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Messages - Goombert

Issues Help Desk / Re: Some issues from a new member
« on: April 26, 2014, 04:55:22 pm »
That is a known bug of the Library Maker, place the jar directly next to lateralgm.jar, it needs JoshEdit in its class path.

Issues Help Desk / Re: Page issues with GAMES tab at site
« on: April 26, 2014, 04:53:36 pm »
Yes our EDC is currently half broken Josh was working on letting people upload games to the site but never finished.

Programming Help / Re: Does ENIGMA support command-line args ?
« on: April 26, 2014, 04:52:57 pm »
That's possible but you have to interpret the command line yourself, we are not and never will build anything that forces that on all games.

General ENIGMA / Inheritance Fixes
« on: April 26, 2014, 04:55:02 am »
So I have finally got around to fixing the remaining inheritance issues, mainly event_inherited now works inside all events including alarms, collisions, et all, I also fixed the No More Health event from firing more than once, it behaves as GM8.1 and Studio now. I also fixed the debug warnings in an empty game. I did these changes with the help of Josh, and he approves them as well. I have tested several individual cases to ensure that the fixes work, that none of the old behavior has broken, and that no new issues have arisen. I also tested on several EDC games and some of your individual games that you all have sent me over a period of some time.

To test these changes you can pull from master, or simply download the new Portable ZIP. If you encounter any issues as a result of these changes please notify me immediately and I will fix them right away.

I will also take time to respond to the rest of your bug reports later today.

General ENIGMA / Re: LateralGM 1.8.5
« on: April 25, 2014, 05:30:32 pm »
We'll see egofree, I am so swamped right now I can't even respond to posts. But yes the find and replace shit needs worked out, I'll get to it, eventually.

Tips, Tutorials, Examples / Re: Particle system (object orient)
« on: April 24, 2014, 03:03:33 pm »
There is a much easier way to do this until the feature is added, save your game as an EGM and then open the archive with 7zip and copy and paste the scripts into your EGM. You can also do the same with the GMX format. You just can't do it with GMK because it is one huge binary file.

Proposals / Re: Some ideas from a new member
« on: April 24, 2014, 03:49:16 am »
I already have plans to add importing/exporting resources to LGM, it has just been posted to our tracker.

Also, execute_string is specifically related to ENIGMA, and our new compiler will be capable of doing it. However, there has been interest in a LUA extension for ENIGMA.

And also, welcome! :)

Developing ENIGMA / Inheritance
« on: April 24, 2014, 03:46:45 am »
* This post is for Josh, stay the fag out of it.

I have a couple of questions I need you to answer, I wrote everything the way you told me to, but there are a couple of things you did not consider. Please answer these questions so that I may continue working tomorrow and have most of it done by the time you get home.

1) How do I rewrite events.res?
Code: (yaml) [Select]
alarm: 2
Group: Alarm
Name: Alarm %1
Mode: Stacked
Sub Check: {alarm[%1] = (int)alarm[%1]; if ((alarm[%1] == -1) or (alarm[%1]--)) return 0; }
I rewrote that subcheck to look like this.
Code: (yaml) [Select]
Sub Check: { alarm[%1] = (int)alarm[%1]; return !((alarm[%1] == -1) or (alarm[%1]--)); }
Also how should the following be rewritten.
Code: (yaml) [Select]
keypress: 9
Group: Key Press
Name: Press <%1>
Type: Key
Mode: Stacked
Super Check: keyboard_check_pressed(%1)

2) I had to make the non-stackable event base sub check methods virtual for event_parent since that is what the iterator is cast to in ENIGMA_events.
Code: (cpp) [Select]
   for (instance_event_iterator = event_nomorehealth->next; instance_event_iterator != NULL; instance_event_iterator = instance_event_iterator->next) {
    if (((enigma::event_parent*)(instance_event_iterator->inst))->myevent_nomorehealth_subcheck()) {
      if (enigma::room_switching_id != -1) goto after_events;
This is what the virtual subchecks look like in event_parent, and yes I know inline virtuals are redundant, see the next question.
Code: (cpp) [Select]
inline virtual bool myevent_draw_subcheck() { return false; }
Also, why do we bother duplicating the subcheck code for every instance when it has to go through this many steps? Why not just write all the subcheck code that's needed for every instance to event_parent?

3) I had to write the grouped event bases like event_perform for now, are you alright with this?
Code: (cpp) [Select]
// Grouped event bases
      void myevent_alarm()
          if (myevent_alarm_0_subcheck()) {
          if (myevent_alarm_1_subcheck()) {

Off-Topic / Re: Environment Variables are Windows Only
« on: April 23, 2014, 03:57:54 pm »
lel, you're, but still

Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 02:52:12 pm »
TheExDeus, yes I can, Direct 9.0 does not draw anything in this particular example, not the particles, not even the text.

Off-Topic / Re: Environment Variables are Windows Only
« on: April 23, 2014, 02:50:24 pm »
Do you know how easy it is for Linux daz? It's about 50% simpler than a chdir()

Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 04:09:19 am »
No look closely the m is fucking up for me, where as the number 1 is fucking up for you. Which is wierd, but it's doing it in D3D9 for both of us.

Anyway, draw_self is documented.

For some reason it is listed on the Sprite Functions page.

Off-Topic / Environment Variables are Windows Only
« on: April 23, 2014, 03:40:25 am »
Well I was recently fixing the environment_get_variable function for SuperRiderTH the old version was really messed up. But anyway, I just wanted to check Studio's manual for lols, and well...

Quote from: YoYoGames
NOTE: This is a Windows only function.

Apparently YYG doesn't know that Unix invented environment variables, and is pretty much one of the biggest reasons Windows has them.

Quote from: Wikipedia
They were introduced in their modern form in 1979 with Version 7 Unix, so are included in all Unix operating system flavors and variants from that point onward including Linux and OS X. From PC DOS 2.0 in 1982, all succeeding Microsoft operating systems including Microsoft Windows, and OS/2 also have included them as a feature, although with somewhat different syntax, usage and standard variable names.

I think this is the epitome of why their logic is so flawed.

Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 02:37:19 am »
Well anyway, I pretty wrote all of the Direct3D code, so I don't necessarily guarantee that any of it works at all :)

But I filed a bug report as this is too trivial to look at for now, OGL works perfect.

You are welcome to add details if you like.

Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 23, 2014, 01:41:57 am »
I was so confused by your post, you mean the 7.45058e-010 shit Darkstar2? Yeah that is normal, it is called scientific notation and you see it on calculators too with numbers that are too high precision, e is just the logarithmic base. GM however has never displayed scientific notation, I was confused by this as well, basically just use string_format if you don't want that good of an accuracy with printing floating point variables.

Here is the documentation for string format.

Originally I was opposed to ENIGMA doing scientific notation until I realized how retarded Studio is by drawing really precise numbers, this was a support ticket I used to have open.

Anyway, the text disappears when you minimize or unfocus the frame in Direct3D because models are destroyed in memory. I am still having trouble getting that shit coded properly, it does not occur in OGL and will never be an issue.

Anyway, as Harri said there is no real point in using Direct3D except that on Windows the runtime is usually installed on the end users PC, so your game will be like 1mb smaller at max because OGL binaries are not included. On certain hardware Direct3D may also perform better, I notice on my hardware it is better with static models, but OGL appears to be better with dynamically batching things.