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Messages - Josh @ Dreamland

346
Off-Topic / Re: Environment Variables are Windows Only
« on: April 25, 2014, 07:37:18 PM »
When I was little, I used GM to make all sorts of things. Not just games. The ability to do things like edit the registry was crucial, and it taught me gobs about how my operating system worked. I wouldn't learn until later how flawed an approach this was, but hey, we all have to start somewhere.

The point is, yes, a typical game doesn't have any use for environment variables, and is typically concerned with its own directory only insofar as loading resources from a local folder is concerned. But I still value support for lower-level functionality.

347
Off-Topic / Re: Environment Variables are Windows Only
« on: April 23, 2014, 07:35:31 AM »
I'm pretty sure that anyone who actually knows what Unix is, is aware of this.

348
Off-Topic / Re: I want to like Chrome
« on: April 22, 2014, 10:09:03 PM »
So like I said, one tab per domain. I have like thirty GitHub tabs open, a dozen or so ENIGMA tabs open, six YouTube tabs open, some dozen or so pastebin tabs, twenty image tabs, and then the rest (probably another twenty) have unique domains. We're talking about a 70% savings.

349
If that is still giving you trouble, chances are, you aren't using those variables in obj_unit and they're being optimized out. You can argue the behavior is incorrect, but the alternative is disastrous. You can work around it by either referencing them in that object, or declaring them in it with local var team, max_moves, ap, hp;.

Polygone wrote something to work around that, but things tend to get broken, around here.

350
Programming Help / Re: function error
« on: April 22, 2014, 07:40:39 AM »
No, Harri; what he's presented is the number one use case for execute_string. We ought to have functions to look up a resource ID by name. It would require eight bytes of memory by default until first call, at which point it'd build a tree for later use, then use it to look up the sprite.

Variables always exist, legendarysnake. In ENIGMA, the instance creation event is performed after the object creation event, so you can override variables set in create from the instance creation code in rooms. That's the only reason people ever need to use variable_local_exists. Otherwise, use a ds_map.

351
Off-Topic / Re: I want to like Chrome
« on: April 22, 2014, 07:38:10 AM »
I prefer the Firefox method, or *maybe* one process for domain. But I'm quite happy with one-process browsing. One per window would be fine.

352
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 06:07:38 PM »
Okay, gcc -dM -xc++ -E $blank should still be cpp -dM -xc++ -E $blank. Whoever modified the Clang file to create that file didn't bother to look what they were doing. Sorry about that.

353
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 05:15:45 PM »
No, just swap -x c++ for -xc++ in it.

354
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 05:11:31 PM »
Go ahead and change it in gcc.ey, too, I guess.

355
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 05:09:06 PM »
Is it still reporting "-x c++" was read in the terminal?

356
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 05:05:18 PM »
That's... really strange, actually. But you can fix that by editing the other compiler descriptor file (gcc.ey), too. Or you can just set it to Clang.

357
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 05:00:08 PM »
Yeah, it's still reflecting the old key being read. Which compiler is selected under Enigma Settings → API?

358
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 04:44:45 PM »
That should be correct. Is it still not working?

359
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 04:40:36 PM »
No; this file is under the Compilers folder. Compilers/MacOSX/clang.ey.

If that doesn't work, you may be using Compilers/MacOSX/gcc.ey, but the default compiler on Mac should be Clang.

360
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 04:38:48 PM »
Excellent; could you please replace that command in Compilers/MacOSX/clang.ey? Should be line 13. Probably 14 as well.