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466
Off-Topic / Re: Disable Right click on target HWND
« on: January 09, 2015, 02:23:09 am »
Is that the same problem in GM or is just doing that in ENIGMA? The first thing you need to do is find out how the context menu is being shown before you can try to disable it. If you didn't add it, it's probably being shown on a WM_CONTEXT or WM_POPUP or mouse event, in which case you want to block those window messages from delegating to the child windows.
467
Off-Topic / Re: why I hate websites owned by tiny people
« on: January 06, 2015, 02:23:46 am »
Actually nobodies hard drive here matters, except maybe Josh's and mine, the code is all on GitHub. We could all die and it'd still be there, the only thing that can really destroy it is a nuclear fallout. I feel like all of GameMaker has a high bus factor honestly and YYG's too with their giant Delphi code base, GM: Studio is a bunch of open source API's duck-taped to LLVM/Clang and a 16 year old Delphi IDE (Animo was originally released in 1999). Also not just sorlok but also egofree has been extremely resourceful and immensely helpful to the project as well as TheExDeus and many other people.
468
Proposals / Re: JSON in Enigma?
« on: December 31, 2014, 01:35:54 am »
We actually have a JSON extension to implement the Studio functions which was started by canthelp before he left, but I believe I tested it before and it does not work. I am too busy fixing parser bugs to be able to address this right now I am more concerned with initializer lists at the moment.
https://github.com/enigma-dev/enigma-dev/tree/master/ENIGMAsystem/SHELL/Universal_System/Extensions/Json
https://github.com/enigma-dev/enigma-dev/tree/master/ENIGMAsystem/SHELL/Universal_System/Extensions/Json
469
Proposals / Re: Disabling Automatic Semicolons
« on: December 30, 2014, 10:29:58 am »
I have tested and the setting seems to be a suitable fix pro tempore. I have sent a new pull request. This is also a nice setting even if the user just wants to compile projects faster because they can skip this phase entirely. Therefore I agree with Harri that this is a smart way of teaching users that by coding properly they can write faster and more efficient software.
https://github.com/enigma-dev/enigma-dev/pull/919
https://github.com/enigma-dev/enigma-dev/pull/919
470
Issues Help Desk / Re: Compiling for windows in linux problem
« on: December 30, 2014, 03:06:20 am »
Like this gra...
Code: [Select]
gdb path/to/game.exe
run
SIGSEGV ENCOUNTERED
bt
(stack trace follows...)
quit
Y
471
Proposals / Re: Disabling Automatic Semicolons
« on: December 30, 2014, 12:58:57 am »
I am like 99% certain without testing that the MinGW errors should show in LGM's console, I am like, almost certain. Though our syntax checking itself would not catch the error. To reiterate those may not be very user friendly but again this setting would be for advanced users, like Harri, who know C++.
472
Proposals / Disabling Automatic Semicolons
« on: December 30, 2014, 12:55:38 am »
After I fixed the primitive arrays with Josh's help I wanted to fix initializer lists, they are only broken because of the automatic semicolons, when this is disabled they work. Harri's matrix array initialization is primarily what inspired me.
http://enigma-dev.org/forums/index.php?topic=2397.msg24374#new
This was my attempt here:
https://github.com/enigma-dev/enigma-dev/pull/917
But it ultimately fails because we simply don't have sufficient information to do this yet and a number of games are failing to parse after the changes. A better work around for the time being would be to add an option to disable automatic semicolons all together, this means you would have to always put your ';' terminating semicolons where they belong. But it would stop some things like initializer lists from breaking.
This would make the following possible in ENIGMA if you choose to disable it.
I would appreciate feedback on this and whether you guys think a setting for this would be nice. It should be considered an advanced setting as advanced users are more likely to properly terminate statements.
http://enigma-dev.org/forums/index.php?topic=2397.msg24374#new
This was my attempt here:
https://github.com/enigma-dev/enigma-dev/pull/917
But it ultimately fails because we simply don't have sufficient information to do this yet and a number of games are failing to parse after the changes. A better work around for the time being would be to add an option to disable automatic semicolons all together, this means you would have to always put your ';' terminating semicolons where they belong. But it would stop some things like initializer lists from breaking.
This would make the following possible in ENIGMA if you choose to disable it.
Code: (EDL) [Select]
int arr[2][3][4] = { { {1, 2, 3, 4}, {1, 2, 3, 4}, {1, 2, 3, 4} },
{ {1, 2, 3, 4}, {1, 2, 3, 4}, {1, 2, 3, 4} } };
for (int r = 0; r < 2; r++) {
for (int c = 0; c < 3; c++) {
for (int n = 0; n < 4; n++) {
show_message(string(arr[r][c][n]));
}
}
}
I would appreciate feedback on this and whether you guys think a setting for this would be nice. It should be considered an advanced setting as advanced users are more likely to properly terminate statements.
473
Developing ENIGMA / Re: New Portable
« on: December 29, 2014, 10:49:28 am »
We will get there egofree, so many issues, so little time, we need to fix some more LGM stuff and get the icons vectorized first.
Another quick update here as well, I have fixed the syntax checking output, room/instance creation will no longer silently fail it will show the output and line numbers. Script syntax checking will also properly show line numbers now as well. Update as usual.
https://github.com/enigma-dev/enigma-dev/pull/913
Another quick update here as well, I have fixed the syntax checking output, room/instance creation will no longer silently fail it will show the output and line numbers. Script syntax checking will also properly show line numbers now as well. Update as usual.
https://github.com/enigma-dev/enigma-dev/pull/913
474
Works in Progress / Re: [OGL3] Shader Test
« on: December 29, 2014, 08:47:46 am »
Yeah I hadn't considered that you may want to draw to the same surface again, so flipping on the CPU is out of the question.
What about doing what ANGLE does then, would that be compatible with GM Studio shaders? If not our only real option is to just use ANGLE. It however would be nice if we all had GL4.5 cards and could just use the proper fix.
What about doing what ANGLE does then, would that be compatible with GM Studio shaders? If not our only real option is to just use ANGLE. It however would be nice if we all had GL4.5 cards and could just use the proper fix.
475
Programming Help / Re: Matrix Math extension?
« on: December 29, 2014, 08:29:53 am »
What? That isn't the case at all, all the matrix_functions I prototyped are showing in the function list.
Code: (EDL) [Select]
matrix_build : gs_scalar *matrix_build(gs_scalar x, gs_scalar y, gs_scalar z, gs_scalar xrotation, gs_scalar yrotation, gs_scalar zrotation, gs_scalar xscale, gs_scalar yscale, gs_scalar zscale);
matrix_get : gs_scalar *matrix_get(int type);
matrix_multiply : gs_scalar *matrix_multiply(gs_scalar *matrix1, gs_scalar *matrix2);
matrix_set : void matrix_set(int type, gs_scalar *matrix);
Quote from: TheExDeus
I still need to cast the var array as floats, which I don't know how effective will be. Right now I just assume they are floats and do a memcpy:That sounds fine to me for now, having it work is better than nothing at all. Josh can weigh in if you like.
476
Programming Help / Re: Matrix Math extension?
« on: December 29, 2014, 08:12:46 am »
Because array names are just const pointers essentially they can be passed to functions in ENIGMA. You just can't get the size, but that doesn't matter because they are a prefixed size. Second I think the functions should actually take a var array because it can be double or float like drawing functions, and var arrays can tell us their size. I don't know about returning arrays, but I have already outlined the functions. I encourage you to at least take a crack at it Harri and let us know of any parsing bugs and I may be able to help fix them.
477
Third Party / Porting GMOgre
« on: December 29, 2014, 06:14:05 am »
Well I've got some good news, I decided to try porting GMOgre again and was met with relative success. You can download the original examples from the GMC for now, I have not made a special ENIGMA release yet.
http://gmc.yoyogames.com/index.php?showtopic=455439
To start off I had to do similar fixes that were required for Ultimate3D, the window flags fix from a while back that has been added in the latest Portable ZIP is also needed.
http://enigma-dev.org/forums/index.php?topic=1248.0
Here are the problems:
1) Global variable exists function used to check if OGRE is initialized this, I just replaced this with global.ogre_initialized == true
2) Local variable exists functions used to initialize z values for objects, replaced this with a local flag and enabled "Treat unitialized variables as 0" in Game Settings->Errors
3) ENIGMA has not implemented temp_directory for the settings.ini to be stored, so I replaced it with working_directory, which is where the dll also must be kept
https://github.com/enigma-dev/enigma-dev/issues/141
4) The GMOgre project files are totally corrupt, I had to import into Studio and then use LGM to convert the GMX back into GMK. The problem is the resources have their names but the part of the GMK storing the tree has them with the wrong names, just garbage. The GMK's also have problems in GM8.1
5) There's a conflict with the script named CreateFont, so I had to rename it to CreateFontA
https://github.com/enigma-dev/enigma-dev/issues/915
6) There's a bug with default script arguments in obj_skybox create event. It calls EnableSkybox passing only argument1 skipping argument0 and 2-3. This is in fact a mistake in GMOgre, not an issue with ENIGMA, I tested GM8.1 and it does not allow skipping arguments, and neither does ISO C.
https://github.com/enigma-dev/enigma-dev/issues/489
7) The OGRE log reports several shaders not being compiled, if we add the following code:
Before: http://pastebin.com/AZvxbbfY
After: http://pastebin.com/uEuk7YEf
8) We have no way of supporting GMAPI, this is why the RenderFrame script crashes, it is trying to call GML functions using GMAPI which Studio no longer supports either.
http://gmc.yoyogames.com/index.php?showtopic=429267
After fixing those problems I managed to get the GMOgre FPS example built but it crashes right after starting and throws debug messages about undefined vars.
This is the backtrace from GDB, if anybody has any ideas let me know.
http://gmc.yoyogames.com/index.php?showtopic=455439
To start off I had to do similar fixes that were required for Ultimate3D, the window flags fix from a while back that has been added in the latest Portable ZIP is also needed.
http://enigma-dev.org/forums/index.php?topic=1248.0
Here are the problems:
1) Global variable exists function used to check if OGRE is initialized this, I just replaced this with global.ogre_initialized == true
2) Local variable exists functions used to initialize z values for objects, replaced this with a local flag and enabled "Treat unitialized variables as 0" in Game Settings->Errors
3) ENIGMA has not implemented temp_directory for the settings.ini to be stored, so I replaced it with working_directory, which is where the dll also must be kept
https://github.com/enigma-dev/enigma-dev/issues/141
4) The GMOgre project files are totally corrupt, I had to import into Studio and then use LGM to convert the GMX back into GMK. The problem is the resources have their names but the part of the GMK storing the tree has them with the wrong names, just garbage. The GMK's also have problems in GM8.1
5) There's a conflict with the script named CreateFont, so I had to rename it to CreateFontA
https://github.com/enigma-dev/enigma-dev/issues/915
6) There's a bug with default script arguments in obj_skybox create event. It calls EnableSkybox passing only argument1 skipping argument0 and 2-3. This is in fact a mistake in GMOgre, not an issue with ENIGMA, I tested GM8.1 and it does not allow skipping arguments, and neither does ISO C.
https://github.com/enigma-dev/enigma-dev/issues/489
7) The OGRE log reports several shaders not being compiled, if we add the following code:
Code: (GML) [Select]
AddResourceLocation("./media/materials/programs");
To the create event of obj_engine then different errors occur. I created these logs after changing the renderer to GL from DX9Before: http://pastebin.com/AZvxbbfY
After: http://pastebin.com/uEuk7YEf
8) We have no way of supporting GMAPI, this is why the RenderFrame script crashes, it is trying to call GML functions using GMAPI which Studio no longer supports either.
http://gmc.yoyogames.com/index.php?showtopic=429267
After fixing those problems I managed to get the GMOgre FPS example built but it crashes right after starting and throws debug messages about undefined vars.
This is the backtrace from GDB, if anybody has any ideas let me know.
Code: [Select]
(gdb) bt
#0 0x100d9f76 in ?? ()
#1 0x008c04c3 in ffi_call (cif=<optimized out>, fn=<optimized out>,
rvalue=<optimized out>, avalue=<optimized out>)
at /root/enigger_libs/mingw-w64-libffi/src/libffi-3.0.13/src/x86/ffi.c:405
#2 0x007b1a08 in enigma_user::external_call (id=497, a1=..., a2=..., a3=...,
a4=..., a5=..., a6=..., a7=..., a8=..., a9=..., a10=..., a11=...,
a12=..., a13=..., a14=..., a15=..., a16=...)
at Platforms/Win32/WINDOWSexternals.cpp:176
#3 0x005f0a9e in _SCR_RenderFrame (argument0=..., argument1=...,
argument2=..., argument3=..., argument4=..., argument5=...,
argument6=..., argument7=..., argument8=..., argument9=...,
argument10=..., argument11=..., argument12=..., argument13=...,
argument14=..., argument15=...)
at C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfu
nctionality.h:6326
#4 0x0077c724 in enigma::OBJ_obj_engine::myevent_endstep (this=0x3c26140)
at C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_objectfu
nctionality.h:13326
#5 0x00424ae6 in enigma::ENIGMA_events ()
at C:/ProgramData/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_events.h
:118
#6 0x007a89a1 in WinMain@16 (hInstance=0x400000, hPrevInstance=0x0,
lpCmdLine=0x238479f "", iCmdShow=10)
at Platforms/Win32/WINDOWSmain.cpp:356
#7 0x00b2871d in main ()
478
Issues Help Desk / Re: Compiling for windows in linux problem
« on: December 29, 2014, 06:06:38 am »
No no no, first you have to build it in debug mode in ENIGMA so it has debugging symbols, otherwise I have no idea what the function addresses point to, you also still need "bt" for a full backtrace.
479
Issues Help Desk / Re: Compiling for windows in linux problem
« on: December 29, 2014, 04:42:47 am »
Run in debug mode, then close it and run it with gdb.
gdb path/to/game.exe
And paste a backtrace from gdb when it segfaults.
gdb path/to/game.exe
And paste a backtrace from gdb when it segfaults.
480
Issues Help Desk / Re: Compiling for windows in linux problem
« on: December 29, 2014, 03:25:23 am »
Hello gra, can you please paste us enigma-dev/output_log.txt at http://www.pastie.org or http://www.pastebin.com and give us the link?
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