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Messages - Goombert

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1
General ENIGMA / Re: Installing ENIGMA
« on: August 15, 2018, 11:22:28 PM »
The gtest errors are normal actually, make all includes make test-harness which is what we run in Travis CI to run regression tests. I get the same error myself, technically instead of make all just make -j4 will make CompilerSource for you, that's all that you need. Hence, why the wiki page doesn't say make all. I haven't clarified this to people until now.

You can just ignore the test-harness errors, it's a false positive in this case. We haven't ported the test-harness to Windows yet and you don't even need to run it locally, it's for the integration tests. We'll probably end up removing test-harness from the all target to avoid this confusion, I don't know why fundies added it there.

2
General ENIGMA / Re: Installing ENIGMA
« on: August 15, 2018, 11:11:24 PM »
Are you sure the dll is 64 bit? That's what causes this communication error. 64 Java can only load 64 bit dlls with JNI, and extension JNA. This is actually a Windows restriction that a 64 bit process can not load 32 bit dlls. ENIGMA uses JNA.

It's strange that reopening LGM did not rebuild the dll.

I would suggest looking in the terminal for G++ errors, because LGM calls make itself as soon as you open it. You can also remake the the dll yourself with make all -j4.

Again, make sure you are doing all of this from the Mingw64 version of the terminal. There are 3 versions in the start menu, one is MSYS2, one is MinGW32, and the one we use is MinGW64.

3
General ENIGMA / Re: Installing ENIGMA
« on: August 15, 2018, 09:40:17 PM »
@DarkStar2, so you did follow the msys2 setup all the way to step 8? You are running with a 64 bit Java? Try deleting compileEGMf.dll and then running LateralGM again. It's supposed to be remade each time. And make sure you are doing all of this from the mingw64 terminal.

Sorry about the video, I was not aware of it, as I am not the one who sent it to you. To some people it did help them, hence why it's being shared. Trust me when I say other than this we have a plan for an even easier setup that I am actually working on right now over Discord, not discussing much about it right now.

Keep us updated.

4
General ENIGMA / Re: Installing ENIGMA
« on: August 15, 2018, 02:04:27 PM »
No problem, but actually base-devel and the toolchain pkg was already there, the problem was not going to step 8 before running it the first time. To clarify, that was the package that was corrupted which was fixed by running it again.

As for the DirectX runtime, we had that listed on the Troubleshooting page.
https://enigma-dev.org/docs/Wiki/Troubleshoot#Why_am_I_getting_a_popup_about_d3dx9_43.dll.3F

The reason was because I expect that most people already have the runtime installed for playing games or using GMS. And I think since Windows NT 4.0, DirectX is actually installed by default (the issue is having at least 9.0). Also, the graphics actually defaults to OpenGL1.1 still (the most compatible system that is stable). Regardless, let's add it anyway, as I said it's better to be redundant than omit steps for people.
https://enigma-dev.org/docs/wiki/index.php?title=Install%3AWindows&action=historysubmit&diff=31820&oldid=31819

The Java download is still linked from the main download page, since it's essentially a requirement everywhere:
https://enigma-dev.org/download.htm

5
General ENIGMA / Re: Installing ENIGMA
« on: August 15, 2018, 01:13:45 AM »
We ironed this out over Discord, there were several issues in the install guide.
https://enigma-dev.org/docs/Wiki/Install:Windows

* DarkRonin didn't go all the way to step 8 of the MSYS2 setup (likely because it's hard to see and tripped me up too plus somebody else, so that makes 3...)
* Cheeseboy removed the second change directory step after cloning, it's still needed
* I told him to make all, which makes libEGM, but the guide didn't list rapidjson and pugixml or yaml-cpp as depends.

Changes made to improve the guide:
https://enigma-dev.org/docs/wiki/index.php?title=Install%3AWindows&action=historysubmit&diff=31819&oldid=31713

That should help people going forward.

6
Announcements / Re: Graphical Fidelity Testing and Engine Cleanup
« on: August 07, 2018, 10:41:59 AM »
Update again: We've now added a test for 3D shapes (though they aren't completely correct in GL1 right now, we'll at least know when they change).
https://github.com/enigma-dev/enigma-dev/pull/1350


7
Announcements / Re: Graphical Fidelity Testing and Engine Cleanup
« on: August 06, 2018, 01:48:55 PM »
I wanted to update this post a bit with some newer info on the drawing tests. We have finally merged them but we made some significant changes to the architecture. We no longer compare the results against golden images because we want to keep binaries out of the repository so cloning is quicker. What we do now is simply output the images from each draw test to a temporary directory and then essentially compare all the files in each directory.

We report when new tests are added or removed.



That is from a test I recently added when fixing a tile-related regression that occurred in HitCoder's Sonic game. The issue was that the tiles vertex buffer and index buffer was not cleared during room transition.
https://github.com/enigma-dev/enigma-dev/pull/1349



Adding tests in this way ensures that once issues get fixed, they don't come back again in the future. I hope that this shows to everyone this will lead ENIGMA to being more stable than it has ever been before! The future of the project is looking really bright.

8
This topic is way off the rails and clearly way over the line between trolling and constructive criticism. We honestly shouldn't justify it with a response, but I can't help myself except to refute nearly all of these bullshit points.

Quote from: jackass
your product is based on messed up code
You're absolutely right, ENIGMA is based on modular and extensible components that are open source. Modern ENIGMA is also a lot more stable because it has continuous integration tests that are making the project more stable than ever before.

Quote from: jackass
THINKING they can take ENIGMA in a new direction
Well, sorry if you have a problem with people coming up with innovative ideas and working hard enough to actually pull them off. I guess you don't like people who believe in themselves?

Quote from: jackass
have you done NOTHING
Wrong.

Quote from: jackass
messed up whatever tiny hope was left for this project
Wrong.

Quote from: moron
You have alienated 99% of your users
rofl

Quote from: fucking moron
download bloatware and manually compile SHIT
GameMaker: Studio requires the exact same bloatware in the form of LLVM & Visual Studio. The difference here is that ENIGMA is not a giant monolithic piece of bloatware shit like GMS is. You can remove any of the extensions and you don't have to install all of the dependencies. If you did that, then I just feel sorry for you that you clearly don't know how to use a package manager and probably don't even know how to use your computer either.

Quote from: gigantic fucking moron
are not required to download a full suite software
Except, they ARE, GameMaker: Studio is a giant monolithic piece of shit.

Quote from: jackass
At least people have a working product on this side of the fence, nobody said it was perfect but it works
Yeah, you're right again, GMS is really hard to install on anything except Windows because it's a big ass monolith turd. They spent most of their time making sure it was difficult enough to even make GameMaker run on Windows that it's also impossible to run it on any other platform. You used to be able to run GM8 in Wine, you can't do the same for GMS.

Anyway, thanks for showing up and clarifying to all of us why ENIGMA is a GREAT PRODUCT!!!

9
Off-Topic / Re: Fucking Microsoft
« on: July 15, 2018, 09:12:49 PM »
Why would you like to play offline? If you go offline you can't play online. Everybody wants to play with you online. What do you have against playing online? What have the people who want to play against you online ever done to you personally while being online? Online isn't as bad as you may think. At Microsoft we've been working tirelessly to ensure a continuous online experience for you to play your friends online. If you go offline, we're honestly going to just make it harder for you to play, because fuck you, we're Microsoft.

10
Announcements / Re: RadialGM
« on: June 29, 2018, 08:57:30 AM »
Quote from: Steve
Truly impressive effort!
Thanks Steve! We're really trying, and it wasn't always this great for ENIGMA either. What's really helping is our embrace of continuous integration and regression testing. The changes are truly revolutionary for this project. Please check out my other announcement for more on that.
https://enigma-dev.org/forums/index.php?topic=2904.0

Quote from: pavul
however i dont know if will be open source as well and i would like to see the improvements
Fear not, as we all intend to retain the open source nature of RadialGM and ENIGMA as well. Open source has always been a defining principle of this project and none of us have any intentions of changing that.

Quote from: pavul
if is an IDE for enigma with the UI to create a game like GMS but without unusable items would be better, for that i dont use D&D i dont need those bunch of icons, only script and the events.
The initial beta is going to lack a Drag & Drop UI completely for the time being. Games like this will continue to function partly thanks to the fact the Drag & Drop in GMS2 is actually embedded as regular GML and using a document generator to read metadata out of the comments. That allows it to completely function in ENIGMA without any UI when I get the YYP reading finished. I will continue to look towards keeping a non-drag and drop mode for users who prefer that if and when a drag and drop UI is developed here.

Quote from: pavul
and im from now on waiting some advancements.
Hopefully much more on this soon, we're almost done with the engine changes. Please read more about that on the announcement I linked for Steve above.
https://enigma-dev.org/forums/index.php?topic=2904.0



11
Announcements / Re: SDL Platform Released
« on: June 29, 2018, 07:35:10 AM »
These changes are closely related to the graphics changes I am doing too. I am really happy with the way this is going because we creating a very solid foundation on which nothing will regress either. It's going to be great to have Android working and I'm happy that Mac is working again too.

12
Announcements / Graphical Fidelity Testing and Engine Cleanup
« on: June 29, 2018, 07:23:13 AM »

Note: The two images are intentional false positives I did for the purposes of demonstrating the bot and to verify its behavior.

Hey guys! I've been busy for a few days working on a side improvement to the engine code base that I want to share with you all. It is closely related to the SDL changes fundies recently announced as well as us adding support for Direct3D11 and modern OpenGL ES. We have basically extended our continuous integration to perform an image analysis on graphics tests to improve graphical fidelity both between the graphics systems as well as between ENIGMA and GameMaker. This is still a work in progress but I just this morning got it fully working to where we can successfully screencap the game in the Travis CI virtual machine (minor bug in our test harness taking the screenshot directly after game start and before any draw events were processed).

You can see what we're up to on the pr here:
https://github.com/enigma-dev/enigma-dev/pull/1291

We expect to have it merged soon and will then be adding drawing tests from here on out.

I've also cleaned up the tile drawing code and optimized them on top of the vertex buffer functions I added for GMS compatibility. They are slightly different though because I use an index buffer to render them more optimally as an indexed triangle list. Regardless, from my benchmarks we can see that the tiles are not only more consistent now but also build and render much faster. When me and fundies get these image comparison tests merged into master, I will add a tile drawing test to prevent future regression of the functions and finally merge in the new tile code.
https://github.com/enigma-dev/enigma-dev/pull/1238

I will be following up those changes by rewriting the model classes as well:
https://github.com/enigma-dev/enigma-dev/pull/1289

The whole point of this changeset is to have less duplicate code by using proper abstractions of vertex and index buffer concepts, while essentially providing both to the user. This not only improves what ENIGMA already provided, but will bring new features and functions that users have desired. With all of that in place it will be super easy to finally have OpenGL ES working again as well as Direct3D11 because building a graphics system then simply consists of making each graphics system have working vertex functions.

I hope everyone likes these changes and will find that it's going to significantly improve the project. Open to comments/feedback/suggestions as always.

13
General ENIGMA / Re: Brand New Here
« on: June 23, 2018, 06:37:18 AM »
Hi pavul and yes welcome! I believe we already met on Discord. Regardless, sorry I did not get to this last night, a car accident shut the electricity off right when I was going to start my reply until just now.

Allow me to address each of your questions directly.
Quote from: pavul
Radialgm it will be replacing lateralGM or enigma?
Yes and no, it will be another complementary tool for ENIGMA. Emake is already pretty much complete, minus our new EGM format we are still designing, and can be used in place of or along with LateralGM. RadialGM will be the same scenario because we have no current plans to end complete support for any of them. However, my own development focus is going to be shifting more towards RadialGM.

Quote from: pavul
is porting to mobile platforms in the work road?
Yes, if that was you I met on Discord last night, then you actually walked right into the middle of discussions about mobile. More on this later, but we're working on SDL and cleaning up our graphics systems to add OpenGL ES support. We're making considerable progress with that actually as fundies shared just the other day he has the SDL platform working in Firefox again using Emscripten.

Quote from: pavul
is lateralGM or Enigma still maintained?
Both are still maintained but my development focus has shifted to ENIGMA as well as RadialGM. The only attention LateralGM is getting is where it's absolutely necessary to continue to bridge the gap with the new Protocol Buffers and such.

Quote from: pavul
does this tool or team the goal of create serious or maybe commercial videogames? ( because i am )
Yes, and this is becoming ever-more increasingly one of our top goals actually. There are other supplemental goals as well though, just that I personally find it fun and I also like having my own hackable GM that I can just add my own stuff to.

Quote from: pavul
should i use LateralGM along with Enigma to deploy games or wait until RadialGM is released? ( because currently im working in a new game yet in development state)
For now, please continue to use LateralGM as it is the most feature complete. I will certainly be making everyone aware of when the RadialGM beta becomes available. To save yourself the hassle when the beta does arrive, you should use the newer MSYS2 setup if you are on Windows, or just use the regular Linux setup. This will ensure you have most of the dependencies installed through a package manager and you won't have to configure as much.


14
Announcements / Re: Announcing Patreon
« on: June 22, 2018, 03:20:09 AM »
This is a minor update on all the progress lately. In case anyone hasn't noticed, I've been continuously updating the list of patched bugs mentioned in the original emake video. And as you can see from the latest proposed PR, we've just about fixed all of them: https://github.com/enigma-dev/enigma-dev/pull/1279

We're still working on this and cleaning up a lot of old code.

Fundies (aka Cheeseboat) has created a video of setting up ENIGMA/emake/LateralGM using the new MSYS2 setup on a Windows 10 virtual machine. The reason for using a virtual machine is so that we can demonstrate to you the reproducibility of a setup in a "clean" environment.
https://www.youtube.com/watch?v=tAejbYc3LRI

We hope that some may find that video useful. If enough people request, I will take the time to cut the video shorter, annotate it, and add a voiceover. It's worth mentioning that when the RadialGM beta comes, it will be much easier for you to try it out if you already have an MSYS2 configuration, so it's a good time to jump on that if you're antsy.

More news to follow!

15
Announcements / Re: RadialGM
« on: June 18, 2018, 01:31:12 AM »
Qt Framework is being used for the GUI controls and it's using a data model layer (from MVC architecture) that is powered by Google Protocol Buffers.

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