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Messages - Josh @ Dreamland

Proposals / Re: Animated tiles/tilesets
« on: August 08, 2011, 07:41:09 PM »
I think static sprites is something Yoyo has implemented. If not, they should have. Basically, you place sprites in the room along with the tiles.

Proposals / Re: Animated tiles/tilesets
« on: August 08, 2011, 12:34:04 PM »
Two words: Static sprites.

Issues Help Desk / Re: Installation Failure
« on: August 07, 2011, 09:43:56 PM »
I take it this is still when running from ENIGMA.exe?
If so, that's really weird. Did the compile complete successfully? As in, is there a compileEGMf.dll in the ENIGMA folder?

Issues Help Desk / Re: Installation Failure
« on: August 07, 2011, 07:04:35 PM »
If I were you, I'd just rename the old MinGW and let it install a fresh one. I have no idea how or why, but it always fails to copy the files over an existing installation. I specified that it should not bail on missing files, but it seems to do so anyway.

Let me know if that works.


Issues Help Desk / Re: Compilation failure at C++ level
« on: August 07, 2011, 02:44:49 PM »
That's a catch-it-all error that happens for a number of reasons, which has increased recently due to the state of the new syntax checker. If you upload the GM6/K, one of us could take a look, or you could just paste the entire terminal scrollback so we have a better idea of what failed. Or I guess you could wait for it to be fixed when one of us finds any/all of the problems it's giving you. If it's the latest revision, it probably doesn't recognize that a function isn't implemented.

General ENIGMA / Re: Stuph
« on: August 03, 2011, 01:02:31 AM »
No, it's not that hard. It just requires me picking a spot to put that function table, and generating it at compile time.

General ENIGMA / Re: Stuph
« on: August 02, 2011, 09:50:10 AM »
Ah, yes, I forgot about that extension system. TGMG was working on the selector for it... I haven't heard back from him.

General ENIGMA / Re: Stuph
« on: August 02, 2011, 09:47:03 AM »
HaRRiKiRi is working on paths now, actually. I gave him a hand with converting GM's 0-1 path positions to a position on a segment and ultimately to coordinates. From what I've seen, they're coming along rather well.

He's probably going to hit a snag with preallocation and getting his constructor to do reallocation, but I'll help him with that if he needs.

As for user events, I didn't realize so many people actually had use for them. I will see about implementing them; there may be some additional memory overhead or it may be completely optimized out, but it should be easy enough to do.

Function Peer Review / Re: GM's Data Structures
« on: August 01, 2011, 11:28:30 AM »
Well, they're missing speed and efficiency, too. But I'm going for "working" with those functions--they're kind of unusable.

Proposals / Re: Remove GLU dependency
« on: July 31, 2011, 03:12:03 PM »
I'd sooner just comment all the 3D functions for now until we finish the extensions system to accompany graphics. Fixing the two instances of GLU functions for now would be short-sighted at best.

Issues Help Desk / Re: Compile Errors
« on: July 31, 2011, 12:07:10 PM »
The problem is that Debian implements a <cmath> that overloads only two abs() functions, so passing it unsigned short is somehow ambiguous. I could say a hundred nasty things about Debian, but I won't bother. The fix is to add an (int) before the parameter to abs() on line 67.

General ENIGMA / Re: Stuph
« on: July 29, 2011, 11:48:58 AM »
Holy shit, it's a daz!
Anyway, yeah... *hides*
I'm working on the code editor again.

General ENIGMA / Re: Stuph
« on: July 28, 2011, 02:18:15 PM »
Event_user isn't all that hard; it's just gone unimplemented because its use is uncommon. If you bother us about it enough, it'll get done.

Collision_circle isn't in just because it requires math that's more fun to do out on paper than to implement in a collision engine.

Anyway, aside from callbacks often being threaded or handled by some other system, I don't see a difference between them and the list you described. At least in C++.

Announcements / Re: Overdue Update
« on: July 27, 2011, 05:20:47 PM »
Actually, I gave this new checker a structure-based lex because it's too difficult to do lookaheads inside a macro-flooded system without one. The token structure only stores the position of the token and its type.

But I free the lex after the check because it's too detailed for the parser's minimalistic uses and I don't presently do formatting or highlighting myself. Besides, the syntax highlighter is Java side, and I doubt IsmAvatar favors the idea of making that aspect of LGM so modular as to be able to make calls through JNA.

Announcements / Re: Overdue Update
« on: July 26, 2011, 01:04:32 AM »
There already is one, RetroX... TGMG's been using it to mass-test examples.