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Messages - Josh @ Dreamland

121
Issues Help Desk / Re: LateralGM seems to have just... stopped compiling?
« on: November 05, 2014, 10:08:23 PM »
We don't support compiling for Triscuits. Or any other cracker, for that matter.

64Bit? What are the byte sizes of int, long, and size_t?

122
Developing ENIGMA / Re: LateralGM 1.8.6.756
« on: November 04, 2014, 12:05:58 AM »
Isn't there a pack function in most layout managers that you can call? Or perhaps it was in the frame... I can't remember. The point is, if destroying and recreating all swing widgets is one solution, there's bound to be another.

123
Announcements / Re: Licensing, the ultimatum
« on: November 02, 2014, 01:46:20 PM »
I should point out that I got a reply from the SFLC about a week ago. It wasn't everything we'd hoped for in a reply, but it was something. I emailed back promptly thereafter and am now waiting for another reply.

Worst-case scenario, Google apparently provides employees with a number of legal perks, which includes quick access to lawyers for a nominal fee, and free access to lawyers for general consulting (which might at least point me in the direction of someone who can help). Not sure what it'll come down to, but most of you are remaining patient, so at least we have that.

124
Issues Help Desk / Re: Mac OS X
« on: November 01, 2014, 08:29:43 PM »
From there, you should be able to run lateralgm.jar using Java. Do you have Java installed? Running java -jar lateralgm.jar should open it.

The short answer to compiling for Android is "not right now." Our Android port is ancient and unmaintained, and no one has gotten it working in a long time.

125
Announcements / Re: Licensing, the ultimatum
« on: October 31, 2014, 11:01:02 PM »
The problem is that ENIGMA's original license is GPL, Rodney; we can change it if we like, but the GPL offers us (ENIGMA developers) a degree of protection that other licenses do not. I'm trying to find a license that protects us as while allowing users to close-source their games.

126
Proposals / Re: New Theme for LGM?
« on: October 28, 2014, 10:36:09 PM »
Let's see... that leaves exactly 26×8887×10×168, or 388,184,160 total passwords. At a laughably slow rate of 8 hashes per second, my graphics card could check all the passwords in 40 minutes. Using previous hashrate metrics for my card that I have obtained because reasons, I actually believe the total is closer to 15 seconds.

...I really wish those were the password constraints for some website. :P
Not because I want to break into a website, no; because I want people to realize how stupid their requirements are.

127
Developing ENIGMA / Re: Switch to C++11?
« on: October 26, 2014, 07:19:11 PM »
Go for it. I might want std::tie. And I'm curious if we'll get a performance hike for using unordered_map instead of map for instances and var.

128
Developing ENIGMA / Re: Change
« on: October 26, 2014, 11:39:56 AM »
Since my refactor broke inheritance, it was not pulled. Rather than attempt to fix it, I'm going to go for broke and rewrite inheritance the way it was supposed to be written. This will likely take longer than just today.

129
Proposals / Re: Force directed graph in LGM
« on: October 25, 2014, 11:56:44 AM »
Actually, I don't really understand this one—in general, I'm a fan of GraphViz (Prefuse?), but in this case, the interface seems not to offer any new information; it seems to just be an unscalable rehash of the current system. What happens when you try to display an actual game? I've never seen a finished game with less than 20 objects, and I've never seen an event which had about three non-code DND tiles. This presentation just won't work for real games.

That said, the interface could be effectively used to display inter-resource dependencies. For instance, if it showed "Objects" -> (Group name)* -> (Object name) -> (Script name)*, that would be mostly tractable (as long as you had to click a group to make it the root and display its objects). It would also be useful for people when they wanted to change the behavior of a script—especially if you could filter by script name.

The same can be said for most combinations of resources. It'd be easier to bundle resources into loadable/unloadable packages if you could quickly see what all references them.

Showing actual code, though, just won't scale.

JDI exports expressions as trees, not whole pieces of code. A complicated expression looks like this or this:


An entire script would not be fun or easy to navigate in this form. I'll be adding that capability for my own debugging purposes, but it's not something we really want to hand users.

130
Off-Topic / Re: PM is broken again :D
« on: October 23, 2014, 11:22:33 PM »
It was a difficult bug to track down because it seemed random. I became weary of the problem when popular topics became extremely unresponsive as well, but I didn't realize the issue until I tried to contact someone by email. Then it hit me. The reason most PMs and arbitrary topics are slow is because some members subscribe to topics, and many members have configured their accounts so they receive an email when they receive a PM. The system was slow because our email was slow. A quick search revealed the problem was likely an issue in our hosts file, because for some reason, the mail daemon expects to get "enigma-dev.org" out of hosts. So I changed our hostname in that file to enigma-dev.org, and the problem was solved.

131
Proposals / Re: remove the "hidden" login feature
« on: October 22, 2014, 10:01:14 PM »
/facepalm
/forehead → table
/left hand up, index finger extended
/"Check, please"

132
Proposals / Re: New Theme for LGM?
« on: October 22, 2014, 09:38:16 PM »

133
Proposals / Re: remove the "hidden" login feature
« on: October 21, 2014, 09:52:19 PM »
And, I added an option.
And another.

134
General ENIGMA / Re: ENIGMA's Engine Code License - Please Vote
« on: October 21, 2014, 07:37:06 PM »
That's what worries me. And that's where a lawyer would come in. Apparently, I have access to lawyers as a perk, so I'm going to see what I can do with that. I would imagine "derived from or based on this library" is intended to work the same way as the rest of the GPL. So here you may be getting into the semantically ambiguous territory of closed-source libraries for use with ENIGMA vs closed-source libraries to fix/replace ENIGMA. Waiting for SFLC has not proven fruitful....

135
General ENIGMA / Re: ENIGMA's Engine Code License - Please Vote
« on: October 20, 2014, 11:07:47 PM »
That much is perfectly allowable. The classpath scares me because all it says in its own self-defense is "An independent module is a module which is not derived from or based on this library." That seems incredibly easy to defeat in the context of a project as large as ENIGMA. Last time I talked about Classpath, I believe I said something to the tune of "I could have written a more convincing exception." I stand by that. That said, it's still the biggest contender among any of those licenses, though. :P