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Messages - Josh @ Dreamland

1711
Proposals / Re: Add a place for extra returns.
« on: September 13, 2010, 09:25:54 AM »
Code: (EDL) [Select]
struct collision_result { double x, y; };
collision_result collision_line_ext(x,y,x2,y2,obj);

...

collision_result xy = collision_line_ext(x,y,o.x,o.y,wall);
x = xy.x; y = xy.y;

What luis was suggesting is passing x and y to be modified by reference. The problem with luis's idea is that now, the arguments MUST be double or var, they can't be int or anything or it'll throw a compile error.

1712
Announcements / What's happening now
« on: September 13, 2010, 12:13:25 AM »
Since I put out that zip file to test who can install ENIGMA, I've been getting feedback from all angles. Basically, a couple serious issues were corrected or are being corrected, in the order they likely surfaced:

1. ENIGMA.exe could not recognize the Program Files directory on foreign (Non-English) Windows systems. This meant that it simply couldn't find Java to run it for the user. Since %programfiles% is evidently not interpreted correctly by CreateProcess, this was fixed (in theory; I've not tested but assume it to work) by fetching the environment variable manually.

2. An invalid handle (as far as DuplicateHandle is concerned) to stdin was passed to make.exe when no console window was open. This caused make to bail for no rea reason (It doesn't actually use stdin in ENIGMA's process, or in any process of which I'm aware). Combined with the previous error, this means that if ENIGMA.exe can't find Java.exe, you can't use ENIGMA at all. This error was resolved by requesting a new (also either NULL or INVALID) handle to CONIN$, which placates make.exe (again, for no good reason).

3. D:C:\ Was an issue that surfaced when I threw kkg and some others on the IRC a fix for (1). This error lived a total of ten minutes, and was fixed by adding a NOT.

4. LateralGM exception: Cannot find ENIGMA's class. This error can only be explained by blaming the update sequence. It can be remedied simply by restarting LGM without it updating. Ism is working on a fix for it now.

5. LateralGM constantly pesters for update: Fixed.
5.5: LateralGM frequently pesters for update: This is due to a number of factors, the common ones being, as Ism said, as follow:
- An update is in fact available.
- A file has changed that is under strict version control (aka, everything that downloads when you run LGM for the first time).
- An update exists for one of the other branches. This should certainly not be notified on.


What else I've fixed/am working on:
- Fixed a couple small but annoying bugs, mostly reported by polygone. The most severe of them was a crash on missing closing comment, which originally I was going to have error, but then remembered that GML allows it and removed the check for it in syntax without taxing the parser to do that check as well.
- Am currently working on the network of flag files ENIGMA will use to identify different platforms that can be compiled for. The basic gist of them is this:

Code: ( (Unknown Language)) [Select]
%e-yaml---Name: Mac OS XIdentifier: CocoaRepresents: MacOSXDescription: Run on Apple Mac OS X, or other Cocoa-enabled Apple systems.Author: TGMGBuild-Platforms: MacOSXRun-Program: openRun-Params: $game
That file contains everything (so far) needed to describe OS X as a platform for which ENIGMA can compile. It is located under ENIGMAsystem/SHELL/Platforms/Cocoa/. Three other files almost identical to that one exist under the other three folders. Android is not presently supported in the repository version; TGMG will likely add it after this flagging system is finished.

Wish us luck. Especially Ism. She has a lot of crap to sort through due to such road blocks as Java lacking a "delete."
*mutters something under breath*

When all of the bugs above are fixed and re-tested by my group of victims, we will re-release the zip file. If all comes back positive, the zip will be uploaded to SourceForge, as well as the other zips/packages.

Peace.

1713
Off-Topic / Re: Slow compile times for C++?
« on: September 12, 2010, 11:43:10 AM »
Oh, there's definitely room to be improved upon from C++. The language would be ten times better if they dumped most of the old, unneeded parts of the C spec. But to claim that a group of languages sharing on common trait is, in general, faster at compile, load, and run than languages of other groups, is asinine.

1714
Off-Topic / Re: Slow compile times for C++?
« on: September 12, 2010, 10:22:08 AM »
Wow! Better compile AND load time?!
Still, they can't compete with C++'s sourceless residuum of grandeur.

1715
 Works for me. I figure at some point I'll have to break down and add an if() for it, anyway.

1716
Function Peer Review / Re: Instance Interface How-to
« on: September 10, 2010, 12:41:20 PM »
If you feel you can, go for it. I forget where I left off with backgrounds; they may or may not be loaded properly. See backgroundinit.cpp.

Looks like I left off after checking how many backgrounds there are. I can finish that file later today.

If you are operating from "Stable," I suggest you unzip and run again, marking "Trunk" and "I'm a dev, don't touch my changes."

If you check out from the trunk, you'll be informed of an update every time I commit something new.

1717
Announcements / Re: ENIGMA R4
« on: September 10, 2010, 12:14:06 PM »
Heh, I suppose, but then we'd need to maintain a manifest of correct directories. Which is hard to decide on.

1718
'fraid I have to deny those. They're unimplemented for a reason. Create a 48*48 sprite and try your functions; you won't like the results. But for power-of-two textures, that will work fine. See the issue?

1719
Announcements / Re: ENIGMA R4
« on: September 10, 2010, 02:41:04 AM »
Plague: That's just Make stabbing at the dark to get what platform it's on. I'm not sure why it doesn't know that. But Windows doesn't support anything, so.

I'd need to see the other make error to know what's causing it.

What happens if you don't use run.bat? Can't find library? If so, Ism's working on that, I think.

Mac OS stuff comes with the Repo. I'm not sure what to do about that, really, since we decided to use SVN for updates, and SVN can't mark folders as being for a specific OS.

1720
Issues Help Desk / Re: Common Incompatibilities
« on: September 10, 2010, 02:33:19 AM »
I can add a list_find_next() of some sort, plague. It will require a call to list_find_first(), and one at a time.

1721
Function Peer Review / Re: draw_sprite_stretched_ext
« on: September 09, 2010, 05:01:02 PM »
That's just how it looks.
Seems to be like the others, so if you've tested that and it works, I'll add it now.

1722
Function Peer Review / Re: Instance Interface How-to
« on: September 09, 2010, 04:05:39 PM »
HaRRiKiRi: You should just be able to use them as-is. The resource is included after the rest of the variables.

1723
Issues Help Desk / Re: Common Incompatibilities
« on: September 09, 2010, 04:00:46 PM »
polygone:
The outside room event can be edited in events.res. Open it in notepad, if you like.

1724
Function Peer Review / Instance Interface How-to
« on: September 09, 2010, 12:40:21 PM »
Some functions need to interface with the current instance or with all instances.
The new instance system I was singing praises about for so long offers a simple interface to do this.

To fetch the currently active instance, use
Code: [Select]
enigma::instance_event_iterator.
Example:
Code: [Select]
int instance_destroy()
{
  enigma::instance_event_iterator->inst->unlink();
  return 0;
}

Iterating instances is about as easy.
As I've said, ENIGMA uses a unified iterator class. The class contains two members of concern; a pointer to the instance (guaranteeing only id and object_index members) and a pointer to the next iterator. If at any point the pointer is NULL, iteration is over.

An iterator can be fetched by an integer just like in EDL by using enigma::fetch_inst_iter_by_int(obj).

Example:
Code: [Select]
int instance_find(int obj, int num)
{
  int nth=0;
  for (enigma::inst_iter *it = enigma::fetch_inst_iter_by_int(obj); it != NULL; it = it->next)
  {
    nth++;
    if (nth>num)
    return (int) it->inst->id;
  }
  return noone;
}

A system has not yet been added to manipulate locals that are not guaranteed (such as health).
Variables that are key parts of the system (such as x and y) are included in different tiers of ENIGMA's instance system. The lowest tier is collisions, implementing bbox_* variables, and solid. The graphics tier implements such variables as sprite_index and image_index (which may eventually be removed as its use seems to indicate that placing it in system tiers is unnecessary). x,y, speed, direction, hspeed, and vspeed are implemented in the tier below that. Variables id and object_index are implemented in the bottommost tier.


1725
Function Peer Review / Function Peer Review Board
« on: September 09, 2010, 12:24:09 PM »
Greetings, all.

This board was added with the completion (However temporary) of ENIGMA's C++ Definitions resource.

Using this resource, users can add their own C++ functions and types to ENIGMA, or include them from other headers.

This board is for users who wish to share their C++ function sets, and perhaps even include them in the specification. If you meet developer peer review, and your function is included in the Game Maker spec, it will almost certainly be added.

Basic board rules apply. No flaming; every contribution or attempt at a contribution, however poor or inefficient, is welcome.
A sad cry of a stab in the dark at implementing a function may even provoke a developer to implement it correctly and add it in.

Cheers.