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Messages - Josh @ Dreamland

1276
Announcements / New Hardware
« on: August 17, 2011, 02:28:07 AM »
In case you missed that MASSIVE fifteen minute downtime (longest fifteen minutes I've ever waited patiently through as CPanel did all the work)... *cough*


Let's try this over. Hello, everyone! We're on new hardware.

Everyone give a big thanks to the following:
= IsmAvatar for forking over half the price of the server
= Gary for installing the gobs of software we apparently depend on
= a2h for debugging his CSS and apparent dependency on the aforementioned software
= And of course, me, for my expedient remedy of all other aspects of this migration

Now you should be able to click a fucking wiki link without sixteen minutes of latency.
Enjoy.

@a2h: these fonts are oversized and hideous. Please fix them.

1277
Proposals / Re: GM Compatibility Resolver
« on: August 14, 2011, 11:38:48 AM »
The regexp replacements will probably never cause issue with GM, since 90% of them add commas (which GM usually ignores) or remove semicolons (which GM always ignores, except after var).

We could have it step through at least the syntax checker's proposals, asking for confirmation on each.

1278
Third Party / Re: GM8.1 format changes
« on: August 14, 2011, 11:17:45 AM »
I'd rather have a draw_text_unicode. Anyway, we have a number of options.

1) Like Yoyo, we can allow selecting ranges of unicode chars to include in the font texture.
2) We can use TTF to load the glyphs into GL lists, and draw any glyphs not encompassed by those list ranges manually.
3) We can get creative, as many unicode glyphs are simply a letter with a symbol drawn over them.

While it would require flipping on antialiasing to look decent, (2) seems to be the most practical option. Perhaps we could merge (1) and (2), drawing any symbol we have in our texture as a sprite, and rendering the rest as primitives.

1279
Proposals / Re: GM Compatibility Resolver
« on: August 14, 2011, 11:01:49 AM »
    When should the resolver will be run?
Every morning at 7:00 and every night at 9:30.
...When they load a GM6 and press ENIGMA->Fix compatibility.

    What things should the resolver check for?
It should have two parts. The first should play on ENIGMA's new syntax checker, which is capable of proposing corrections, such as replacing `something (100001).x = 10` with `something; (100001).x`. The mechanism is incomplete, but has shown ability.
The other half should be entirely regex and should in fact be run first. It'll make replacements such as `};` -> `}` and `;)` -> `)`.

    How will the resolver check for them?
See above. The syntax checker has some capability for correction, and regex can float the rest.

    How will the resolver solve these issues and how should the user interface for it work?
See above.

1280
Third Party / Re: GM8.1 format changes
« on: August 14, 2011, 10:39:06 AM »
I've considered support for extended character sets by replacing the symbol with the concatenation of its unicode number and two dollar signs. For instance, if we opted to go all out with UTF-16, I'd replace `int piƱas;' with `int pi$00F1$as;'. This would rely on a largely unsupported compiler feature, but it'd work for our purposes since all of our presently planned platforms are reached through some version of the GCC.

UTF-16 is, of course, serious overkill for the wants of 99% of our user base, so by default we'd certainly go with UTF-8. I was just wondering if it would be frugal to insert a delimiter up front. Like I said, though, we could always add support for other encodings in later.

1281
Third Party / Re: GM8.1 format changes
« on: August 14, 2011, 09:58:58 AM »
We have no say in the contents of the GM format. Those encodings will always be hard-coded until Yoyo collectively develops a cerebrum.

In the meantime, the EGM format can easily describe the encoding of the text it stores, whether needed on a per-game, per-object/script, or per-code-snippet basis. If you feel that is necessary, now is the time to tell us so we can include it in the first EGM spec. In that case, for scripts, we would add it to the YAML file that denotes the script file, while for events, we would include it in the object's EEF Descriptor.

Don't worry, though; I made the spec very extensible (it's largely zipped YAML), so we *can* add it in later versions anyway. I just think that'd be something to throw in from square one if we're going to run with it.

1282
Proposals / Re: Tracker Change
« on: August 13, 2011, 12:10:53 PM »
A dedicated server isn't going to happen at this juncture. I average $75 a year in income from the ads on the front page. That average is decreasing.

We can move to a VPS if we (the team) can settle on a good priced one. I was thinking that one daz had for $13/mo would do the trick.

We are far too low-traffic to generate the need and much less the income for a better host than that VPS.

1283
Proposals / Re: Tracker Change
« on: August 12, 2011, 10:33:48 PM »
I like having a separate tracker because it's just a more direct/deliberate way of dealing with bugs. It's not cluttering anything; you can view closed/complete/postponed bug tickets and such, and the presentation is much better organized than a categories page.

I would like more unity between the trackers of the two projects, but... Perhaps Ism and I could coordinate something to allow posting to the LGM mantis with ENIGMA credentials?

1284
Issues Help Desk / Re: Installation Failure
« on: August 12, 2011, 10:31:30 PM »
I missed that part. If it's complaining about missing DLLs, then one of two points are true.
1) The DLL doesn't exist in C:\MinGW\bin, in which case, the installation failed somehow. This is unlikely, and I'm not sure how to fix it aside from reinstalling it again.
2) The DLLs do exist in that path, but there's an issue with setting the PATH variable, which could also explain why LGM is failing to build on its own.

Which are we looking at?

1285
Proposals / Re: GM-incompatible ENIGMA features - what to do
« on: August 10, 2011, 12:37:51 PM »
Indeed. In the event that a feature is completely incompatible, it'll be dropped. Possibly with warning, but I'm not going to push our luck. As for the sprite order thing (the compatibility concept, not the actual suggestion), it's a good idea, but I'm going to have to agree with HaRRi in that wanting to save an EGM as a GM6 is a kind of dumb idea if you've loaded it with ENIGMA features. The goal we've been sticking to with regard to GM is *backwards* compatibility. Not some symbiotic nonsense.

That said, I'm not even going to ask that Ism does that, but I'm unopposed to her doing so.

1286
Proposals / Re: Animated tiles/tilesets
« on: August 09, 2011, 04:01:48 PM »
besides, we could easily present a directory full of sprites as a tileset to choose from.

Anyway, animated tiles would screw up the whole scheme I drew up for fast tile drawing. Static sprites can be tacked on after each layer.

1287
Issues Help Desk / Re: Installation Failure
« on: August 08, 2011, 10:50:07 PM »
Oh, I totally missed that "updated to" line. Disregard me.

1288
Issues Help Desk / Re: Installation Failure
« on: August 08, 2011, 09:47:01 PM »
All of that looks great, jimn.
Are you able to click Enigma->Run, now?
If so, just make sure it has time to compile the game's engine.

1289
Issues Help Desk / Re: Installation Failure
« on: August 08, 2011, 08:49:51 PM »
That means that ENIGMA is functioning perfectly, but LateralGM (or the plugin) is really behaving nutty. I'm wondering if you didn't somehow obtain a broken version...

Let me fetch Ism.

1290
Issues Help Desk / Re: Installation Failure
« on: August 08, 2011, 08:09:09 PM »
Ah, it's not in your path. You can fix it as ENIGMA does by spec (and LGM should, but may not be).

Before you call make, run this command:
SET PATH=C:\MinGW\bin;C:\MinGW\MSys\1.0\bin;%PATH%

That will enable mingw32-make to make calls to its other executables.

Sorry it's taking so long to fix. Not certain why LGM isn't building it properly.