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1456
Issues Help Desk / Re: Can not open manual
« on: November 09, 2012, 11:13:25 am »
I don't think there is a manual. Some functions are documented in the wiki, but as they are mostly the same as GM, then you can use GM's manual.
1457
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: November 03, 2012, 10:57:54 am »
Well he is special. Nonetheless this needs to happen. Even if I need to enable it somewhere. Or else it makes developing with LGM uselessly harder. Only for some projects of course, but still a hassle. Just like the code window auto-complete box bug is giving useless headaches.
1458
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: November 03, 2012, 05:55:36 am »
Exactly, its been like this for years. Anyone can delete their files no matter the working directory anyway. And you can't delete the source file while doing this as its open by LGM at the time. And there is clearly no alternative than your "Workbench" thing which would probably work just the same for people like me, as I would set it to source directory.
1459
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: November 02, 2012, 05:54:27 am »
Well the more options, the better. Though I personally prefer the GM way of just putting the source directory as the working directory.
And the "Fucking compile button" doesn't work, which you said it did. Maybe Ism can clarify?
And the "Fucking compile button" doesn't work, which you said it did. Maybe Ism can clarify?
1460
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: November 01, 2012, 05:08:18 pm »
But that is the GM's behavior and for a good reason, mainly, because when you use DLL's or external resources (sprites, sounds etc.) you don't want to put them in temp directory (where they are actually more unsafe) just to be able to run the game from LGM. You want the source file (gmk, gm6, etc.) act like the exe in the file hierarchy. I too had problems that I had to put my FMOD dll inside the temp folder just to launch the game from LGM. In GM I would just put the dll at the same directory as the source.
And if it can be fixed by changing something ENIGMA compiler or LGM then great.
And if it can be fixed by changing something ENIGMA compiler or LGM then great.
1461
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: November 01, 2012, 05:04:37 am »
And how the hell you can say it works fine on Windows when I created a freaking post about it NOT working correctly on Windows or probably anywhere. Poly, working_directory is HARD CODED to the source directory, so when I put the exe somewhere else or actually distribute it then the game will crash for other people, because it won't try writing/reading in the current working_directory but in some random path (e.g. "c:/my_folder_structure/someplace/cool_game/source") and that will cause a crash. I had to change the IO functions back for me being able to send the program to another person.
And Josh, I now agree that working_directory shouldn't be touched, and the path problem should be fixed in LGM's side. LGM should be able to launch the game from the source directory and thus fixing all these problems. So the IO functions should be changed back.
And Josh, I now agree that working_directory shouldn't be touched, and the path problem should be fixed in LGM's side. LGM should be able to launch the game from the source directory and thus fixing all these problems. So the IO functions should be changed back.
1462
Function Peer Review / Re: working_directory, temp_directory and program_directory
« on: October 31, 2012, 03:07:20 pm »
Josh, the reason working_directory HAS to change when launched from LGM is because the working directory should be the one for the source files (just like in GM it has been since the beginning of time). So you don't have to put your .dll files or your .ini files in the temp directory, but they can safely stay with the source. So you must change working_directory via hard coded path and add that to all IO functions when launched from LGM (just like its done now) or change it on runtime with LGM passing the argument. You can't leave the IO functions without the working_directory prefix unless you are changing the working_directory internally for the POSIX functions. Though I think when you launch a program from another programs directory you do change its working directory... now sure why this doesn't work in this case with LGM.
And the "The fucking compile button" shows this: http://pastebin.com/nnaPG6vV
edit: And I do get the concept of working directory, as I showed what all of the three values should be for the two cases.
Another way which seems the best, could be the easiest, and is basically what I mean with "launch a program from another programs directory" is by making LGM do something like this:
"cd c:/source/dir
c:/tmp/compiled_game.tmp"
One of these things is how GM does it.
And the "The fucking compile button" shows this: http://pastebin.com/nnaPG6vV
edit: And I do get the concept of working directory, as I showed what all of the three values should be for the two cases.
Another way which seems the best, could be the easiest, and is basically what I mean with "launch a program from another programs directory" is by making LGM do something like this:
"cd c:/source/dir
c:/tmp/compiled_game.tmp"
One of these things is how GM does it.
1463
Function Peer Review / working_directory, temp_directory and program_directory
« on: October 31, 2012, 09:18:37 am »
Hello! Some time ago one good man added working_directory+ to every file io function. This is correct way to do this if working_directory is not the same as the exe directory. This is only true when debugging (which is all we can do in ENIGMA because the lack of the fuc*ing COMPILE BUTTON) as you want the source (gmk, gm6, egm etc.) directory for the program to feel like the exe directory (not the /temp in which it actually is in). The problem is that as the only way to get exe is to copy it out of the temp directory. That means the gmk's position is hard coded in directory and so breaks the shit out of everything. I tried using parameter_string(0), but that isn't implemented (which it should). Here is a topic showing how it could be done:
http://forums.devshed.com/c-programming-42/winmain-and-argv-argc-474770.html
I wasn't able to do that because I didn't try bothering how to convert unicode string to regular char. Then I noticed temp_directory and program_directory are not set either. The default behavior for POSIX file functions is to have them relative to the file anyway, so deleting the addition of "working_directory+" returns the correct behavior. So basically what these variables should return:
"Debug or Run"
working_directory = directory of gmk (works correctly now) or exe if launched separately from LGM
program_directory = directory of exe no mater where launched from or in what mode. Should be the same as parameter_string(0)
temp_directory = temporary directory. Should be the same as exe directory.
"Clean build (Compile button)"
working_directory = directory of exe
program_directory = directory of exe no mater where launched from or in what mode. Should be the same as parameter_string(0)
temp_directory = temporary directory
So either FINALLY make the "Compile" button work that automatically sets working_directory to exe directory on runtime. Or make the "Debug" and "Run" buttons pass an argument to the exe which would basically tell the exe that it is run from LGM and then set working_directory to the gmk directory.
Anyone willing to do anything?
http://forums.devshed.com/c-programming-42/winmain-and-argv-argc-474770.html
I wasn't able to do that because I didn't try bothering how to convert unicode string to regular char. Then I noticed temp_directory and program_directory are not set either. The default behavior for POSIX file functions is to have them relative to the file anyway, so deleting the addition of "working_directory+" returns the correct behavior. So basically what these variables should return:
"Debug or Run"
working_directory = directory of gmk (works correctly now) or exe if launched separately from LGM
program_directory = directory of exe no mater where launched from or in what mode. Should be the same as parameter_string(0)
temp_directory = temporary directory. Should be the same as exe directory.
"Clean build (Compile button)"
working_directory = directory of exe
program_directory = directory of exe no mater where launched from or in what mode. Should be the same as parameter_string(0)
temp_directory = temporary directory
So either FINALLY make the "Compile" button work that automatically sets working_directory to exe directory on runtime. Or make the "Debug" and "Run" buttons pass an argument to the exe which would basically tell the exe that it is run from LGM and then set working_directory to the gmk directory.
Anyone willing to do anything?
1464
Announcements / Re: Commit Privileges
« on: October 24, 2012, 04:45:01 pm »
Good to hear there is progress. I also have a metric ton of shit to do. Mostly uni (yay, I'm from ghetto), job and like 3 edx courses I stupidly started to take.
Most of my complaints about ENIGMA right now are:
1) Something I have been bitching for years about - COMPILE FINISHED GAME BUTTON (so icon's, all of the optimizations, removed console and so on).
2) Texteditor seems quite buggy, but the one that I hate the most is this: https://dl.dropbox.com/u/21117924/lgm_bug.png which I also informed Josh about.
3) Parser still not done, so things like variable access in scripts is mostly broken
That is all I can remember. Only thing I could commit (or give someone else to commit like forthevin) is the fix for keyboard_char on windows.
Most of my complaints about ENIGMA right now are:
1) Something I have been bitching for years about - COMPILE FINISHED GAME BUTTON (so icon's, all of the optimizations, removed console and so on).
2) Texteditor seems quite buggy, but the one that I hate the most is this: https://dl.dropbox.com/u/21117924/lgm_bug.png which I also informed Josh about.
3) Parser still not done, so things like variable access in scripts is mostly broken
That is all I can remember. Only thing I could commit (or give someone else to commit like forthevin) is the fix for keyboard_char on windows.
1465
Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: October 07, 2012, 04:12:01 am »
This is what I do and it works fine:
1) Download .zip from GIT
2) In cmd go to extracted GIT directory and type: "python install.py" (this requires Python)
3) Download windows dependencies 7zip and extract only ENIGMAsystem and ENIGMA.exe (.jar's should already be there because of "install.py")
If you don't have python then extracting .jar's from 7zip should also work. Are you sure all the paths is correct? Like is the ENIGMA.exe in the main directory, lgm16b4.jar also in the main directory and so on?
edit: Ok the problem is the windows dependencies 7zip. The included .jar's are not up to date and don't work with the newest ENIGMA. It doesn't compile the compileEGMf.dll and so crashes. Try these:
https://dl.dropbox.com/u/21117924/ENIGMA_newest_jars.zip
I downloaded them via the install.py. Extract and overwrite the ones you have. Then run again. Wait until it finishes compiling (should show up as "Done" in console).
1) Download .zip from GIT
2) In cmd go to extracted GIT directory and type: "python install.py" (this requires Python)
3) Download windows dependencies 7zip and extract only ENIGMAsystem and ENIGMA.exe (.jar's should already be there because of "install.py")
If you don't have python then extracting .jar's from 7zip should also work. Are you sure all the paths is correct? Like is the ENIGMA.exe in the main directory, lgm16b4.jar also in the main directory and so on?
edit: Ok the problem is the windows dependencies 7zip. The included .jar's are not up to date and don't work with the newest ENIGMA. It doesn't compile the compileEGMf.dll and so crashes. Try these:
https://dl.dropbox.com/u/21117924/ENIGMA_newest_jars.zip
I downloaded them via the install.py. Extract and overwrite the ones you have. Then run again. Wait until it finishes compiling (should show up as "Done" in console).
1466
Proposals / Re: Arrays
« on: September 15, 2012, 11:59:28 am »
Then maybe this would also work:
But that I think is unneeded. So using [] for a specific value and 0 for an array of values seems the best way.
Code: [Select]
[y, z]=func()[1,2]
That would also allow changing the order of the return like:Code: [Select]
[y, z]=func()[2,1]
This would set the second param to z and third to y while leaving the first unused.But that I think is unneeded. So using [] for a specific value and 0 for an array of values seems the best way.
1467
Proposals / Re: Arrays
« on: September 15, 2012, 11:14:37 am »
I am fine with just it being: x = func()[2]
1468
Proposals / Re: Arrays
« on: September 15, 2012, 07:18:37 am »
Then your code would also assert that the second element should be x, but it doesn't. You implying it should be 0 is just illogical. So I do like the 0 way to do this.
1469
Proposals / Re: Sprite sheets
« on: September 13, 2012, 04:18:46 pm »
Good point. Though autopacker is a must. And I actually don't want to copy GM. Just mentioned what they were doing.
1470
Proposals / Re: Arrays
« on: September 13, 2012, 04:17:14 pm »Code: [Select]
y = get_some_coordinates()[2]
Also works. I just didn't think of that for some reason (though I do it all the time in C++ with OpenCV).
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