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2191
Issues Help Desk / Re: propsys.dll problem
« on: October 26, 2013, 07:31:41 pm »
This is really wierd, your issue is as wierd Harri's. Can you try building that Minecraft example on that 2nd computer again? You said it has really good graphics support. Do you ever get this propsys.dll error with other programs?
https://www.google.com/#q=propsys.dll&start=0
It just don't make any sense because that is purely a Windows main dll, and it can't be related to anything with Windows platforms because other games work for you so it would have to be another system, but none of the other systems rely on that lib.
propsys.h is in the MinGW folder, but none of those again are even used by our engine.
Edit: http://msdn.microsoft.com/en-us/library/windows/desktop/ff728871%28v=vs.85%29.aspx
Ohhhh I may have figured it out, it looks like it is the property system that is used to give executables and files the copyright, author and description. Try running the games with the green run button and not using the compile button. You may have a problem specifically related to building executables.
https://www.google.com/#q=propsys.dll&start=0
It just don't make any sense because that is purely a Windows main dll, and it can't be related to anything with Windows platforms because other games work for you so it would have to be another system, but none of the other systems rely on that lib.
propsys.h is in the MinGW folder, but none of those again are even used by our engine.
Edit: http://msdn.microsoft.com/en-us/library/windows/desktop/ff728871%28v=vs.85%29.aspx
Ohhhh I may have figured it out, it looks like it is the property system that is used to give executables and files the copyright, author and description. Try running the games with the green run button and not using the compile button. You may have a problem specifically related to building executables.
2192
Issues Help Desk / Re: propsys.dll problem
« on: October 26, 2013, 09:11:33 am »Quote
some cmd stuffWhat cmd stuff? Are you trying to run from the command prompt?
Build->Settings, if you can screencap the "API" tab for me and let me see what you have set that would be great. You say this is only occurring withe certain games right?
2193
General ENIGMA / Re: Minimap in editor? Noob question
« on: October 26, 2013, 01:55:39 am »Quote
I'm realy impressed!Heh, how kind of you.
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I'm not against 3d of course!Surely.
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I saw thread with your 3D Mario, is nice.I made that in Game Maker 8.1, one of my tasks in the next few weeks is to get it finally ported.
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like a visleaves system or LOD just for example.I understand that but our graphics are also programmed a lot more efficiently than Studio, and exceedingly better than 8.1, also why we have shader programs. Tessellation shaders are still relatively new, and a LOD would not be that hard.
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I'm looking for good 2d tool.Don't worry, that is what we intend to be. But you are kind of missing the point, Unity3D developers are now making Unity2D, we could do the same, in fact, I have been contemplating it for a while, ENIGMA 3D.
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Can't be here ready to use control/piece of code just for tweak?I don't want to get into to detail, but when Josh finishes college and then does the EDC and gets that compiler done, were planning some sort of asset store like Unity has.
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This is just funny and challengingRight, this is exactly why we created our program free and open source, so you share the same ideals we do.
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I have my own whish list if you are interested inLol, just hold off on that for a while, I've got lots to do such as ensuring the stability of the current program, and there is a new LateralGM that will be released in a week or so.
Also, here is that picture I failed to link earlier.
http://oi44.tinypic.com/j8fmn6.jpg
2194
General ENIGMA / Re: Minimap in editor? Noob question
« on: October 25, 2013, 08:11:46 pm »
The reason is back in 2007 when the project started Java was the only real solution to have a cross platform IDE, now we have the Qt framework.
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I mean optimisation and animation.It is not that difficult, and I am talking about making intuitive tools, Studio is not one, like I said I want to come up with a completely redesign room editor that doesn't look nearly as bad. And also it is possible that we could branch it off into it's own program called ENIGMA 3D or something.
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in use 2d engine more.Right, that is why I am focusing on the stability of the engine first, but not every 2D game is strictly two dimensional, there is pseudo 3D and isometric graphics.
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More skilled in coding users will be do games in C++ with some frameworks.That is what ENIGMA already does actually, it just parses your game and outputs C++ and links our game engine to it. Pretty simple actually.
2195
General ENIGMA / Re: Minimap in editor? Noob question
« on: October 25, 2013, 07:09:46 pm »
Facet, hello.
Yes the minimap I have not added because I have not had time, also it is pretty bloated. I wanted to try a complete redesign of the room editor like I did with the sprite and background editors to give something new, Studio's is bloated and really slow. I am not exactly sure about a minimap in Java anyway, because the graphics on LGM's room editor are not hardware accelerated and it may get rather slow. This is why the IDE is being rewritten in C++, I was planning a mix between a 3D and 2D room editor that can easily switch perspectives, I am not at that point yet however. Here is a picture of LGM's rewrite...
Edit:
https://www.dropbox.com/s/idol99sf2z7ao1v/radialgmwindus.png
Yes the minimap I have not added because I have not had time, also it is pretty bloated. I wanted to try a complete redesign of the room editor like I did with the sprite and background editors to give something new, Studio's is bloated and really slow. I am not exactly sure about a minimap in Java anyway, because the graphics on LGM's room editor are not hardware accelerated and it may get rather slow. This is why the IDE is being rewritten in C++, I was planning a mix between a 3D and 2D room editor that can easily switch perspectives, I am not at that point yet however. Here is a picture of LGM's rewrite...
Edit:
https://www.dropbox.com/s/idol99sf2z7ao1v/radialgmwindus.png
2197
Issues Help Desk / Re: propsys.dll problem
« on: October 24, 2013, 01:43:25 pm »
Harri, it is exactly what I don't get either. The size of OpenGL compared to Direct3D though, yes D3D is that small, it is not as unfinished, it has sprites, backgrounds, surfaces, models, it isn't missing that much, our graphics systems are relatively small in size anyway I wouldn't equate the size of OpenGL to be such a large jump in executable size. Harri, and Direct3D is also not better than OpenGL because of this, you are forgetting that the Direct3D 9.0 End User Runtime has to be installed before these applications can even run.
http://www.microsoft.com/en-us/download/details.aspx?id=34429
However, Direct3D still runs faster for me on Windows, and it is also nicer switching between hardware and software vertex processing in a single function call. DirectX comes with a lot of things to such as all kinds of good image support including .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
http://msdn.microsoft.com/en-us/library/bb172801%28VS.85%29.aspx
It is actually designed specifically for games, where as OpenGL is meant to have other purposes. I've realized not to compare the two.
http://www.microsoft.com/en-us/download/details.aspx?id=34429
However, Direct3D still runs faster for me on Windows, and it is also nicer switching between hardware and software vertex processing in a single function call. DirectX comes with a lot of things to such as all kinds of good image support including .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
http://msdn.microsoft.com/en-us/library/bb172801%28VS.85%29.aspx
It is actually designed specifically for games, where as OpenGL is meant to have other purposes. I've realized not to compare the two.
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I also have a feeling that we include code even though extension is not selectedWe don't Harri because each extension has its makefile which links those libs, if you look at SHELL makefile you can see it only includes those makefiles when the extension is enabled so if the makefile aint included and the libs aren't linked that tells us for sure that wildcard is never processed. Now it might be happening with the include.h files, but I am not sure, you'd have to try to remove one from a deselected extension and compile, then you'd know it wasn't included.
2198
Announcements / Re: Object Inheritance Implemented
« on: October 24, 2013, 03:39:42 am »
I'll do timelines when I finish this GMX writer so you can save.
2199
Works in Progress / Re: Son of Blagger - remake
« on: October 24, 2013, 03:36:12 am »
^_^ Very nice.
2200
Issues Help Desk / Re: propsys.dll problem
« on: October 24, 2013, 12:15:25 am »
Okee dokee then great, it is looking to be a problem with your graphics hardware then. Just try updating your drivers and stuff to see if you can get better OpenGL support until we finish up our Direct3D more.
2201
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 11:50:42 pm »
This is probably exactly why, our Direct3D graphics are not nearly as finished yet, and Windows XP, well back then OpenGL was not as widely supported as it is today. As our Direct3D graphics system progresses though that game will eventually work with it. But this is most likely looking to be graphics related. But I don't understand why you can run the OpenGL game but not build it only a few of them.
Try this one as well, the version called Direct3D 9. It would also help if you could run all 4 and tell me the performance, RAM, CPU, and FPS of each version. Usually people report the 3 ENIGMA ones all if not at least 1 to be faster than the one compiled with the YoYoGames compiler.
https://www.dropbox.com/s/y914dam38fhtsi5/CUBES.zip
Try this one as well, the version called Direct3D 9. It would also help if you could run all 4 and tell me the performance, RAM, CPU, and FPS of each version. Usually people report the 3 ENIGMA ones all if not at least 1 to be faster than the one compiled with the YoYoGames compiler.
https://www.dropbox.com/s/y914dam38fhtsi5/CUBES.zip
2202
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 11:29:07 pm »
Ok, and you said you downloaded the portable ZIP from our webiste just yesterday, correct?
Do you have any other compilers installed such as Code::Blocks or Visual Studio?
Also try Build->Settings and select "API" and try a different graphics system.
It would also help if you could open settings.ini and set closecmd=0 and screen cap that when you launch ENIGMA so I can see what your environment path is, or just navigate to control panel and http://www.pastebin.com it for me.
Edit: Also, what was the operating system on your computer before you installed Windows 7? It could be an issue with OpenGL or graphics or something. If you could do a DirectX Diagnosis and also pastebin those results that would be awesome.
http://windows.microsoft.com/en-us/windows-vista/run-directx-diagnostic-tool
Do you have any other compilers installed such as Code::Blocks or Visual Studio?
Also try Build->Settings and select "API" and try a different graphics system.
It would also help if you could open settings.ini and set closecmd=0 and screen cap that when you launch ENIGMA so I can see what your environment path is, or just navigate to control panel and http://www.pastebin.com it for me.
Edit: Also, what was the operating system on your computer before you installed Windows 7? It could be an issue with OpenGL or graphics or something. If you could do a DirectX Diagnosis and also pastebin those results that would be awesome.
http://windows.microsoft.com/en-us/windows-vista/run-directx-diagnostic-tool
2203
Issues Help Desk / Re: propsys.dll problem
« on: October 23, 2013, 11:25:09 pm »
Then it wasn't eliminated, just swept under the rug and you may also have a corrupted registry according to Google. Again, try the exe I linked and if that doesn't work then it is definitely your Windows installation.
2204
General ENIGMA / Re: ENIGMA Settings and OpenGL Graphics System Merge
« on: October 23, 2013, 11:22:42 pm »
No Harri you are missing the entire point lol, the device manager classes I am writing abstract the batching and render state/binding memorization from the actual graphics system, it would simply be 30 extra lines to add the settings to the device manager, and we could wipe out a whole graphics system.
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