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Outsourcing saves money => Issues Help Desk => Topic started by: time-killer-games on June 17, 2014, 08:05:45 pm

Title: Linux & LGM
Post by: time-killer-games on June 17, 2014, 08:05:45 pm
My games used to not load into lgm on windows a while back due to lgm having a preset maximum for some kind of data or memory usage, so if loading my project exceeds that data limit lgm uselessly throws an error preventing the project to load. (Who's dumb idea was this?)

Robert helped me fix that by increasing the memory limit via editing some sort of unknown text file that I don't remember the name of. I finally got back to using enigma on linux again but now I'm getting that same error and I would really appreciate it if anyone would be so kind as to tell me what that text file was called again? And what line to replace with what text?

Thanks.
Title: Re: Linux & LGM
Post by: Goombert on June 17, 2014, 08:32:33 pm
Actually, TKG, that was Oracle's idea, apparantly your default memory capacity for Java applications is too low. I changed the default on Windows in settings.ini but we don't have a settings file on Linux.

So just launch LGM this way instead.
Code: (Bash) [Select]
java -jar -Xms256m -Xmx1000m lateralgm.jar
More documentation of these parameters is here.
http://docs.oracle.com/cd/E13150_01/jrockit_jvm/jrockit/jrdocs/refman/optionX.html

If you don't like typing that in on the command line find your Java preferences.
Title: Re: Linux & LGM
Post by: time-killer-games on June 17, 2014, 09:18:36 pm
Okay now that that shite is out of the fucking ass way I try to check current enigma settings and or compile after loading the project and it crashes out of nowhere like 10 fucking times in a row.

here's the error log txt:
http://pastebin.com/qNrVWyqf

ughh this is such a pain in the god damned shithole ass pussy-dick hybrid. I'm just hoping this all isn't in vain. :smileycat:
Title: Re: Linux & LGM
Post by: Goombert on June 17, 2014, 09:34:46 pm
Looks like that heaping pile of shit VM wants some more memory, and since it's all free just like the cloud, go ahead and feed the fat beast some more by upping the 256/1000 mb's to w/e
Title: Re: Linux & LGM
Post by: Darkstar2 on June 17, 2014, 10:15:38 pm
Looks like that heaping pile of shit VM wants some more memory, and since it's all free just like the cloud, go ahead and feed the fat beast some more by upping the 256/1000 mb's to w/e

Isn't 1000 the max you can use anyway ?

I noticed the enigma plugin for  LGM being very unstable in windows as well spitting java and memory errors crashing and sometimes randomly closing without any warning.
even at 1000/1000. Setting anything above crashes LGM and it won't start.

Title: Re: Linux & LGM
Post by: time-killer-games on June 17, 2014, 10:48:14 pm
Looks like that heaping pile of shit VM wants some more memory, and since it's all free just like the cloud, go ahead and feed the fat beast some more by upping the 256/1000 mb's to w/e

Thank you so much for the suggestion my pussy-dick hybrid thanks you also. I'll try it first thing tomorrow and get back to you guys. @dark star I'm praying to the flying spagetthi monster that you are remembering wrong or something otherwise my pussy-dick is screwed.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 17, 2014, 11:18:18 pm
No I didn't remember wrong, 1000 is the limit.
Try setting higher than 1000 and LGM won't even start.
At least that's how it does in Windows I am not familiar with the other OSes.
Title: Re: Linux & LGM
Post by: edsquare on June 18, 2014, 12:09:18 am
How much memory (ram) do you have?

Windows Vista, Seven need at least 1Gb, recomended 2 or more, given mocosoft's record I imagine windows 8 needs even more ram, on top of that you run Linux (flavor?) on a VM (which one?), that's another 512Mb of ram (unless it's Puppy, DSL or something like that), and then you want to run a java game making app -Java=lots of ram. OGL=more ram- you do the math.

Somebody told you once you were doing it backwards, and is true, Linux as Host, Windows on the VM is the best if you don't want a double boot (Both oses directly on the HDD), also you could make a Linux LiveUSB with persistence.

If you insist on using linux on a VM then try this:

http://puppylinux.org/wikka/PuppyPrecise?redirect=no

Small, less memory hungry, binary compatible with Ubuntu Precise Pangolin
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 01:28:11 am
I get the same random crashes on windows as well, even with the setting to full 1000/1000, it is a pain in my white arsehole I have to restart LGM frequently because of random crashes or out of memory shite.

Don't know if it is the same error as TKG, but I am running Windows 7, 64bit, I have 16GB of RAM.
and I have the latest Java7.
Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 11:33:47 am
I get the following when setting it higher than 1gb.

Quote from: JVM
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Invalid maximum heap size: -Xmx:2g

It's entirely Java, it's nothing to do with LGM. Java on Windows does not allow more than 75% or 1gb, read the docs.
http://docs.oracle.com/cd/E13150_01/jrockit_jvm/jrockit/jrdocs/refman/optionX.html

So basically it looks like ENIGMA needs a 64bit Java compatible version.
http://stackoverflow.com/questions/16761103/could-not-create-the-java-virtual-machine-when-increasing-the-xmx
http://stackoverflow.com/questions/639540/how-much-memory-can-a-32-bit-process-access-on-a-64-bit-operating-system
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 12:52:41 pm
SO was it a mistake to have LGM done in JAVA then ???  I have not had as much crashing issues like the ones I am having inside LGM, with other java applets or IDEs.

Also 1 GB is lots.  I have had random crashes, closing without warning, project corruption, out of memory errors on simple projects, I mean I can't work on a LGM session without having to close and re-open.  The more I edit and test / run cycle the more it gets unstable and eventually says it cannot  create a new thread and out of memory error / java, etc. Sometimes it just closes randomly without any warning.  So where the fuck did the 1 GB get used up ?!?!?!?  I have had these crashes even with working with projects that have no loaded assets FFS !!!! no sprites, etc, with just 1 room and 1 object. and EGM only few Ks in size. It's as if there is memory leaking or something not right somewhere.

You mentioned enigma jar being the culprit, well the crashing happens most of the time before I even hit play / compile, right inside LGM itself ....
Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 01:01:38 pm
I said enigma.jar creates 99% of the memory errors for me. I've never seen LGM go over 1gb memory usage.  You haven't reported a single one of those crashes with the exception log, so how am I supposed to fix them?

Loading TKG's 100mb man boobs game, once the game loads and memory usage stabilizes, I am sitting at 496.2 MB ram usage. When I load it into Studio I am sitting at about 103.2MB ram usage. Ironically it takes the same amount of time to load the project in both programs however.

We clearly need to add the optimization I mentioned before which would bring it down to the same RAM usage. And we also need a Command Line Interface for compiling games.
Title: Re: Linux & LGM
Post by: edsquare on June 18, 2014, 02:12:21 pm
I said enigma.jar creates 99% of the memory errors for me. I've never seen LGM go over 1gb memory usage.  You haven't reported a single one of those crashes with the exception log, so how am I supposed to fix them?

Loading TKG's 100mb man boobs game, once the game loads and memory usage stabilizes, I am sitting at 496.2 MB ram usage. When I load it into Studio I am sitting at about 103.2MB ram usage. Ironically it takes the same amount of time to load the project in both programs however.

We clearly need to add the optimization I mentioned before which would bring it down to the same RAM usage. And we also need a Command Line Interface for compiling games.

The diference in ram usage is because GM is (Still) developed in a compiled language, among many other things.

Command line interface?

What are we? Linux developers? :eng101: Next someone will say we need a vim like environment!  :o :o :o

I vote for both compiling options, comand line and single button.

I also vote for a compiled LGM (RadialGM?) or moving towards the python environment, although it needs to change it's name; there already exists a GameEditor and it has nothing to do with Enigma (ENYGMA = Enygma is Not You know who GameMaker's Augmentation) or Enyggma (ENYGGMA = Enygma is Not Your Granie's GameMaker Augmentation)  ;D
Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 02:30:22 pm
Oh no ed, you misunderstand. We create a command line interface in C++ that can load an EGM project and compile it. This way we don't require LGM to pass the resources by memory to the plugin, so it can delay loading resources if the user does not edit them. Then when you compile it saves only the files you've changed and simply passes the file over to the CLI. This would drastically reduce the memory consumption of LGM, and it is also what GM currently does.

But there are a few problems with this.
1) LGM does not have a single guaranteed format.
2) There is no way to do it with GMK

Also Studio's IDE is not native, it is Delphi.NET as in the .NET framework and command language runtime.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 02:33:25 pm
I said enigma.jar creates 99% of the memory errors for me. I've never seen LGM go over 1gb memory usage.  You haven't reported a single one of those crashes with the exception log, so how am I supposed to fix them?

I did a couple times actually do so.  You then found it odd / weird, and mentioned you bet if I used LGM alone without the enigma plugin I would never have those errors. :D

I often get those errors without ever invoking the plugin.  Sometimes by simply hitting save and getting "out of memory cannot  create new thread" type.  So since it was already established that it's weird or unknown I never bothered posting new logs.

If you want I will post any logs of future errors ! :P

Quote
Loading TKG's 100mb man boobs game, once the game loads and memory usage

I get crashes and frustrations on projects a few Ks in size lol.  I don't even have to load a single sprite ! Just by working with scripts and code and often run/testing, going back to edit, run/test, etc after a certain number of cycles BAM I get the retarded errors.  And in worse cases the shit just closes completely without warning and without any intervention.  taking the EGM file along with it, completely gone.  Luckily the backup file is still there.  There is not one bloody time I could complete a LGM session without having to restart it.

Quote
stabilizes, I am sitting at 496.2 MB ram usage. When I load it into Studio I am sitting at about 103.2MB ram usage. Ironically it takes the same amount of time to load the project in both programs however.

Are you using the latest 1.3?  They did some changes to the IDE, audio assets are not pre-loaded at IDE launch as it was before.
Perhaps what you are noticing is some of the optimisations they have done lately to the IDE.  The fact it takes the same amount of time could mean they are just slow by nature or they are doing something else.  In theory they have done this for faster loading of projects and lower memory usage.  :P

Quote
We clearly need to add the optimization I mentioned before which would bring it down to the same RAM usage. And we also need a Command Line Interface for compiling games.

Yeah but how do you explain the crashes I get on a program without anything loaded. Be it a 100MB or 1KB project I would get he same unstable behaviour and it happens rather quickly.  I don't think I am consuming even close to 1GB reserved space that quickly, not even a fraction of a fraction of that. Since the issue is persistent and can be reproduced so easily, I will post yet again a log.......nothing has changed though :D

Oh and just in case you are wondering I only use the EGM format when saving in LGM.  and I use it from scratch I don't port anything in.

I was thinking of a crazy idea workaround for this.  Having 2 instances of ENIGMA installed, run 2 instances of LGM, one with the enigma plugin one without, to allow me to at least edit and build my crap without the constant  crashing, then when I need it tested I would save, and load it inside the other instance of LGM running with the plugin and test. But that would be so ridiculous and annoying :P  But if it works, I guess then it might be considered.

Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 02:47:18 pm
Quote
I often get those errors without ever invoking the plugin.  Sometimes by simply hitting save and getting "out of memory cannot  create new thread" type.  So since it was already established that it's weird or unknown I never bothered posting new logs.
Those would not occur if we had a 64bit version of ENIGMA that was compliant with the 64bit JVM. But we don't because it is a huge pain in the ass to maintain two Portable ZIP's. If someone wants to get one working with a 64bit Java and setup the 64bit mingw etc. Be my guest.

Quote
I get crashes and frustrations on projects a few Ks in size lol.  I don't even have to load a single sprite ! Just by working with scripts and code and often run/testing, going back to edit, run/test, etc after a certain number of cycles BAM I get the retarded errors.  And in worse cases the shit just closes completely without warning and without any intervention.  taking the EGM file along with it, completely gone.  Luckily the backup file is still there.  There is not one bloody time I could complete a LGM session without having to restart it.
We wouldn't have any of these problems if we developed a CLI like GM and everything else uses because we wouldn't need JNA, we should send terminal options to our CLI programs.

Quote
Are you using the latest 1.3?  They did some changes to the IDE, audio assets are not pre-loaded at IDE launch as it was before.
Perhaps what you are noticing is some of the optimisations they have done lately to the IDE.  The fact it takes the same amount of time could mean they are just slow by nature or they are doing something else.  In theory they have done this for faster loading of projects and lower memory usage.  :P
Well when I ran tests before I had it where TKG's games would open instantly. So if we did the optimizations we would kick their IDE's ass.

Quote
Yeah but how do you explain the crashes I get on a program without anything loaded. Be it a 100MB or 1KB project I would get he same unstable behaviour and it happens rather quickly.  I don't think I am consuming even close to 1GB reserved space that quickly, not even a fraction of a fraction of that. Since the issue is persistent and can be reproduced so easily, I will post yet again a log.......nothing has changed though :D
JNA who knows, the whole backend is a mess. Would be way better to do away with it and just utilize a CLI.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 02:57:47 pm
Well for now I will open 2 instances, 1 through enigma and 1 straight from lateralgm.jar.
So far I did it and it works.  I work on my project in LGM, save it, load and test it on the other side which has the plugin.  I have yet to see if this works out long run or if the crashing will take down both instances running. :P
Perhaps a CLI and having that called from inside LGM where only the EGM itself would be passed ? but wouldn't that require you saving your project every time before run/testing it ?
Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 03:11:50 pm
Only saving things that you've changed Darkstar2, if you haven't changed anything it just passes the file, or rather the path, it won't even bother with the copying the file, just pass the file location to the CLI and the project will get built. If you open it and edit a sprite then LGM will save that sprite before passing the file path over.
Title: Re: Linux & LGM
Post by: time-killer-games on June 18, 2014, 04:17:42 pm
I'm not going to read all of that. The mini version? :(
Title: Re: Linux & LGM
Post by: time-killer-games on June 18, 2014, 05:01:51 pm
How can I use the command terminal outside of LGM to compile my source on Linux? This should be added to a much more clear section of the wiki. I can't find it.

Edit:

I tried setting the max from 1000 to 2000, 2500, 2600, 2700, 2800, 2900, 3000, and 4000. Anything above 2600 for me will result in lgm refusing to start, crashing before it opens it seems based on the terminal and output log. 2600 and everything below will result in lgm crashing in the midst of compilation. I really need to compile without lgm ortherwise lgm will just crash every time which is useless.

@Darkstar so it crashes and refuses to start for you on anything above 1000 that's so weird it works differently for me. It does that for me when I hit above 2600. Really odd. I assume it's due to our difference in hardware, but it still doesn't make sense to me why that would make this much a difference.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 07:05:48 pm
@Darkstar so it crashes and refuses to start for you on anything above 1000 that's so weird it works differently for me. It does that for me when I hit above 2600. Really odd. I assume it's due to our difference in hardware, but it still doesn't make sense to me why that would make this much a difference.

Are you on windows ? Maybe it's different for other OS.  I am on Windows 64bit, 16GB of RAM, latest Java.  I have a feeling that regardless the settings used there will be crashes.  There are some bugs in LGM itself as I could reproduce certain crashes without the plugin, if you try using the keyboard shortcut for inserting in the resource tree whilst the cursor is placed directly on the root, it will give an error unknown source.
There are other ways to trigger errors in LGM alone.  But most of the fucked up the arse memory errors are from the plugin itself :D
Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 08:02:47 pm
It sounds like he's on Linux. TKG there is currently no way to compile outside of the IDE I'm afraid, that's the CLI that I was talking about, which would also make LGM run faster/compile faster/better and use less memory.
Title: Re: Linux & LGM
Post by: time-killer-games on June 18, 2014, 10:17:43 pm
Yes, I'm running Ubuntu through virtual box for windows. On the downloads page and wiki it says ENIGMA may either be used through the IDE *or* the command line, if this is really not so you guys should mention the unfortunate update.

Thanks anyways, well, I'm screwed. That's too bad.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 10:57:44 pm
Here is a crash I just experienced and log of this ass fuck bug :  A tiny project, this is fucking annoying to say the least:

Quote
Operating System: Windows 7
Version: 6.1
Architecture: x86

Java Vendor: Oracle Corporation
Version: 1.7.0_55

Available processors (cores): 4
Free memory (bytes): 659878592
Maximum memory (bytes): 1013645312
Total memory available to JVM (bytes): 1013645312

Stack trace:
java.lang.OutOfMemoryError: unable to create new native thread
   at java.lang.Thread.start0(Native Method)
   at java.lang.Thread.start(Unknown Source)
   at java.util.Timer.<init>(Unknown Source)
   at java.util.Timer.<init>(Unknown Source)
   at org.lateralgm.joshedit.JoshText$MouseAutoScroll.<init>(JoshText.java:1165)
   at org.lateralgm.joshedit.JoshText.<init>(JoshText.java:1206)
   at org.lateralgm.joshedit.JoshTextPanel.<init>(JoshTextPanel.java:51)
   at org.lateralgm.joshedit.JoshTextPanel.<init>(JoshTextPanel.java:44)
   at org.lateralgm.joshedit.JoshTextPanel.<init>(JoshTextPanel.java:39)
   at org.lateralgm.components.CodeTextArea.<init>(CodeTextArea.java:120)
   at org.lateralgm.subframes.ActionFrame.<init>(ActionFrame.java:172)
   at org.lateralgm.subframes.ActionFrame.<init>(ActionFrame.java:89)
   at org.lateralgm.components.ActionList.openActionFrame(ActionList.java:208)
   at org.lateralgm.subframes.GmObjectFrame.editSelectedEvent(GmObjectFrame.java:935)
   at org.lateralgm.subframes.GmObjectFrame.access$2(GmObjectFrame.java:909)
   at org.lateralgm.subframes.GmObjectFrame$2.mousePressed(GmObjectFrame.java:795)
   at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
   at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

What the fuck !!!! out of memory this is a small project, only 4 tiny gay sprites 1 script, 4 objects, and a few lines of code.
This is highly retarded !

From this point on I can't do anything, no matter what I press.  So I have to close LGM and restart.

More so my motherfucker of a project was all corrupted.  Oh it loads alright, all objects are there but all code was blanked the fuck out !!!!!!!
Seriously I think it is a big mistake to be featured on indie db and other sites, personally I can work around this cluster ass fuck of a problem but anybody who's too new to this won't and they will rip ENIGMA and it will be an embarrassment - if this was my project I would never expose it with such problems :D

Even the backup was corrupted so I lost the DX9 test I was going to send you, tough luck I don't feel like starting over not tonight anyway.

I think I might have uncovered some other problem seems LGM does not save properly !!!! How the fuck did my project end up being saved with all the object name, sprites, rapings, etc. but all the code inside objects gone ! What happened !?

Title: Re: Linux & LGM
Post by: Goombert on June 18, 2014, 11:05:51 pm
What? what game are we talking about? I don't have that file, and that should no be occurring. If I can get the file I can tell you what's going on.

Edit: Wait a minute, that's not an out of memory error at all, that's the JVM being retarded. As you can clearly see there is several gigabytes of free memory remaining.
Quote
Free memory (bytes): 659878592
Title: Re: Linux & LGM
Post by: Darkstar2 on June 18, 2014, 11:30:34 pm
What do you mean game ? I was working on a test project to demonstrate my DX9 fix, along with the full commented script to send you
all got lost, including backup.

I hit save every change I make.  When I saw this crash I had previously saved ! When I closed to re-open butt-fuck-LGM I load the project, loads fine, but ALL code in all objects GONE.........blanked out.

Even the backup! So this proves that LGM was NOT properly saving the EGM, long before the error occured.  This is another major issue.

In my case since I use EDL, C++ and GML in my most of my projects it would be impossible for me to use GayStudio's IDE to edit / run my projects.
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 12:02:30 am
Ugh, I hate to say it, but I have to be able to reproduce it to fix it.

The random crashes have completely stopped for me though with the new error dialog, I haven't had LGM crash out on me completely since the last major release. I want to fix these issues for you so please try to find ways of getting me to be able to find them in the code and fix them, as hard as it may be, try narrowing down what causes the crash.

I have a theory it could be frequent saving since I added threading, perhaps the threads aren't being properly closed or something?

Edit: Aha! I just reproduced one.

As you can see I clearly had plenty of free memory too. It looks like saving blank sprites/backgrounds to an EGM is causing a crash. The error does not occur with GMX or GMK.
(http://i.imgur.com/2mQHYTi.png)

Edit 2: Your error is occurring in JoshText btw it is not an LGM issue. JoshText is a syntax highlighting text editor component for Java that is Open Source and customizable written by none other Josh. Please visit Josh's tracker and file a bug report on it because it is throwing an exception in a part of JoshText that I never changed.
https://github.com/JoshDreamland/JoshEdit

This is the line your error occurred on. I never touched anything related to the auto scroll.
https://github.com/IsmAvatar/LateralGM/blob/master/org/lateralgm/joshedit/JoshText.java#L1165
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 12:24:40 am
Yes that I knew saving empty resources.
But I know better and I don't save a project with empty sprites or background, in my case it happens at random.

Sometimes I do nothing and LGM closes and vanishes without error.

I'm re-writing LGM in pure ASM. :P










































....kidding, in case you actually believe me :P

but I was going to send you the DX9 demo but sorry you will have to wait until tomorrow as I lost everything!!!

:D

But hey I still will continue working with EGM, will try to find some alternate way though as LGM is the only IDE I can use :P
as most of my projects are non GM compatible anyway. :P
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 12:45:09 am
I just fixed the above issue in the following commit to the plugin. You can now save empty sprites and backgrounds and reload them properly. Sorry for the inconvenience I was not aware of this bug.
https://github.com/enigma-dev/lgmplugin/commit/9943541e0ef002d5250bc88cc9fe37582861967b

The new plugin is available via install.py or by manually downloading and replacing it from the Extra Packages page. The Portable ZIP has also been patched.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages#The_Plugin
https://www.dropbox.com/s/nlag2evgiiis476/ENIGMA%20Portable.exe
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 01:04:57 am
Thanks I guess this fixes one bug, but my problems were not caused by that!

Right now there is something critical. I am not able to work in LGM anymore !  This started since I posted the log.

LGM saves, but discards ALL my code!

Saves objects, sprites, etc, events, but
any code I put inside them vanishes when saved.

When I load the project all the code gets blanked out erased.

WTF is this all about this is weird.

I even deleted the programdata ENIGMA, and ENIGMA and re-installed clean.

Still does the same shit!

Hmm let me go re-enable D&D it would be so weird if this is caused by that.

Christ what a rollercoaster lol!

Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 01:12:20 am
Ok Robert here is another bug for you to fix ;-)

Found what was causing code to be blanked.

Indeed just as I suspected, when I removed D&D from preference. This causes code NOT to get saved.  Only code in scripts get saved.

I think I know why too....... 

Perhaps it has to do with the fact when D&D is enabled and you double click on event, a "code icon" appears in the actions area just left of the D&D panel.  When D&D is disabled, this area also is gone along with the D&D panel.  Perhaps it is some variable or container or whatever that contains the code that gets disabled too with D&D being disabled and so when you save, it thinks there is nothing when in fact there is.

But I reproduced it ! With D&D enabled code inside events saves fine, without D&D code inside events gets blanked out when saved and reloaded, except scripts, so this is a good clue.

I hope this gets fixed because I really find it much better working without D&D panel and the action area, it frees a lot of screen space.


Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 01:16:02 am
Wow, apparantly it is the option that's causing that, let me see if it does it with GMK or GMX.

Edit: I just tested and apparently that feature is broken for saving under EGM, I will investigate tomorrow. I also filed a bug report.
https://github.com/enigma-dev/lgmplugin/issues/21
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 01:19:11 am
Wow, apparantly it is the option that's causing that, let me see if it does it with GMK or GMX.

Edit: I just tested and apparently that feature is broken for saving under EGM, I will investigate tomorrow.

lol ok so I seem to be a bug magnet !   

It's funny it is an option to disable D&D, but it's also disabling code too :D :P  ;D ??? ??? ??? ??? ???
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 11:58:11 am
Because the code is still an action, I just don't load the libraries but create the code action instead, so it should still be saving it. In fact I made this feature safe in that you can load a project with drag and drop without the action library being loaded, save it, reload it with DND enabled, and it will have kept the drag and drop just the way it was.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 12:17:27 pm
Because the code is still an action, I just don't load the libraries but create the code action instead, so it should still be saving it. In fact I made this feature safe in that you can load a project with drag and drop without the action library being loaded, save it, reload it with DND enabled, and it will have kept the drag and drop just the way it was.

Well it's very tricky, it's actually a blessing that LGM was crashing often !  Imagine if it were not and one is working on a large project for hours, saving as you go, thinking everything is saving fine.  As the code remains all there in plain view.  BUT it is not getting saved in the file. You only find out later when you re-load for whatever reason and see that all code is gone from everywhere.  lol.

It's as if when saving it is discarding all code contained in the events because of D&D being disabled. 
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 04:23:45 pm
Well the sad news is, there's no easy way to fix this, EGM does not save kind and all that information in the format making reflection when the library is not available damn near impossible. See my updated comments on GitHub.
https://github.com/enigma-dev/lgmplugin/issues/21

For the time being there is no easy way to fix this, so if you want the EGM format you'll have to leave drag and drop enabled for now.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 05:31:23 pm
Reflection ? kind ? all ? I lost you there.  I can't believe I was happy to finally have gotten rid of D&D and Action area, and that doing so disables code lol.  I mean I can code it's there but it does not get saved, it's weird, all because of the gay action icons ??
Is there a way to make D&D and action STAY there but be invisible ?

This is not the news I wanted to hear :P
Guess we'll have to document this and warn people to not disable D&D and save to EGM. 

Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 05:34:22 pm
Why would I document that?

And no, I'll just turn back on loading of the action libraries.

Here's why:
GMK and GMX store the action kind, how it is executed, all of that information in your project, it's a tad unnecessary but it means you don't actually have to load the action libraries.
EGM does not save this information, just the action id and library id, so it requires the action library to be loaded.
When I originally did this I thought I could get away with not loading the action libraries making faster load times, but it appears we can't do that because of EGM.

So basically you can still use it, but LGM won't load any faster after I update it, but you'll be able to toggle dnd mode on and off without restarting again.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 06:26:11 pm
??? LGM loads near instantly on my system.  I have fast SATA3 drives and a fast system, and soon moving to SSD anyway.

It's not the extra few milliseconds that will really bother most people :D

Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 06:55:41 pm
I have fixed it by making the drag and drop action libraries load always.
https://github.com/IsmAvatar/LateralGM/commit/f5989c5f89a032ae62d67b1d420f2db27d689846

You can get these changes via install.py or by manually downloading and replacing the LateralGM and plugin jars from the Extra Packages page.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

I will update the Portable ZIP once I finish fixing string dimension functions.
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 08:42:59 pm
Uhh.. What did you guys do to my topic? :P
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 08:55:02 pm
Point is TKG you need a really good penis, and a 64bit ENIGMA.
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 09:04:03 pm
My penis is bigger than an elephant trunk. I'm not sure why I would need a 64 bit nigger when I'm not using a 64 bit Windows or a 64 bit Ubuntu VB.
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 09:11:27 pm
Because the JVM limits a single thread to 1gb RAM on Windows and apparently 2.6gb's on Linux.

With 64bit Java I don't think there's a cap.
Title: Re: Linux & LGM
Post by: edsquare on June 19, 2014, 09:16:15 pm
Because the JVM limits a single thread to 1gb RAM on Windows and apparently 2.6gb's on Linux.

With 64bit Java I don't think there's a cap.

Fuck!

So I would need to change to 64Bit OSE's?

Fuck! Fuck! Fuck!

Will have to see if the rest of the applications I use run well under linuxmint 64Bits.

Also will have to accelerate the development of the IDE for ENIGMA.

Any sugestions about the name?
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 09:20:28 pm
wtf what state is RadiantGM in? Me needs it.
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 09:23:47 pm


Fuck!
...
Fuck! Fuck! Fuck!
...


Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 09:27:28 pm
The interface is mostly completed TKG, we just need functionality now.

(http://enigma-dev.org/docs/wiki/images/6/6b/Rgm_ide.png)
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 09:32:33 pm
Yay! Thanks for the great news Robert! I almost had a heart attack.
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 09:36:12 pm
wtf
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 10:05:09 pm
Because the JVM limits a single thread to 1gb RAM on Windows and apparently 2.6gb's on Linux.

With 64bit Java I don't think there's a cap.

Won't make a bloody difference.  Like I said I work with tiny projects and it gives me out of memory crap, so I'm sure that my spriteless project and 1 object 3 lines of code don't take 1 GB lol. 
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 10:07:26 pm
That was an issue in JoshText, I have no idea what it was about because JoshText is a clusterfuck.
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 10:09:55 pm
I can run and compile fine on windows without crashing using the same project as on Linux. Linux seems to have a higher max, so I can tell you right now Robert that it is a problem with enigma and/or lgm and not java.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 10:23:58 pm
That was an issue in JoshText, I have no idea what it was about because JoshText is a clusterfuck.
That was just one example Robert.  I've had the out of memory on me in many other places such as when running, saving, clicking on a resource tree, mostly cannot create new thread, unknown source and other retarded shite.
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 10:28:59 pm
TKG, which project are we talking about? Is it a project you've sent me? I can try building it.

Darkstar2, were these usually experienced on Windows? You have to report them when you get them, I never get anything remotely like that.
Title: Re: Linux & LGM
Post by: Darkstar2 on June 19, 2014, 10:30:40 pm
TKG, which project are we talking about? Is it a project you've sent me? I can try building it.

Darkstar2, were these usually experienced on Windows? You have to report them when you get them, I never get anything remotely like that.

I only use Windows Robert, I am a windoze person :P
So yes it's all in windoze :D
It's JAVA the main fuck !
I'm starting to hate JAVA now now I know I will never touch this shit.
What LGM needs is a straight to ASM port  ;D ;D ;D
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 10:45:51 pm
Yes Robert, same project. Thx :)
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 10:46:39 pm
Actually it's not LGM is just not as optimized as Studio for several reasons.

But mainly, Studio's IDE has the same limitations ours does, GM is and has always been 32bit.

Edit: TKG, do I have this project on my desktop? I keep like all of the ones you send me because they are pretty big and I don't like downloading huge files, tell me which one.
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 10:50:38 pm
"Man Boobs Are Candy Corn HD.gmx.zip"
Title: Re: Linux & LGM
Post by: Goombert on June 19, 2014, 10:53:07 pm
I can't remember, did that one successfully compile on Windows? I can't remember but I could have swore that was the one with audio_music_* functions needing removed. If so can you send the updated version that compiles on Windows for me?
Title: Re: Linux & LGM
Post by: time-killer-games on June 19, 2014, 10:54:51 pm
It'll be sent to you tomorrow it's midnight I need my beauty sleep
Title: Re: Linux & LGM
Post by: time-killer-games on June 20, 2014, 10:05:43 pm
Okay Robin, message sent. :)