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121
General ENIGMA / Re: Search Filter
« on: September 08, 2014, 08:12:14 pm »
Looks great! This will be perfect for games with tons of objects/scripts.
122
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 05, 2014, 09:52:02 pm »
Thanks for testing it!
Yes, that's the plan. Just waiting to hear back from the creator to make sure he's ok with me using the logo.
Yes, that's the plan. Just waiting to hear back from the creator to make sure he's ok with me using the logo.
123
Works in Progress / Re: Flippy Bored Multiplayer HD
« on: September 04, 2014, 12:18:08 pm »Thank you for trying it sorlok_reaves! What flavor of Linux are you running? Thank you for the tip! Though zip can work too if you check that in the properties manually before you zip it. I created the file directly from GMStudio's IDE which means it was "built" on Windows so I can't fix this problem until after I do this stoff on my Ubuntu machine.
The latest Linux Mint.
Ah, so it's a GM-windows thing. Makes sense.
124
General ENIGMA / Re: Cross-compiling from Linux to OS-X works --interested?
« on: September 04, 2014, 12:14:51 pm »Quote from: time-killer-games
Does this mean I can compile for Mac without a Mac?
Not quite. You need a Mac to extract the SDK. After that, you can toss it out. I can't bundle the SDK because that's against Apple's TOS.
Quote from: time-killer-games
Does this mean I compile for Mac by compiling in a virtual machine embedding Mac inside a Linux or Windows PC?
Maybe? But I don't think that's a particularly useful way of doing things. And, as you say later, running OSX in a VM is against Apple's TOS. So let's forget VM's; they're not relevant to this discussion.
Quote from: time-killer-games
Both of which go against Apple's terms. I could be wrong but this isn't legal either. You buy a Mac, you don't own it, you rent it for life, either you go by their terms or you have to jump in a lake.
I couldn't care a fig for Apple's TOS. And being in violation of a TOS is not illegal if the TOS can be shown to be wrong. I'd love to see someone dragged to court for buying OSX (which I did) and then extracting a file from the package ---there's no way that would hold up. However, your point is very much valid with respect to distribution, which I'll cover next.
Quote from: time-killer-games
Mac software can only be built on Mac in order for it to be accepted on their store.
This is a very good point! I will assume it is true, since I am not too familiar with the App store. In light of this, the purpose of cross-compiling is either:
- To distribute unofficial apps, or:
- To build apps for testing (Linux builds faster than OSX).
If you want to distribute your cross-compiled app, you will have to boot up a Mac and compile it there. But you can cross-compile it hundreds of times to test it, as long as the final build is from OS-X (which also works; I checked). This is valuable to me, at least. If it is valuable to other contributors, it will be merged; else, it will remain in my fork.
I'm glad you brought up these points, because anyone who develops for OS-X should be aware of Apple's inane policies. But I think they do not apply to the tools (or ENIGMA), as we do not bundle anything from OSX itself, so Apple cannot assume that someone who downloads ENIGMA has signed their TOS.
Have I mentioned lately how much I hate Apple, Inc?
They're not worth your time, honestly. I deal with OS-X because I care very much for Apple's users. My opinions on the company are not relevant to the discussion (but I suspect they are the same as yours).
125
General ENIGMA / Re: OSX Trials and Tribulations
« on: September 04, 2014, 10:01:40 am »UPDATE: I would appreciate it if the OS-X developers could have a look at the following pull request and provide any feedback or criticism. (In addition to the normal devs, of course.)
https://github.com/enigma-dev/enigma-dev/pull/813
I think you built OpenAL wrong because you need to compile it with the formats you expect to use. For instance take a look at sound_add it just reads the binary and then hands it to OpenAL.
Thanks, I'm beginning to suspect that I did in fact build it wrong. This bug is high on my list; 150MB of WAV files is no fun for an 8 year old game.
126
Works in Progress / Re: Flippy Bored Multiplayer HD
« on: September 04, 2014, 09:10:10 am »
Excellent! Now it works.
You might want to package it as a .tgz so that the executable permission is preserved (.zip won't do that). Otherwise, great job!
You might want to package it as a .tgz so that the executable permission is preserved (.zip won't do that). Otherwise, great job!
127
Works in Progress / Re: Flippy Bored Multiplayer HD
« on: September 04, 2014, 02:14:40 am »
This might just be because it's late, but I'm having trouble running the game on Linux. The "Flippy Bored Multiplayer HD" file appears to be a shared object file (DLL), and there is nothing in the "assets" folder that looks launch-able.
(Or is there something meta here that I am missing? )
(Or is there something meta here that I am missing? )
128
Issues Help Desk / Re: Error updating to new "room" format (with pre-creation code)
« on: September 03, 2014, 07:18:29 pm »
Just tested it, and everything seems to work. Much thanks!
In terms of moving forward, I would suggest using a version number for binary formats only, as text-based formats are fairly easy to keep track of (as they list their own properties). If that's not possible, then a converter like the one used in this forum thread is sufficient (for me at least).
In terms of moving forward, I would suggest using a version number for binary formats only, as text-based formats are fairly easy to keep track of (as they list their own properties). If that's not possible, then a converter like the one used in this forum thread is sufficient (for me at least).
129
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 03, 2014, 12:25:04 pm »
Yeah, I'd expect that's a side-effect of cross-compiling.
Note that Iji is actually too big to compile on Windows (natively) at the moment. If you try, gcc will spit out some error about not enough stack space, which I tracked down to "your files are too big" on some message board.
Note that Iji is actually too big to compile on Windows (natively) at the moment. If you try, gcc will spit out some error about not enough stack space, which I tracked down to "your files are too big" on some message board.
130
Issues Help Desk / Re: Error updating to new "room" format (with pre-creation code)
« on: September 03, 2014, 12:23:15 pm »
Thanks for addressing this so quickly! I'll try out the converter after work.
131
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 02, 2014, 05:42:35 pm »* Pressing the down arrow on a regular surface that's not an elevator makes the players animation loop in like a glitchy way.
Thanks, I've filed a bug (fyi: if you hold down for 1 second and release, it will temporarily fix the glitch).
https://bitbucket.org/sethhetu/iji_enigma/issue/4/quick-crouching-will-stick-the-button
* On my HUD I saw two bars of health and I walked over several different health pickups and it said that my health was full I walked away and came back and tried again and it still said the same thing.
This is just how the game works; you will need to "upgrade" your health (or take damage) before the health pickups will work. For reference, an outlined ("empty") health box can be filled in by picking up the red health items.
132
Issues Help Desk / Error updating to new "room" format (with pre-creation code)
« on: September 02, 2014, 05:35:16 pm »
When I try to load my iji.egm file, I get the following error:
It is clear that this is caused by the Room decoder looking for the "pre-creation" event that was just added recently.
Edit: Actually, it might be from translation/rotation/scale? Either way, the engine is expecting something in the room binary blob that is not there, so it is over-reading.
Unfortunately, I have no idea how to recover from this error. Consider:
So do I have to manually edit every .rmg file in a hex editor? Or is there some way for the plugin to auto-detect if it is loading an old rmg file and then add the the missing properties? I don't mind doing this once or twice, but if the .rmg format is going to change frequently, then I would recommend adding versioning.
Edit: Or perhaps someone could provide a script to update .rmg files when the format changes?
Code: [Select]
java.io.IOException: Unexpected end of file reached at filepos: 971
at org.lateralgm.file.GmStreamDecoder.read(GmStreamDecoder.java:80)
at org.lateralgm.file.GmStreamDecoder.read(GmStreamDecoder.java:59)
at org.lateralgm.file.GmStreamDecoder.readStr(GmStreamDecoder.java:132)
at org.enigma.file.EFileReader$RoomGmDataReader.readData(EFileReader.java:1194)
...
Edit: Actually, it might be from translation/rotation/scale? Either way, the engine is expecting something in the room binary blob that is not there, so it is over-reading.
Unfortunately, I have no idea how to recover from this error. Consider:
- I am storing Iji unzipped in a directory (which I then zip up into an EGM file).
- The room_x.rmg file is a binary file
- Apparently the room editor now looks for the missing properties in the .rmg file?
So do I have to manually edit every .rmg file in a hex editor? Or is there some way for the plugin to auto-detect if it is loading an old rmg file and then add the the missing properties? I don't mind doing this once or twice, but if the .rmg format is going to change frequently, then I would recommend adding versioning.
Edit: Or perhaps someone could provide a script to update .rmg files when the format changes?
133
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 02, 2014, 01:58:50 pm »
Thanks, glad that fixed your problem. I created a bug for the fullscreen glitch; thanks for pointing it out:
https://bitbucket.org/sethhetu/iji_enigma/issue/10/fullscreen-doesnt-work
https://bitbucket.org/sethhetu/iji_enigma/issue/10/fullscreen-doesnt-work
134
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 02, 2014, 01:07:10 am »
EDIT: I've updated the Windows EXE to include OpenAL32.dll, which seems (from my testing) to be the only DLL missing.
135
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 02, 2014, 12:24:12 am »It's odd that this game was ported so quickly with very few and minor problems yet not a single one of my projects work in ENIGMA, even with the fact Iji is a lot more complex and huge of a project than all my projects combined.
Anyways, you've done great! I'm so happy you made it this far so quickly!
Cheers.
Thanks, and good luck with your work! There were definitely weeks (months?) where I got nothing done on this, so don't worry too much. Keep at it, and I'm sure you'll get your projects working in ENIGMA!