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Messages - RetroX

286
Off-Topic / Re: Hey guys, thanx.
« on: October 17, 2010, 01:17:56 PM »
Speaking of which, are the d3d_ functions just going to be aliases?  And if so, can those be inline functions while the actual functions are named gl_?

287
Announcements / Re: What's happening now
« on: October 17, 2010, 01:16:36 PM »
As a little update, I've made it so that for all of the packages, when ENIGMA is updated or uninstalled, this is run:
Code: [Select]
rm -rf /opt/enigma/blank.txt /opt/enigma/defines.txt /opt/enigma/redirfile.txt /opt/enigma/searchdirs.txt /opt/enigma/ENIGMAsystem/SHELL/Preprocessor_Environment_Editable /opt/enigma/ENIGMAsystem/SHELL/API_Switchboard.h
find /opt/enigma -type f -name "*.o" -exec rm {} \;
find /opt/enigma -type f -name "*.a" -exec rm {} \;
find /opt/enigma -type d -depth -exec rmdir {} --ignore-fail-on-non-empty \;

In English:
blank.txt, defines.txt, redirfile.txt, and searchdirs.txt are all deleted so that LGM can regenerate them.
ENIGMAsystem/SHELL/Preprocessor_Environment_Editable and ENIGMAsystem/SHELL/API_Switchboard.h are deleted.  These are generated when compiling and will be updated per-game, anyways.
All objects and static libraries are deleted.
All empty directories are removed.

288
Announcements / Re: What's happening now
« on: October 17, 2010, 12:29:01 PM »
Ubuntu Software Center didn't found the Enigma installation, so I had to use Package Manager and do the work by hand.
Download the package, right click the package > install.  Or something like that.  Eventually, a package repository will probably be put up or something, so that it will be automatically updated.  I'm not doing that until it's actually onto a stable release.

And removing Opt/Enigma folder requires root privileges, so it can't be done using the GUI. I had to install search the net for a Nautilus plugin to get those privileges, and once I "trashed" the folder, it just disappeared instead of going into the trash can.
I'll look into debian packages more.  I know that there's a purge configuration option in the package manager, which, when chosen, would fully remove configuration (in this case, /opt/enigma) after uninstall.  It's not done automatically with the package because you might want to uninstall and then reinstall explicitly, and that would delete your configurations without any undo.  Could you check the software center for me and see what kind of uninstallation options that there are?  I know that Synaptic has it, but I'm not sure that it can be done via the software center.

You have to realise that this is still a development version of ENIGMA.  It's not automated for Linux yet, but I'll try to do that.

289
Off-Topic / Re: Hey guys, thanx.
« on: October 17, 2010, 12:23:37 PM »
Cuz i'm hoping to use Ultimate 3D with this in the future.
Please don't.

It's not cross-platform, and I'm sure that nearly equally good 3D functions will be implemented into ENIGMA. :(

Whatever.  I doubt that THAT will be any time soon.

290
Off-Topic / Re: Hey guys, thanx.
« on: October 16, 2010, 04:04:35 PM »
Any DLL will work in GM.

DLLs are generally compiled C++ functions.  In most cases, you'll be able to directly use the code in ENIGMA rather than using it via a DLL.

But yes, DLLs will work, for things that won't end up being open-source.  Dynamic libraries will be supported in general, meaning that you can use "DLLs" in Linux and OS X.

291
then how about changing it sensically? :D

292
why not:
enigma::bounded_texture_index

293
Announcements / Re: What's happening now
« on: October 16, 2010, 01:23:06 PM »
They're built, now.  If you have any other package-related errors, let me know.  Otherwise, it's Josh's job.

294
Announcements / Re: What's happening now
« on: October 14, 2010, 03:49:39 PM »
I've added GLU to the dependencies.  I'll build new packages soon.

295
Announcements / Re: What's happening now
« on: October 14, 2010, 03:44:06 PM »
I tested the Ubuntu 32bit version and it works. I hope it will uninstall without leaving pieces behind.

Do you have a game to test?
It removes the symbolic links when it uninstalls, but it will probably will leave the /opt/enigma directory behind.  You can delete that if you want it to be fully removed.

296
Announcements / Re: What's happening now
« on: October 13, 2010, 08:13:59 PM »
Random notice: I'm going to start building packages for ENIGMA more often now that my packages actually work (hopefully).  If someone could test the Ubuntu packages, that would be nice.

This file contains a list of the latest packages.  If a file on this list doesn't exist, I'm uploading it; be patient.

i386, i486, i586, and i686 are 32-bit packages.  x86_64 and amd64 are 64-bit packages.
.deb is for Ubuntu, .rpm is for Fedora, .pkg.tar.gz is for Arch, .src.tar.gz contains the PKGBUILD source, and .lzm contains the slackware package (I can't test it but could build the package and did for the hell of it).

This really is a temporary solution for people that want to test it but would prefer to have an actually installed package.  To run ENIGMA, either go to the Applications menu > Programming > ENIGMA Game Maker, or run enigma-dev or lateralgm in a terminal.

297
Announcements / Re: Proceedings
« on: October 02, 2010, 11:57:31 AM »
Why not use one of the GNU licenses as base and then edit it so that it fits ENIGMA best?
Because none of us are lawyers.

298
Announcements / Re: Proceedings
« on: September 30, 2010, 09:20:07 PM »
Actually, never mind; that's dumb.

299
Announcements / Re: Proceedings
« on: September 30, 2010, 07:21:40 PM »
I've read it, and as I see, this is what I read it as:
- ENIGMA, the environment, compiler, and sources, are GPL,  Modifications of these must be distributed under the GPL. (you don't really mention this, but it should be put there)
- Programs compiled with the ENIGMA sources, under an approved environment, with an approved compiler, do not have to be released under the GPL.  If additional, licensed code is used, those codes' licenses must be followed.

300
Proposals / Re: new Build mode
« on: September 27, 2010, 08:37:05 PM »
You could just recompile changed scripts- I know Visual Studio can usually update code while the program is running, GCC should be able to do it as well.
It operates differently under Bash than under Windows.

The currently executing code would be cached; if you updated the executable while it was running, you'd have to start it over again in order to make it run with the new code.  Or at least, I think.  The GCC could modify the actual executable file, but I have no idea if it would be allowed in Windows.