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1126
Off-Topic / Re: LateralGM ported to CPP
« on: June 25, 2014, 01:32:35 am »
Weird, I noticed it converted all the Swing controls verbatim. Anyway it would take substantial effort to even build this, what would be more practical is something like a Java Native Compiler, which sadly doesn't exist, but a C# one does and Microsoft is making it. Well Java does have one, but it's outdated.
At any rate, the whole point of a C++ IDE for us to have something efficient, it would be better to take a bottom up approach to writing and developing it so that we can optimize it as we go instead of just gluing everything together as we go.
At any rate, the whole point of a C++ IDE for us to have something efficient, it would be better to take a bottom up approach to writing and developing it so that we can optimize it as we go instead of just gluing everything together as we go.
1127
Off-Topic / Re: LateralGM ported to CPP
« on: June 24, 2014, 10:20:31 pm »
You mean the drag and drop actions? I already rewrote those, C++11 compliant.
https://github.com/enigma-dev/ActionLibraryReader
https://github.com/enigma-dev/ActionLibraryReader
1128
Issues Help Desk / Re: [Linux] Current build will not display correctly for OpenGL3.
« on: June 22, 2014, 03:54:24 pm »
OGL3 is still in the working phase as we remove the ffp so that it can be ported to GLES for Android etc.
Can you send me the project so I can see if it builds correctly in that system for Windows?
Can you send me the project so I can see if it builds correctly in that system for Windows?
1129
General ENIGMA / Re: Rooms editor 'hidden' secrets
« on: June 22, 2014, 03:50:19 pm »
LateralGM can be documented here.
http://enigma-dev.org/docs/Wiki/Working_with_LateralGM
The room editor here:
http://enigma-dev.org/docs/Wiki/Room_Editor
http://enigma-dev.org/docs/Wiki/Working_with_LateralGM
The room editor here:
http://enigma-dev.org/docs/Wiki/Room_Editor
1130
General ENIGMA / Re: GL3 lights fixes
« on: June 22, 2014, 03:49:10 pm »
Yes that was with GL3, but daz the whole point of removing ffp from GL3 was to make this port easy to GLES, GLES is bascially OGL without the ffp.
1131
General ENIGMA / Re: DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 11:24:40 pm »
lol, views have always been fucked up, I recommend using the ENIGMA specific screen_set_viewport function and controlling them manually
I am going to expand that function later too so you won't have to loop multiples to draw to multiple views, you can do it one draw call, a feature of both D3D and OGL than Studio doesn't even have. People don't listen when people say just about everything in GM is bad. This is why I say it's not even noob friendly.
I am going to expand that function later too so you won't have to loop multiples to draw to multiple views, you can do it one draw call, a feature of both D3D and OGL than Studio doesn't even have. People don't listen when people say just about everything in GM is bad. This is why I say it's not even noob friendly.
1132
General ENIGMA / Re: GL3 lights fixes
« on: June 21, 2014, 11:01:22 pm »
On AMD, the start screen appears a-ok for me. I am going to have to request that anymore fixes wait until I get my pull request merged as I've fixed some things with ortho projections.
1133
General ENIGMA / Re: DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 11:00:41 pm »
Yes I am glad you found that I thought the problem was much much bigger. Important to note however that display reset is actually occurring 2x and I have fixed it in my pull request also. It will also error and crash if you have surfaces, the fix for this is also in my pull request. And unlike GM8.1 it won't clear your surfaces, they are backed up to system ram before the reset occurs, something they didn't fix in Studio until they implemented ANGLE.
1134
Off-Topic / Re: Sound Editor (MIDI)
« on: June 21, 2014, 08:41:02 pm »
daz, I'm going to have to go ahead and disagree with you, RadialGM redid all of LGM's interface, and it's still there waiting for functionality to be added.
http://enigma-dev.org/docs/Wiki/RadialGM
http://enigma-dev.org/docs/Wiki/RadialGM
1135
General ENIGMA / Re: GL3 lights fixes
« on: June 21, 2014, 06:57:10 pm »
daz, it's the same way with GLES and DX10/11 you have to write pretty much everything yourself. The only thing is it usually comes out faster. But we can work out the kinks later, at least now we can do embedded systems.
1137
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 11:45:30 pm »Quote
THIS IS SO WONDERFUL ROBERT! If we didn't live on the opposite coast of the US I'd totally go gay and fall in love with you. (Just an expression to make a point - you're such a really great friend)![]()
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I know I am, but also I got the basics laid out for loading GMX and I have it parsing the # of rooms and their captions. Just a bunch of copy and paste work to redo the LGM version. Other than that only fonts need worked out, I'll need to make LGM write font textures to the GMX format which requires writing them the way they do, which will need reformatted into our way. We use less variables to store glyphs than they do.
1138
General ENIGMA / Re: GL3 lights fixes
« on: June 20, 2014, 09:09:21 pm »Quote
This is not the case, but I run LGM through Enigma.exe which closes itself after starting LGM. And LGM's window does not contain this output.Look in settings.ini you can stop that window from closing, you can also just find the info enigma-dev/output_log.txt
Quote
Although I do plan to make a topic about this - maybe it's time to ditch GM and it's rendering and go for something better? It will break compatibility slightly (especially 3D games), but would open a lot of doors for improvements.That's what I keep trying to say Harri. At any rate, I am not for dumping GM compatibility altogether but having an ENIGMA spawn off project.
1139
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 04:56:47 pm »
You wouldn't use the CLI to create the files, it's expected that the project will be created in an IDE. The command line will compile it. But yes it's possible to edit your resources outside the IDE using text editors and image editors, you can very easily open a sprite or background from a GMX and modify the resources, and you can open the object files and change the code and other properties. You can also edit scripts using notepad++ with the following extension.
http://enigma-dev.org/docs/Wiki/Plugins
http://enigma-dev.org/docs/Wiki/Plugins
1140
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 04:27:34 pm »
No, it would actually make that a lot better, LGM crashes from saving frequently because it's accumulating more and more memory usage. Although you seem to be having other issues as well like bugs in JoshEdit, which aren't out of memory errors at all and make no sense.
Anyway TKG is one person who really wants it and so do I. And having it is better than not having it. This is literally the way practically all game engines and IDE's work. I can make the thing first and yall can decide later whether you want LGM to continue being a laggy Java program or you want it sped up.
On top of that, this lays the groundwork for a C++ IDE by getting a lot of the plugin redone in C.
Anyway TKG is one person who really wants it and so do I. And having it is better than not having it. This is literally the way practically all game engines and IDE's work. I can make the thing first and yall can decide later whether you want LGM to continue being a laggy Java program or you want it sped up.
On top of that, this lays the groundwork for a C++ IDE by getting a lot of the plugin redone in C.
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