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1966
Off-Topic / Linux Breaking User Share Records
« on: January 04, 2014, 05:17:13 am »
Now at 1.73% as of December and officially labeled on the pie chart now at Net Market Share.
http://www.netmarketshare.com/report.aspx?qprid=11&qpaf=&qpcustom=Linux&qpcustomb=0
It is at the highest market share in two years by their records since January of 2012.
Chromebooks also hold the #1 and #2 selling spot for tablets on Amazon.
http://www.extremetech.com/computing/173691-chromebooks-pick-up-10-of-the-computer-market-in-2013-capitalizing-on-windows-8s-failure
I am so happy about all this, not to mention Valve pumping tons of resources into SteamOS, which is definitely going to increase the quality of Linux graphics drivers. The Qt framework will be integrated in the next Ubuntu release as well, making it like the .NET of Linux, only that it is much more abstract and better designed. Microsoft was already losing ground with the mobile stuff and now Chromebook came up out of nowhere. When the Linux desktop does finally take off, it is going for the fucking moon.
http://www.netmarketshare.com/report.aspx?qprid=11&qpaf=&qpcustom=Linux&qpcustomb=0
It is at the highest market share in two years by their records since January of 2012.
Chromebooks also hold the #1 and #2 selling spot for tablets on Amazon.
http://www.extremetech.com/computing/173691-chromebooks-pick-up-10-of-the-computer-market-in-2013-capitalizing-on-windows-8s-failure
I am so happy about all this, not to mention Valve pumping tons of resources into SteamOS, which is definitely going to increase the quality of Linux graphics drivers. The Qt framework will be integrated in the next Ubuntu release as well, making it like the .NET of Linux, only that it is much more abstract and better designed. Microsoft was already losing ground with the mobile stuff and now Chromebook came up out of nowhere. When the Linux desktop does finally take off, it is going for the fucking moon.
1967
Off-Topic / Re: YoYoLabs ripping off Rockstar Games?
« on: January 03, 2014, 10:40:13 pm »
lmao
1968
Off-Topic / Re: What is a good programming language to start off with?
« on: January 03, 2014, 07:55:10 pm »
Yup, that is exactly what I was saying daz, every other game engine out there is optimized properly for not just rendering but everything. GM's coding style is way old and not modern at all.
1969
Off-Topic / Re: What is a good programming language to start off with?
« on: January 03, 2014, 05:23:57 pm »
Harri there is so much wrong with that, I don't even know where to begin. First of all, GM's rendering system is entirely designed around software rendering and old raster graphics, you instantly think of Graphics Device Interface. It is not designed for hardware acceleration at all. Even most GUI programs such as Qt that have a hardware accelerated paint scene make you place static text and not draw it on the fly. This is also how Unity3D, or OGRE, or Irrlicht handles GUI as well, along with every other game engine, even ones from the 90's that use hardware accelerated graphics, and it also leads to less coding! Which makes GM's system rather counter-intuitive. And this also explains why I had a much easier time learning GDI with Visual Basic than I did with GM's fucked up system.
Second of all, Unity game engine does not have way too many options or more than GM.
Aside from the scene view which you can split and the property panel for entities, you only ever have the hierarchy which shows the order of entities in the scene, and the project tree which shows all your resources. It has pretty much all the same things GM does except the property view is a little more advanced, but with good reason. In GM a lot of things are done blind folded, you have to read the manual, look up the functions, code your stuff and cross your fingers and run to see if it worked. While in Unity3D, you drag and drop particle emitters and tinker with them in real time to actual see how they will render.
The same goes for audio as well, you don't have to blindly code your emitter falloff or anything, you can view it on a graph and actual visualize things.
Second of all, Unity game engine does not have way too many options or more than GM.
Aside from the scene view which you can split and the property panel for entities, you only ever have the hierarchy which shows the order of entities in the scene, and the project tree which shows all your resources. It has pretty much all the same things GM does except the property view is a little more advanced, but with good reason. In GM a lot of things are done blind folded, you have to read the manual, look up the functions, code your stuff and cross your fingers and run to see if it worked. While in Unity3D, you drag and drop particle emitters and tinker with them in real time to actual see how they will render.
The same goes for audio as well, you don't have to blindly code your emitter falloff or anything, you can view it on a graph and actual visualize things.
1970
General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: January 03, 2014, 05:10:43 pm »
Actually IsmAvatar, it would be a lot easier than that. But I would be in favor of the plugin registering itself to LGM to be loaded with whatever priority it wants, then LGM will sort and call there initialize method, then we can also have plugins register into a delayed thread. As for the solution to your problem, that is simple, we just allow the plugins to also register with a list of any other plugins they should come before or after, or actually, we could do this via md5 sums. All of this would really only be needed as the system gained complexity of course.
1971
Issues Help Desk / Re: [Win32] Call to 'defines' toolchain executable returned non-zero!
« on: January 03, 2014, 05:06:58 pm »
No I have no idea actually what is causing this then, you shouldn't have this issue you should be having the same issue all the other XP users have. Just try what fixed it for them.
http://enigma-dev.org/forums/index.php?topic=1689.0
http://enigma-dev.org/forums/index.php?topic=1689.0
Code: (cpp) [Select]
std::string workdir = "C:/ProgramData/ENIGMA/";
Set that in enigma-dev/CompilerSource/workdir.cpp
1972
Off-Topic / Re: A world without internet
« on: January 03, 2014, 05:01:38 pm »
lol, they should have picked Will Ferell over Sharon Stone, I can't stand that fucking hack Ferell
1973
General ENIGMA / Re: LateralGM endorsed to Robert B Colton
« on: January 03, 2014, 04:46:55 pm »Quote
Right. A few requests do need to have the line drawn. I think a good approach for these dependency-hogging features is the plugin concept.Right, I was going to propose a major change to that system to you, plugin priority, this way you can force certain plugins to load before other ones. This way EGM could be separated from the ENIGMA plugin into its own, which would make the enigma plugin a lot cleaner, because it and LGM kind of have to play red light green light for a bit when loading, back whenever I caused issues with the plugin so that you could double click EGM's, you remember?
Quote
I think Josh handled the syntaxes.Part of the code as I was working on it is in the code base right now, I have the old update completions menu and the one I was working on side by side where you can see the issue I encountered and I avoided going any further.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/components/CodeTextArea.java#L367
I don't want to write a switch case there with 50 different cases for every lexer. The only way around it is to write an abstract FunctionCompletion, ResourceCompletion, etc. class, which I didn't know if that is what I should do or if every TokenMarker should implement its own, or what, I just didn't want to mess it up.
1974
Issues Help Desk / Re: failing at c++ level
« on: January 03, 2014, 03:37:02 am »
That... should not be happening. Where did you download ENIGMA from? That version appears out of date.
Because that line of code does not exist in the latest download on our site.
I was the one who coded that
PS: Also, I am very sorry I had you going in circles there over a missing backslash, really really sorry, I hate this bug and there is just nothing to do about it.
Because that line of code does not exist in the latest download on our site.
Code: [Select]
switch (sound_resources[i]->loaded)
Is line 194 in ALsystem.cppI was the one who coded that
PS: Also, I am very sorry I had you going in circles there over a missing backslash, really really sorry, I hate this bug and there is just nothing to do about it.
1975
Off-Topic / Re: Updates from Time Killer Games
« on: January 02, 2014, 10:37:17 pm »
Looking good TKG! I see you followed my tutorial on getting a good free simple URL, glad someone found it useful
1976
Issues Help Desk / Re: failing at c++ level
« on: January 02, 2014, 08:32:20 pm »
Please try as I said in the last post, not "./" but the following instead, I guarantee you it will work.
Code: [Select]
std::string workdir = "C:/ProgramData/ENIGMA/";
1977
Issues Help Desk / Re: failing at c++ level
« on: January 02, 2014, 07:37:45 pm »
Wait hold up, I am sorry we still encountered the same issue as you, the problem was every file was prefixed ENIGMALIBINCLUDE.h, the reason is because the code I told you didn't include the final backslash.
Try that and it should work.
Edit: We finally got it all the way through now and he is able to build a game when the final backslash is added, should work for you too now.
Code: [Select]
std::string workdir = "C:/ProgramData/ENIGMA";
Should be...Code: [Select]
std::string workdir = "C:/ProgramData/ENIGMA/";
Try that and it should work.
Edit: We finally got it all the way through now and he is able to build a game when the final backslash is added, should work for you too now.
1978
Issues Help Desk / Re: failing at c++ level
« on: January 02, 2014, 07:18:48 pm »
As I said the issue is only on XP, and is entirely GNU make's fault.
http://stackoverflow.com/questions/9838384/can-gnu-make-handle-filenames-with-spaces
Try the process again but make sure it does not end up writing any binaries into C:/ENIGMA or wherever ENIGMA's source is, otherwise it will get confused. You can also try setting it to this.
http://stackoverflow.com/questions/9838384/can-gnu-make-handle-filenames-with-spaces
Try the process again but make sure it does not end up writing any binaries into C:/ENIGMA or wherever ENIGMA's source is, otherwise it will get confused. You can also try setting it to this.
Code: [Select]
std::string workdir = "./";
But I do not know if that will work. However I was just able to get it working for someone over IRC who is also on XP, and having the same issue, following the steps you just took a second ago.
1979
Issues Help Desk / Re: failing at c++ level
« on: January 02, 2014, 06:04:35 pm »
That is partially because you changed it wrong, it should be the following.
ProgramData is known as the %ALLUSERSPROFILE% on Windows Vista and later, on XP we just emulate this by manually creating that path. But you do not set it to C:/enigma or it will overwrite parts of ENIGMA. This ProgramData path is only meant to be a user directory where the binaries are outputted to.
The only reason this issue exists is because GNU make does not like spaces in its path, and they refuse to fix it. This is caused by %ALLUSERSPROFILE% directing to "Documents SPACE and SPACE Settings" on Windows XP.
Code: [Select]
std::string workdir = "C:/ProgramData/ENIGMA";
ProgramData is known as the %ALLUSERSPROFILE% on Windows Vista and later, on XP we just emulate this by manually creating that path. But you do not set it to C:/enigma or it will overwrite parts of ENIGMA. This ProgramData path is only meant to be a user directory where the binaries are outputted to.
The only reason this issue exists is because GNU make does not like spaces in its path, and they refuse to fix it. This is caused by %ALLUSERSPROFILE% directing to "Documents SPACE and SPACE Settings" on Windows XP.
1980
Issues Help Desk / Re: [Win32] Call to 'defines' toolchain executable returned non-zero!
« on: January 02, 2014, 06:00:06 pm »
If this occurs again make sure you delete the ENIGMA folder in %ALLUSERSPROFILE% which is C:/ProgramData/ENIGMA on Vista and later.
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