ENIGMA Forums
Outsourcing saves money => Issues Help Desk => Topic started by: time-killer-games on June 13, 2014, 05:38:12 pm
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My game loaded successfully in enigma for the first time since never agos. My pants are so wet. Can you PLEASE complete my orgasm with figuring out why my project throws a "see scroll back for details" error but there's no error in the scroll back to see? I'm SO FUCKING excited to see engima is getting to closer and closer to running my projects. So damn close, I can taste the pussy. I sent you my project in a message to you and Robert but Robert can't fix it and you haven't replied yet. HELP MEE!!! :D
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How about posting an example here in public so maybe someone else can attempt to help you as well? (leaving the shagging and relieving to Josh and Robert of course!) :P
What project can't you run ? There has not been any major revisions to ENIGMA since you left and came back, other than some bug fixings and timeline and this fonts issues etc. I reckon one of your games did not run due to the non functioning path and path AI finding shit. Can you post a screenshot of the error you are getting ? :D
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If I had to guess, you just have that bug where compiler output isn't being redirected properly. I'm told it only affects me, though. I don't know what modifications were made that caused it, and I don't want to dig long enough to track it down.
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You guys are so useless. He doesn't want to share the source code of his game. When you build it it errors after parsing room creation code and says "Error; see scrollback for details" and there is nothing in the scrollback indicating what wen't wrong.
Correct me if I am wrong but TKG also tried removing all the room creation code to no avail.
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Correct me if I am wrong but TKG also tried removing all the room creation code to no avail.
That is correct.
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How about after you removed the code from room creation, re-save your file, and re-load it (resave in EGM). Have you tried that ?
Have you tried clean building ?
I've used room creation code before and it worked, unless it was broken recently which I doubt.
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Darkstar - I don't find any of your suggestions would actually help. I'm just going to wait and see what josh says when he has time to investigate it. That is, if he ever does which is unclear but not looking good.
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Darkstar - I don't find any of your suggestions would actually help. I'm just going to wait and see what josh says when he has time to investigate it. That is, if he ever does which is unclear but not looking good.
The reason I suggested that is because I had similar problems, weird compile errors that made no sense, and after resaving and rebuilding clean it resolved it.
@Robert: Nobody asked him for his source code :P But more information would be helpful don't you think ? He mentions he deleted the room create code and it still has errors which is odd. Also I could not reproduce this on my end, room creation code works here, so it would be good to know the other circumstances triggering this.
I know from experience that when importing projects from GMS into ENIGMA I had weird issues that were resolved by simply resaving to EGM and reloading.
@TKG: Your instincts are right mate, he said he was not going to dig deep enough to find out where it's coming from.
So my guess is, you are importing this from GM into ENIGMA (LGM). Try a new test project in ENIGMA and add room creation code, save to EGM. I bet you won't have the error anymore.
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I'm convinced your log is being discarded by some glitch. These logs should be written to a file somewhere, as well, so if you can track down where Robert hid it, you should be able to find the problem.
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thanks I'll give that an attepmt
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Yeah I know where he hid it.......:P
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Where?
I got your message DarkStella. Why would I create an empty project just to see the room code work? wtf would that accomplish?:P iI know it's nothing to do with the room stuff. so like why :P
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@Robert: Nobody asked him for his source code :P But more information would be helpful don't you think ? He mentions he deleted the room create code and it still has errors which is odd. Also I could not reproduce this on my end, room creation code works here, so it would be good to know the other circumstances triggering this.
Exactly, I meant you both should have elaborated more by getting him to elaborate more.
@TKG enigma-dev/output_log.txt let's see what that yields.
Here's what mine says.
Creating room creation code scope and parsing
window_mouse_set ( display_get_width ( ) %= 2 , display_get_height ( ) %= 2 ) ; global . ; os_android_ouya = 0 ; global . ; lite = 0 ; lives = 3 ; global . ; gold = 0 ; global . ; explodecount = 0 ; display_set_gui_size ( 1280 , 960 ) ; global ; var k_menu , k_quit , k_up , k_right , k_down , k_left , k_D , k_A , k_U , k_Y , k_S , k_L1 , k_L2 , k_L3 , k_R1 , k_R2 , k_R3 , k_exit ; if os_type = os_windows || os_type == os_win32 || os_type == os_win8native || os_type == os_macosx || os_type == os_linux { k_S = ord ( "S" ) ; k_A = ord ( "A" ) ; k_D = ord ( "D" ) ; k_exit = vk_escape } else { k_menu = 82 ; k_quit = vk_enter ; k_up = vk_up ; k_right = vk_right ; k_down = vk_down ; k_left = vk_left ; k_A = 96 ; k_U = 99 ; k_Y = 100 ; k_S = 97 ; k_L1 = 102 ; k_L2 = 104 ; k_L3 = 106 ; k_R1 = 103 ; k_R2 = 105 ; k_R3 = 107 ; k_exit = ord ( "M" ) ; k_D = ord ( "T" ) } if ( os_browser != browser_not_a_browser ) { k_S = ord ( "S" ) ; k_A = ord ( "A" ) ; k_D = ord ( "D" ) ; k_exit = vk_escape } instance_create ( 0 , 0 , obj_exit ) ; global . ; bubb = 0 ; window_set_cursor ( cr_hourglass ) ; audio_stop_all ( ) ; audio_stop_music Syntax error in room creation code for room 0 (`rm_loading'):
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So basically, you are trying to use audio_stop_music which is deprecated in both Studio and ENIGMA. All music functions were deprecated because they were pointless, we never actually implemented them.
http://enigma-dev.org/docs/Wiki/Obsolete_Functions#Audio
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Why doesn't it return function not found error and instead a syntax error?
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It's the parser, it does this with all functions in the room creation code, I just reproduced it easily. Place it in an object and it tells you the correct error message without having to check the extended log. I don't know why.
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Looks to me like you have some kind of race condition, there. The actual error message is probably a little bit further down in the scrollback.
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Thank you so much Christopher Robin! I fixed the music and os_browser issues and it compiled without errors, I noticed a good number of bugs, I see Robby you still want to keep a broken full screen system that will only benefit dual monitor users, so that'srreally upsetting to see again.
Anyways I'm trying to run my game on Linux via an Ubuntu Virtual Box and ENIGMA on it, hoping it will have less bugs on Linux than Windows. I'll get back to you guys with the results.
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I see Robby you still want to keep a broken full screen system that will only benefit dual monitor users, so that'srreally upsetting to see again.
Or you could control the behavior yourself using the display functions. :P
I still don't see how any of you justify dumbing down the rest of the system when you can easily use features in ENIGMA that have not been removed. The view is just the ortho projection, the port is the native viewport. This is the native behavior of views for all the API's, if you don't want a big view on a small screen, then don't set a big view on a small screen.
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I shouldn't have to change the display resolution to make the game scale right. I don't knoiw a single game engine (or programming language) that requires such. It's not dumbing down anything, you guys are just preventing what this game engine could be. :P
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I shouldn't have to change the display resolution to make the game scale right.
You don't have to change the resolution. You have to set the port correctly.
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Wow, I don't know how I got that other impression, strange. I believe I know what to do now, change the viewport to fill the screen resolution with
view_wport=display_get_width()
view_hport=display_get_height()
Correct? I'll post the results when I get the chance.
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Wow, I don't know how I got that other impression, strange. I believe I know what to do now, change the viewport to fill the screen resolution with
view_wport=display_get_width()
view_hport=display_get_height()
Correct? I'll post the results when I get the chance.
He shoots, ....... he scores ! :D
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Sorry TKG, I thought you were already aware of that. Maybe I should have been a little more descriptive. The scaling options should from game settings should have been per viewport, and that would have solved this.