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Messages - Goombert

Proposals / Re: Easy Cross-compiling?
« on: May 25, 2014, 11:54:57 pm »
It worked before edsquare, I'm just postulating that it may have broken.

Issues Help Desk / Re: Linux GMFormatException
« on: May 25, 2014, 11:54:17 pm »
Yes, but since LGM does not load GMZ, you'll have to extract it first using 7zip.

Issues Help Desk / Re: Font rendering is broken again ! (updated)
« on: May 25, 2014, 11:52:39 pm »
Thank you, finally, that's just what we needed. All 4 of those work fine with text and in windowed mode, and dont have the 1px border in fs, but have a problem with repeating scrolling backgrounds in fs for me.

I wish we could eliminate two more of them, I have AMD, you have Nvidia, somebody should test your two sets on an Intel.

Please test these now:
0.375,0.375 and 0.175,0.175
0.175,0.175 and 0.375,0.375
0.1875,0.1875 and 0.1875,0.1875

These are the only values that work for me in all cases.

Off-Topic / Re: Unity Web Player
« on: May 25, 2014, 11:50:37 pm »
Java doesn't have a single unified root? That's C#

Issues Help Desk / Re: Font rendering is broken again !
« on: May 25, 2014, 07:34:14 pm »
Because that doesn't work for me in fullscreen, that's why, we need a solution that works in both windowed and fullscreen in all cases for both me AND YOU.

These are the two lines to test.

Try each of these combinations and report the behavior:
0.25,0.25 and 0.125,0.125
0.125,0.125 and 0.25,0.25
0.375,0.375 and 0.375,0.375
0.125,0.125 and 0.375,0.375
0.25,0.25 and 0.375,0.375
0.375,0.375 and 0.25,0.25
0.375,0.375 and 0.125,0.125

Once you tell me which ones work for you we can choose one of them that works for me too, and we'll go with it.

Off-Topic / Re: Unity Web Player
« on: May 25, 2014, 07:30:08 pm »
I think on these basic points we all pretty much mutually agree. Also to add I prefer to download audio because of the higher quality playback.

Developing ENIGMA / Re: Win32 Nested Window
« on: May 25, 2014, 06:46:05 pm »
Quote from: Darkstar2
Now emulating by using viewport etc, this would have you take control over viewport.  What if we make games and we need to manually manipulate viewport etc how will it be possible since it will already be used and locked.
They theoretically wouldn't be "locked", just leave your aspect ratio to Full Scale, and it won't touch your viewports.

Quote from: Darkstar2
From what I recall, real FS is faster (rendering, 3D, etc.).
Of course it is, because it's lowering the display resolution and not stretching a low resolution picture over a big resolution display.

Quote from: Darkstar2
and last time I checked I had no issues alt-tabbing from commercial games.
Right, commercial games, I'm talking about games made with GM, and made by noobs, so that is a red herring. I do not agree with the level of sandboxing YYG does, but I do agree with some default sandboxing like we saw with the very powerful GM8 and lower.

Quote from: Darkstar2
I think that would be quite ugly.  Personally I believe black bars would be a better contrast against any colour.  Personally don't like the idea of filling the entire area with the background that would make it look sort of like Commodore 64 with its foreground/background thingy.
It doesn't do that in windowed mode, I didn't say it was supposed to do that, in fact, I'm wanting someone else like Harri to weigh in and tell my why or how to fix it.

Quote from: Darkstar2
True :D but that is up to the developer and should always be.
Right, I never once mentioned removing functionality, the developer can just set Full Scale aspect ratio and use the display_* functions if they want to do real fullscreen, just like GM8.

Quote from: Darkstar2
One of the changes you made to allow for dual screens
I didn't make any changes, ENIGMA has always functioned that way, I in fact refused to change anything.

Quote from: Darkstar2
Sure I mean getting rid of unneeded stuff particularly if it has no impact on other things would be a good thing, however not if it causes issue with the views/ports options in the IDE or functions, allowing a developer to fully control them.  Also I have followed GM since the days of Mark Overmars, until now......and I'm quite sure they did major changes to the display/rendering, one of them now is handling real full screen.  I' quite sure they don't use an extra window.
They either use a second window, which for some reason people think you need for OpenGL, or they emulate it in the viewport, you can tell that GM games don't change your display resolution by default.

Quote from: Darkstar2
I think I remember now reading lots on the topic of real/fake fullscreen think it was mentioned that the real FS have higher priority or some shit related to DX, priority or something like that I can't quite remember, it was so long ago.   I remember on older games when alt-enter to put game in windows mode it would run slower and going back to real fullscreen made it faster again, giving it highest priority as opposed to shared, something along those lines.
Yes that would be true for multi-tasking, because guess what, you can't multi-task fullscreen applications, hello Metro!

Proposals / Re: Easy Cross-compiling?
« on: May 25, 2014, 06:35:09 pm »
Actually, yes, cheeseboy built a cross-compiler patch so you could build for Win32 from Linux and it would launch the game in WINE.

It is however, unlikely to function at this point in time.

Proposals / Re: Improving room/level editor
« on: May 25, 2014, 06:33:44 pm »
Not hard at all, I successfully built LGM with Netbeans once, but I hate it. And also, I am the one in charge of LGM right now, I mostly focus my time on stability though because of the sheer amount of work.

Issues Help Desk / Re: Linux GMFormatException
« on: May 25, 2014, 06:30:04 pm »
Ok you only uploaded the main GMX, which only has the tree, that is useless because it contains no resource data. At any rate, I just downloaded the GMK, opened it in LGM, compiled it (ran fine), saved it as a GMX, reloaded it several times and successfully recompiled the game.

I have attached the GMX in a 7zip which I changed to GMZ because GMZ is simply a 7zip'd GMX.

Here is a screenshot of the settings I used when saving to GMX:

Issues Help Desk / Re: Font rendering is broken again !
« on: May 25, 2014, 06:22:30 pm »
No 0.375,0.375 for both the model view matrix and the projection work perfectly here, I was afraid they wouldn't work on your hardware because that makes it a combined 0.75, and I encourage you to try it. Also please try 0.25,0.25 for the projection and 0.125,0.125 for the model view matrix, and then vice versa. Let me know how each one performs, because all of those work for me.

Also, Darkstar2, he's not talking about a difference in your GPU, he's talking about the difference between your GPU and MY GPU, because you have Nvidia, and I have AMD. Both graphics card manufacturers have different rounding implementations.

Off-Topic / Re: Unity Web Player
« on: May 25, 2014, 06:19:15 pm »
I agree with both of you, the part where TKG says native is faster. And the part where Harri says Flash sucks, I have my default web player for Youtube set to HTML5, even Adobe has realized the death of Flash. And I also agree with Harri when he says about it being poorly coded, that does make a huge difference, a properly coded HTML5 port should function better than GM's old interpreter/runner.

Developing ENIGMA / Re: Win32 Nested Window
« on: May 25, 2014, 04:08:16 am »
Quote from: Darkstar2
So which is it now I am confused, does ENIGMA do real FS or fake ? What do you define as "fake" ? is it my understanding that you smply resize the window instead of actually doing a real FS ? that was utter shit, and that was how it was done in older GM.
Both GM and ENIGMA use "fake fullscreen" so say you have a room 640x480. When you fullscreen the game the parent window will be 1920x1080 or w/e your display resolution is and stretch the 640x480 child window with the graphics context to fit the area based on your aspect ratio. In any other game it will set your display resolution to 640x480 and just make the 1 window that has a graphics context fill the whole window. The "black bars" are then handled by your display monitor.

What I am saying is this is possible to emulate by filling the whole screen with the window, and using the viewport controls to emulate the aspect ratio. The only problem is OpenGL and Direct3D don't have limits for clearing the backbuffer to a color. So you end up with the whole window being cleared to your background color, whereas you only want the viewport area cleared to the background color, and you want the "black bar" area cleared to the window background color. When not in fullscreen this is not a problem for Direct3D because its view frustum is an actual matrix and is bounded, in OpenGL you have to use glScissor, but both systems will clear outside the viewport for some reason when in fullscreen.

Anyway, people like me don't like this, because well, GM games have a tendency to be shit, be fullscreen, not freeze on lose focus, and capture the mouse and force it to the center of the window, so you have absolutely no way of ALT+Tabbing because of the lack of foresight by budding game developers.

Quote from: Darkstar2
Hmm looks like we are getting into some YYG scenarios here, I guess it's up to developers to decide if they want to sacrifice windows for multi platform (as YYG did) or leave things as they are, working at fixing things separately, or for windows first, etc.) In my opinion, since there are probably more windows users, more emphasis should be placed on platform used the most, for now.
What the hell are you talking about? I'm talking about sacrificing 1 uneeded window, there is just no need for our code to be designed around working two window handles. This does not rule out the possibility of a window_create function. I am actually certain GM has been doing it this way since 8.1, I just can't emulate the "black bars" in full screen mode for some odd reason.

Quote from: Darkstar2
Did you run any bench ? did we gain some performance gains ?
No I did not, I doubt it would affect performance much unless you have a really shitty card and it don't like clearing the background of two windows.

Also, Harri, correct me if I've said anything wrong.

Developing ENIGMA / Re: Win32 Nested Window
« on: May 25, 2014, 03:35:20 am »
Darkstar2, actually it's kind of nice really because it means most GM game don't fuck with your display resolution, it would extremely piss me off if they did. But you can still do real full screen and set the display resolution and let the display handle the black bars if you really want, this is also why I'm suggesting we not worry about the window color becoming the background color.

But the whole point here is that I can emphasize enough, aspect ratio doesn't do shit on XLIB right now, and we can't do this on all platforms, it needs to be more cross-platform so we have consistent behavior. But if we really want I'm sure we could find a way to hack the fuck out of XLIB to do it, but then our code is just shit for every platform instead of simplistic.

Harri, yes that is exactly what Josh said that it was because of OpenGL, but he did not elaborate before leaving. At any rate, my tests worked fine with using only one window and OpenGL, literally everything was working fine, I was just working on fixing it up before I decided to revert it and ask everyone else's opinion.

Issues Help Desk / Re: Linux 32 bits error saving a game (SOLVED?)
« on: May 25, 2014, 03:31:01 am »
I need specifically a GMK that you are failing to convert to GMX. (Y)