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2746
Issues Help Desk / Re: ENIGMA isn't ready yet
« on: June 01, 2013, 01:20:57 pm »Quote
Is it possible the place it's trying to write it to is protected?Sounds like its doing a .gb or .gb1 global backup that GM does It is probably putting them in your temp directory because that is where exectuables get outputted currently.
2747
Issues Help Desk / Re: [BUG] Windows compile- choose(0,1,2)
« on: June 01, 2013, 12:28:13 pm »
I really have no idea gra, the cross compiler is only a temporary thing to provide the capability it was made by cheeseboy/fundies and he forced me into posting it. I am having my own problems with getting MinGW64 to link DirectX 10 libraries ^_^
2748
Issues Help Desk / Re: [BUG] Windows compile- choose(0,1,2)
« on: June 01, 2013, 11:41:29 am »
>: I only knew it worked on Windows
2749
Issues Help Desk / Re: ENIGMA isn't ready yet
« on: June 01, 2013, 09:38:06 am »
No polygonz I'd rather just take the time to do the serializer than change the message. Now anyway I checked and it is memorizing the window position and maximized Window state for me on Linux already the stuff is there, the bug may be related to Windows, is that what operating system you are on? I should also mention the issue regarding object group icons being nothing, that is actually a feature to have the first object in a group give the group its sprite icon, I had accidentally turned it on internally in the settings, I have thus disabled it if you download the new LGM jar from this topic...
http://enigma-dev.org/forums/index.php?topic=1245.0
http://enigma-dev.org/forums/index.php?topic=1245.0
2750
Issues Help Desk / Re: ENIGMA isn't ready yet
« on: June 01, 2013, 06:22:37 am »
Polygone, I did not do any such thing, why would I even care if it started either or? Shouldn't it open maximized by default anyway? If you would go and read the change log you would see the only frame size I changed was room editor because you always had to expand it as soon as you opened it. I may have inadvertantly changed but if so my apologies.
Anyway yes as Josh stated it always asking for you to save on exit was my doing. I felt it better to be safe than sorry until it is worked out that we can detect project changes. If you hit yes it does in fact save, it works like it should it just always pops up fo rhte time being, as members were getting irritated by accidentally closing and losing progress. As for the rest of the resource editors in the MDI area, those are fine they do detect changes to the resources.
As for having it memorize the frame position, ya I think Josh is right and nobody coded it, if you make a feature request I will get around to implementing it when I get back on LGM, because it has actually been annoying me as well.
But these tiny anomalies are in no way related to you keeping LGM open for two hours. Now as far as that backup error it would greatly help if you could file an issue onthe tracker Josh linked you to so that I can diagnos it when I get to it, you can also just file the bug report here on the websites tracker in the navigation bar, but I'd prefer it be on LGM's tracker through the link Josh gave.
Anyway yes as Josh stated it always asking for you to save on exit was my doing. I felt it better to be safe than sorry until it is worked out that we can detect project changes. If you hit yes it does in fact save, it works like it should it just always pops up fo rhte time being, as members were getting irritated by accidentally closing and losing progress. As for the rest of the resource editors in the MDI area, those are fine they do detect changes to the resources.
As for having it memorize the frame position, ya I think Josh is right and nobody coded it, if you make a feature request I will get around to implementing it when I get back on LGM, because it has actually been annoying me as well.
But these tiny anomalies are in no way related to you keeping LGM open for two hours. Now as far as that backup error it would greatly help if you could file an issue onthe tracker Josh linked you to so that I can diagnos it when I get to it, you can also just file the bug report here on the websites tracker in the navigation bar, but I'd prefer it be on LGM's tracker through the link Josh gave.
2751
General ENIGMA / Re: Cross Compiling
« on: June 01, 2013, 03:28:27 am »
Yah you might have installed MinGW32 when you need MinGW64
2752
General ENIGMA / Re: Cross Compiling
« on: May 31, 2013, 04:27:58 pm »
Oh gra, are you installing from source code using github or are you using the new windows installer? Because we had the wrong MinGW version linked on the download page for sometime.
2753
General ENIGMA / MinGW64, DirectX, and other things...
« on: May 31, 2013, 10:26:09 am »
Guys I want to start a discussion about ENIGMA migrating to use MinGW64 for several reasons and after being encouraged by the MinGW32 team themselves.
1) MinGW64 provides all the DirectX headers we need without asking people to get the Windows SDK in a 6 hour+ download, and I can't even get it to work like that anyway nothing links right at all and half the freaking headers are missing
2) MinGW64 has more developers and the release cycles are known to be more stable
3) Any new versions of MinGW32 for anything past XP will never get there properly even the GCC team has dropped it in favor of MinGW64
4) MinGW32 is always breaking crap everytime a new release is out ;_;
5) MinGW64 includes both the 32bit and 64bit prefixes allowing you to compile for both, so ya that pretty much speaks for itself
6) MinGW64 is backwards compatible all the way back to Windows XP, with a lot of Windows 2000 support but some things lacking
7) With MinGW64 it is easier to get help as it has the larger developer base and MinGW32 is pretty much dead
8) GCC only supports MinGW32 at versions < 4.8 anything newer only supports MinGW64
So yah, I think we should switch or at the very least we need support for it, otherwise I can not write a DirectX graphics system, it is that simple.
1) MinGW64 provides all the DirectX headers we need without asking people to get the Windows SDK in a 6 hour+ download, and I can't even get it to work like that anyway nothing links right at all and half the freaking headers are missing
2) MinGW64 has more developers and the release cycles are known to be more stable
3) Any new versions of MinGW32 for anything past XP will never get there properly even the GCC team has dropped it in favor of MinGW64
4) MinGW32 is always breaking crap everytime a new release is out ;_;
5) MinGW64 includes both the 32bit and 64bit prefixes allowing you to compile for both, so ya that pretty much speaks for itself
6) MinGW64 is backwards compatible all the way back to Windows XP, with a lot of Windows 2000 support but some things lacking
7) With MinGW64 it is easier to get help as it has the larger developer base and MinGW32 is pretty much dead
8) GCC only supports MinGW32 at versions < 4.8 anything newer only supports MinGW64
So yah, I think we should switch or at the very least we need support for it, otherwise I can not write a DirectX graphics system, it is that simple.
2754
Announcements / Re: LateralGM Update
« on: May 31, 2013, 08:10:11 am »
Interesting ExDeus, uhm someone earlier had a similar bug as did I myself and it was related to the icon pack still being stored as "Standard" instead of "Calico" I changed the name but they are still stored in your Java preferences so the IDE is looking for "Standard" when it needs to look for "Calico" I do not know however if this is related to what you are doing, I believe it was zesterer and I had to have him clear his browsing history or something.
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General ENIGMA / Re: The particle systems extension is complete
« on: May 31, 2013, 08:03:40 am »
Hey its ok forthevin I just don't want to have to go though creating another shell again its monotonous. Anywho I have successfully bridged Win32 and seperated the OpenGL from DirectX stuff, I am not worrying about bridging the stuff out of X11 untill I do the OGRE port. Now I have my pull request ready there and I have tested it on both Desktop and Faptop Ubuntu 13.04 PC's and my Windows VM and all systems appear good to go. My next part is trying to create the damn swap chain and d3d device but I am having no such luck honestly it is like Microsoft doesn't want us to use their shit software? You can't even get the include or lib paths correct in the damn makefile because they have to put *(&*((*$&%$% symbols and spaces all through the install paths, eg. C:/Program Files(x86)/Microsfot DirectX SDK (June 2011)/
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Issues Help Desk / Re: error EGMF
« on: May 31, 2013, 07:14:26 am »
Yes hello, hai there I would just like to state for the record this has nothing to do with my changes to the installer I did not update it with a precompiled version of the engine yet polygonz, I am not going to do that until we get some more stuff stabilized, such as windowing system bridges so I can get you programming DirectX.
What he is reffering to by NaturalGM, is our new C++ IDE in development, and it will eliminate the need for the JRE. One of us will have to look into a better way of packaging the MinGW compiler, as it always messes up currently when you have MinGW already preinstalled, I need to investigate what the two mooks polygonz, and cheeseboy did when they created the installer that created afforementioned limitation.
What he is reffering to by NaturalGM, is our new C++ IDE in development, and it will eliminate the need for the JRE. One of us will have to look into a better way of packaging the MinGW compiler, as it always messes up currently when you have MinGW already preinstalled, I need to investigate what the two mooks polygonz, and cheeseboy did when they created the installer that created afforementioned limitation.
2757
General ENIGMA / Re: The particle systems extension is complete
« on: May 31, 2013, 06:16:10 am »
Speaking of bridges forthevin, I am working on the graphics system bridges for windowing right now and will have it ready to merge in soon, me and polygonz are going to begin working on the DirectX graphics system. I just wanted to let you know, be careful when move the functions to enigma_user when reliance on them exists in Universal_Systems or anywhere other than Graphics_Systems as this then requires the DX system to also have them in the same format, I had to reshell the whole DX system before I could even start, and I can't keep starting from scratch over and over. All you gotta do is ask me to make the changes and I can do so, or if you can test on Windows then of course you can just do it yourself.
2758
General ENIGMA / Re: The particle systems extension is complete
« on: May 30, 2013, 08:11:23 pm »
Polygonz, if there is ever only going to be two versions of our defactor particle systems, then it does not need to be a system and it is not going directly into the graphics system. It is fine as an extension, however forthevin, what part of the OpenGL API does it rely on? Because I have taken the position of just using the engine functions to reduce reliance on any given API, thus making the particle systems work for both the planne DirectX system as well as current graphics systems.
2759
General ENIGMA / Re: Cross Compiling
« on: May 30, 2013, 04:45:27 am »
It should be able to gra, do you by chance have both the 32 and 64bit libraries?, they could be getting mixed. I am generally not so good with this kind of stuff and cheeseboy is the one who made this. But yes theoretical what you are trying to do gra should be possible and if not it should be fixed.
2760
General ENIGMA / Re: Perfect Circles
« on: May 28, 2013, 03:09:01 am »
That or I also believe the shaders I added are version 1 yet I labeled them 3.3, so maybe your graphics hardware is too new?
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