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2206
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 11:12:47 pm »Quote
Dll exists and and i fixed this problem.That is just the thing, I don't trust where you got the dll from, it may be incompatible with your architecture you have installed. You said 64bit Windows 7 right? Tell me exactly where you got that dll to patch the problem it may be an actual issue with the dll.
Edit: I just tested it myself and it was able to successfully compile and run...
Download: https://www.dropbox.com/s/usogv388jzahe79/minecraftexample.exe
Size: 5.34mb's
Please run the game and then screencap what happens and upload to http://www.tinypic.com or elsewhere. If my built executable crashes for you then we know there is a problem with your Windows installation, I can help you find a better torrent specifically the one I used and a virus free activator for 7.
2207
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 10:57:59 pm »
Some thing has to be corrupted with the installation, did you use a torrent or something? There is no reason Windows should be missing one of its main dll's, and again that is completely unrelated to ENIGMA. Did you use a torrent or something to install Windows? That would explain the viruses. >:
I used a clean virus free torrent to reinstall Windows with my app key after coming back from Linux, make sure you virus scan any torrents.
I used a clean virus free torrent to reinstall Windows with my app key after coming back from Linux, make sure you virus scan any torrents.
2208
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 10:54:04 pm »
The file you just linked contains viruses as well as the website it was uploaded to. I can't even find the proper download, and propsys.dll is an internal DLL of Windows since XP, so it is most likely the result of wherever you downloaded Windows from.
2209
Announcements / Object Inheritance Implemented
« on: October 23, 2013, 07:58:02 pm »Because of inheritance I was able to get the following Studio tutorial working, with a slight modification to two for statements because none of them know how to program.
That is right I have implemented full object inheritance and polymorphism to the compiler, even the event_inherited() function and the corresponding drag and drop tile. There is a setting now added to Build->Settings where you can completely disable inheritance if you, for instance, like cheeseboy, you only want inheritance for collisions and nothing else.
You can also see settings there for my angular unit and scalar types, the options don't do anything quite yet they are implemented in the engine the setting is just hidden away I have to do something else first before I make the options work.
Compatibility should improve a lot now. You must update LateralGM and the plugin if you update from git or vice versa because a modification was made to allow the YAML settings layout to parse checkboxes. At any rate, enjoy!
2210
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 03:48:38 pm »
http://enigma-dev.org/edc/games.php?game=65
Have you tried that example? And ENIGMA was never as compatible with games as it is now.
Have you tried that example? And ENIGMA was never as compatible with games as it is now.
2211
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 10:44:51 am »
Can you please link me to that specific game you tried to compile? Because it looks as though it was saved as an EGM, from Linux, because if you read that output the platform is Xlib. This is currently an issue with the plugin it always uses the target platform regardless of whether your on that platform I will fix it when I have time, for now you can just extract the EGM and modify the YAML ENIGMA settings.
The EDC games are mostly broken because I haven't been able to update them as Josh is rewriting it to allow you to upload games to our server so we can do file hosting for people.
@daz I am going to fix that so that the plugin will default to the platform you are on.
An EGM file is simply a zip you can extract it and change whatever, that is where YoYoGames got the idea for GMZ.
The EDC games are mostly broken because I haven't been able to update them as Josh is rewriting it to allow you to upload games to our server so we can do file hosting for people.
Quote
Why you guys want to keep enigma comaptilble with gamemaker?Because that is what our entire compiler/engine is the Extensible Non-Interpreted Game Maker Augmentation. And we have most of the engine completed already aside from minor bugs.
@daz I am going to fix that so that the plugin will default to the platform you are on.
An EGM file is simply a zip you can extract it and change whatever, that is where YoYoGames got the idea for GMZ.
2212
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 07:57:34 am »
Oh my this is really weird it appears to only be related to Windows, probably some part of the Windows API in our platforms code though noone ever reported it before.
http://answers.microsoft.com/en-us/office/forum/office_2013_release-office_install/problems-installing-office-2013-propsysdll-error/4337807a-9b32-4b36-b49a-4e59392d8882
But it appears to be a common bug even when installing Microsoft Office and other software. Actually, looking again this is entirely related to Microsoft...
http://www.runscanner.net/lib/propsys.dll.html
http://msdn.microsoft.com/en-us/library/windows/desktop/ff728898%28v=vs.85%29.aspx
That is a page about the Microsoft Windows Property System, we aren't even making use of this or its SDK anywhere in our source code as far as I am aware. This looks like there may be an actual problem with your Windows installation or registry.
>:
http://answers.microsoft.com/en-us/office/forum/office_2013_release-office_install/problems-installing-office-2013-propsysdll-error/4337807a-9b32-4b36-b49a-4e59392d8882
But it appears to be a common bug even when installing Microsoft Office and other software. Actually, looking again this is entirely related to Microsoft...
http://www.runscanner.net/lib/propsys.dll.html
http://msdn.microsoft.com/en-us/library/windows/desktop/ff728898%28v=vs.85%29.aspx
That is a page about the Microsoft Windows Property System, we aren't even making use of this or its SDK anywhere in our source code as far as I am aware. This looks like there may be an actual problem with your Windows installation or registry.
>:
2213
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 06:58:50 am »
Ohhh my that is a completely new bug to me, can I ask how you installed, was it from source code or using the portable ZIP?
Also are you installing to a path with spaces? And did you run the extractor and the installer with administrative privileges? It needs administrative privileges to access appdata, same as Game Maker.
Also are you installing to a path with spaces? And did you run the extractor and the installer with administrative privileges? It needs administrative privileges to access appdata, same as Game Maker.
2214
ALLCAPS BOARD / Re: Break free right from the chains!!!
« on: October 23, 2013, 06:58:07 am »
Yes it is, you never seen the movie?
2216
General ENIGMA / ENIGMA Settings and OpenGL Graphics System Merge
« on: October 23, 2013, 05:15:54 am »
I just want to prod everyones thoughts on merging OpenGL 1.1 and OpenGL 3 together into one graphics system. This can be done simply by implementing compatibility mode settings such as software vertex processing that can easily be toggled by simply switching off to vertex arrays which I can do rather easily and would eliminate having duplicate code but make our graphics system backwards compatible.
When the FFP is rewritten to GLSL/HLSL I can simply add another option to set the shader model compatibility level. What does everyone think about this?
Also, I am thinking of changing a few things around and making this ENIGMA settings a little more complete such as better layouts because right now the frames eyaml file makes it look like shit, and also adding maybe like tab support or something, because really there will be other graphics, collision, and audio settings and I think these 3 systems should each get their own tab.
When the FFP is rewritten to GLSL/HLSL I can simply add another option to set the shader model compatibility level. What does everyone think about this?
Also, I am thinking of changing a few things around and making this ENIGMA settings a little more complete such as better layouts because right now the frames eyaml file makes it look like shit, and also adding maybe like tab support or something, because really there will be other graphics, collision, and audio settings and I think these 3 systems should each get their own tab.
2217
General ENIGMA / Re: ISO C99 Scalar Boolean Casting
« on: October 23, 2013, 04:55:30 am »
He'll need to make it a setting then, could be just the same as the others in ENIGMA settings...
Inherit boolean scalar: GML ( ) ISO C99 (*)
I'd rather have the ISO standard set as the default, I may actually change a few of his settings there too because I want literals such as ++/-- by default to be ISO C as well because Stupido has those by default too, and we've had them forever I don't want people complaining we don't have it yet or something.
It would basically look like this, keep in mind I am also working on adding in some settings for the other things I have implemented.
Inherit boolean scalar: GML ( ) ISO C99 (*)
I'd rather have the ISO standard set as the default, I may actually change a few of his settings there too because I want literals such as ++/-- by default to be ISO C as well because Stupido has those by default too, and we've had them forever I don't want people complaining we don't have it yet or something.
It would basically look like this, keep in mind I am also working on adding in some settings for the other things I have implemented.
2218
General ENIGMA / Re: ISO C99 Scalar Boolean Casting
« on: October 23, 2013, 04:47:31 am »
Ohhhhhhhhh so the problem is that we actually do follow the standard, and apparantly Studio does now as well, so my initial assumptions were correct, thank you Ideka, then I guess we can just keep everything like this since Stupido has finally caught up to the correct behaviour, I need to forward this post tomorrow for Josh to read, thanks
2219
General ENIGMA / ISO C99 Scalar Boolean Casting
« on: October 23, 2013, 04:28:24 am »
Well it appears we need to get on this. Basically I don't why Josh, you think that negative numbers are not boolean true, according to C99 ISO any integer value that does not equate to 0 is boolean true when cast.
http://stackoverflow.com/questions/4254318/are-negative-boolean-values-defined
So my question is basically this, what is wrong with our compiler that it is not working for collision functions that return -4 (noone)
Also, Studio does continue this behavior from the earlier versions of Game Maker as I have tested the following code which does show a message box with -4 in it.
I only began questioning this after looking at the following code from a tutorial game that comes with Stupido I got running now that I added event inheritance.
Here is a picture of the game...
I just ran this same test in ENIGMA and I get the expected results. So what exactly is the issue with the collision functions again and why they don't behavior properly as the result of negative values?
http://stackoverflow.com/questions/4254318/are-negative-boolean-values-defined
Quote
ยง 6.3.1.2
When any scalar value is converted to _Bool, the result is 0 if the value compares equal to 0; otherwise, the result is 1.
So my question is basically this, what is wrong with our compiler that it is not working for collision functions that return -4 (noone)
Also, Studio does continue this behavior from the earlier versions of Game Maker as I have tested the following code which does show a message box with -4 in it.
Code: (edl) [Select]
if (noone) {
show_message(string(noone));
}
I only began questioning this after looking at the following code from a tutorial game that comes with Stupido I got running now that I added event inheritance.
Code: (edl) [Select]
first_instance = collision_line(x, y, xx, yy, obj_Col_Parent, true, true);
if first_instance != noone
{
dx = xx - x;
dy = yy - y;
while (abs(dx) >= 1 || abs(dy) >= 1)
{
dx /= 2;
dy /= 2;
instance = collision_line(x, y, xx - dx, yy - dy, obj_Col_Parent, true, true);
if (instance != noone)
I only got curious because for some reason they took the extra precaution with the result of the collision functions. I am really failing to see something here.Here is a picture of the game...
I just ran this same test in ENIGMA and I get the expected results. So what exactly is the issue with the collision functions again and why they don't behavior properly as the result of negative values?
2220
Works in Progress / Re: Son of Blagger - remake
« on: October 23, 2013, 02:16:07 am »
Ohh hai ego, I totally forgot you posted but I was going to try out your game, 1sec while I download.
Edit:
First, your download host sucks, but second, very nice work so far. I was a little confused at first why I kept dieing when just falling down to the next part though, a little rocky at first, but very nice so far. Also, why would a heart kill you? I thought it was health But anyway, keep up the good work
PS: Use http://www.dropbox.com
Edit:
First, your download host sucks, but second, very nice work so far. I was a little confused at first why I kept dieing when just falling down to the next part though, a little rocky at first, but very nice so far. Also, why would a heart kill you? I thought it was health But anyway, keep up the good work
PS: Use http://www.dropbox.com
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