gra
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Reply #15 Posted on: April 12, 2013, 01:02:56 am |
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Joined: Feb 2013
Posts: 147
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the truth, system libscintilla not are recognized i have compiled and place the qscintilla in folder of natural gm... ok i try to compile on 32bit system, the problem can be the arch
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Goombert
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Reply #16 Posted on: April 12, 2013, 01:28:56 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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Gra I dont think you just place the folder, if you are on Linux just download the version and cd to the dir and compiling and run ~/.install I think gra, I can't remember now exactly how I setup QScintilla
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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gra
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Reply #17 Posted on: April 12, 2013, 04:11:47 am |
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Joined: Feb 2013
Posts: 147
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Gra I dont think you just place the folder, if you are on Linux just download the version and cd to the dir and compiling and run ~/.install Robert the file instali non exist, your command execute a file with name install i have launched this command cd /home/user/NaturalGM ~/.install file or directory not exist, i try to redownload EDIT i have find a method more simple qmake make in NaturalGM folder, but same seg fault i have ommitted one think i have use ngmresourcetab.h and copy and rename in NGMResourceTab.h becouse i have a compilation error, Can be this that give seg fault?
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« Last Edit: April 12, 2013, 04:27:01 am by gra »
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DaSpirit
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Reply #18 Posted on: April 12, 2013, 07:24:02 pm |
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Location: New York City Joined: Mar 2013
Posts: 124
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I think gra, I can't remember now exactly how I setup QScintilla
There's an HTML readme inside QScintilla that shows the steps. Only 4 steps that you type directly into the terminal (but make sure the Qt environment is set, you need to use qmake). When does the segfault happen for you, gra?
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gra
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Reply #19 Posted on: April 13, 2013, 12:26:13 am |
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Joined: Feb 2013
Posts: 147
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i find my error i have compile qscintilla with qt5 (i have used qt4 in first time ) Daspirit if you are interested this is compiled in ubuntu 64 bit https://dl.dropboxusercontent.com/u/103792780/NaturalGM-linux64.tar.gzyeehh i'm happy, i wait for good news , becouse my pc don't eat java well EDIT a curiosity, but the project can be load ENIGMA compiler? i explore EDIT2 load only game maker studio files... it's normal that don't add nothing if i click on add script or icon of resource?
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« Last Edit: April 13, 2013, 12:42:09 am by gra »
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DaSpirit
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Reply #20 Posted on: April 13, 2013, 09:10:32 am |
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Location: New York City Joined: Mar 2013
Posts: 124
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Yeah, this project is still very early in development. As I have said before, I'm currently rewriting everything. Everything needs to be flexible so we can add plugins, and Josh is helping me plan everything. Meanwhile, work on the serializer will begin soon, which will help add support for all GM projects and Enigma projects.
Also, with the executable that you linked, no one will be able to run it. You can need to distribute the Qt libraries with it too, and you can get rid of the .cpp files.
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DaSpirit
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Reply #25 Posted on: November 29, 2013, 02:26:39 pm |
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Location: New York City Joined: Mar 2013
Posts: 124
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I am still working on this. Recently, I started a new library related to this one called Natural Widgets. The goal of it is to extend basic widgets, as well as to make sure that all widgets are not closely tied together (so that everything is easily replaceable). Current features include tab searching, tab detaching, tabs searching, complex tab splitting, an integrated console and widgets that change color when they are inactive (for better themes). A current screen of it: http://i.imgur.com/zYglYBF.pngHopefully, my screen shouts freedom, like I want it to. I'll be releasing the library in a month, and then I will be integrating it into Natural GM. I'd also like to remind everyone that this project is still in no way usable (unless you like bloated text editors). Many people are asking me where to download it. I'm starting to get the feeling that I posted about this too early. lol well, my semester ends on December 13th. After that, I will spend 24/7 for a month working on this project and maybe a small demo of the IDE can be made available in February, if possible! Stay tuned! Also, if you're running Ubuntu, you are in huge luck. Ubuntu 14.04 will come with the Qt 5.2 framework built in. This is the same framework that Natural GM is using, thus, Natural GM will only be around 5 MB for Ubuntu.
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« Last Edit: November 29, 2013, 02:29:00 pm by DaSpirit »
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time-killer-games
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Reply #26 Posted on: December 04, 2013, 03:28:25 pm |
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"Guest"
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I don't know why you still insist on advertising a raw multiline textbox. I'm not accusing you of not knowing any c++, but technically none of us can see visible evidence that you can do anything beyond creating a GUI layout in Qt's XML. If you actually have something to show us in a million years from now when we're all dead, only then I will take interest in this project of yours, but right now I can hardly call it a "project" of any kind.
I don't mean to be rude I'm just being honest with you.If you wonder why so many people are asking about this thing and if it is actually being updated, they are asking that because of what you are unintentionally false-advertising. If this is a "concept" (whatever that means) that won't get anywhere, I have no idea what there even is to discuss. Instead of making everyone realize you are smart that you know C++, and getting us all to hope for something that most likely will never come into existence, keep these things to yourself at least until you have something real and ready to show us.
If there is anyone who reminds me how much we need Robert back in action, at full speed ahead, it's you. Because Robert worked his ass off, and until josh graduates we're stuck with you and a few others who get nothing done [correct me if I'm wrong, IDK, this is partially my assumption]. Anyway we're still screwed by Robert's lesser activity and from what it seems you, as microscopic as your contributions have been, had the audacity to verbally attack Robert of all people, I mean, you made a single grain of sand, he made a mansion, yet you seriously think this text editor is going to stand a chance against all Robert has done. I don't mean any harm in saying these things but I'm just warning you that if we ever get a contributer like Robert again whoever they might be, please don't scare them away with zero respect and no appreciation. It would suck for us. And it would suck for you. Self-destructive.
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« Last Edit: December 04, 2013, 03:32:18 pm by time-killer-games »
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Goombert
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Reply #28 Posted on: December 04, 2013, 06:20:39 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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@TKG Yes, DaSpirit is just not comfortable in his own shell. I know he is a good programmer, and have told him many a times I believe in him. I do I know he can make a great IDE, he is busy with school as well, but he is also trying to do things to perfection. Anything I come up with is just going to be LGM except more optimal, DaSpirit is going to give you guys new things that you want, it is going to be a whole new thing. Basically, with this and the python IDE I encouraged those guys to not make the IDE's look like LGM or Game Maker at all but to take things in a whole new direction, this has been DaSpirit's goal from the beginning. As for anything personal, it don't bother me, you could fire a Bazooka at me and I couldn't feel anything, DaSpirit is just learning to be comfortable in his own shell. @Harrifag, Yes but my concern is I know he can make a good IDE and it would make people happy, I am sick of this Jobo faggot and his damn .NET parakeet IDE. He don't give a shit about modularity and his IDE is barely functional and he's already screwed up peoples projects files. Which is why I want DaSpirit to get a move on, if anybody is going to make a new IDE with a whole new approach to things it should be DaSpirit. I also already helped quite a while ago with the design of some new approaches to drag and drop, such as drag and dropping the actions directly into the code editor and formatting them out at runtime. See screenshot. The LateralGM C++ rewrite is just mean to be LGM and Game Maker interface, same old same old regurgitated bad design, except more optimal. And also, remaking LGM is pretty easy peesy lemon squeezy just not enough time to work on it.
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« Last Edit: December 04, 2013, 06:24:59 pm by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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DaSpirit
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Reply #29 Posted on: December 04, 2013, 11:01:24 pm |
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Location: New York City Joined: Mar 2013
Posts: 124
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He's project is far from being finished, but he is not showing just a multiline textbox. He is (for some reason which I am not really interested in) trying to make a widget library. That is something that requires a lot of work and so even as basic as that screenshot is, it still shows a lot of work.
Well. I'm not creating a widget library from scratch. I'm only extending Qt's widgets. But yes, this is a lot of work. You can criticize me all you want, but I have the whole extendible framework for the IDE finished. Theoretically, all that needs left in this project is adding in editors. At a computer (that I cannot access until I finish my semester), I have a copy of NGM that can edit GMX files (in XML mode, but still awesome). And I am comfortable in my own shell. I attend a university and it's a valid excuse. I commute, taking 3 hours off my life daily and I'm taking 6 courses. I will be done with classes the day before Christmas. I will begin posting my updates as I fix glitches. I'm not accusing you of not knowing any c++, but technically none of us can see visible evidence that you can do anything beyond creating a GUI layout in Qt's XML.
Please don't make stuff up. I have never even touched Qt's XML, you can check my source code. Everything is pure C++, and at this point, I am using no pure Qt classes. I even subclassed QApplication.
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