Show Posts

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.


Messages - polygone

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 »
331
Proposals / Re: Options Panel for LGM
« on: May 15, 2012, 06:10:40 am »
OK, just remembered some options I want. I would like much better control over the enigma settings, with options to default load a specific settings file when opening a file type:

Default Settings: <file> (this settings file will always be opened upon LGM start/new game, when file is not given nothing changes)
GM6 Settings: <file> (this settings file will always be opened upon loading  gm6 file, when file is not given nothing changes)
.. etc for all the file types

It would also be nice to have a setting for which events.res file to use.

332
Announcements / Re: Windows GIT patch
« on: May 15, 2012, 05:57:30 am »
My system info:
http://pastebin.com/S2neAq4S

Did all the systems you test it on have fbo support? The fact that I don't might be the underlying problem.

Here is a compiled game:
http://www12.zippyshare.com/v/83747739/file.html

While on the subject of surfaces did you ever look into pbuffer for surfaces at all? I'm looking for an alternative for those without fbo support, of course directX is also an option.

333
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 07:05:09 pm »
He knows I did it, but it's sorted now anyway so whatever.

334
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 05:05:27 pm »
I don't use surfaces in the game, no. And it happens on all games not just that one. I'm going to change it back to how it was in my next commit.

Quote
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.
Yes it was the depth buffer that needed to be cleared, but like I said I can't remember exactly what the problem was but it was necessary to clear the depth buffer every step. So yeah, I'll split it up and always clear the depth buffer but leave the color clear just inside the background_showcolor.

335
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 11:23:40 am »
Quote
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...
FBO is 48 for me, and it's just a simple 2D game.

Quote
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.
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.

Quote
And AL doesn't work because its not rebuilding right? I have this:
http://pastebin.com/rvjrgJ5E
I never had that problem myself, sound are working fine for me now.

Quote
And I also had to use msys bash to run exe, but just for the first time. After that I could run it normally.
Funny, I have to run through bash all the time, otherwise it doesn't find make.

Using my old gcc.ey has resolved it though:

Code: [Select]
%e-yaml
---
Name: Mingw GCC G++
Native: Yes
Maintainer: cheeseboy
Target-platform: Windows

# Some info about it
path: \MinGW\bin\;\MinGW\msys\1.0\bin\;
tcpath: /MinGW/bin:/bin:
make: \MinGW\msys\1.0\bin\make.exe
binpath: \MinGW\bin\
defines:  \MinGW\bin\cpp -dM -x c++ -E $blank
searchdirs: \MinGW\bin\gcc -E -x c++ -v $blank
searchdirs-start: "#include <...> search starts here:"
searchdirs-end: "End of search list."
resources: $exe
cppflags:
cxxflags: -I../Additional/Windows/include
cflags:
ldflags: -L../Additional/Windows/lib -static-libgcc -static-libstdc++
links:

Build-Extension:
Run-output: $tempfile
Run-Program: $game
Run-Params:

336
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 08:16:33 am »
Code: [Select]
    int FBO;
    glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &FBO);
    glScalef(1, (FBO==0?-1:1), 1);
It's this he added to screen_redraw, I presume FBO value isn't 0 for me. Also Harri why did you move glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); back inside the background_showcolor check? It needs to be executed regardless of the background_showcolor being true.

337
Announcements / Re: Windows GIT patch
« on: May 14, 2012, 06:06:37 am »
Oh yay it actually works, except you forgot to put plugins in the patch archive. I needed to run LGM through bash still as well.

Quote
The moral of this story is, being a whiny bitch might actually annoy Josh into doing something.
That is a good moral you're right, I have learnt well from the ways of the sacred Cheeseboy one. You're like one of those parents where the kids know they should just scream and cry until they get what they want, it seems to be the only effective way to do get you to do anything.

But thanks for sorting it though Josh. :)

On a completely separate note someone (I'm guessing harri) seems to have fucked something up somewhere with a recent commit because everything is getting drawn upside down and some other oddities are also occurring with the drawing in 3d (probably related).

338
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 08:25:03 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.
Oh I didn't realise you had the SVN version, I thought otherwise. The makefiles are what's preventing me from attempting to look at fixing it myself, I don't really want to be messing with them when I have no experience at all.

339
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 07:59:20 am »
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.
When you say 'you guys' who are you talking to? Josh is never going to do anything and I don't entirely know what I'm doing / I'm too lazy. So if you could perhaps just commit things to git the way you have it and upload a zip of your additional folder for people to use then that would be highly useful and I think you doing yourself is the only way I see anything getting resolved in the near future.

I don't really have the /additionals folder (except the old one from svn).
That's what I told Josh when he asked me, just to use the folder from the SVN.

340
Issues Help Desk / Re: Svnkit error/enigma isn't ready yet
« on: May 13, 2012, 04:11:11 am »
I've all but begged ENIGMA's Windows maintainers to upload their Additional/ folder as a zip archive somewhere, but the request keeps going unnoticed.
Does TGMG have it? I haven't seen you ask him for the Additional/ folder yet. And Harri is never on irc so I doubt you've asked him. In fact I think you've only asked me when you're referring to 'Windows maintainers' here.

341
Proposals / Re: Options Panel for LGM
« on: May 06, 2012, 09:11:28 am »
+1 for theme options. I also want an option to not group similar events in the object editor.

I'm listing all the suggestion on the wiki as well: http://enigma-dev.org/docs/Wiki/Options_panel:Suggestions

I'll probably think of a load more before long, obviously there numerous options that should be added for joshedit. I doubt anyone really cares what it looks like, or the layout, it's only an options panel.

342
Proposals / Options Panel for LGM
« on: May 06, 2012, 06:58:43 am »
Yay options panel

343
Proposals / Re: LGM Automatic Saving
« on: May 06, 2012, 06:57:26 am »
Erm

344
Proposals / Re: LGM Automatic Saving
« on: May 05, 2012, 09:58:10 am »
Yay options panel

345
General ENIGMA / Re: ENIGMA VS Game Maker (Speed & Graphics)
« on: April 26, 2012, 09:16:35 pm »
There's some more games on the EDC if you want to test the speed of GM vs ENIGMA. These two are good:

http://enigma-dev.org/edc/games.php?game=4
http://enigma-dev.org/edc/games.php?game=26

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 »