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61
Issues Help Desk / Re: How to install and run Enigma
« on: September 03, 2015, 01:38:55 pm »
Just a quick update, I planned the bump by the way.
Here's a guide based on everything I just did on a fresh install.
1) open terminal
2) install the dependencies
Once you've done that, allow the program to load up, and keep an eye on the terminal window until you see "Done."
I also recommend clicking the preferences button (second from last on the macros bar at the top), going to the "Appearence" tab, and setting the theme to GTK+
It looks nicer than any Java theme. And it gives you a nice application panel ("taskbar"), making it easier to navigate through open windows.
Honestly, Enigma is better than GM, but it can be very clunky and unstable in Windows. It's the only real reason I'm going back to Linux. But then again, I only have one reason to keep using Windows, so whichever OS I'm in I'm comfortable excluding one program.
Here's a guide based on everything I just did on a fresh install.
1) open terminal
2) install the dependencies
Code: [Select]
sudo apt-get install g++ zlib1g-dev libglu1-mesa-dev libalure-dev libvorbisfile3 libvorbis-dev libdumb1-dev
3) Install Git if you haven't alreadyCode: [Select]
sudo apt-get install git
4) pull the repository using GitCode: [Select]
git clone git://github.com/enigma-dev/enigma-dev.git
5) cd to enigma-devCode: [Select]
cd enigma-dev/
6) run the install.py fileCode: [Select]
python install.py
7) run lateralgm.jarCode: [Select]
java -jar lateralgm.jar
Once you've done that, allow the program to load up, and keep an eye on the terminal window until you see "Done."
I also recommend clicking the preferences button (second from last on the macros bar at the top), going to the "Appearence" tab, and setting the theme to GTK+
It looks nicer than any Java theme. And it gives you a nice application panel ("taskbar"), making it easier to navigate through open windows.
Honestly, Enigma is better than GM, but it can be very clunky and unstable in Windows. It's the only real reason I'm going back to Linux. But then again, I only have one reason to keep using Windows, so whichever OS I'm in I'm comfortable excluding one program.
62
General ENIGMA / Re: ENIGMA progress
« on: September 02, 2015, 05:02:28 am »
I really like your futute ideas, ExDeus, and I don't see a need for GM support in all honesty, so it's all good there. I'd feel much more comfortable just from the IDE being improved, it's the only drawback with Enigma. I look forwards to future changes, and I was just thinking about your window GUI being used to make an IDE in Enigma, as I have heard suggested before. I'm not sure how I would make an IDE in Enigma that interacts with Enigma's system files however, but I honestly feel that following GM is no longer the way to go, and I would much prefer an IDE that looks more like Eclipse, or anything with tabs and an explorer panel for resources than it does as an MDI.
Then again, the comparison would be minor I guess.. I just feel like the current IDE is pretty clunky.
Aside from that, I don't use Enigma for the GM compatibility; I use it because it actually uses code, rather than D&D alone, and because it's available on Linux as well as Windows.
Then again, the comparison would be minor I guess.. I just feel like the current IDE is pretty clunky.
Aside from that, I don't use Enigma for the GM compatibility; I use it because it actually uses code, rather than D&D alone, and because it's available on Linux as well as Windows.
63
Issues Help Desk / Re: How to install and run Enigma
« on: September 02, 2015, 04:20:33 am »
I previously installed enigma on Linux, I found I had difficulty every time, but cannot recall how I managed to get it working in the end. Honestly though, I prefer to run Enigma on Linux than I do to run it on Windows, I have no idea why though.
I was going to reinstall Linux sometime in the near future; I corrupted some audio-related stuff and it stutters all the time, so I may explain stuff that isn't covered in the wiki.
~HitCoder
I was going to reinstall Linux sometime in the near future; I corrupted some audio-related stuff and it stutters all the time, so I may explain stuff that isn't covered in the wiki.
~HitCoder
64
Programming Help / Re: Reading the ".osu" file format
« on: May 31, 2015, 05:29:38 pm »
Ah, thanks, I see how that would work now. It seems the easiest and most obvious method, and even if it is slow, it'll do the job. Thanks.

65
Programming Help / Reading the ".osu" file format
« on: May 30, 2015, 05:02:01 pm »
I recently have gotten addicted to this rhythm game called "Osu!", and it uses these things called "beatmaps", the files organising them are arranged in a file format ending with ".osu", and inside are the arrangements of sequences of hit circles (circles that are timed exactly with the beat of a song by its community) and other things. In the .osu files, this is arranged like this:
in the format of
Now, onto topic here. I would like to create something in Enigma that can read these correctly. Is this possible? Would I have to code an extension to do this?
I was thinking of using the INI file reader, but that would not work at all because the only similarities are the index things "[INDEX]" (or "[HitObjects]")
Would I be able to achieve this without pointlessly wasting my entire life on this?
(More information here: https://osu.ppy.sh/wiki/Osu_%28file_format%29)
Code: [Select]
[HitObjects]
252,136,2456,5,0,0:0:0:0:
356,140,2885,1,0,0:0:0:0:
in the format of
Code: [Select]
x,y,time,type,hitSound,addition
Now, onto topic here. I would like to create something in Enigma that can read these correctly. Is this possible? Would I have to code an extension to do this?
I was thinking of using the INI file reader, but that would not work at all because the only similarities are the index things "[INDEX]" (or "[HitObjects]")
Would I be able to achieve this without pointlessly wasting my entire life on this?
(More information here: https://osu.ppy.sh/wiki/Osu_%28file_format%29)
66
Function Peer Review / Re: Lua Extension
« on: May 02, 2015, 07:40:17 am »I'll look at it when you post the link. I'm still deciding on what scripting language I want to implement. I ain't big fan of Lua, but maybe it will suffice.
Actually, Lua is a really nice language, the only issue is it's simplism. As a matter of fact though, it's a really damn easy language to learn when it comes to code, so maybe if this is finished we can have games with easy modding support using a Lua interpreter...
Actually, the guide on making an extension in the wiki teaches with Lua, but I could never get that working... PLEASE keep up the work, you've got me really excited! ^^
67
Programming Help / Re: Infinite world generation lag
« on: April 29, 2015, 02:22:18 pm »
I was trying to run the instance_activate function through deactivated instances, that's all. lmao.
68
Programming Help / Re: Infinite world generation lag
« on: April 29, 2015, 09:57:21 am »I would probably try doing it via some datastructures though. But drawing is probably a problem too. Try using some kind of visual debugger (like CodeXL) to see how much draw calls are made. Batching textures is the perfect thing for a game like this, because then you would draw all of the ground in one draw call. That usually gives 5-10x performance improvement.
edit: So now it doesn't crash anymore with instance_deactivate?
Nope, I made a stupid mistake the first time around, but now there's no issue with lag. Thanks!

69
Programming Help / Re: Infinite world generation lag
« on: April 28, 2015, 05:01:48 pm »Is the "lag" low fps or is it a short freeze when generating?
Normally deactivation would be the way to go. The segfault should be investigated. Is there maybe a simple example you can post? Making blocks invisible should also help.
It will still be slower because instances have overhead. They require updates in cases you wouldn't need, like every block calculates direction based on speed and gravity all the time, even though speed and gravity is zero (there is probably a check in this case, but it is still a few "if checks" per instance). It also requires iteration and call for events. So I would suggest maybe using a grid or an array (maybe one instance and one grid per n number of blocks). Tiles would help with rendering, as right now backgrounds (tiles) can be drawn with one texture. This means all your world could end up as one draw call. Tile functions should work, so you could and and remove tiles at runtime. In my branch I have added texture atlases that allow you to put sprites, backgrounds and fonts into one texture. If you can post an example, I could see if that improves performance.
It's low FPS after generating more and more chunks, it just makes the game lag more and more as you keep moving left/right.
I'll try executing instance_deactivate some other way though.
EDIT: I redid the instance_deactivate thing, it fixes lots of the lag now, I think the only issues is the drawing of the remaining sprites. I think I shall make them hidden outside view once again.
70
Programming Help / Infinite world generation lag
« on: April 28, 2015, 03:15:35 pm »
My current sonic fangame project is on hold for now for some reasons that are unimportant here.
Anyway, onto the topic. I have made a 2D Minecraft fangame engine so far, and I added infinite world generation. The issue is that it really lags once it generates 5 to 6 chunks. A chunk is made up of X/Y 20,64 (this is measured in blocks, each block is 32 pixels, but I'm pretty sure the only info needed is the amount of objects, so a chunk is made of 1280 blocks), is that an insanely large number? Should I change the depth of the world or something? Is there a way to unload all of the blocks in chunks outside of the view? Should I somehow make it not use objects for blocks, but rather somehow come up with a method for using arrays that draw sprites? If I did that, would it make it run faster? Are there any other methods?
I have already tried deactivating all the blocks that are off screen; It crashes the game for some reason.
I have also tried making all blocks offscreen invisible and non-solid.
Any suggestions?
Also, sorry for large paragraph full of questions.
Anyway, onto the topic. I have made a 2D Minecraft fangame engine so far, and I added infinite world generation. The issue is that it really lags once it generates 5 to 6 chunks. A chunk is made up of X/Y 20,64 (this is measured in blocks, each block is 32 pixels, but I'm pretty sure the only info needed is the amount of objects, so a chunk is made of 1280 blocks), is that an insanely large number? Should I change the depth of the world or something? Is there a way to unload all of the blocks in chunks outside of the view? Should I somehow make it not use objects for blocks, but rather somehow come up with a method for using arrays that draw sprites? If I did that, would it make it run faster? Are there any other methods?
I have already tried deactivating all the blocks that are off screen; It crashes the game for some reason.
I have also tried making all blocks offscreen invisible and non-solid.
Any suggestions?
Also, sorry for large paragraph full of questions.
71
Issues Help Desk / Re: Another CompileEGMf.dll issue
« on: April 26, 2015, 10:40:03 am »
Thank you, it's working now

72
Issues Help Desk / Another CompileEGMf.dll issue [SOLVED]
« on: April 24, 2015, 12:44:13 pm »
I have no idea why, but suddenly I have issues loading Enigma, it has issues with finding the CompileEGMf.dll
Last time this error occurred, it happened to my friend, and we fixed it by overwriting his CompileEGMf.dll file, it worked. I tried it with an old backup but it still didn't work. here are the errorlogs...
Yes, two error logs appear...
I am really sorry for the amount of issues I have posted on here by the way, it just seems I can't get anything working right for long-term periods...
Thanks.
~~HitCoder~~
EDIT: It seems to occur with every single build of Enigma I have backed up and installed... I will try a few things.
EDIT: I think the issue may be Java and not Enigma. I have had issues since I updated Java, so I may just reinstall Java.
Last time this error occurred, it happened to my friend, and we fixed it by overwriting his CompileEGMf.dll file, it worked. I tried it with an old backup but it still didn't work. here are the errorlogs...
Code: [Select]
Operating System: Windows 7
Version: 6.1
Architecture: amd64
Java Vendor: Oracle Corporation
Version: 1.8.0_45
Available processors (cores): 4
Free memory (bytes): 228534840
Maximum memory (bytes): 954728448
Total memory available to JVM (bytes): 257425408
File system root: C:\
Total space (bytes): 85794484224
Free space (bytes): 21994676224
Usable space (bytes): 21994676224
File system root: D:\
Total space (bytes): 828403347456
Free space (bytes): 564592578560
Usable space (bytes): 564592578560
File system root: E:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
File system root: F:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
File system root: G:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
Stack trace:
java.lang.UnsatisfiedLinkError: Unable to load library 'compileEGMf': Native library (win32-x86-64/compileEGMf.dll) not found in resource path ([file:/D:/Libraries/Documents/ENIGMA/ENIGMA/ENIGMA/enigma-dev/plugins/enigma.jar])
at com.sun.jna.NativeLibrary.loadLibrary(NativeLibrary.java:271)
at com.sun.jna.NativeLibrary.getInstance(NativeLibrary.java:398)
at com.sun.jna.Library$Handler.<init>(Library.java:147)
at com.sun.jna.Native.loadLibrary(Native.java:412)
at com.sun.jna.Native.loadLibrary(Native.java:391)
at org.enigma.EnigmaRunner.attemptLib(EnigmaRunner.java:247)
at org.enigma.EnigmaRunner.access$1(EnigmaRunner.java:240)
at org.enigma.EnigmaRunner$3.run(EnigmaRunner.java:178)
Code: [Select]
Operating System: Windows 7
Version: 6.1
Architecture: amd64
Java Vendor: Oracle Corporation
Version: 1.8.0_45
Available processors (cores): 4
Free memory (bytes): 183752480
Maximum memory (bytes): 954728448
Total memory available to JVM (bytes): 257425408
File system root: C:\
Total space (bytes): 85794484224
Free space (bytes): 21994668032
Usable space (bytes): 21994668032
File system root: D:\
Total space (bytes): 828403347456
Free space (bytes): 564592566272
Usable space (bytes): 564592566272
File system root: E:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
File system root: F:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
File system root: G:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0
Stack trace:
java.lang.ClassCastException
at javax.swing.LayoutComparator.compare(Unknown Source)
at javax.swing.LayoutComparator.compare(Unknown Source)
at java.util.TimSort.countRunAndMakeAscending(Unknown Source)
at java.util.TimSort.sort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.ArrayList.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.enumerateAndSortCycle(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getFocusTraversalCycle(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getFirstComponent(Unknown Source)
at javax.swing.LayoutFocusTraversalPolicy.getFirstComponent(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getDefaultComponent(Unknown Source)
at java.awt.FocusTraversalPolicy.getInitialComponent(Unknown Source)
at java.awt.Window.getMostRecentFocusOwner(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.SequencedEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Yes, two error logs appear...
I am really sorry for the amount of issues I have posted on here by the way, it just seems I can't get anything working right for long-term periods...

Thanks.
~~HitCoder~~
EDIT: It seems to occur with every single build of Enigma I have backed up and installed... I will try a few things.
EDIT: I think the issue may be Java and not Enigma. I have had issues since I updated Java, so I may just reinstall Java.
73
Issues Help Desk / Re: GMX corrupted with java.lang.nullPointerException
« on: April 23, 2015, 03:38:50 pm »I think we need to find people who can debug LGM and do stability improvements. Like we don't need any new features in LGM, so it would be awesome if the breakage would be fixed. I think Ism did a good job in this regard, I can't remember LGM being unstable when I joined the project. I'm personally feeling that I will end up recreating LGM (at least partly) in ENIGMA. Wouldn't that be cool though? ENIGMA IDE made in ENIGMA.
I'd help with some Java programming myself, but I never have the time to, and I've pretty much forgotten everything I know about Java. After all, my last experience was messing with the Minecraft Source Code.
I wish I could help though. Maybe I would contribute in the future, but I need to get all of my current obstructions out of the way.
Also, more on topic, well done jerbear64, for recovering everything you could. It drives me crazy when I lose my work. Usually when I save projects I save as a new file, which I think is what Darkstar2 described. Glad you've resolved the corrupted file though. ^^
74
Sound and Music / Re: Music for my sonic fangame
« on: April 16, 2015, 04:50:40 pm »
You'll see when the game post is made, may be a while from now though, heavy development has to go through but nobody in the team has the time right now.
75
General ENIGMA / Re: Can Some One Please Help Me?
« on: April 15, 2015, 03:37:45 pm »
I think this should be under the issues help desk section.
Aside from that, ENIGMA makes a folder under C:\ProgramData, you can try deleting that, but I would assume the issue you have is a setting saved in the location of the enigma exe, if deleting the C:\ProgramData\Enigma folder does not work, try reinstalling ENIGMA altogether.
Aside from that, ENIGMA makes a folder under C:\ProgramData, you can try deleting that, but I would assume the issue you have is a setting saved in the location of the enigma exe, if deleting the C:\ProgramData\Enigma folder does not work, try reinstalling ENIGMA altogether.