This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »
451
Developing ENIGMA / Re: git madness
« on: September 27, 2014, 02:15:03 pm »
It happened like this:
git branch GL3.3Fix from master
git commit many changes
git checkout master
git merge GL3.3Fix
Find bugs
git revert GL3.3Fix
git push tons of stuff in master since then
and now I want:
git checkout GL3.3Fix //This is the one that was merged into master, but the branch remained, so I can still checkout it
git merge master //Pull all the changes that has been on master since
git commit fixes to GL3.3Fix
Then I will end in this (but probably via the merge button in GitHub):
git checkout master
git merge GL3.3Fix
I guess checkout the original commit and then create a branch from it could work. I wanted to use the still existing branch though (https://github.com/enigma-dev/enigma-dev/commits/GL3.3Fixes).
git branch GL3.3Fix from master
git commit many changes
git checkout master
git merge GL3.3Fix
Find bugs
git revert GL3.3Fix
git push tons of stuff in master since then
and now I want:
git checkout GL3.3Fix //This is the one that was merged into master, but the branch remained, so I can still checkout it
git merge master //Pull all the changes that has been on master since
git commit fixes to GL3.3Fix
Then I will end in this (but probably via the merge button in GitHub):
git checkout master
git merge GL3.3Fix
I guess checkout the original commit and then create a branch from it could work. I wanted to use the still existing branch though (https://github.com/enigma-dev/enigma-dev/commits/GL3.3Fixes).
452
Developing ENIGMA / git madness
« on: September 27, 2014, 08:49:27 am »
Maybe someone can help. In middle of August I made massive changes to GL3, so we could move forward with many features. Sadly, no one had the time to test it for the week I had it as a pull request. So after merging the whole thing broke. I reverted master to previous commit, so master would work again. I would really like that to be merged though. To do this I need to update the GL3.3Fixes branch (https://github.com/enigma-dev/enigma-dev/commits/GL3.3Fixes) to current master changes, and then test/fix everything that is still broken. I sadly don't know how to do it in git. I just tried this:
Basically I need the GL3.3Fix branch to be updated to the newest master, while still remaining in the GL3.3Fix branch. My fixes needs to be on top after the revert, but behind the other commits.
Quote
git checkout GL3.3FixesBut this just returns "everything is up to date" when it clearly isn't. I can try rebasing, but that can cause problems later. I think the issue here is that the revert commit in master (https://github.com/enigma-dev/enigma-dev/commit/07ac18577f5f8007ac6d5e3b5282edafdfeeed02) needs to be behind my branch (so when I merge with master it doesn't revert my changes), but at the same time any commit AFTER that revert, needs to be ON TOP of my branch. So how can I do it?
git merge master
Basically I need the GL3.3Fix branch to be updated to the newest master, while still remaining in the GL3.3Fix branch. My fixes needs to be on top after the revert, but behind the other commits.
453
Off-Topic / Re: Restructuring the Community
« on: September 26, 2014, 03:36:00 am »
I for one have lived happily with the thought "GM:S doesn't exist" for a long time. I haven't used GM for about 2-3 years now, and I exclusively use ENIGMA. I add functions which I need, without even checking if GM:S has something similar.
454
General ENIGMA / Re: Please vote for ENIGMA's new license
« on: September 26, 2014, 03:30:32 am »
I think we should just take the contributor list Git provides and use that as a baseline. If a contributor from the past, not in that list, appears and wants credit/has problems with license change, then we can look at it on per-person basis. It's just that GPL doesn't have any guidelines on this as far as I know. They say that changing a license EVERYONE must agree, but if we don't know everyone? How can we be sure? If we change it without a person agreeing, even if we don't know if that person even contributed, then is the "law" on their side?
455
Off-Topic / Re: Restructuring the Community
« on: September 25, 2014, 02:54:06 pm »
But bashing GM in these forums is the same as bashing Mississippi gun laws in a Swedish kitchen decoration forum. All it does is gives bad rep to ENIGMA. We do listen to criticism, but YYG won't listen to criticism on ENIGMA's forums - if they would listen at all. So there is no reason to post stuff like that here.
456
General ENIGMA / Re: Please vote for ENIGMA's new license
« on: September 25, 2014, 02:50:33 pm »
The only way we can track who is an actual contributor is by using the headers. So we could just crawl them and make a list of who contributed. If someone in that list is no longer a contributor and can't be got hold of, then we could rewrite the necessary parts. Sadly a lot of the code has been rewritten numerous times, yet people in those headers remained. So it's possible that the person didn't have anything to do with the new code.
So what I am saying is that it could be hard to understand who is a contributor and who isn't. What is the practice in this regard?
So what I am saying is that it could be hard to understand who is a contributor and who isn't. What is the practice in this regard?
457
Off-Topic / Re: Restructuring the Community
« on: September 24, 2014, 04:06:02 pm »
I have already made my opinion known on this for quite some time. I already mentioned several times how immature language and useless GM bashing reflects badly on ENIGMA. At the same time I also mentioned, that I really don't care. And I guess it's a view Josh shares with me, as he hasn't cared much either. I don't really care because this project has never been a "product" for me. It's a hobby. I would post here, and make ENIGMA, even if I was the only person on earth using it. At the same time I respect GM as the product that inspired me into programming, as well the creation of ENIGMA. It should be respected because of that even if I don't agree with some specific things they are doing.
458
Developing ENIGMA / Re: Change
« on: September 21, 2014, 07:51:51 am »
The don't read the ENIGMA engine's code, because that thing has turned into a monster as well. Because all we cared about was features and bugfixes, not how pretty it all was. But many things got rewritten to be more readable.
459
Off-Topic / Re: I'm officially not . . .
« on: September 20, 2014, 04:25:45 am »
Congratulations!
If I remember correctly, EdS^2 is from Italy, so he probably has the same university definitions as me. I have high school (grade 10 to 12) and then collage is the more "professional education", but university is "academic education". So you can go to collages and places like that to learn how to weld, for example. You don't have to go to both. When you go to Uni, you have to study 3 years for bachelors (most cases) and 2 years for masters after that. Then 4 years for doctorate.
Quote
I'll be taking Mexico's Socioeconomic context, human development?, adminitration fundamentals, thought skills, bussines models, operation's research, organizational structure, strategic planning, economic engineering, investment proyects; besides the courses that are strictly related to software development:I would personally probably switch those two around, as the second list is a lot more technical, which is useful for CSE.
Operating systems, data bases (design, administration), statistic, discreet math, calculus, oo analisis and design, oop, design and architecture of software, OS programming, .net programming , networks, software development metrics, IT security, web programming, mobile programming, and some other course I might be leaving out.
If I remember correctly, EdS^2 is from Italy, so he probably has the same university definitions as me. I have high school (grade 10 to 12) and then collage is the more "professional education", but university is "academic education". So you can go to collages and places like that to learn how to weld, for example. You don't have to go to both. When you go to Uni, you have to study 3 years for bachelors (most cases) and 2 years for masters after that. Then 4 years for doctorate.
460
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 19, 2014, 03:30:07 am »
Youtube link is wrong though. Just takes me to my videos.
461
Issues Help Desk / Re: window_handle() is messed up
« on: September 18, 2014, 06:43:39 am »
In terms of FPS, it probably would be 0. Could depend on the hardware, because on older PC's rendering to FBO is a little slower than rendering on main framebuffer directly. But on any decent hardware there should be 0 difference in performance. You can actually try it yourself by drawing on a surface and then drawing the surface on the screen. I just tried on my very old laptop with ATI card, and when I draw 10000 objects with sprites, I get 7fps without surfaces, and 7fps when drawing on a surface. If I draw 1000 object with sprites, I get 71fps without surfaces, and 68fps when drawing with surfaces. As I said, the difference is negligible. The only performance hit I can imagine is switching between render targets. On any newer hardware the difference should be even smaller or 0. I will try on my home PC as well.
Even if it had a minor speed impact, application_surface is a feature I very much would like. It allows for post-process effects (you know, like bloom, color changes, motion blur etc.) without the need of managing the rendering on a surface yourself.
Even if it had a minor speed impact, application_surface is a feature I very much would like. It allows for post-process effects (you know, like bloom, color changes, motion blur etc.) without the need of managing the rendering on a surface yourself.
462
Programming Help / Re: Windows 8 touch support
« on: September 17, 2014, 03:02:22 am »
Hit, I think you misunderstood the problem. He needs multitouch support, because otherwise he can't even one click. You must double tap for windows to emulate one mouse click. There is nothing in GML/EDL he can do to stop that. Additional engine code must be written for that.
463
Issues Help Desk / Re: window_handle() is messed up
« on: September 17, 2014, 02:59:01 am »
Fullscreen - with stretching and without - has always worked in ENIGMA when using view functions. I think after the removal of the second window it will still work. The bugs, as far as I am aware, are in the way we set the whole thing up, where can't use view functions because of some chicken and the egg problem. After the game is started, I think you can get all the different behaviors you want using the available functions, just like sorlok posted.
Also, using application_surface will have negligible performance hit. It involves 1 FBO (so video memory consumed equals to the size of the framebuffer, which for 32bit 1920x1080 is about 7.9mb of VRAM, but it will be slightly more because of depthbuffer, alpha and things like that) and drawing two triangles (the quad for the surface itself). But it will allow not only different scaling options, but also things like post-processing effects a lot easier.
Also, using application_surface will have negligible performance hit. It involves 1 FBO (so video memory consumed equals to the size of the framebuffer, which for 32bit 1920x1080 is about 7.9mb of VRAM, but it will be slightly more because of depthbuffer, alpha and things like that) and drawing two triangles (the quad for the surface itself). But it will allow not only different scaling options, but also things like post-processing effects a lot easier.
464
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: September 14, 2014, 04:56:49 pm »
None of the engines will probably work without modification. Your best bet is you post those engines here and see if anyone has the time to get them working.
465
General ENIGMA / Re: Searching In Resources
« on: September 14, 2014, 07:51:18 am »
Ah, yes, I forgot about the clipboard question. I don't really care about that either. I use search for searching, not documenting.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »