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Topics - Darkstar2

#1
I am working on a specific project where I would like to detect keypresses but from OUTSIDE of my application, even when it is not focused.  Example, my compiled application is running, and I am using another application outside of it.  When CTRL-C is detected, my compiled application detects it and triggers whatever event .......

Currently I know how to detect keyboard and mouse events from within the application.  Is there a method for me being able to detect key combinations (i.e. CTRL-C, etc.) outside of my application while it is running ?
Thanks.
#2
Not long ago NVIDIA introduced its next generation line of GPUs to the market.  Of course the games are becoming more demanding and the GPUs more powerful, we might need dedicated outlets to power our computers soon  :D

What are your thoughts about these new GPUs ? Overkill ?

I wonder if a GTX 960 strix is still decent enough to play latest games at 1080p res, it seems every bloody fucking time I spent money on upgrades I never quite make full use of it, until months later it is obsolete and something new comes out :D

Really tempted with the 1070 / 1080 but they are way too expensive, I mean I'd have to be completely out of my fucking mind to spend $1k on a graphic card :D

I hear the 1070 is going for £ 399

At least we don't have to worry about new versions of DX for a while or new OS.  I'm not much into 4k anyway, still happy with 1080, so I'm holding back.

Any thoughts ? Anybody purchased or ordered one of those yet ? Do these beasts run hot ? :D
#3
Off-Topic / New Update to GMS 1.4! Big update
July 12, 2015, 06:08:40 PM
Recently a big update was released by YYG - GMS 1.4.1598 - Lot of features added, new functions, features in room editor (many that were requested), etc.
But one that caught my attention is the IDE that now can access 4GB of RAM !  ;)

Correct me if I'm wrong, but aren't 32bit apps limited to accessing 2GB of RAM at once ???? and same limitations apply in windows 64 bit, for 32bit apps.

So since the IDE is still 32bit, how can they make this claim or is it just plain rubbish ?

Oh and for Linux users, they now added Ubuntu YYC !

Watch out, it won't be long before they jack up the prices to that module.

#4
Issues Help Desk / ENIGMA not working with JAVA 8 WTF!
February 13, 2015, 03:01:12 AM
Why the bloody hell can't I run ENIGMA with my JAVA 8 install ? It is the latest, CLEAN install, and yes before anybody asks I uninstalled fully the previous version. When running ENIGMA it tells me it  cannot find the motherfucker - I can confirm that JAVA 8 is properly installed, properly detected and no trace of previous version.

WTF is this, can't I use a stable, secure version of java or do I have to use the old vulnerable version to run ENIGMA......Guess I'll have to stop using ENIGMA then, there is no way I am going back to version 7.
Cheers.
#5
General ENIGMA / ENIGMA compiled EXE detected as virus!
January 22, 2015, 08:22:28 PM
I was shocked and surprised to see that ENIGMA compiled EXE get detected as virus !

BehavesLike.Win32.PWSZbot.th
McCaffee

I used virustotal.com

I used a common project in ENIGMA and GMS 1.4 Pro.

I compiled a simple project, 1 empty room
in both ENIGMA and Windows-YYC, the Windows YYC EXE = 0 detection / 57.  Which surprised me, because I thought it would be detected by many !

When I compiled same project with ENIGMA, it detected 1/57.......  This is classified as MALWARE.

Now before some people go and saying that it must be the embedded code in the EXE tripping the scanner, well.........In YYG's EXE there is similar things happening if not more......yet it's clean.

I recall from past ENIGMA iterations that it was not tripping any detection.


#6
Off-Topic / PM is broken again :D
October 16, 2014, 05:24:02 PM
Flashing red box indicating I have a new unread PM when I read them all...........:P

#7
Off-Topic / We will be discontinuing YYC Compiler!
October 11, 2014, 12:04:54 AM
We're enhancing the export power of GameMaker: Studio

Today we are announcing that most of the GameMaker: Studio Export Modules will now include their compiler.

With this upgrade, developers will now be able to harness the full speed of the CPU, allowing projects to run up to 100x faster across all native platforms supported. This upgrade unlocks new possibilities in CPU-intensive areas such as artificial intelligence, procedural techniques, real time lighting, enhanced physics, real time geometry deformation, collision and data manipulation, immensely raising the quality bar of GameMaker: Studio games.

As a result, the YoYo Compiler (YYC) will be discontinued and each Export Module will now include the compiler as standard. This will allow developers to create the best and most optimised games possible.

In accordance with these changes, effective November 6th the price of the Export Modules will be increased, however existing customers, including those who purchase before the price change will receive the Compiler upgrade free of charge.

To accompany these changes and help developers get access to the full suite of powerful Export Modules, the price of GameMaker: Studio Professional will be reduced to $49 for a limited period of time.

The price of Master Collection that includes GameMaker: Studio Professional and all Export Modules is unchanged for now at $799. This represents a saving of up to 66% compared to the sum of its components.

(echo) MmmmmmmmmmmmmmmmuuuuuuuuuuuuuuuuuuuuuuuuuAHAHAHAHAHA HA HA HA HA HA HAa.....................


#8
DX12 is coming soon, and it is said to offer 50% improvements in CPU utilisation and other optimisations.  So am I to understand that DX12 will offer no visual improvements but performance based ?  Will these performance increases even be noticeable considering the powerful CPU and GPUs people use now ?

ALSO it is said that NVIDIA will support DX12 on all DX11 cards.......GREAT!

http://blogs.nvidia.com/blog/2014/03/20/directx-12/

Would this have any benefit to ENIGMA ? Scrapping the DX11 API and using DX12 instead? So people could produce 2 versions of their games, one DX9 and one DX12...will it really benefit that much as it is claimed?
If it's true that the CPU will benefit the most this could allow for more more physX effects, complex scenes, CPU intensive etc....

But having learned that one must not always believe what you read :D
#9
Off-Topic / My Windows 10 test results here
October 05, 2014, 08:49:55 AM
I opened a new topic where I will give my impressions on the Technical Preview version. I will update this as I go.

Right now it's late, so I will start posting some info.

First, this was tested on a Windows8 certified and compatible system, here are my specs:

ASUS P8Z77-V PRO (Socket 1155)
Intel Core i5-3570K (rock solid OC 4Ghz)
Corsair Vengeance 16GB (1600)
Seagate Barracuda 7200.14 1TB 32MB (AHCI)
EVGA GTX 660 Ti SC 2GB
ASUS DVD-ROM / SATA (AHCI)
Mode: SATA AHCI
Version: 64 bit
---------------------------------------------
Here are some questions / answers I will add further as I go along:  These are based on my own experience and observations.

Here is what I discovered so far in this release: This info will be updated as I go along.

- In console, version is 6.4.9841
   vs. 6.1.7601 for my Win7 64bit

- After about a minute with a black screen and blue windows logo, the install screen appears.  Nothing special there, you choose language, keyboard language and where you want to install your OS......I decided to install the traditional way, as there are other ways to install, to a single file VHD, using shift-f10 and VHD mounting, but I will not get into that right now. 

- From there you are asked if you want express install or CUSTOM......Always choose custom if you insist on your privacy as many things are enabled by default that you may not want to, and luckily, in this technical preview, you can turn off a lot of the tracking from apps, tracking from MS, etc. Strongly recommended.  From there you can also turn off OneDrive options, and have your PC settings stored locally (AGAIN this option is ON by default) you will WANT to turn it off as any new documents you create gets stored there first.......

- From there, everything else is automatic and installs and configures on its own.....There are far less prompts compared to previous versions (windows XP, 7, etc.).

- Install time took roughly 15 minutes. (NOT BAD !)

- Uses same new GUI boot loader from Windows8, now I would have preferred they kept a legacy boot loader, as there is a delay for this GUI loader to load, THEN the OS.....SO if you have multi OS, you are forced to wait for this to load BEFORE choosing your OS, which sucks, makes loading times longer....however if Windows8/10 are the only OS, then this is not a problem.   I have done a second testing installing Win10 along with my Win7, Win7 was seen in the GUI bootloader fine.

BEWARE folks, Win7 uses BOOTMGR, but NOT Win8/10, but I knew this.  Fixing this is easy by adjusting MBR/PBR using BootIce and setting it back to BOOTMGR, once finished testing and reverting back to old boot loader.   If you don't understand how to manually fix this, then this is why you must install this in a separate physical drive AND unplug your main system drive (must unplug both power and data cable!) NOT just in BIOS.

Moving along,

Boot times are decent but not as fast as my Win7 64bit that loads to desktop within 15 seconds, and it is a fully loaded with drivers and tons of icons, apps.......The GUI bootloader adds to the loading time.....And even though I disabled bootGUI from the msconfig, it still loads it.

---------------------
Windows 10: My observations

* Yep, the desktop is back !!!!, start menu is back, and the tiles are combined inside the start menu.....LUCKILY you can unbind them and remove them all!  Once the OS detects you are using mouse and keyboard it automatically defaults to desktop mode......otherwise no keyboard/mouse it will default to the tiled UI view......NICE!
Was about bloody time they realise this !!!

* BIG disappointment - no more windows classic in themes.  Though you can opt to use solid colours and remove backgrounds, and remove all the fading and effects for max performance but no classic theme!

* BIG disappoint #2 - RIBBON interface that I bloody cannot stand.......You are forced to accept the ribbon interface for the included applications, including explorer, etc.

* The window itself has a new look, I kinda miss the gradient blue in the caption area.
In the final you will be able to tag windows together which is neat.

* Task manager revamped from win7, it's totally different, no complaint there even though I am old fashioned and miss the classic view, this one is easy to get used to.

* Out of the box, memory usage was at 1.0 GB used from my 16GB :D with further tweaking, I could get this down to 900-930MB. I'm sure one could squeeze further down to 700-800MB in the final with trimming tools that will be released. Not bad there.

* You will want to tweak and configure many of the options out of the box......Turning off many items you won't use.  You can remove all the appstore app holders - you can turn on/off one drive anytime.......AND you can either access windows signed in to a microsoft outlook account/or hotmail OR use local mode, but you will have to dig through settings and configure stuff yourself in the gear icon inside the task bar, PC SETTINGS.
Everything happens there!!! Once disabled you won't need to sign-in to use windows, it reverts to local and you don't need internet.
The app store is obviously cloud, and all syncing and cloud options can be turned off but if you do obviously you won't be able to use cloud apps and the store......:D

* Detected my NVIDIA DX11 card fine.
Though I saw a D3D12 warp DLL file, so
I guess DX12 will be part of win10 :P

* Benchmark of my SATA drive, HDTunePro:
130MB/s max rate (no complaint there!).
File deletion and copy speed is great, no complaint.

* I went through many things in the control panel, desktop, pc settings and trimmed and turned off a lot of stuff, including firewall, defender, smartscreen, and many of the stuff as I use my own.....Luckily you have control over lots !

* YES FOLKS ENIGMA works in windows 10 !  After installing JAVA of course which took seconds.......Ran without a problem! did not complain of any missing files or dependency.

Things overall were very fast, very responsive, disk access speeds are great.
Network speed out of the box, excellent,
30mbit high speed internet, same sustained transfer speeds as I get in win7, same for file access.......Smooth graphics, motion, no hiccups....With mature drivers and trimming/tweaking in the final I'm sure this will be just as good for gaming.
There are many options that are on such as tracking your location, app tracking, remote desktop, remote access, etc, you will have to look around and turn these off!!!

I will continue testing and further add info and post some screenshots.

Despite the GUILoader and lack of classic windows, I was pleased to be able to have full control over every option in windows, that I could turn on/off anytime.  If all holds well through the final, I think this could be an OS, a Windows 7 user could get used to, and it's fast !

So far web browsing, file access, disk access, responsiveness is great.

I compiled an ENIGMA exe it ran smooth as silk, I will be installing some win8 drivers tomorrow for my sound card and update stuff, and try with games........

To be continued.








#10
Off-Topic / The Bash Bug - Fear it ! ;-)
September 25, 2014, 01:21:26 AM
Who said Mac and Linux users were safe and immune ?

Robert and company, read this one you'll enjoy it.

http://money.cnn.com/2014/09/24/technology/security/bash-bug/index.html?hpt=hp_t2

And beware of randomly flickering lights or lights that turn on/off or doors that open/shut on their own, it's not a ghost,
it's the bash bug !lol!

Cheers
:D
#11
It's been since July 1st, and there have been MANY updates and bug fixes to ENIGMA and both LGM/ENIGMA jars.  Is it possible for someone to update the stand-alone installers ?

Thanks.
#12
This question is for C++ users, I noticed when using cin in my projects there is a noticeable pause of 1 second before the cursor appears.

Example, when making a program that displays a menu followed by a cin, when running the menu would display instantly, but there is a delay before the cursor appears, it's as if the cin takes time to "start".  Why is this ?

Code (cpp) Select

#include <iostream>

using namespace std;

int x = 0;

int main()
{
    cout << "-Options-" << endl;
    cout << "1. Pack with encryption" << endl;
    cout << "2. Pack without encryption" << endl;
    cin >> x;
    return 0;
}


Yes even on the release compile, same thing.  I mean 1 second ? WTH!  When I coded BASIC and used INPUT it was instant.
#13
Off-Topic / egofree's LGM contribution
June 29, 2014, 08:08:22 AM
Do the developers visit the LGM Revision section often ? I noticed egofree contributed 2 new requested and welcomed features to LGM, undo/redo and now added view outlines in room, something that was highly requested before ......No comment other than ism, he could have pulled it but wanted Robert's feedback.
I have not tested this as I do not have the necessary programs to compile from that source.

#14
Code (gml) Select

var a;
int i;
size = 40000000;
for (i = 0; i < size; i++)
{
a[i] = 65;
}


This would compile without error but crash. Stack overflow I guess.

However if I were to use 30000000 it would work fine.

So 30MB seems to be the limit.

How can I modify the code above to make it work.
In C++ for these things one would use the heap
and malloc, but I can't do that from within ENIGMA.

Any way to solve this?

This would mean I cannot load a resource more than 30MB in the IDE ?? that is crap.! 

#15
string a;
in create event
1 Objects:
obj_0: 12 events:
  Event[0]:   Parsing 1 sub-events:
Check `obj_0::create...Syntax error in object `obj_0', Create event:0:
Line 1, position 1 (absolute 0): Unterminated brace at this point

How the hell am I supposed to declare string variables in ENIGMA ?

I can only do int, double, long, float ,char,
but no string !?!?!?!?

#16
Proposals / File operations slow in ENIGMA!
June 26, 2014, 09:39:09 PM
Now I now this is same behaviour for another known game development software....... but how about making it actually different in ENIGMA, or adding some new file handling ?

writing or reading binary @ 10MB/20MB is slow when today,s hardware can handle 100MB-200MB+++.
IS there a way to implement more optimised faster file I/O in ENIGMA this is one area we don't need to match GMStudio.



#17
Issues Help Desk / script threading does not work
June 26, 2014, 08:01:52 PM
Let's say I want to load some binary data in the background without the dreaded black screen freeze,
and having a loading and progress bar, it does not work.
Example script is write.

I tried thread = script_thread(write,1)
(passing value 1 to script write.
But it does not work.
#18
In case some of you missed it, whilst I was working on the last fix for font and scrolling glitches / testing, I announced that I had an idea for fixing the DX9 engine that cleared the display if you switched from window to full screen or full screen to window, or resize window, lose focus, etc.... I worked yesterday on a demo along with a custom made script that I coded to demonstrate the fix that solved the problem of the display not being reset and lost under the conditions mentioned above.

I was going to share this script and demo here but decided to check with Robert first just to be on the safe side and get his constructive feedback on what I had done, even though on my end it was working great. I wanted to know if there were maybe an alternative.

So basically to make a long story short, he acknowledged it was a good fix (in practice) and that I had found the problem, and basically came inside his trousers :D

So anyhow, to my surprise, he got back to me, saying that a light bulb went off inside his head, and managed to replace several lines of code I had written to a 5 byte fix LOL all this long DX9 was messed up over what was a 5 byte fix.......  So anyhow, Robert (who initially did not believe me and thought I was lying !!!) decided to include this fix with some other general fixes that are not yet merged,
basically the depth buffer (ZENABLE) was set to true, and that is what was causing the display to vanish in thin air never to come back.  I had made a script to automatically  detect the conditions that causes display to clear and restore it.

But thanks to Robert now, my script won't be needed, so it's pointless to upload it.  But since he wants to include this fix with other general fixes, I thought I'd share the display reset part of the fix since it is final and functional.

Until the general fixes get merged, here is the raw file (DX9screen.cpp) just copy that over your existing one, you will now be able to use DX9 and this will fix display reset issues - fully tested and works. (for lost devices / reset issues on surfaces, etc) you will have to wait for future fixes he is working on because I have never used surfaces and mangled with that aspect yet.


** UPDATE: These fixes are now merged, make sure you have the recent version.
#19
You can still keep on dragging the window bigger with your mouse, but never making it smaller as it "sticks"

This is pretty much self explanatory.

#20
This is a continuation of the other topic:
http://enigma-dev.org/forums/index.php?topic=2000.0

I have been so busy lately that I had to put this on hold for a while.  Today I completed the 2nd and final version of a test project and an update to my fix.  It was established that with the fix applied people with NVIDIA, AMD, INTEL, had no problems viewing fonts in my test project.  However, I discovered an issue on my own when working on v2 of my test project, vertical scrolling had a 1px gap that flickered.  this was not even caused by the fix as I saw it even with all offsets removed, so I updated the fix to address this issue as well.

After rigorous testing on my end with my 2 PCs plus old boards, the results were positive 100%, in theory this will fix all fonts problem, regardless of font and size used and will fix any issues with scrolling.  For those that have graphic cards that had no problems before, the fix will not have any adverse effects and everything should work just fine.

I am submitting a new EXE file for people to try out.  Same drill.  I would please ask you to run the program and follow the instructions.  I've added a menu and it's pretty much self explanatory.  Please go through every menu option.

Here are some guidelines:

For fonts, after a lot of trial/error/testing I have cherry picked the most problematic fonts and combination of letters/numbers/sizes.  You will see 3 sections for fonts, section A which is live render, which is what the engine is currently rendering on your screen.   Section B is a pre-rendered sprite demonstrating what the font should NOT look like, and section C is a pre-rendered sprite showing what the font should look like.  So section A should look like section C, if your section A looks like B, this is not good, so please take note.

Ignore the fact that each line is shifted slightly to the right.  This was done intentionally for testing purposes.  Also ignore any uneven spacing or thickness, again, this is not an issue with ENIGMA but scaling low res fonts on high resolution display + your monitor's upscaling.  The issue to look for here is artifacts, as demonstrated in section B.

-------------------------------------
Scrolling, for this test, the program will switch to full screen mode, and show 2 scrolling backgrounds simultaneously, look closely for at least 30 seconds to a minute, for any 1px or more empty gap at the seams of the horizontal or vertical backgrounds.  If there is a gap you will see a black flickering line at the seam.  In theory this fix should NOT introduce scrolling glitches, but should fix one that was present even without the offsets.

-----------------------------------
Border test, this fix should cause any unwanted borders, but I included it just to be sure.  Follow the instructions on screen.

---------------------------------------
Sprites testing, having different instances of sprites scroll in different directions at random positions and alpha settings.  Again, the fix should not have any effect on this, but decided to include it to be sure
If you notice anything unusual such as lines at adges of sprites (such as seen with fonts before the fix) or flickering or you get abducted by aliens, take note :)

------------------------------------------------

Whether you have any issues or not please report with the following information:

1) As much details as possible as to what IS or IS NOT working for you (FONTS, SCROLLING, BORDERS, etc.)  Please make sure you have understood and followed the instructions first.

2) Your OS, GPU type (NVIDIA, AMD, INTEL, etc) and model if possible along with driver revision (if possible).

3) Your monitor resolution used to run the test project.

If you test on many configurations you can make separate reports or include them in the same one.

I will start first as an example of a valid report:

multi configuration testing:
1) No issues at all with fonts, sprites, borders or scrolling on any setup.
2) Windows 7 64bit SP1
      NVIDIA EVGA GTX 660Ti SC 2GB (337.88 WHQL)
      INTEL HD4000 (iGPU)
       
    Windows XP 32bit SP3
       NVIDIA BFG 8800GTS OC 320MB (306.81)
3) Testing range 640x480 ~ 1920x1080 (Native)
(note that I have extensively tested this, so I am not asking you to test all resolutions).

--------------------------------------
Thanks once again.  Once it is confirmed that people with different setups have successfully run my project and not noticed any anomalies as described herein, then we can go ahead and implement the fix inside ENIGMA.  Test #1 worked for everyone, so I am anticipating #2 will work for everyone as all I have done is add Y offset .01, so now d3d projection ortho X/Y offsets are 0.01/0.01, this is likely helping with rounding issues on some GPUs.   I have compiled this EXE with a modified source where I added my fixes to the source CPP.  It is important that the fixes be included in the CPPs and not done yourself inside your projects as this can be problematic in certain situations.   So I added the fix to GLMatrix.cpp and I can confirm that the fix also works for GL3, so I modified GL3Matrix.cpp as well.

When running this test I highly recommend you have the latest GPU drivers installed.  DISCLAIMER: If you don't feel comfortable updating drivers, don't do it, or do so at your own risk and peril :D  I am not responsible if your system crashes, fucks up, or anything deemed abnormal caused by updating your GPU drivers or any loss of sleep, alien abduction or otherwise. :D

Thanks for your help, and hopefully this can be merged and we can move on to other bugs :D This one was a real pain in the arse! :D

Current version of enigma contains erronous offsets in the GL matrix, I don't know why these have not been removed as it was established they did not work for everyone :D Anyhow.

I am including the EXE, zipped. :)

Now I don't give a shit who's fault it is and who has a better GPU this will not be a debate on who has a bigger penis !  The goal here is to make sure everyone who runs this test is seeing the same good results :D

Cheers

Download here:
https://www.dropbox.com/s/2i4ff9znwdad6tl/OpenGL1FixTesting-V2-Final.zip


//edit:  Don't run the EXE from the other topic "Phase 1/2"  The revision 2 is more advanced and includes all test, so for those who did not run v1, please don't and skip to this v2. Thanks.
#21
Issues Help Desk / keyboard_key does not work!
June 08, 2014, 04:21:03 AM
Yet the other keyboard_lastchar, keyboard_lastkey etc work

Here is I want to do

Code (GML) Select

switch (keyboard_key)
      {
      case vk_left: direction -=3; break;
      case vk_right: direction +=3; break;
      }
speed=3;
image_angle=direction;


Does nothing.  When debugging, I found out keyboard_key returns 0.  IS it broken?
#22
This is not really an issue but an observation.
In LGM when you type functions they change  colours when they are recognised.

I noticed execute_string is recognised and listed in auto complete but this function is not available in ENIGMA.
There are other similar functions I found out are inactive, when I was just playing around  / experimenting :D
#23
Update June 8 2014
Please refer to this topic which is up to date:
http://enigma-dev.org/forums/index.php?topic=2022.0

=============================

Ok I decided to open a new topic so in case you were not following, this is concerning issue here:

http://enigma-dev.org/forums/index.php?topic=1976.0

I would like this topic to be strictly for testing of a project I am submitting, the rest can be discussed there.  For some strange reason I am having issues with fonts rendering, and apparently now some other people too.   Somehow neither official developers of ENIGMA want to implement a temporary fix to the problem for whatever reason, even though we all know this is only a temporary fix.  Since the devs have clearly have no more time to devote for major fixing of ENIGMA and this issue won't be fixed in any short term, I see nothing wrong in patching things temporarily, but first I am submitting this test project for everyone interested to test, I would kindly appreciate as many people taking part in this, because if it works well for all I see no reason why not implement this for the time being until an official fix is found, in 10 years, 20 years, or 100 years.

Regardless if the official devs give a shite anymore or care, I DO...... in worst cases if they refuse to implement the changes, I will do them on my own inside my game, I don't need their approval or permission for that and it is my right to code the game I want.......

Meanwhile I tested the following fix on 3 different systems, including a very recent build I am using.  Each system I tested it on has drastically different hardware and drivers / and different GPUs and drivers and all exhibit the same visual anomalies.

Here's what I would like ......

I have submitted an attached EGM file, please run it using OPENGL1.1.  The EGM project is already set to default OGL1.  The EGM is there just for reference, please run the EXE, this will avoid any modifications to the CPP just in case. You will see a screen with instructions and 15 lines of 11111111111's shifted 1px each line
along with a scrolling background.

By default it is using no fix.  Press 1 to apply fix, press 0 to disable fix.  (don't use numerical pad).

On my end, when I press 1 the 111's display properly.
when I press 0 they don't.

Picture below shows what I am seeing (the problem) without fix.


Picture below now shows fix applied


This is the desired result you want to see.

If using the EGM, please DO NOT CHANGE anything in my code, I would like everyone to test this unmodified as to not create a bias !

1) Press 1 to enable FIX
2) Please report back if the 1's are displayed like the 2nd image (correctly)
2b) Note any scrolling anomalies in the background image below text.  This fix should NOT have any effect on scrolling.  Please watch for any flickering vertical lines on the scrolling background and report them.
3) Include your graphic card model (AMD, NVIDIA, etc) brand and model, and driver version, and OS.


I've already tested this on many systems and it works with fix on.

Appreciate your help.  If this fix works for every one testing this, I will go ahead and apply this fix internally in my projects, this way ENIGMA won't have to be modified in any way, and even if it does, 0.01 offset won't break anything !!!!

The FIX in question is this line:
d3d_set_projection_ortho(0.01,0,room_width,room_height,0)
in draw event.  I don't care to hear if this is a disgusting fix or what not, if any of the devs have a better idea they can let me know, I've followed all their requests and tested all they have asked already.

The recent pull request to remove recent offsets from ENIGMA was not yet merged, so if you have updated ENIGMA you might have offsets present in your source which will bias the results.

Before running this test please make sure your
GLMatrix.cpp, GL3Matrix.cpp, and GL3ModelStruct.h
do not include any previous fixes that was applied during last merge.
Here are the 3 files
https://github.com/enigma-dev/enigma-dev/pull/736/files

IN red you will see the code you should remove
if present on these files and save.  I would like to avoid any bias and everyone test with the same version of ENIGMA's source.

P.S.  The changing of CPP only applies if you are using my EGM and compiling - this does not apply if you are running the EXE. 

If you don't feel comfortable or know how to edit the CPP files, then use the EXE version which is compiled from the correct source code.

Please ignore any blurriness you might notice in the images, this is caused by resizing - the display is razor sharp and crisp originally.  Ignore any unusual spacing as well, this is result of monitor upscaling.

Thank you very much for your help.

All these changes are opposed by the developers, yet all of them claim they have no time or obligation to fix anything, so whatever, I will take care of this shit once and for all  and do so from inside my project, this way everyone is happy.  Who are they kidding ? the real issue will require more work and time they don't bloody have so are we going to trail with this problem until it gets fixed in God knows when or are we going to apply a temporary fix that works for all until it gets addressed officially ?

Source project EGM is attached, otherwise compiled EXE is linked here (recommended)
The EGM is just for reference in case someone dares claim I am making it up or rigging.  The EXE is a direct compile from this very EGM.

EXE here:  https://www.dropbox.com/s/y0sdvfuxfv89nqo/TextAndScrollTesting.exe
#24
I noticed lot of simple functions are missing in ENIGMA.
You can set those in the IDE, but not in GML:

room_set_background
(compiles but does nothing).
and basically all room_set commands
#25
As I was testing the new changes since #732, I accidentally ran into the same issue I had with font rendering.  I thought this was fixed with the 0.25/0.25 thing, but now it's back:

To reproduce create a project using OGL1 or OGL3, as both exhibit the problem:

Add to the draw code

draw_text(10,10,"11111111111111111111");


Be it window or full screen mode, not displayed right.

In Direct3D window mode it's ok, but could not test full screen as Direct3D fullscreen is still broke, nothing gets displayed in D3D full screen.