Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Josh @ Dreamland

Developing ENIGMA / Re: EnigmaFileFunctions repo
« on: July 13, 2014, 09:51:09 AM »
Don't use carrier pigeons; use bricks.

Anyway, the problem here is, Linux offers shitloads of libraries. I can run apt-get install libzip-dev and, voila, I can now use libzip in my code. On OSX, libzip just comes with XCode, because, well, why wouldn't it? On Windows, there is NOTHING I can distribute to you that will enable you to install a compiler complete with libzip. I am going to have to build libzip into this mess just so Robert can use it on Windows. I hope it actually builds there. If not, we're all hosed.

My best course of action at this point is to modify the makefile so that make <target> libzip builds a local copy of libzip along with the program. Otherwise, it's hopeless.

I know Robert talks like an 8yrld gangsta wannabe, but it doesn't mean you need to do it too.

Off-Topic / Re: animated gif avatars
« on: July 12, 2014, 04:12:45 PM »
Are you using Internet Explorer, or something? It renders fine in all of my browsers.

Yeah, tiles have not been optimized for quick searching, and are unlikely to be.

This makes me wonder how useful it would be if users could create collision meshes in the room editor.

Off-Topic / Re: animated gif avatars
« on: July 12, 2014, 04:08:57 PM »
I set it to a correctly-scaled version of the GIF you posted.

Off-Topic / Re: animated gif avatars
« on: July 12, 2014, 04:02:37 PM »
That's quite large, bytewise, for an avatar. I'll make an exception while the community is small, I suppose. I am able to shrink it to just over 600KiB by fitting it to the correct size, anyway. I'm also able to shrink it to 900KiB simply by encoding it with a non-shitty, non-Windows GIF encoder. But that's another story.

Developing ENIGMA / Re: EnigmaFileFunctions repo
« on: July 12, 2014, 02:49:15 PM »
The more I think about it, the more I realize that maintaining our own package manager will not help us. The missing element is collaboration on the part of individual projects. When ENIGMA "grows up" a little more, we'll end up maintaining our own packages for Debian, Arch, and RedHat. Thus, people on Linux will be able to obtain ENIGMA through their package manager if they add our PPA. This is a form of standardization that just isn't present on Windows. Microsoft offers MSI, but MSI doesn't let you say "you need to have MinGW installed first" and cannot, in fact, tell you where to get MinGW. What we need is a standard, and we have twelve different people competing to be that standard, including Cygwin. Cygwin is terrible; it is an incomplete, broken implementation of a standard Linux distribution, and it has next to zero community support. Sound familiar? We can't offer our own packages any better than they can. What we need is a call for standardization, not another competing package manager.

Tips, Tutorials, Examples / Re: Multitextured Terrain Example
« on: July 10, 2014, 09:24:00 PM »
Good lord. The sand is now beautiful, but that texture repetition is horrible. Can you write a custom sample function that computes perlin values per-point? Your grass looks like MS-paint spray art, and there's no reason not to just have it be procedural. :P

Forgive the harshish criticism; this could just be improved massively with one simple tweak.

Developing ENIGMA / Re: Iji on ENIGMA
« on: July 10, 2014, 09:20:00 PM »
Sounds good. Please keep us apprised of any more of these hacks that arise; it's good to have them in mind when designing backend components.

Off-Topic / Re: animated gif avatars
« on: July 10, 2014, 09:15:29 PM »
As a security mechanism, the server re-encodes all uploaded avatars itself. It prevents such feats as the attachment of non-image data to images. Unfortunately, this causes only the first frame of animations to be rendered. This is a known bug in the forum software we use. I am able to disable that security feature, but am generally inclined not to do so. Are you able to specify a link to an animated avatar?

Developing ENIGMA / Re: Iji on ENIGMA
« on: July 08, 2014, 11:20:43 PM »
Ah, so band-aid stuff. Though, as far as I know, image_single was implemented; I'm not sure when that changed. Probably when polygone decided to redo my subimage handling when he moved it. It's not difficult to support image_single; you just check if it isn't -1 before you add image_speed to the current subimage.

I am hoping that a new instance system will fix your second and third points. That's way down the road.

No comment on your fourth point.

Your final point, TGMG addressed in a regex replacer a while back. Good luck tracking it down, though. In the future, I intend to allow special handling of that in the EDL lexer. It's extremely easy, in fact; all you'll do is duplicate the default lexer and set keywords["try"] = TT_INVALID, then in the handler below, return token_t(TT_IDENTIFIER, "$try", filename, line, pos - lpos);. A quicker (uglier) quick fix is just to use an ENIGMA-side #define. I.e, in definitions, put something like this:

Code: (C++) [Select]
#ifdef JUST_DEFINE_IT_RUN // To be interpreted only by ENIGMA
#define try try_
#define catch catch_
#define time time_

Developing ENIGMA / Re: Iji on ENIGMA
« on: July 07, 2014, 07:50:51 PM »
Looking good; the tearing's a little disturbing, but you've made some great progress, it seems.

Could you enumerate the changes you don't want to push to ENIGMA? I'm aware of the "backslashes in paths" hack, but I believe proper macros will nip that issue in the bud down the road. I'm interested in knowing what else you changed, because I want to get macros, metaprogramming, and plugin scripting to be powerful enough for you to be able to enact those changes as part of the game file. I can't make any promises without knowing them, obviously, but having some time to think about them will certainly help.

Developing ENIGMA / EnigmaFileFunctions repo
« on: July 05, 2014, 02:07:37 PM »
I realize that Robert has been trying to implement a CLI, but this has been on my plate for a while. In fact, when I heard of his intentions, I published a repository I'd started to GitHub for reading files and general file processing groundwork. This includes a UTF8 implementation of std::string (still in progress) and a class for iterating files. Right now, the file iteration class supports zip iteration and filesystem iteration, but it has only been implemented on Linux. The zip iteration should work directly on Windows, provided someone can install libzip in MinGW. Today I coded what should resemble the Windows implementation. I have left it commented since it is not tested.

I meant this procedure to be for Robert, but he seemed generally uninterested in the prospect. I would appreciate it if a Windows developer would do the following:
  • Check out the EnigmaFileFunctions repository
  • Open gdir.cpp and seek to the unimplemented functions.
  • Uncomment my implementation and fix any issues, or write your own implementation. Just get it to build.
  • Run the tests I wrote.
    • In Code::Blocks, this is as simple as switching to the "Test" target and running
    • If you have GNU make, you can run make test to test
  • If the tests don't pass, tweak the code and rerun them.
  • Once all tests pass, drop me a pull request.
That's the contribution model ENIGMA should arguably be on, and it's the contribution model I'll be sticking to. If no one can deal with that, I suppose I'll continue development at my own pace.

All tests currently pass on Linux. If any tests other than the directory test you're working on/looking at fail on Windows, please let me know.

Issues Help Desk / Re: Enigma's Project and Github
« on: July 05, 2014, 08:43:59 AM »
EGM is supposed to support a non-archive mode for version control. You shouldn't have to zip up your git repo. If LGM can't open directories as an EGM, this is probably a simple fix.

Tips, Tutorials, Examples / Re: Multitextured Terrain Example
« on: July 04, 2014, 07:43:51 PM »
That's actually looking beautiful, Harri. Sand's a little bright; maybe give it a little more saturation or less value, or perhaps a better transition to the grass is in order. Hard to say.