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Messages - Goombert

General ENIGMA / Re: Proper working directory and output messages
« on: August 10, 2013, 09:54:16 am »
Harri, yep, 100% agree.

How does that line tell you where to look in the source code?
Proper Message...
Instance system, hmmm, thats related to instance code somewhere.
Retarded Message...
Fuck, wtf? wtf does that have to do with anything?

General ENIGMA / Re: ENIGMA for classroom?
« on: August 10, 2013, 05:11:35 am »
popcade, hey, just a little bit of an update, I have fixed the FPS example on our Games list page, I had added some stupid code that I thought Game Maker did for basic shapes which may have ruined some of those examples, I have reverted my changes, and you can simply update and they should be working!

General ENIGMA / Re: Default Font Glyph
« on: August 10, 2013, 05:08:07 am »
TheExDeus come to think of it, you just made me think about something. How is our font antialiasing rendered? Because in the latest LGM I have font anti aliasing enabled.

General ENIGMA / Re: Proper working directory and output messages
« on: August 10, 2013, 05:06:00 am »
By Game Makers method Harri? I meant that when you hit run, working_directory is set to the source locatin of your gmk file, this is why it is very hard to test games using external resources when it outputs the executable to the AppData/tmp and /temp directories on platforms. Josh doesn't want this behaviour as he is afraid of letting it loose on the source directory. However I disagree we are going to be inundated with people wondering why it doesn't work the way that it should, or work as expected. This was a huge mistake by Game Maker Studio sandboxing the working directories. But in Game Maker once you compile the exe and run that seperately outside the IDE working_directory will become the exe location or the place you ran the file from, it makes it perfectly easy to find the external resources for games. I don't agree with Josh's worryment over where working_directory is set as almost all games that use external resources place the external resources into folders next to the source, they don't usually place the files right next to the source.

Now as for the cursing, I think it would be much more helpful if in cheese's case it would have just printed something like "Instance system has become delinked, this is a rare case that should never, ever happen!" at least gives people an understanding of what happened, and then they at least know where to look in the source code, we are dealing with a large engine here that is likely to become quite popular. When people see those kind of errors messages he does output especially with the current state of the project, they just think its a joke, and then our project ends up looking like a joke. Which is something I do agree with DatZach quite a bit about. And everybody thinks oh no, Roberts gonna be the "word police", but seriously we are dealing with children here, that is primarily who is most going to use our software, we could set a little bit better of an example. Now however I do agree with Josh in that he doesn't want merge conflicts with JDI, but I am talking about after that happens having it replaced.

General ENIGMA / Proper working directory and output messages
« on: August 09, 2013, 03:02:00 pm »
You decide.

General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 09, 2013, 02:19:16 pm »
Harri, I just don't get the large ram usage, how can that not be fixed? DX does it with 3fps faster than your VBO too. This goes back again, to why I think OpenGL sucks for something supposedly low level.

General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 09, 2013, 05:28:08 am »
Yah that is what Josh told me before that numbers are a very small portion of RAM, I want to find out what it is though.

Also, Harri, I ran my sprite test in each graphics system, all it is, is one object going from 0 to 50,000 draw_sprite calls and then back to 0 and back up showing you your fps. Here is the ram performance...

Direct3D9 used 25,000 K
OpenGL1 used 18,700 K
OpenGL3 used 65,000 K

>: You definitely need to optimize something there, once you do we should definitely be outperforming GM81 if not having the same RAM usage.

General ENIGMA / Re: GMX to GM81 Converter
« on: August 08, 2013, 10:25:47 pm »
That is very help TKG, especially when I just add the GMX to the current LGM, I'm finishing up major function sets I've been implementing, maybe I'll take some more time later and show LGM some TLC.

General ENIGMA / Re: ENIGMA for classroom?
« on: August 08, 2013, 08:01:34 pm »
I have a littel question left, is ENIGMA has UTF-8 support?
Sorry for right now the only thing UTF-8 is the script and text editors in the LateralGM IDE.

That is interesting I've yet to have seen that. Somebody be sure to add the fix to the Troubleshooting page...

General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 08, 2013, 07:57:15 pm »
Harri, I know exactly what you mean, clearing the vectors on the OpenGL 3 model once the data is sent to the GPU, literally makes no difference in its ram usage, and I do not know why.

General ENIGMA / Re: Frustum Culling and View Hashing
« on: August 08, 2013, 07:55:43 pm »
Project Mario used a slightly broader approach to a quadtree for collision hashing, that is how I optimized Project K as much as I did :P

Robert: I made it work by using the LGM1.8 jar instead of the repository's source for the LGM library.
Yes I am sorry forthevin :( Now I don't know what I did with my most recent fixes to LGM that I never committed. I think that might be what I gave you but with the shader class removed because I was pissed off at the EGM format and I didn't want to add it in then fuck up all your games or something.

Proposals / Re: GL3 changes from immediate to retained mode
« on: August 08, 2013, 07:51:13 pm »
Also, why is Rober's git commits showing in the future?
I live Pennsylvania, today is August 9th 2013 at 8:51 P.M.

I don't think it returned that before SIGSEGV, so cheer up Rob.
I am sorry, it just really upsets and annoys me, because I know we are all working exceptionally hard to do a good job.
Shut up, Robert. Keep shitposting like that and I'll put you in charge of the event system
:/ He's is part of why I am upset, and you're not making it any better.
I'm going to need more info. The game is doing *something* to piss off the iterator system. The info you provided isn't enough, cheeseboy
Perhaps if you would make it print real debug errors instead of literally random shit, maybe you wouldn't have that problem.