Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TheExDeus

166
Issues Help Desk / Re: Enigma can't find Java
« on: May 25, 2015, 04:19:50 pm »
This is a problem when Java is confused by itself. That is actually not an ENIGMA error, but Java one. See here: http://stackoverflow.com/questions/15277496/registry-key-has-value-1-7-but-1-6-is-required-java-1-7-is-installed

Basically when you uninstalled all the previous Java versions, did you also delete the files? Some files have to be removed in System32 folder. That is an issue because there was a great switch between Java1.6 and Java1.7 about where the data is held. Starting with Java1.7 there should be no Java files in System32 folder.

This is actually very bad for us that the error seems to come from ENIGMA, because the user thinks "Java cannot be found, which means Java itself didn't print that error, so it was ENIGMA", while in reality it is "Java ran, but with different version of DLL's because of Java version conflict, so Java errors out and tells that it cannot find correct Java". ENIGMA doesn't actually print any error in this case. Not sure how to go about it.

167
Issues Help Desk / Re: help with splash_show_image(fname,delay)
« on: May 18, 2015, 04:45:53 am »
And splash_show_web() in GM used IE, so that is a giant security risk. That is why another extension would be needed for that (like using Chromium or something).

168
Issues Help Desk / Re: help with splash_show_image(fname,delay)
« on: May 15, 2015, 04:49:50 am »
I wasn't even aware of such function. Sadly only the declaration was added by Robert, so he didn't actually implement it. And so it doesn't work. I think we should remove them in general, as those functions are quite useless. The user should be able to make his own splash windows using available functions. The only one that splash_ implements, but cannot be done via functions is splash_show_video, for which an extension should be written.

169
General ENIGMA / Re: First Impressions Of ENIGMA
« on: May 14, 2015, 05:14:52 am »
A company can send C&D and even sue anyone they like, but from legal standpoint clones are legal at best, and in "gray area" at worst. They are certainly not illegal. U.S. copyright on games (board games though, but it should still apply) - http://www.copyright.gov/fls/fl108.html. And some old discussion on SO - http://gamedev.stackexchange.com/questions/1653/how-closely-can-a-game-legally-resemble-another . This mentions some good points about copyright and trademark. Copyright can be broken if you take something directly (like you don't make your own circle with a triangle mouth), while trademarks are about names and IP (which has to be registered). For example, the open source Starcraft clone had some problems from Blizzard because it had "craft" in its name, not because it cloned the gameplay. Same with some pacman clones. For examples, an Android version of pacman named "Super Pac" was C&D by Namco, not because it was almost a 100% clone of pacman, but because it had the "Pac" in its name. I think the legal logic there is not necessarily to protect IP or trademarks, but to protect the customers. If you have a name very similar to an original IP, then you can trick the customers in believing it's made by the same company. And when clone sucks, the company gains bad reputation because of this misdirection.
Of course Namco will attack you if you make 100% clone just redrawing all your GFX, but it doesn't mean that legally they are on the high ground. They might win, they might not. Most people (like you too I suppose) just take the "safe road" and remove anything with C&D. But that doesn't mean that you were doing anything illegal. There is a shit ton of C&D stuff going on in YouTube and I'd say 90% of them are without merit. Look into TotalBiscuit or AngryJoe about C&D that backfired for the game dev's and more discussion about it (like https://www.youtube.com/watch?v=QfgoDDh4kE0).

170
General ENIGMA / Re: First Impressions Of ENIGMA
« on: May 13, 2015, 05:47:52 am »
I'm just saying there hasn't been a case that I know of that a company sues a freeware game. There are wolfeinstein clones, worms clones, pac-man clones, terraria clones etc. etc. Nobody has ever been in any trouble. What IS illegal is to claim rights to something you don't own. As well as break licenses, which is actually much more important when using freeware stuff. Like there was an instance when free Linux utilities were sold, which ended in a lawsuit, as that broke the license. On the other hand there is instances where people sell open source games (like the flight simulator) and it's perfectly legal because of the license (but of course it is immoral). Basically what I am trying to say to you is that you WILL NOT BE SUED BY A GAMES COMPANY IF YOU MAKE A FREE REMAKE OF IT - that is a fact. You can make a million pacman clones, especially with your own graphics and release them for free and you will never be in any legal problems.

Quote
i guess people are really not pushing the limits right ?
You don't even need extensions for that. I have made whole Diablo2 remakes in pure GM, and I can assure you that 2D wise it can create any game imaginable. 3D is another story (at least before GMS) as you couldn't write shaders and you still cannot optimize the renderer yourself.

Quote
But if you ditch LGM, then how the bloody hell are we supposed to develop using ENIGMA ???
My idea is to write one myself. I will start with writing some tools, like GUI editors.

171
General ENIGMA / Re: First Impressions Of ENIGMA
« on: May 12, 2015, 08:26:24 am »
Thank you for trying! Can't wait. :)

172
General ENIGMA / Re: First Impressions Of ENIGMA
« on: May 12, 2015, 03:38:38 am »
Quote
They are NOT. Whether for non profit or commercial, you cannot RIP assets from games and use them without written permission.  Some companies are more lenient and allow fan games, videos, etc, like LucasArts, others are not and they enforce their rights.  To my knowledge, Nintendo does NOT allow use of their assets, whether free or not, without their consent. There is precedent about companies going against fan games (FREE), perhaps you are not aware.
Not everyone has time to go to court and run after every kid who steals your bloody assets - so if you can protect them or make it harder why not......WHY NOT - that's my motto.... WHY NOT :D
Game clone doesn't necessarily mean 1:1 ripped assets. You can be "inspired" by them. Take the assets, recreate them with slight modifications and use them. I have not seen any free game that has been in any legal trouble. That just doesn't happen. And if you want to use the assets directly, you must ask the user to get the game (like Stargus which is Starcraft clone). Here is a good list of clones: http://osgameclones.com/ . And as far as I know none of them have been in any real copyright problem.

Quote
Special Agent J. C. also known as Lonewolf, made me aware of this.....If someone were to use his video engine to make a game and distribute game, any cunt can simply take a look in their temp folder and steal his bloody engine and use it without paying for it!!!  You'd be happy with that Harry ? 
I wouldn't care one bit. But getting the .dll doesn't allow one to use it. You have to reverse engineer the whole interface. If it was so trivial, then everyone would be using BINK video in their games instead of some Lonewolf video engine. And even then BINK wouldn't care, as if the persons don't sell the game (or get any monetary gain from it), then 99%  of companies don't do anything. As suing and then paying a lot of money for lawyers and things like that is a waste. And people who can reverse engineer the dll, then they are competent enough to get the dll out of the game anyway even if you encrypt it.

Quote
Who the bloody hell would want to do that ? It might be convenient for small games I agree, but for larger games no way. Most commercial games use external assets, some pack them, some protect them, but they are external. Every game I have owned and run had external assets. On big games when you want to distribute only fixed to specific area (levels, gfx, etc) add stuff, you would want to break your game into as many pieces as possible......otherwise for most games you'd have to download the entire bloody game to update just a few items. That would be silly.
But that is the point of GM. GM games are usually very small, they are self-contained. GM is the go-to engine for things like LudumDare where you have 48h to make something. I hate that I download a 5mb game and it consists of 25 files. At the same time if you WANT to have everything external you can. All I'm saying is that it should be a choice. Unreal doesn't have that, GM has it partially. ENIGMA has it fully.

Quote
Unfortunately ENIGMA has its limits and flaws and right now painfully unstable (IDE part).
But the best part is that you can extend the limits and fix the flaws. I have fixed many bugs and implemented a lot of very interesting features in the past two-three months. When I have more free time I will try to make a topic about them. IDE part is a soar point though, and something I sadly cannot change. If we are not able to get any Java dev's on Windows, then we will sadly have to ditch LGM. And as I am not part of NaturalGM either, then I will have to start something from scratch. Which is something I'm not a big fan of.

173
Function Peer Review / Re: Lua Extension
« on: May 11, 2015, 06:12:40 am »
You mean NaturalGM? Sadly we have problems with developers in this regard. Java was developed for almost 10 years or so, and thus it's not that easy to replicate all that very rapidly. If all else fail I will start creating an IDE in ENIGMA, but that will be slow and probably not really functional for a long time (especially if I make it alone). Right now I'm working on GUI stuff and fixing bugs in ENIGMA, but right now i'm the only one working on it.

174
Function Peer Review / Re: Lua Extension
« on: May 10, 2015, 10:36:23 am »
I cannot find any information on why it keeps crashing. Sometimes it's so frustrating that it crashes 10 times in a row. It doesn't write any crash dump (maybe windows does?) and I cannot run any of it in some kind of debug mode. I think the problem is in either the JNA or the plugin, as the crashes happen ONLY when using the plugin buttons (Run, Compile etc.). But that means the .jar talks with another .jar and so it makes sense that I cannot debug it. Maybe someone with more Java knowledge can see what is up. Because the crashing is unbearable.

edit: The only windows log that is created is this: http://pastebin.com/3GT9hQ2f . I have a .egm that crashes every time on my PC (so I cannot run it at all), but runs fine on my laptop ("fine" meaning it crashes 50% of time, not 100%). When I save a .gmk I can get it to run with the 50% though.

175
Function Peer Review / Re: Lua Extension
« on: May 05, 2015, 10:25:33 am »
Maybe it's a Windows only bug. I haven't used LGM with Linux that much. Memory wise there shouldn't be a problem, as it crashes also when no project is opened. Just open LGM, add a room and press Run. At about 30% rate it will crash. And when it crashes with a an open project, the project doesn't need to be complicated. Here is a screenshot:

You can see it crashes at "Populating communication buffer". Memory is low (200mb) and the project is empty. In this case I had to compile the project 3 times until it crashed. The first two it didn't. On average it takes about three times, but it has happened on the first one as well. It does seem that the memory slightly increases every time I press Compile. Maybe some kind of memory leak? It doesn't allow me to debug in Windows, as the ENIGMA.exe doesn't even run then. And I don't know how to debug .jar's. Maybe on Linux regular wallgrind can do it?

176
Function Peer Review / Re: Lua Extension
« on: May 04, 2015, 07:32:38 am »
Can you post the .jar somewhere? As Robert and Ism is missing, it would be good if the LGM fixes were still available to download if not in the repo. I personally have problems with LGM freezing when pressing the Run button (or Compile button, or the Debug button), as well as crashing the whole program (windows asks to End Task) when one of the buttons are pressed. So in one case a freeze happens when the ENIGMA plugin is called (LGM then uses 0% of CPU, so it doesn't seem to be stuck in an infinite loop without sleep), and in the second case it happens when the compilation starts (the console starts printing stuff). They are actually very easy to replicate, as I have these crashes on both PC's and they happen at least once every 5 or even less compiles. Sadly no log is created. Also, ENIGMA.exe seems to crash when I try to debug it in GDB (also when it's compiled in Debug mode). I'll see if I can find the cause of that.

But we should probably take this discussion elsewhere.

177
Function Peer Review / Re: Lua Extension
« on: May 03, 2015, 08:24:38 pm »
The default should still be much smaller than 12mb. Try disabling as much extensions as you can.

LGM was left in a very unstable state sadly. And we don't have Java dev's currently who could work on that. It seems I'm the only one still working on ENIGMA at the moment. Let's hope this is only temporary.

178
Function Peer Review / Re: Lua Extension
« on: May 03, 2015, 07:07:03 am »
See what extensions are added and what systems are used. For example, OpenAL is about 3mb, so if you disable sound system, it will be smaller. Then did you try compiling with Compile option or the Debug/Run options? For me an empty game is 1.17mb.

179
LGM is quite buggy. It crashes 24/7 and things like these might happen.

180
That is weird. And it goes past that if you disable the extension? I have feeling there could be a lot more missing or incompatible functions in that game, as it is made in GM. But it should report them and not just silently fail.

Does an empty game compile? Or a simple test, like drawing text or sprite on a screen? Just for a sanity test.