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.
1
Proposals / Re: Named loops vs numbered breaks
« on: January 15, 2013, 08:11:05 pm »
None. If the programming was more function oriented, this wouldn't matter
2
General ENIGMA / Re: Compiling game without console.
« on: October 19, 2011, 12:11:25 pm »
Not at all bothered by what the regions are called was just explaining how I saw the concept of it, which you retorted as the same thing I was thinking.
Just a head's up, there still is problem with frame rate and ATI cards :\.
Still trying to fix it?
Just a head's up, there still is problem with frame rate and ATI cards :\.
Still trying to fix it?
3
General ENIGMA / Re: Compiling game without console.
« on: October 19, 2011, 10:08:36 am »
Yeah, by regions I mean a box which you can draw using the LGM editor, then reference this region via its ID (say Region101), and check its co-ords.
Well, how I avoided having to compensate for the posibility of using uneccessary RAM because of having to adhere to one level consisting of a lot more instances than others in my engine, is i made a second number which when the number of instances is reached, another block of "new"s are done on a seperate boost thread, so as long as the scripter/programmer doesn't exceed 50 instances per loop, then it's fine.
That increment number could easily be expanded too.
Sorry if my explanation is rough..
Well, how I avoided having to compensate for the posibility of using uneccessary RAM because of having to adhere to one level consisting of a lot more instances than others in my engine, is i made a second number which when the number of instances is reached, another block of "new"s are done on a seperate boost thread, so as long as the scripter/programmer doesn't exceed 50 instances per loop, then it's fine.
That increment number could easily be expanded too.
Sorry if my explanation is rough..
4
General ENIGMA / Re: Compiling game without console.
« on: October 19, 2011, 08:07:45 am »
Just wondering, in the ENIGMA engine for handling objects.
Did you do a new() for every instance create, or did you use a pointer array which points to active objects?
I have always used the latter as it's a lot faster and was considering on using ENIGMA for a game.
Also I was thinking, why does LGM still not allow developers to define regions with the editor, then reference these regions when scripting? f*ck Game Maker and the fact it doesn't have this, regions would be awesome.
Did you do a new() for every instance create, or did you use a pointer array which points to active objects?
I have always used the latter as it's a lot faster and was considering on using ENIGMA for a game.
Also I was thinking, why does LGM still not allow developers to define regions with the editor, then reference these regions when scripting? f*ck Game Maker and the fact it doesn't have this, regions would be awesome.
5
General ENIGMA / Compiling game without console.
« on: October 17, 2011, 05:44:39 am »
Is there a way to compile my game into an executable without the console showing for the end user? Will this be added as a check feature in LGM?
6
Announcements / Re: Judgement Day Update
« on: May 23, 2011, 08:09:20 am »Religion is just something to get you away from the fear of death. People hate the fact that when they die, they just die and it just ends. We are so self-centered that we want to believe that life goes on and we did not die but go to heaven where we get all the wonders of the world we could ask for.
Of course, I'm an atheist, and I accept the fact that I will end up as another random corpse under the ground.
You're saying that ENIGMA now includes the resources into its exes again?
Because I got numerous "Cannot find resource" errors recently after running my "Empfiles" although projects without sprites executed as normally.
7
Third Party / Re: GMK Parsing library for C++
« on: May 13, 2011, 07:46:40 am »
Sorry, I should've been more clear; my fault.
My friend used it to output all sprites within the .GMK to a tilesheet
My friend used it to output all sprites within the .GMK to a tilesheet
8
Third Party / Re: GMK Parsing library for C++
« on: May 10, 2011, 04:07:14 am »why do people confuse GM apis for functional programs? lol.
Yeah this is just an API for interfacing with GameMaker projects.
I did not state that I deemed it an application, I said I'd like to see it utilized.
9
Third Party / Re: GMK Parsing library for C++
« on: April 26, 2011, 09:48:22 am »
A tube vid of it in action would be great!
10
Announcements / Re: Quick Update
« on: April 24, 2011, 05:08:25 am »
No problem, in r732 it says
ENIGMA is having issues running the executable?
FYI;
I am aware I should be using 710, was just assuming you'd want some input from external sources, but as aforementioned I will still be using 710 in unison with my svn that I keep up to date.
Will you make an announcement when the latest svn is up to scratch in that you recommend using it. (Or that it has switches, in which case I will ravage that bad boy)
Code: [Select]
+++++Make completed successfully.++++++++++++++++++++++++++++++++++++
`$exe` == '$exe': FALSE
Compiled game is clearly not a working module; cannot continue
13
Warning: .drectve `-aligncomm:"___CTOR_LIST__",2 ' unrecognized
Warning: .drectve `-aligncomm:"___DTOR_LIST__",2' unrecognized
Built to C:/ENIGMA/empfiles
mingw32-make[1]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL'
at the end, so I navigated to the said folder and ran "empfiles.exe" which executed perfectly O_oENIGMA is having issues running the executable?
FYI;
I am aware I should be using 710, was just assuming you'd want some input from external sources, but as aforementioned I will still be using 710 in unison with my svn that I keep up to date.
Will you make an announcement when the latest svn is up to scratch in that you recommend using it. (Or that it has switches, in which case I will ravage that bad boy)
12
Announcements / Re: Quick Update
« on: April 23, 2011, 04:59:54 am »Code: [Select]
Initialized.
Building for mode (0)
Cleaning up from previous executions
Finding parent...found >> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Grabbing locals
Location in memory of structure: 05974960
File version: 600
Error: Incorrect version. File is too old for this compiler.COPYING SOME F*CKING
RESOURCES:
Copying sprite names [0]
Copying sound names [0]
Copying background names [0]
Copying path names [kidding, these are totally not implemented :P] [0]
Copying script names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [0]
Copying room names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
0 Objects:
"Linking" scripts into the objects...
"Link" complete.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Checking for default code in ev[8, 0.
Checking for default code in ev[3, 0.
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Running make from `\MinGW\bin\mingw32-make.exe'
Full command line: \MinGW\bin\mingw32-make.exe Game GMODE=Run GFLAGS="-s -O3" CF
LAGS="-static-libgcc" CPPFLAGS="-static-libstdc++ -static-libgcc" GLINKS="-stati
c-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/
Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32
-lglu32" GRAPHICS=OpenGL WIDGETS=None PLATFORM=Win32 COMPILEPATH=Windows/Window
s OUTPUTNAME="C:/ENIGMA/$tempfiles" eTCpath="\MinGW\msys\1.0\bin;\MinGW\bin\;"
********* EXECUTE:
\MinGW\bin\mingw32-make.exe Game GMODE=Run GFLAGS="-s -O3" CFLAGS="-static-libgc
c" CPPFLAGS="-static-libstdc++ -static-libgcc" GLINKS="-static-libstdc++ -static
-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win32/OpenAL32.lib'
'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lglu32" GRAPHICS=
OpenGL WIDGETS=None PLATFORM=Win32 COMPILEPATH=Windows/Windows OUTPUTNAME="C:/EN
IGMA/$tempfiles" eTCpath="\MinGW\msys\1.0\bin;\MinGW\bin\;"
echo Okay.
Okay.
cd ENIGMAsystem/SHELL/ && C:/MinGW/bin/mingw32-make GMODE=Run GLINKS="-static-li
bstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win3
2/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lg
lu32" GFLAGS="-s -O3" GRAPHICS=OpenGL PLATFORM=Win32 OUTPUTNAME="C:/ENIGMA/empfi
les"
mingw32-make[1]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL'
cd Graphics_Systems/OpenGL/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="
-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Graphics_Syste
ms/OpenGL'
mkdir .eobjs_Run
g++ -c graphics_object.cpp -o .eobjs_Run/graphics_object.o -s -O3
g++ -c GSbackground.cpp -o .eobjs_Run/GSbackground.o -s -O3
g++ -c GSblend.cpp -o .eobjs_Run/GSblend.o -s -O3
g++ -c GScolors.cpp -o .eobjs_Run/GScolors.o -s -O3
g++ -c GScurves.cpp -o .eobjs_Run/GScurves.o -s -O3
g++ -c GSd3d.cpp -o .eobjs_Run/GSd3d.o -s -O3
g++ -c GSenable.cpp -o .eobjs_Run/GSenable.o -s -O3
g++ -c GSfont.cpp -o .eobjs_Run/GSfont.o -s -O3
g++ -c GSmiscextra.cpp -o .eobjs_Run/GSmiscextra.o -s -O3
g++ -c GSprmtvs.cpp -o .eobjs_Run/GSprmtvs.o -s -O3
g++ -c GSscreen.cpp -o .eobjs_Run/GSscreen.o -s -O3
g++ -c GSsprite.cpp -o .eobjs_Run/GSsprite.o -s -O3
g++ -c GSstdraw.cpp -o .eobjs_Run/GSstdraw.o -s -O3
g++ -c GSsurface.cpp -o .eobjs_Run/GSsurface.o -s -O3
g++ -c GStextures.cpp -o .eobjs_Run/GStextures.o -s -O3
g++ -c OPENGLStd.cpp -o .eobjs_Run/OPENGLStd.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Graphics_System
s/OpenGL'
cd Platforms/Win32/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-
s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Platforms/Win3
2'
mkdir .eobjs_Run
g++ -c externals.cpp -o .eobjs_Run/externals.o -s -O3
g++ -c file_manip.cpp -o .eobjs_Run/file_manip.o -s -O3
g++ -c WINDOWScallback.cpp -o .eobjs_Run/WINDOWScallback.o -s -O3
g++ -c WINDOWSfonts.cpp -o .eobjs_Run/WINDOWSfonts.o -s -O3
g++ -c WINDOWSmain.cpp -o .eobjs_Run/WINDOWSmain.o -s -O3
g++ -c WINDOWSshow_error.cpp -o .eobjs_Run/WINDOWSshow_error.o -s -O3
g++ -c WINDOWSstd.cpp -o .eobjs_Run/WINDOWSstd.o -s -O3
g++ -c WINDOWSwindow.cpp -o .eobjs_Run/WINDOWSwindow.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Platforms/Win32
'
cd Universal_System/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFL
AGS="-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Universal_Syst
em'
mkdir .eobjs_Run
g++ -c backgroundinit.cpp -o .eobjs_Run/backgroundinit.o -s -O3
g++ -c backgroundstruct.cpp -o .eobjs_Run/backgroundstruct.o -s -O3
g++ -c CallbackArrays.cpp -o .eobjs_Run/CallbackArrays.o -s -O3
g++ -c collisions_object.cpp -o .eobjs_Run/collisions_object.o -s -O3
g++ -c compression.cpp -o .eobjs_Run/compression.o -s -O3
g++ -c darray.cpp -o .eobjs_Run/darray.o -s -O3
g++ -c ENIGMA_GLOBALS.cpp -o .eobjs_Run/ENIGMA_GLOBALS.o -s -O3
g++ -c estring.cpp -o .eobjs_Run/estring.o -s -O3
g++ -c events.cpp -o .eobjs_Run/events.o -s -O3
g++ -c event_system.cpp -o .eobjs_Run/event_system.o -s -O3
g++ -c fileio.cpp -o .eobjs_Run/fileio.o -s -O3
g++ -c fontinit.cpp -o .eobjs_Run/fontinit.o -s -O3
g++ -c fontstruct.cpp -o .eobjs_Run/fontstruct.o -s -O3
g++ -c globalupdate.cpp -o .eobjs_Run/globalupdate.o -s -O3
g++ -c IMGloading.cpp -o .eobjs_Run/IMGloading.o -s -O3
g++ -c instance.cpp -o .eobjs_Run/instance.o -s -O3
g++ -c instance_system.cpp -o .eobjs_Run/instance_system.o -s -O3
g++ -c loading.cpp -o .eobjs_Run/loading.o -s -O3
g++ -c mathnc.cpp -o .eobjs_Run/mathnc.o -s -O3
g++ -c object.cpp -o .eobjs_Run/object.o -s -O3
g++ -c planar_object.cpp -o .eobjs_Run/planar_object.o -s -O3
g++ -c rectpack.cpp -o .eobjs_Run/rectpack.o -s -O3
g++ -c reflexive_types.cpp -o .eobjs_Run/reflexive_types.o -s -O3
g++ -c roomsystem.cpp -o .eobjs_Run/roomsystem.o -s -O3
g++ -c simplecollisions.cpp -o .eobjs_Run/simplecollisions.o -s -O3
g++ -c soundinit.cpp -o .eobjs_Run/soundinit.o -s -O3
g++ -c spriteinit.cpp -o .eobjs_Run/spriteinit.o -s -O3
g++ -c spritestruct.cpp -o .eobjs_Run/spritestruct.o -s -O3
g++ -c terminal_io.cpp -o .eobjs_Run/terminal_io.o -s -O3
g++ -c transform_object.cpp -o .eobjs_Run/transform_object.o -s -O3
g++ -c var4.cpp -o .eobjs_Run/var4.o -s -O3
g++ -c var4_lua.cpp -o .eobjs_Run/var4_lua.o -s -O3
g++ -c WITHconstruct.cpp -o .eobjs_Run/WITHconstruct.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Universal_Syste
m'
cd Audio_Systems/OpenAL/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAG
S="-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL'
mkdir .eobjs_Run
g++ -c as_basic.cpp -o .eobjs_Run/as_basic.o
cd alure && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/alure'
mkdir .objs
g++ -c alure.cpp -o .objs/alure.o
g++ -c buffer.cpp -o .objs/buffer.o
g++ -c istream.cpp -o .objs/istream.o
g++ -c stream.cpp -o .objs/stream.o
g++ -c streamdec.cpp -o .objs/streamdec.o
g++ -c streamplay.cpp -o .objs/streamplay.o
ar r ../.eobjs_Run/libalure.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libalure.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/alure'
cd dumb && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/dumb'
mkdir .objs
gcc -c src/core/atexit.c -o .objs/dumb_dumb_atexit.o
gcc -c src/core/duhlen.c -o .objs/dumb_dumb_duhlen.o
gcc -c src/core/duhtag.c -o .objs/dumb_dumb_duhtag.o
gcc -c src/core/dumbfile.c -o .objs/dumb_dumb_dumbfile.o
gcc -c src/core/loadduh.c -o .objs/dumb_dumb_loadduh.o
gcc -c src/core/makeduh.c -o .objs/dumb_dumb_makeduh.o
gcc -c src/core/rawsig.c -o .objs/dumb_dumb_rawsig.o
gcc -c src/core/readduh.c -o .objs/dumb_dumb_readduh.o
gcc -c src/core/register.c -o .objs/dumb_dumb_register.o
gcc -c src/core/rendduh.c -o .objs/dumb_dumb_rendduh.o
gcc -c src/core/rendsig.c -o .objs/dumb_dumb_rendsig.o
gcc -c src/core/unload.c -o .objs/dumb_dumb_unload.o
gcc -c src/helpers/clickrem.c -o .objs/dumb_dumb_clickrem.o
gcc -c src/helpers/memfile.c -o .objs/dumb_dumb_memfile.o
gcc -c src/helpers/resample.c -o .objs/dumb_dumb_resample.o
gcc -c src/helpers/sampbuf.c -o .objs/dumb_dumb_sampbuf.o
gcc -c src/helpers/silence.c -o .objs/dumb_dumb_silence.o
gcc -c src/helpers/stdfile.c -o .objs/dumb_dumb_stdfile.o
gcc -c src/it/itload2.c -o .objs/dumb_dumb_itload2.o
gcc -c src/it/itload.c -o .objs/dumb_dumb_itload.o
gcc -c src/it/itmisc.c -o .objs/dumb_dumb_itmisc.o
gcc -c src/it/itorder.c -o .objs/dumb_dumb_itorder.o
gcc -c src/it/itread2.c -o .objs/dumb_dumb_itread2.o
gcc -c src/it/itread.c -o .objs/dumb_dumb_itread.o
gcc -c src/it/itrender.c -o .objs/dumb_dumb_itrender.o
gcc -c src/it/itunload.c -o .objs/dumb_dumb_itunload.o
gcc -c src/it/loadmod2.c -o .objs/dumb_dumb_loadmod2.o
gcc -c src/it/loadmod.c -o .objs/dumb_dumb_loadmod.o
gcc -c src/it/loads3m2.c -o .objs/dumb_dumb_loads3m2.o
gcc -c src/it/loads3m.c -o .objs/dumb_dumb_loads3m.o
gcc -c src/it/loadxm2.c -o .objs/dumb_dumb_loadxm2.o
gcc -c src/it/loadxm.c -o .objs/dumb_dumb_loadxm.o
gcc -c src/it/readmod2.c -o .objs/dumb_dumb_readmod2.o
gcc -c src/it/readmod.c -o .objs/dumb_dumb_readmod.o
gcc -c src/it/reads3m2.c -o .objs/dumb_dumb_reads3m2.o
gcc -c src/it/reads3m.c -o .objs/dumb_dumb_reads3m.o
gcc -c src/it/readxm2.c -o .objs/dumb_dumb_readxm2.o
gcc -c src/it/readxm.c -o .objs/dumb_dumb_readxm.o
gcc -c src/it/xmeffect.c -o .objs/dumb_dumb_xmeffect.o
ar r ../.eobjs_Run/libdumb.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libdumb.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/dumb'
cd ogg && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/ogg'
mkdir .objs
gcc -c bitwise.c -o .objs/ogg_bitwise.o
gcc -c framing.c -o .objs/ogg_framing.o
ar r ../.eobjs_Run/libogg.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libogg.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/ogg'
cd vorbis && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/vorbis'
mkdir .objs
gcc -c lib/analysis.c -o .objs/vorbis_analysis.o
gcc -c lib/bitrate.c -o .objs/vorbis_bitrate.o
gcc -c lib/block.c -o .objs/vorbis_block.o
gcc -c lib/codebook.c -o .objs/vorbis_codebook.o
gcc -c lib/envelope.c -o .objs/vorbis_envelope.o
gcc -c lib/floor0.c -o .objs/vorbis_floor0.o
gcc -c lib/floor1.c -o .objs/vorbis_floor1.o
gcc -c lib/info.c -o .objs/vorbis_info.o
gcc -c lib/lookup.c -o .objs/vorbis_lookup.o
gcc -c lib/lpc.c -o .objs/vorbis_lpc.o
gcc -c lib/lsp.c -o .objs/vorbis_lsp.o
gcc -c lib/mapping0.c -o .objs/vorbis_mapping0.o
gcc -c lib/mdct.c -o .objs/vorbis_mdct.o
gcc -c lib/psy.c -o .objs/vorbis_psy.o
gcc -c lib/registry.c -o .objs/vorbis_registry.o
gcc -c lib/res0.c -o .objs/vorbis_res0.o
gcc -c lib/sharedbook.c -o .objs/vorbis_sharedbook.o
gcc -c lib/smallft.c -o .objs/vorbis_smallft.o
gcc -c lib/synthesis.c -o .objs/vorbis_synthesis.o
gcc -c lib/vorbisfile.c -o .objs/vorbis_vorbisfile.o
gcc -c lib/window.c -o .objs/vorbis_window.o
ar r ../.eobjs_Run/libvorbis.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libvorbis.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/vorbis'
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL'
cd Collision_Systems/BBox/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-s
-O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Collision_Syst
ems/BBox'
mkdir .eobjs_Run
g++ -c coll_funcs.cpp -o .eobjs_Run/coll_funcs.o -s -O3
g++ -c coll_impl.cpp -o .eobjs_Run/coll_impl.o -s -O3
g++ -c coll_util.cpp -o .eobjs_Run/coll_util.o -s -O3
g++ -c placeholderlinks.cpp -o .eobjs_Run/placeholderlinks.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Collision_Syste
ms/BBox'
cd Widget_Systems/None/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-
s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Widget_Systems
/None'
mkdir .eobjs_Run
g++ -c nowidget_impl.cpp -o .eobjs_Run/nowidget_impl.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Widget_Systems/
None'
g++ SHELLmain.cpp libEGMstd.cpp Graphics_Systems/OpenGL/.eobjs_Run/*.o Platforms
/Win32/.eobjs_Run/*.o Universal_System/.eobjs_Run/*.o Audio_Systems/OpenAL/.eobj
s_Run/*.o Collision_Systems/BBox/.eobjs_Run/*.o Audio_Systems/OpenAL/.eobjs_Run/
*.a Audio_Systems/OpenAL/.eobjs_Run/libogg.a Widget_Systems/None/.eobjs_Run/*.o
-static-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/a
l/lib/Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lop
engl32 -lglu32 -o C:/ENIGMA/empfiles
+++++Make completed successfully.++++++++++++++++++++++++++++++++++++
`$exe` == '$exe': FALSE
Compiled game is clearly not a working module; cannot continue
13
Warning: .drectve `-aligncomm:"___CTOR_LIST__",2 ' unrecognized
Warning: .drectve `-aligncomm:"___DTOR_LIST__",2' unrecognized
Built to C:/ENIGMA/empfiles
mingw32-make[1]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL'
13
Announcements / Re: Recent Events
« on: April 18, 2011, 05:27:20 am »
Ver 701 when opening ENIGMA.exe
Code: [Select]
Checking configuration
Scouring for Java
java version "1.6.0_24"
Java(TM) SE Runtime Environment (build 1.6.0_24-b07)
Java HotSpot(TM) Client VM (build 19.1-b02, mixed mode, sharing)
Calling `java -jar l*.jar`
Java Version: 10600 (1.6.0_24)
Loading lib files in C:\ENIGMA\lgm16b4.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
05_score.lgl 06_extra.lgl 07_draw.lgl
Auto-update disabled: SvnKit missing, corrupted, or unusable. Please download to
plugins/shared/svnkit.jar in order to enable auto-update.
Calling `C:\MinGW\bin\mingw32-make.exe eTCpath="\MinGW\bin\;\MinGW\msys\1.0\bin\
;"`
> cd CompilerSource && C:/MinGW/bin/mingw32-make
> mingw32-make[1]: Entering directory `c:/ENIGMA/CompilerSource'
> mkdir .eobjs
> mkdir: cannot create directory `.eobjs': File exists
> mingw32-make[1]: [mkeobjs] Error 1 (ignored)
> g++ -shared -static-libstdc++ -static-libgcc .eobjs/*.o -o ../compileEGMf.dll
> mingw32-make[1]: Leaving directory `c:/ENIGMA/CompilerSource'
0
Initializing Enigma:
Linking up to IDERead key `defines` as `\MinGW\bin\cpp -dM -x c++ -E $blank`
Parsed `\MinGW\bin\cpp` `-dM -x c++ -E blank.txt`: redirect=yes
********* EXECUTE:
\MinGW\bin\cpp -dM -x c++ -E blank.txt
Call succeeded
Read key `searchdirs` as `\MinGW\bin\gcc -E -x c++ -v $blank`
Parsed `\MinGW\bin\gcc` `-E -x c++ -v blank.txt`: redirect=yes
********* EXECUTE:
\MinGW\bin\gcc -E -x c++ -v blank.txt
Call succeeded
Searching for directories between "#include <...> search starts here:" and "End
of search list."
Toolchain returned 6 search directories:
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/include/c++/"
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/include/c++/mingw32/"
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/include/c++/backward/"
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/../../../../include/"
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/include/"
=> "c:\mingw\bin\../lib/gcc/mingw32/4.5.2/include-fixed/"
Parsing settings...
Opened ENIGMAsystem/SHELL/Graphics_Systems/OpenGL/Config/win32.ey
Could not open ENIGMAsystem/SHELL/Widget_Systems/None/Config/win32.ey.
Opened ENIGMAsystem/SHELL/Audio_Systems/OpenAL/Config/win32.ey
Clearing IDE editables... Rewriting API switchboard header... This could hurt co
mpile time.
Clearance checked.
Creating swap.
Initializing global scope.
Undefining _GLIBCXX_EXPORT_TEMPLATE
Dumping whiteSpace definitions...Opening ENIGMA for parse...
Ignoring error in specialization expression at position 19: Expected operator at
this point
Ignoring error in specialization expression at position 19: Expected operator at
this point
ERROR in parsing engine file: this is the worst thing that could have happened w
ithin the first few seconds of compile.
/
| |
\ \
| | |
\ / / \
\ | | | |
| / /\ \ /
/ | /# \ | |
| \ * ` \
\ / = # ` |
| | # ___/ /
/ _`---^^^ `. |
| .* # = | \
| = # __/
.\____-------^^ `.
/ # # \
| = = |
\___ # #___--^
^^^^^^^^^^^
In file included from ./ENIGMAsystem/SHELL/API_Switchboard.h: Line 31, position
37: Failed to include Platforms/Win32/include.h from c:\mingw\bin\../lib/gcc/min
gw32/4.5.2/include-fixed/: File not found...
code snippet: which one.
#include "Platforms/Win32/include.h"<<>>
#include "Graphics_Systems/OpenGL/include.h"
#i
------------------------------------------------
14
Proposals / Re: Sprite Editor / Sound Editor
« on: April 14, 2011, 07:42:37 am »
What about those applications are scams or evil?
15
Announcements / Re: Recent Events
« on: April 13, 2011, 03:32:06 am »
What is this I don't even?
But as of recent it hasn't been locked to particular numbers, prior to the update it was so I assumed.
I changed my Vsync to always be off a long long time ago O_o
I did update my ATI drivers recently though, so...
Embarrassing
But as of recent it hasn't been locked to particular numbers, prior to the update it was so I assumed.
I changed my Vsync to always be off a long long time ago O_o
I did update my ATI drivers recently though, so...
Embarrassing