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Messages - Goombert

Developing ENIGMA / Re: Redundancy
« on: July 28, 2014, 07:04:44 pm »
Some of them have been added in other places Harri, such as draw_set_alphatest_ref or whatever the hell it is called because Studio also has these functions. I assumed the EGM file was there for toggling various graphics settings in the future as one of Josh's unfinished plans. I side with removing them and changing important ones around to match the other graphics functions, they should not have unique names because of what Josh mentioned before, how easy it is to look up functions in GML because of prefix.

That said I would like to see that made more consistent and generalized between the systems, and what we don't need thrown out, it would help if Josh would elaborate.

Off-Topic / Re: Freakin' Ouch
« on: July 26, 2014, 11:54:53 pm »
Stick a penis in it and hush up.

General ENIGMA / Re: New functions available in the rooms editor.
« on: July 26, 2014, 10:28:55 pm »
I would prefer it just be "Shift Instances" instead of having a double plural, since instances automatically infers objects which is entirely unrelated. Otherwise we should call it Objects Instances Creation Code as well.

I am going to move this to the help desk, for future reference Game Maker issues are welcome here, as a community we should make it general practice to help someone with any problem they are having.

General ENIGMA / Re: New functions available in the rooms editor.
« on: July 26, 2014, 06:27:27 pm »
I agree with Harri.

And nice work egofree, I just have one simple request, make sure the English translations are sensible if you can not translate something ask me for help. "Objects" in that caption should probably not be plural, in fact I am certain it should not be.

Developing ENIGMA / Re: Command Line Interface
« on: July 25, 2014, 11:50:26 pm »
It should honestly take very little effort to compile the thing on Linux. Some of the code I started with was taken from wxENIGMA which Josh helped me write.

General ENIGMA / Re: Sampler States and Texture Handling Poll
« on: July 25, 2014, 11:47:24 pm »
The pull request has been completed and brings all our systems to the same level, provides some nice cleanup and advanced features while also being Studio compatible.

My suggestion is to merge it so that the current implementation is at least more complete and Studio compatible until we work out alternatives and other changes.

Yeah but that partially defeats the purpose of a variant type for what you want to use it for.

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: July 25, 2014, 08:24:55 pm »
Probably because Swing doesn't have a run icon and therefore it may not even be adding the button to the toolbar?

As far as I know the difference between stack and heap is that stack has limited size, it's not dynamic (so the sizes must be known at compile time) and has limited scope (so it gets deleted when it goes out of scope). stl::containers are dynamic. Their size is usually not known at compile time, as you can always resize them and add/delete as much as you want. This means they are not allocated on the stack. What could be allocated on the stack is the class instance itself, which allows it to exist only in scope. But the memory for data internally probably uses new/delete, to allocate on the heap. That is why you can make a vector as big as you want, and if it fits in RAM, then you are okay.
Ah so we are both right somewhat. According to the link below you can control that.

Developing ENIGMA / Re: Two sets of icons in LateralGm
« on: July 25, 2014, 03:16:25 pm »
No we don't really need to keep the Swing icons, Calico are ours they are made mostly by Josh. We made them because the Swing ones that LGM originally used were ugly, and we also needed some variety. They were kept in there for legacy reasons, but honestly I think we should just remove them now.

Studio returns pointers for a lot of resources now. One of these resources turned into pointers were textures, the reason is because people always had to use -1 to specify no texture on a model. I really don't get why they just didn't overload the function, but w/e.

Programming Help / Re: C++ short delay when using CIN
« on: July 24, 2014, 06:10:51 pm »
What container is allocated on the heap? Those sure look like they are being allocated on the stack, doesn't automatic storage duration apply to most of STL?

Issues Help Desk / Re: "Compile failed at C++ level" Error
« on: July 24, 2014, 03:30:54 pm »
What version of Windows are you using? Windows XP?

Try changing the following line in your local copy.
Change it to the following.
Code: (YAML) [Select]
Also make sure the ProgramData folder exists on C: or whatever root drive you have, if it does not, please create it, the ENIGMA folder inside of it as well.

Finally, is this an EGM you are trying to compile?

Developing ENIGMA / Re: Android
« on: July 24, 2014, 03:34:00 am »
Yeah the other big problem is spaces in the file paths which we still haven't fixed.