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gra
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Reply #1 Posted on: March 04, 2013, 01:15:38 am |
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 Joined: Feb 2013
Posts: 147
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wow , i follow this project, java is problem, after 3-4hour java dont refresh screen viev and give problem, i restart after 3-4hours  but new ide is real solution
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gra
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Reply #6 Posted on: March 05, 2013, 06:02:07 am |
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 Joined: Feb 2013
Posts: 147
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but LateralGM work nice lgm ide , have a memory issue on ubuntu12.10 with gnome failback (240mb ram consumed) on old mashine : pentium 1100mhz 1000mb ram lol, not good the compiler tell me that the memory is out , works nice on iper pc ahahha
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Josh @ Dreamland
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Reply #8 Posted on: March 05, 2013, 08:50:27 am |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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Could I get you to elaborate on that a bit more, forthevin? The EGM file format is just a filestructure; it's nostalgic to compression and archive format. What I mean is, you can use EGM files as simple directories, by its specification (not sure where LGM's support on that stands). That said, version control for your project is presently (supposed to be) as easy as your platform makes it. What, specifically, would you like the IDE to do on top of that?
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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forthevin
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Reply #9 Posted on: March 05, 2013, 10:14:14 am |
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 Joined: Jun 2012
Posts: 167
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I think I should have been clearer. I do believe that EGM can be used for what I want. Basically, while you are using the IDE, you can access the files inside the game (like object files, room files, etc.) outside of the IDE, modify them in some way (a text editor, a pull through git, etc.), and you can then refresh the IDE (or similar) to get the changes, without having to restart the IDE. Likewise, if you change something inside the IDE, it will be reflected in the file system, and the VCS can see the changes.
An example of what I am talking about is gedit. You change a file inside gedit, save it, and it is reflected in the file system. If you then change a file you have open in gedit outside of gedit (for instance through another text editor or pulling some updates) and you switch to the view of the file in gedit in which the changes have been made, gedit informs you that the file has changed, and offers to either reload the file or cancel reloading. Basically, gedit checks the status of the files on the file system and reacts on it. I know that other editors like Eclipse and NetBeans have similar handling of files changing on the system.
Currently in LateralGM, if you save as an EGM, the game is stored compressed in EGM. If you go into the EGM file without unpacking it and make changes in it, LateralGM is unaffected. If you restart LateralGM, it will see the changes you made to the EGM. Basically, what I want the editor to do is to detect any changes in the EGM file, and handle it in some way, without having to restart the editor.
So I guess what I actually want is for the editor to detect changes on the file system (for instance coming from some VCS) and handle it, such that the editor does not need to be restarted. That would enable it to work well together with different VCSes.
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Josh @ Dreamland
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Reply #10 Posted on: March 05, 2013, 03:09:08 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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I'm not certain how to do that myself, actually; it's been a subject of interest of mine for some time. I think that Java provides a frontend for it, but I imagine we'd need to look into how to do that on each of POSIX and Win32 for the purpose of this IDE.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Goombert
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Reply #11 Posted on: March 05, 2013, 03:33:34 pm |
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 Location: Cappuccino, CA Joined: Jan 2013
Posts: 2991
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See Josh I told you some people would like a non-restrictive non emulated project file structure.
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« Last Edit: September 08, 2017, 08:33:11 am by Goombert »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect. 
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Josh @ Dreamland
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Reply #12 Posted on: March 05, 2013, 05:28:38 pm |
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Prince of all Goldfish
 Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
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I never disagreed to that, Robert. Version control is half the reason we chose to develop EGM as we did. It was 100% of the reason we chose to add directory versions to its specification.
The reason we offer an archived version is because some users like their source to be a single module, and Zip is a very developed format for that sort of thing. Even if LGM/wxE did corrupt the zip somehow, very good recovery tools exist for Zip. Zip's also relatively fast (though not as fast as the uncompressed directory version).
But, again, the EGM specification says it should support both.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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TheExDeus
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Reply #13 Posted on: March 06, 2013, 04:31:07 am |
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 Joined: Apr 2008
Posts: 1860
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The logo should be more symbolic, by which I mean logos shouldn't have too many details and such. And if the IDE is for ENIGMA then maybe just incorporate ENIGMA logo as the IDE logo. All in all this seems to be a massive effort and do you have an ETA until it will be at the level of LGM? Probably when this is finished: http://enigma-dev.org/v5test/# .
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polygone
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Reply #14 Posted on: March 06, 2013, 06:18:05 am |
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 Location: England Joined: Mar 2009
Posts: 794
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Yeah I don't think it needs a completely different logo, the ENIGMA logo is fine as it is and actually represents the product; you could just stick a wx in it.
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I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
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