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Messages - Goombert

2506
General ENIGMA / Re: GMX Support
« on: August 14, 2013, 04:55:59 pm »
Yes that is exactly what I meant Harri, I wrote our shaders to let you attach multiple shaders to a shader program so you can reuse them etc, and dynamically load compile and link them at runtime, as shaders are encouraged to be used. But Studio preloads and compiles all shaders for you, and does not provide anyway of creating them dynamically at runtime, there is no shader_create() and no shader_loader(), we need to give this some serious thought about how we are going to abstract them, because Josh has already agreed that our internal shaders should be CG and CG should be ENIGMA's primary shading language, you know, Unity3D, PS3 and Xbox, mobile, all that with CG.

Quote
I think it would be better if you could select if it is vertex or fragment shader just like you can select if its HLSL or GLSL.
Nope, not even that Harri, they should just be like regular scripts, there is no need for there to even be an option, this is just another perfect example of YoYo's inability to properly abstract shit.

PS: I don't use Studio either, I have the free version to test anomalies between our engines.

2507
General ENIGMA / Re: GMX Support
« on: August 14, 2013, 03:34:20 pm »
Nothing, there's no problem Harri, just thought it wierd, what they don't get is if they would make them individual scripts, a fragment shader could be used with two different shaders programs.

2508
General ENIGMA / Re: GMX Support
« on: August 14, 2013, 11:22:02 am »


Can anyone say, shader what the fuck?

2509
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 14, 2013, 10:00:46 am »
Well, it is good enough for now Josh, as LateralGM is really meant to be for GMK and older Game Maker versions. GMX is something we will much better support from a new IDE. Also, it needed to load them all anyway Josh, so that the GMX could be saved into GMK.

Here is my progress now...


Also I want to warn everyone about trying to import old GMK's into Studio, basically, you shouldn't try because it is a disaster. The thing couldn't even properly import loading the old Mark Overmars FPS tutorial, and you may in fact seriously damage your game.

2510
General ENIGMA / Re: Proper working directory and output messages
« on: August 14, 2013, 09:56:53 am »
1) Still don't think I am lumping issues here, but ok I'll just remove the profanity part of it, since you agree to keep it out of the error messages, the votes still stand though because everyone voted based on working_directory.

2) You can literally point the finger straight at me, I promise you, not one single person will manage to fuck it up Josh. I find it surprising you are worried about that, when the IDE itself with the Java threads was causing a race condition which could have led to hard drive failure on someones PC. If slojanko who is 12 can load a game with models and make an FPS Josh, I am pretty sure the kids can manage the fucking working_directory :P Even worse than that though, you'd rather set them loose on their on User acccount subdirectory, temp is AppData under user accounts on Windows, your argument about file_find_ and file_bin_open applies there too, they could very easily have too many escape sequences and fuckin delete their whole user account. Besides, anyone who doesn't make regular backups of their game, is also a motherfuckin retard.

3) I agree with that, just keep it out of the fuckin error messages, I don't give shit bout the code really.

2511
General ENIGMA / GMX Support
« on: August 13, 2013, 09:58:13 pm »
Just a little side note to everyone, I am implementing GMX support to LateralGM, you will be able to save and load Game Maker Studio projects in a few days...


However, some options may be cleared, this feature in LGM is really only for downgrading your project to GMK. My documentation of the format can also be found on the Wiki.
http://enigma-dev.org/docs/Wiki/GMX_Format

2512
if I was you I would check out the EDC in the meantime, noone even noticed the cool games I found that work the same as Game Maker, including Minecraft!
http://enigma-dev.org/edc/games.php?action=list

For the minecraft one though make sure you update through git as I had to commit a fix to ds_grid initializing and filling with 0 when created, otherwise the game will load and you'll just see a bunch of yellow blocks :P

It won't be long for me to fix networking though, I just need to finish up this GMX stuff with LGM before I can start something else, here is my progress from one day so far...

Just give me a couple of days.

2513
Proposals / Re: Collapsible Script
« on: August 13, 2013, 06:45:06 pm »
Haha, yes Asher, I myself would like the feature as well, I am too busy with making the basics work for now though like adding GMX support. But yes we need some more advanced stuff like that in the script editor.

2514
General ENIGMA / Re: Default Font Glyph
« on: August 13, 2013, 05:24:20 pm »
Hey hey hey you guys, you'll never guess what I discovered. While I was sitting here writing up GMX loading for LGM, I discovered the new GMX format actually stores a .png of each font resource, it looks like the equivalent of drawing a floor/wall with font_get_texture in ENIGMA, just all the characters organized alphabetically on a transparent background. Or just like that font texture a few posts up from mine. Except theirs is white and not black like ours.

2515
intygamer, I am sorry, thats my fault, I renamed that function to net_send_raw, son of a gun, I tested it too before I committed it, I'll have to fix those, I am busy adding GMX to LGM right now, then I'll get right on it.

2516
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 13, 2013, 12:07:02 pm »
I have already seen his one super large project, I am outlining the GMX reader in LGM right now, don't know if I will be successful at it or not, but I'd rather focus on getting that and that should solve his woes since Studio dropped GMK exporting.

This is what I have so far today of the GMX format working...


2517
General ENIGMA / Re: Proper working directory and output messages
« on: August 13, 2013, 09:42:22 am »
Also, to add to this
Code: [Select]
workDir = new File(LGM.class.getProtectionDomain().getCodeSource().getLocation().toURI());LateralGM, whoever wrote that code, assuming IsmAvatar, uses source directory as working directory as well, in fact all of LGM does. The argument about it being unsafe is asinine, if you can manage to fuck something up with that working directory as a source directory, you are a retard, and you shouldn't be programming, you should be fucking shot.

2518
No Josh, apparantly your not supposed to kill threads that way, and why Java has 0 support for it. That however is a c thread but I still think you need to implement an interrupt in this case checking our update loop for a flag, and we would need a callback implemented for compileEGMf even still for it to kill the game. So what do I do?

Now also, I am sitting here looking at your compiler source code trying to figure out why ENIGMA plugin is only syntax highlighting OpenGL functions, etc. but none of the extra GML functions. I think I might know why, definitionsModified is only parsing SHELLmain.cpp for one...
Code: [Select]
  if (f.is_open()) {
    START_TIME();
    res = main_context->parse_C_stream(f, "SHELLmain.cpp");
    STOP_TIME();
  }

Now, is it because its not looking in the namespace enigma_user or what? Tell me how I can fix this and I will. I have already double checked to make sure the plugin is calling this after it already compiled a game, obviously, otherwise it wouldn't work XD Should I add a call to handle_namespace from JDI?

Also, I tried to modify the eyaml settings file for the plugin to add a check box for "Emulate Working Directory For Run and Debug" but your shit sucks Josh.

2519
Well, threads in Java and C++ don't have any insta-kill call that you can just kill a thread like a process from task manager. I am thinking compileEGMf should be added a compileEGMfStop, as pausing and resuming the thread can easily be done from the plugin and it should work like game_end but then the only thing is the stop button won't do anything while you are in the middle of compiling. there is just no effective way to kill the thread. I am assuming compileEGMf is also what should implement the setWorkingDirectory callback. Just looking for some input here Josh.

2520
ifcesar, no lol, you didn't delete your post, it is right here...
http://enigma-dev.org/forums/index.php?topic=1402.0

I simply moved your topics into the Help Desk, as that is where they belong, they do not pertain to development.