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.
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 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »
481
General ENIGMA / Re: Improving rooms editor
« on: December 28, 2014, 01:25:44 pm »
egofree, wow that's is very nice, I didn't expect you to document it that well, I just wanted the keyboard shortcuts listed really lol, but you did an awesome job! I love it
482
Developing ENIGMA / New Portable
« on: December 28, 2014, 12:10:58 am »
We've had some really awesome compiler fixes lately and I wanted to get these fixes out to everyone for testing. I have not updated LateralGM or the plugin since the last Portable ZIP, this was just a quick releases for these compiler fixes.
You can update by downloading the new ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows
You can also get these changes by entering the following in a terminal or using git-bash.exe
1) Nested macros have been fixed, this is basically nested string() calls, they will now work.
https://github.com/enigma-dev/enigma-dev/pull/906
2) Fixed primitive arrays adding full multi-dimensional primitive array functionality.
https://github.com/enigma-dev/enigma-dev/pull/908
3) Finished implementing the modulus assignment (%=) operator and overloaded it for var
https://github.com/enigma-dev/enigma-dev/pull/902
4) Fixed alarm inheritance, though alarms may still fire out of order, they are supposed to be fired 0,1,2,3,etc. but currently ENIGMA fires the parents then the childs, this will be fixed in the future, but it is unlikely to cause a bug and it still works better than before. I can't really think of an example where someone would rely on alarm 1 to fire after alarm 0.
https://github.com/enigma-dev/enigma-dev/pull/894
https://github.com/enigma-dev/enigma-dev/issues/895
5) Instance activation/deactivation when used with inheritance fixed by sorlok
https://github.com/enigma-dev/enigma-dev/pull/898
6) Enabled Unicode RC files, so you can enter the copyright symbol into LGM's platform settings now and it will properly encode it in your game executable
https://github.com/enigma-dev/enigma-dev/pull/893
7) Fixes syntax checking output, fixes the line numbers and also actually formats the output for script, instance and room creation scope where it did not before.
https://github.com/enigma-dev/enigma-dev/pull/913
You can update by downloading the new ZIP.
http://enigma-dev.org/docs/Wiki/Install:Windows
You can also get these changes by entering the following in a terminal or using git-bash.exe
Code: [Select]
cd enigma-dev
git fetch
git pull
1) Nested macros have been fixed, this is basically nested string() calls, they will now work.
https://github.com/enigma-dev/enigma-dev/pull/906
2) Fixed primitive arrays adding full multi-dimensional primitive array functionality.
https://github.com/enigma-dev/enigma-dev/pull/908
3) Finished implementing the modulus assignment (%=) operator and overloaded it for var
https://github.com/enigma-dev/enigma-dev/pull/902
4) Fixed alarm inheritance, though alarms may still fire out of order, they are supposed to be fired 0,1,2,3,etc. but currently ENIGMA fires the parents then the childs, this will be fixed in the future, but it is unlikely to cause a bug and it still works better than before. I can't really think of an example where someone would rely on alarm 1 to fire after alarm 0.
https://github.com/enigma-dev/enigma-dev/pull/894
https://github.com/enigma-dev/enigma-dev/issues/895
5) Instance activation/deactivation when used with inheritance fixed by sorlok
https://github.com/enigma-dev/enigma-dev/pull/898
6) Enabled Unicode RC files, so you can enter the copyright symbol into LGM's platform settings now and it will properly encode it in your game executable
https://github.com/enigma-dev/enigma-dev/pull/893
7) Fixes syntax checking output, fixes the line numbers and also actually formats the output for script, instance and room creation scope where it did not before.
https://github.com/enigma-dev/enigma-dev/pull/913
483
General ENIGMA / Re: Who fixed arrays?
« on: December 27, 2014, 05:43:06 pm »
You are welcome Harri, and it looks like that is the next thing to fix while I am in here.
Gives me...
So I still have some work to do, I'll try and see if I can get it fixed.
Edit: I fixed the multi-dimensional arrays as well in the following commit.
https://github.com/enigma-dev/enigma-dev/pull/908
Will now properly parse into the following.
Edit: Fixes tested and merged.
https://github.com/enigma-dev/enigma-dev/pull/908
Code: (EDL) [Select]
int d[5][5];
d[5][5] = 3;
show_message(string(d[5][5]));
Gives me...
Code: [Select]
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:54:17: error: expression cannot be used as a function
d[int(5)] (5)= 3;
^
C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfunctionality.h:55:39: error: expression cannot be used as a function
show_message(toString(d[int(5)] (5) ));
^
So I still have some work to do, I'll try and see if I can get it fixed.
Edit: I fixed the multi-dimensional arrays as well in the following commit.
https://github.com/enigma-dev/enigma-dev/pull/908
Code: (EDL) [Select]
int d[5][5][5];
d[5][5][5] = 4;
show_message(string(d[5][5][5]));
Will now properly parse into the following.
Code: (CPP) [Select]
int d[5] [5] [5];
d[int(5)] [int(5)] [int(5)]= 4;
show_message(toString(d[int(5)] [int(5)] [int(5)] ));
Edit: Fixes tested and merged.
https://github.com/enigma-dev/enigma-dev/pull/908
484
Issues Help Desk / Re: Font character range behaviour
« on: December 27, 2014, 05:14:08 pm »
I'm not going to do that, I'm just going to populate it with one the first time it is created Harri.
485
General ENIGMA / Re: Who fixed arrays?
« on: December 27, 2014, 05:11:30 pm »
I'd like to add to this post that I've recently sent a patch for some additional array fixes, specifically those which use primitives like int[] or double[]
https://github.com/enigma-dev/enigma-dev/pull/905
I believe Harri was complaining about these bugs, it was broken by fundies just before the new JDI was merged back in 2012. The code for coercing the type was destroyed however because secondary parse is supposed to use an AST, but I temporarily hacked around that using a map. I would appreciate if the pull request could be regression tested by everyone to ensure I haven't broken anything else in the process.
https://github.com/enigma-dev/enigma-dev/pull/905
I believe Harri was complaining about these bugs, it was broken by fundies just before the new JDI was merged back in 2012. The code for coercing the type was destroyed however because secondary parse is supposed to use an AST, but I temporarily hacked around that using a map. I would appreciate if the pull request could be regression tested by everyone to ensure I haven't broken anything else in the process.
486
General ENIGMA / Re: Improving rooms editor
« on: December 27, 2014, 05:09:29 pm »
Ok great, don't worry there's a few places where some keyboard modifiers are not stored there yet, I'll figure it out when I can.
487
Developing ENIGMA / Re: LateralGM 1.8.6.837
« on: December 27, 2014, 08:10:29 am »
I was waiting until we reach 1.8.7 to announce it on the home page, like I have for every release in the past. This version we've gone with slower version increments, which is more proper, we don't want LateralGM 11 coming out after a month of development.
488
Issues Help Desk / Re: Font character range behaviour
« on: December 27, 2014, 08:09:08 am »
That was partially my doing and the code somewhat existed in the plugin for it, because it was assumed that no character range was a corrupt font. I see now that has changed, maybe we should stop doing that and no character ranges means no character ranges, but then, why would anyone want a font with no character ranges? It would be unusable, for anything.
So anyway, let me get this straight, you guys think that the range should be added when the font is created also? I can see doing that, it is necessary to click '+' for the initial range, though it won't change much because you likely have to use the preview button to generate the ranges anyway. But sure we can do that, if I remember I originally wanted that anyway but just got to lazy to make it add one.
So anyway, let me get this straight, you guys think that the range should be added when the font is created also? I can see doing that, it is necessary to click '+' for the initial range, though it won't change much because you likely have to use the preview button to generate the ranges anyway. But sure we can do that, if I remember I originally wanted that anyway but just got to lazy to make it add one.
489
General ENIGMA / Re: Improving rooms editor
« on: December 27, 2014, 08:06:52 am »
Yes because I don't plan on changing any of those shortcuts. I'm concerned with functional changes, my biggest irk is that you can't set the creation order that's all I really care to fix in the room editor besides bugs.
On a side note, have you been adding the keyboard shortcuts to the properties file I added? That was a change I made a while back, you should use KeyStroke.getKeyStroke(Messages.getKeyboardString(""))
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/messages/keyboard.properties
On a side note, have you been adding the keyboard shortcuts to the properties file I added? That was a change I made a while back, you should use KeyStroke.getKeyStroke(Messages.getKeyboardString(""))
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/messages/keyboard.properties
490
Finished Games / Re: Christmas Run - Merry Chistmas to You!!!
« on: December 27, 2014, 12:04:48 am »
Ahhh, I don't know try downloading your exe and see for yourself, space is creating blocks. Perhaps you have a different version than the one you compiled?
491
Developing ENIGMA / Re: LateralGM 1.8.6.837
« on: December 26, 2014, 09:08:52 pm »
Another quick update, I asked ego to add himself to the contributors list in case anyone may need to contact him in the future. I also added the new Calico room icons to Contrast until Josh gives us a proper SVG.

@egofree, just leave it for now, it's not that big of a deal, I can fix it some time in the future.

@egofree, just leave it for now, it's not that big of a deal, I can fix it some time in the future.
492
General ENIGMA / Re: Improving rooms editor
« on: December 26, 2014, 08:57:21 pm »
All of these caveats would best be documented on the Wiki page I linked you to. Instead of repeating the same instructions over and over again, just write them on the Wiki and then share the link to anybody who needs to know. Also so you don't forget either.
http://enigma-dev.org/docs/Wiki/Room_Editor
http://enigma-dev.org/docs/Wiki/Working_with_LateralGM
http://enigma-dev.org/docs/Wiki/Room_Editor
http://enigma-dev.org/docs/Wiki/Working_with_LateralGM
493
Programming Help / Re: Reading xml with Enigma?
« on: December 26, 2014, 08:54:54 pm »
Rapid XML is a cross-platform XML reader, pretty much the standard because of its light weight and efficiency. I used it to build a CLI, a CLI lets you build games from a terminal like command prompt without LateralGM or any IDE. Rapid XML is used to load the GMX format. Someone could write an XML extension for ENIGMA that uses Rapid XML and it would be available on all platforms because we use Rapid XML on all platforms for the CLI. It can't be much clearer than that.
494
General ENIGMA / Re: Improving rooms editor
« on: December 26, 2014, 07:33:24 am »
Also, I've found another bug as well, you forgot to include a version of the new icons for the contrast icon pack. So these icons are missing under that icon pack now which breaks the dark theme. These icons need vectorized anyways, post a request for Josh to SVG them for Calico, he will make them less aliased.
https://github.com/enigma-dev/Calico-Icon
https://github.com/enigma-dev/Calico-Icon
495
Issues Help Desk / Re: Font character range behaviour
« on: December 26, 2014, 07:16:49 am »
Yes this is entirely intended behavior, I found GM: Studio's behavior to rather counter intuitive if you will. It was also extremely buggy with setting the character ranges, so i decided to just limit each range to 1000 characters and let the user decide mostly for themselves. You're welcome to suggest changes to it to make it more intuitive.
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 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 »