I don't get the point.
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#257
Announcements / Re: Christmas Plans
December 31, 2012, 12:07:39 PM
Josh run through the examples posted on the EDC.
#258
Announcements / Re: JDI ↔ Parser: Code formatting, completion
December 11, 2012, 05:42:57 PM
Can't you just get the parser working now then come back to the comments/preprocessors at a later point? It seems to me rather minor compared to some other things that are needed.
#259
Off-Topic / Re: Introductions
December 08, 2012, 05:00:47 PM
Hey peoples i introduce self.
I am polygone aka the genius. for useful reference i am better than josh at the programmings, the maths and being of less weight mass. i sure you all like me.
You're all welcome for me gracing you with my presence
I am polygone aka the genius. for useful reference i am better than josh at the programmings, the maths and being of less weight mass. i sure you all like me.
You're all welcome for me gracing you with my presence
#260
Proposals / Re: Automatic updating for particle systems
December 06, 2012, 08:03:13 PM
Yes it's work for Ism but I consider it as a decent benefit for ENIGMA. You see so many games that use hundreds of wall instances that do nothing, being able to just switch them to use the localess res file would be an easy way for people to be able to increase efficiency.
#261
Proposals / Re: Automatic updating for particle systems
December 06, 2012, 07:25:53 PM
I suggested ages ago having LGM use the file. And having instances be able to call separate event files.
#262
Proposals / Re: Automatic updating for particle systems
December 06, 2012, 07:24:03 PM
It was updating instance locals not globals. Also the path updates I put there (which are local as well).
#263
Announcements / Re: Thanksgiving Holiday Updates
December 03, 2012, 09:41:53 PM
lol Green, that's the most rubbish name ever
#264
Announcements / Re: Thanksgiving Holiday Updates
December 03, 2012, 03:53:26 PM
He just wants to set it to naughty words!
#265
Announcements / Re: Commit Privileges
November 25, 2012, 03:39:59 PM
hmm, that or you're trying to throw me off the scent? :p
#266
Announcements / Re: Commit Privileges
November 23, 2012, 11:37:24 AM
Hmm by the sounds of thing you use the GMC forums forthevin, I'm trying to figure out who you are? 
I'm guessing you don't want people to know though and you leave no clues

I'm guessing you don't want people to know though and you leave no clues
#267
Announcements / Re: Commit Privileges
November 19, 2012, 10:58:56 PM
Thanks forthwin for sorting the depth draw bug, that's been in enigma a while - it was suggested using a pre-calculated list for the depth but nobody got round to it. And I can see that it has resolved that bug I was having with the alpha glow and whatnot, I was thinking about the depth as well I don't know why I didn't consider it being related to changing the depth in the draw event; it didn't cross my mind for some reason.
#268
Announcements / Re: Commit Privileges
November 19, 2012, 09:10:40 PM
I don't think a binary search should be used either, it doesn't make sense to me to use it for this. However you make a good point about the bounding box, does manually changing the bounding box in GM affect move_contact?
#269
Announcements / Re: Commit Privileges
November 18, 2012, 10:32:25 PM
Forthevin can I just ask when you tried the house effects demo did you see some bugged random flicking in the candle glow when you moved around the scene? Like this:
http://s8.postimage.org/f5f9r238l/Open_GL_Alpha_Primitive_Issue.png
It's rather annoying. It's being causes because the glow is transparent and being drawn with random scaling each step:
But yeah this crap isn't happening in GM, I wonder if it can even be fixed or not.
There's another small niggle as well, you can see in the image at the candle base there is a kind of white outlining to the bottom of the cone which isn't very pretty. You can see it at the bottom of the curtains as well but not at the bottom of the big cylinder pillars for some reason. I don't know what's causing this, it's not the interpolation this time as it happens when that's turned off as well.
EDIT: I see if I get rid of the reflect it goes and I can see it more clearly just drawing the reflect that the white is being drawn at the bottom of the reflected candle cone for some reason.
EDIT2: OK I see it's just the z-fighting with the floor meh. OpenGL seems to have much worse z-fighting niggles than DirectX does.
http://s8.postimage.org/f5f9r238l/Open_GL_Alpha_Primitive_Issue.png
It's rather annoying. It's being causes because the glow is transparent and being drawn with random scaling each step:
Code Select
d3d_transform_add_scaling(1,.8+random(.1),.9+random(.1));But yeah this crap isn't happening in GM, I wonder if it can even be fixed or not.
There's another small niggle as well, you can see in the image at the candle base there is a kind of white outlining to the bottom of the cone which isn't very pretty. You can see it at the bottom of the curtains as well but not at the bottom of the big cylinder pillars for some reason. I don't know what's causing this, it's not the interpolation this time as it happens when that's turned off as well.
EDIT: I see if I get rid of the reflect it goes and I can see it more clearly just drawing the reflect that the white is being drawn at the bottom of the reflected candle cone for some reason.
EDIT2: OK I see it's just the z-fighting with the floor meh. OpenGL seems to have much worse z-fighting niggles than DirectX does.
#270
Announcements / Re: Commit Privileges
November 18, 2012, 09:53:17 PM
As a testament to the precise collision system working I have posted a sonic engine at the EDC:
http://enigma-dev.org/edc/games.php?game=37
The slopes and loop seem to be functioning completely correctly.
http://enigma-dev.org/edc/games.php?game=37
The slopes and loop seem to be functioning completely correctly.