
collect2.exe: error: ld returned 1 exit status
mingw32-make.exe[1]: *** [compile_game] Error 1
mingw32-make.exe[1]: Leaving directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2