|
Josh @ Dreamland
|
|
Reply #1 Posted on: August 20, 2011, 11:18:17 am |
|
|
Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
|
Hard to tell from just that scrollback. Could you check out the trunk (the one marked developer instead of stable) and tell me if it throws any additional errors?
We're actually about to mark the trunk stable when a few more people confirm the latest changes work right.
|
|
|
Logged
|
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
|
|
|
|
Josh @ Dreamland
|
|
Reply #3 Posted on: August 20, 2011, 01:14:26 pm |
|
|
Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
|
You could unzip a new copy of that installer and select "Trunk." Polygone and I are trying to get to the bottom of these installer issues; a number of people are having a hard time setting up ENIGMA, and we're trying to find a solution.
Your error is most likely caused by unimplemented functions. If it's a decent-sized GM project, chances are you've used a function no one has implemented yet.
|
|
|
Logged
|
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
|
|
|
|
jjtyler21
|
|
Reply #5 Posted on: August 20, 2011, 07:50:07 pm |
|
|
Joined: Aug 2011
Posts: 15
|
I believe the glitch with the stable version is that it doesn't report syntax errors. On the dev trunk, it reports syntax errors, except for the fact that many are valid GML codes. It reported instance_change, d3d_set_projection_ext, and the lib actions as invalid, and will probably report more. I can't test many of my games for this reason.
After a bit more testing, it seems like the program doesn't like any d3d functions. Also, the instance_change thing is annoying as well. Most of my current projects use d3d functions, so this should be fixed. I think I remember reading that 3D should be supported, so it may be a simple code error in ENIGMA.
However, what's good about the dev trunk is that it reports the actual error. In the stable version, I just got 'failed to compile at c++', which is the reason I started this. However, the dev version actually tells me what it thinks the problem is.
|
|
« Last Edit: August 20, 2011, 08:04:38 pm by jjtyler21 »
|
Logged
|
|
|
|
Josh @ Dreamland
|
|
Reply #6 Posted on: August 21, 2011, 09:46:10 am |
|
|
Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
|
Many of the D3D functions are already implemented, but some are missing. Model loading is a big one. There's a list of available functions maintained in the Wiki, and also fresh if you go to ENIGMA->Function List.
I'm not sure why d3d_set_projection_ext isn't implemented. Maybe whoever was doing d3d lazied out. One of us will probably get it sooner than later, but if you know some OpenGL, you can implement the function yourself using C++ in ENIGMA's "Definitions" script under Settings, or even in the existing d3d sources.
The other function, instance_change, is on my to-do list. It requires an abstraction structure that can convert between each object type. No ETA on that yet, but I'll bump it up on my priority list.
Anyway, I've heard nothing but good news about the latest trunk, so I'm marking it as stable.
|
|
|
Logged
|
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
|
|
|
jjtyler21
|
|
Reply #7 Posted on: August 21, 2011, 12:51:13 pm |
|
|
Joined: Aug 2011
Posts: 15
|
It seems like none of the d3d functions work for me. I don't think d3d_start worked, either. I don't know OpenGL, unfortunately. Still, thanks for the help. Also, for instance_change, can't you just do something like this - var xx,yy; xx=instance.x; yy=instance.y; with (instance) { instance_destroy(); } instance_create(xx,yy,instance2);
|
|
« Last Edit: August 21, 2011, 12:56:31 pm by jjtyler21 »
|
Logged
|
|
|
|
|
|
|