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.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »
1516
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 03:43:39 pm »Quote
FBO is 48 for me, and it's just a simple 2D game.That is very weird. Altough we use EXTensions. Maybe I should rewrite it to OpenGL current spec? I don't know what will happen to compatiblity though. Basically, I use GL_FRAMEBUFFER_BINDING_EXT to get current framebuffer, but I can't find documentation for that anymore. I can find GL_DRAW_FRAMEBUFFER_BINDING here: http://www.opengl.org/sdk/docs/man4/xhtml/glGet.xml . And it clearly says:
"If the default framebuffer is bound, this value will be zero. The initial value is zero". So maybe that would fix it.. Although 0 IS bound by default (for example, when surface_reset_target() is called). Do you use surfaces in you game? Does calling surface_reset_target() in create event of some object fixes this flipping problem?
Quote
I can't remember what the problem was, but I moved it out of there because there was definitely some big problem I had when using 3D which moving it resolved.Maybe depth buffer should be cleared in either case when using 3d, but color buffer shouldn't be cleared when background color is disabled. Anyway, if you show the example for the problem you are having, then maybe I will be able to fix it.
Quote
I never had that problem myself, sound are working fine for me now.Weird.
1517
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 11:15:26 am »
Finally.. after several months of non-stop whining we achieved something. Thank you. I will check to see what I need to whine next about.
Poly, is it upside down only when drawing in 3d? FBO should be 0 for the screenbuffer, so that is why I added that if statement. When drawing on surfaces you have to flip the image so its correct, while in drawing on screen you don't have to (as the viewport is flipped). Maybe I should just make the viewport flipped for surfaces as well...
Also, glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) is to clear to color. If you do that even when background color is disabled, then it will still clear to black as this is the function that actually clears it, the other (glClearColor) just sets the color. For correct behavior seen in GM you have to have it this way, although I still see flickering when background color is disabled (double buffering?, or screen refresh problems, as the flickering goes away when the game "synchronizes" with the monitor or at least I think that is the case). Does this cause problems? As I didn't try 3d, and in 2d I didn't see anything. Maybe show screenshot.
And I also had to use msys bash to run exe, but just for the first time. After that I could run it normally. And AL doesn't work because its not rebuilding right? I have this:
http://pastebin.com/rvjrgJ5E
Also, if something doesn't work, then it is technically broken. ENIGMA didn't work on Windows, then it was broken on windows. Of course it would work with modifications and whatnot, but that is just like saying - if you buy a car without an engine, then car is not broken, its just not functional because of a missing piece, which you could add yourself if wanted.
Poly, is it upside down only when drawing in 3d? FBO should be 0 for the screenbuffer, so that is why I added that if statement. When drawing on surfaces you have to flip the image so its correct, while in drawing on screen you don't have to (as the viewport is flipped). Maybe I should just make the viewport flipped for surfaces as well...
Also, glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) is to clear to color. If you do that even when background color is disabled, then it will still clear to black as this is the function that actually clears it, the other (glClearColor) just sets the color. For correct behavior seen in GM you have to have it this way, although I still see flickering when background color is disabled (double buffering?, or screen refresh problems, as the flickering goes away when the game "synchronizes" with the monitor or at least I think that is the case). Does this cause problems? As I didn't try 3d, and in 2d I didn't see anything. Maybe show screenshot.
And I also had to use msys bash to run exe, but just for the first time. After that I could run it normally. And AL doesn't work because its not rebuilding right? I have this:
http://pastebin.com/rvjrgJ5E
Also, if something doesn't work, then it is technically broken. ENIGMA didn't work on Windows, then it was broken on windows. Of course it would work with modifications and whatnot, but that is just like saying - if you buy a car without an engine, then car is not broken, its just not functional because of a missing piece, which you could add yourself if wanted.
1518
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 09:16:47 am »
So I say - Go ahead and overwrite them. No one else seem to care.
1519
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 08:09:10 am »
I can't commit anything to GIT because I have the SVN version. I could just commit everything like it was before, but then Josh will have shitfit as well as rusky (who apparently vanished after fucking everything up?). So Josh, don't be an ass and just commit everything needed so windows works out of the box. If you don't, then I will, and that will break everything.
Also, I don't really know what to commit, as makefiles also have changed. So if you don't want me to overwrite make files as well, then I urge you to do it yourself.
Also, I don't really know what to commit, as makefiles also have changed. So if you don't want me to overwrite make files as well, then I urge you to do it yourself.
1520
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 06:12:48 am »
I don't really have the /additionals folder (except the old one from svn). So you guys might as well fix the stuff and just make it the way it was before. No reason for windows to be broken for almost half year now.
1521
Proposals / Re: LGM Automatic Saving
« on: May 02, 2012, 08:01:09 am »
If you can't write in the project file directory, then you can't save the project anyway. User will not write something for the project and then no save it. So temp is last resort, as in 99.9% cases this will not be a problem.
1522
Proposals / Re: LGM Automatic Saving
« on: May 01, 2012, 05:19:48 am »
GM stores them in the same folder as GMK. That could also be an option. Otherwise store it in a temp folder and on crash report to the user that backup is in this folder. Or do what MS Office do and when you run LGM next time after the crash just ask if the user wants to reload the autosave.
Also, with change I meant every time "OK" is pressed. Every N minutes would also work. The more options, the better really.
Also, with change I meant every time "OK" is pressed. Every N minutes would also work. The more options, the better really.
1523
Proposals / Re: LGM Automatic Saving
« on: April 30, 2012, 05:36:44 pm »
Every time you change something an autosave is made so that if (or more precisely "when") LGM crashes, you can still get the data. Also, autosaving every time the project is compiled would also be great, as I now sometimes don't save for 20mins while compiling every 20 seconds. Then something crashes and all progress is lost. What autosave SHOULDN'T do is overwrite the existing project file. Also, making like 3 backups and then cycling trough them all the time would be great. Of course, all of this should be an option in setting panel.
1524
General ENIGMA / Re: ENIGMA VS Game Maker (Speed & Graphics)
« on: April 28, 2012, 03:11:59 am »
But linux also has double buffering and you don't see this interlacing. I also thought it was something to do with double buffering (like half a year ago when I clearly mentioned this problem), but googling makes me to believe its something to do with windows and WM_ERASEBKGND. Its apparently a common problem with gl on windows.
edit: Also, OP if you used data types that are in ENIGMA, then you should be able to speed it up even more. Like putting int in front of some variables.
edit: Also, OP if you used data types that are in ENIGMA, then you should be able to speed it up even more. Like putting int in front of some variables.
1525
General ENIGMA / Re: ENIGMA VS Game Maker (Speed & Graphics)
« on: April 27, 2012, 02:48:13 am »
The same reason ray trace demo from EDC look interlaced. I suspect it was flashing (like switching between the lines) right? I never could of figure out why this happened. I thought it was because of buffer switching during screen_refresh() but I am not sure. Anyway, as surfaces are in, you could probably use those to eliminate these problems.
edit: Just tried the code. Have the same problem. I fixed it by using surfaces and screen_redraw().
SwapBuffers(enigma::window_hDC); (on win) is the cause of the problem and I don't think you can easily fix it.
edit2: Its something to do with WM_ERASEBKGND message and OnEraseBkgnd. If they are overwritten then it could fix it (hell if I know how to overwrite them).
edit: Just tried the code. Have the same problem. I fixed it by using surfaces and screen_redraw().
SwapBuffers(enigma::window_hDC); (on win) is the cause of the problem and I don't think you can easily fix it.
edit2: Its something to do with WM_ERASEBKGND message and OnEraseBkgnd. If they are overwritten then it could fix it (hell if I know how to overwrite them).
1526
Off-Topic / Re: Introductions
« on: April 20, 2012, 05:42:08 am »Quote
I'm going to have to pack them into a static library and just link against it.Get on doing that then. Its the reason why I made datatime functions and some other things into extensions in the first place, as I saw that it was still included if not used. I have no problems with using extensions only for locals, but if it includes everything then I have no choice.
I can remake them if you fix this.
1527
Issues Help Desk / Re: Getting up and running
« on: April 19, 2012, 05:46:43 am »
Yes, HP laptops have built-in accelerometers. Its used for hard disk protection in case of free fall, but it can be accessed in linux to be used as a joystick.
http://www.ianbmacdonald.com/wordpress/2009/12/21/hp-laptop-accelerometer
http://www.ianbmacdonald.com/wordpress/2009/12/21/hp-laptop-accelerometer
1528
Off-Topic / Re: Introductions
« on: April 16, 2012, 09:34:31 am »
I am still not sure why Josh wanted to branch these two functions. As far as I know he wanted three functions? Like one is the current one (for compatibility and ease of use) and then two functions that is FILL and OUTLINE. I don't see how that would really increase speed, as usually the difference between an outline and filled is just one If statement. So I don't think you should worry about that. You could try making some functions which are either missing for GM compatibility, or new functions which are not in GM but useful. I did most of the drawing stuff and I think ENIGMA is at the point it can be used very efficiently to make any game you could think of.
Also, what exactly were the problems that you couldn't run test games? If it just was the sound system and so on, then try setting Sound System to "None" in Enigma settings (via LGM) and then try again. Switch to GIT created so much chaos and no one is willing to fix anything. Windows, for example, is significantly broken. But someone will get around to it eventually.
edit: Also there is not much you need to get to speed. Just the loacations as there are a lot of useless folders. All of the drawing stuff (including all of the drawing functions) is in ENIGMAsystem\SHELL\Graphics_Systems\OpenGL.
ENIGMAsystem\SHELL\Universal_System has generic multiplatform functions (like math, string, pathfinding, and resource functions).
ENIGMAsystem\SHELL\Platforms has platform specific functions. Like window functions as each platform can use different window system and the system calls and callbacks (keyboard and mouse) is different on different systems as well.
You can also check audio_system and collision_systems for audio and collision respectively. Though not really much to do there (mby adding polygon collision or pixel perfect collision?).
Also, what exactly were the problems that you couldn't run test games? If it just was the sound system and so on, then try setting Sound System to "None" in Enigma settings (via LGM) and then try again. Switch to GIT created so much chaos and no one is willing to fix anything. Windows, for example, is significantly broken. But someone will get around to it eventually.
edit: Also there is not much you need to get to speed. Just the loacations as there are a lot of useless folders. All of the drawing stuff (including all of the drawing functions) is in ENIGMAsystem\SHELL\Graphics_Systems\OpenGL.
ENIGMAsystem\SHELL\Universal_System has generic multiplatform functions (like math, string, pathfinding, and resource functions).
ENIGMAsystem\SHELL\Platforms has platform specific functions. Like window functions as each platform can use different window system and the system calls and callbacks (keyboard and mouse) is different on different systems as well.
You can also check audio_system and collision_systems for audio and collision respectively. Though not really much to do there (mby adding polygon collision or pixel perfect collision?).
1529
Announcements / Re: Email server fixed
« on: April 05, 2012, 01:25:40 pm »
I also think it should be centered. You will be able to see it just fine. The text color is either identical or very close to the link color, and you can see them just fine as well. It doesn't work well with resizing though. On my screen (1280 wide) the ticker is on top of the user info bit. If you resize the window then it also goes out of the page.
edit: Also, why the hell we even need that. It will only show old depressing news anyway. For example, the LGM update it boasts about right now is 2 months old. It would just give the right (sadly) impression that nothing is really happening. The date it gives is wrong though (as it shows April 4, not Feb 19).
edit: Also, why the hell we even need that. It will only show old depressing news anyway. For example, the LGM update it boasts about right now is 2 months old. It would just give the right (sadly) impression that nothing is really happening. The date it gives is wrong though (as it shows April 4, not Feb 19).
1530
Announcements / Re: Main Progress [Stalled because we can't Git]
« on: March 29, 2012, 02:46:34 am »
So it runs great. Sweet. I guess I will have to update that file in the git. Anyone else who previously were having problems should also try this.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »