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Messages - Josh @ Dreamland

121
Proposals / Re: Allow me to use C++ in EDL
« on: December 02, 2014, 12:35:15 AM »
You'd have to access those objects the same way you access them in other C++ functions. Ie, using instance_event_iterator.

The main reason you can't use vector with the current compiler is that it's terrible at coercing types. It was always bad at it, but it's actually gotten worse over time. Originally, you could access vector like an array, but couldn't call functions because the type resolution wasn't good enough to get accurate function information from template types, so I never bothered coding checks for member function calls. I fixed the template types issue in JDI, but in the meantime, someone broke it to the point that it doesn't even realize anything in the code is not a var, anymore. No idea why. Don't feel like investigating.

122
Programming Help / Re: Embedding Enigma into GUI
« on: November 26, 2014, 12:44:05 AM »
Creating a Qt window system wouldn't be that hard. You could tweak the code to allow you to specify an existing Qt widget to contain the GL context. You'd create the GL context in a new Bridges directory, Qt-OpenGL. There are plenty of existing systems to use as reference.

Same goes for wx.

123
Proposals / Re: Allow me to use C++ in EDL
« on: November 23, 2014, 09:54:55 PM »
I'm sorry, I couldn't hear you over how great the code in write_object_data.cpp is.


124
Proposals / Re: Allow me to use C++ in EDL
« on: November 23, 2014, 01:35:56 PM »
We used to do what you're suggesting, if you remember. There's no syntax checking that way. I can't even tell you if you've dropped a semicolon. But even then, including vector wasn't an option, because you're still writing code in an event function.

As far as "Making a single 'file' parse as C++," we still do that today! It's called "definitions," and you can modify it in the ENIGMA settings.  If you want a hot fix, how about helping me out and petitioning for a formal, instantiable definitions resource like I've been bugging Ism (and anyone else who enjoys doing Swing work) for since 2008? I have every intention of allowing raw C++ definitions by that mechanism even when EDL is actually a capable language. We'll also want EDL definitions, so  you have a place to put global EDL functions (kind of like a file full of static scripts).

So if the parser takes ten years, fine; do this now, have it just add C++ definitions, and when the parser's done, that's one less fucking thing I have to worry about.

125
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?

126
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.

127
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.

128
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.

129
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.

130
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.

131
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.

132
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.

133
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.

134
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.

135
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"