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Messages - Josh @ Dreamland

361
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.

362
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 04:33:49 PM »
Okay, that's the problem. Clang isn't recognizing the input file we're passing it. I have no idea why that's the case. Could you try playing with the argument order to see if you can get it to work?

Another idea is that I recall Mac requiring the use of -xc++ instead of -x c++, or something similar. But we need that command working.

363
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 04:22:22 PM »
What happens if you run cpp -dM -x c++ -E /dev/null yourself, from a terminal?

364
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 02:07:34 PM »
According to Robert, what we need is in settings.ey. Could you try replacing Default-MacOSX: "./ENIGMA/" in that file with some path on your system for ENIGMA to write to? I think a good default is ~/.enigma; I'm not sure if LGM creates the directory or if you'll have to create it. Give it a shot and see if you can get it to recognize the output directory.

If not, we'll have to wait for Robert.

365
Issues Help Desk / Re: compiling for mac?
« on: April 20, 2014, 07:50:53 AM »
Was that the terminal dump? The compiler output isn't mirrored in it.

366
General ENIGMA / Re: LateralGM 1.8.5
« on: April 19, 2014, 07:38:46 PM »
It seems it is somehow interpreting four files as one;

file:/home/reiddsan/Documents/Enigma/Sample%20Game/firsttut/Tutorial%20Game.project.gmx
file:/home/reiddsan/Documents/Enigma/First%20Game/My%20First%20Game.project.gmx
file:/home/reiddsan/Documents/Game%20Maker/Pokémon%20Cursed%20Black/Pokémon%20Cursed%20Black%20Old%20Editable.gmk
file:/home/reiddsan/Documents/Game%20Maker/Pokémon%20Cursed%20Black/Pokémon%20Cursed%20Black.gmk

Those are your most recently opened files, but for some reason, it is reading them all in as one link. Perhaps someone has changed the way recent files are stored since the last time you used LGM. My recent files key looks very similar to yours, though. Either way, as a quick fix, you can clear those entries by deleting ~/.java/.userPrefs/org/lateralgm/prefs.xml or editing the file to remove the FILE_RECENT key.

367
Issues Help Desk / Re: compiling for mac?
« on: April 19, 2014, 07:21:42 PM »
That problem I'm worried about is still present, but the majority of the remaining errors should go away if you put this under the other includes in ./Platforms/General/PFwindow.h:
Code: (C++) [Select]
#include <string>
using std::string;

I'm honestly not sure why that code isn't in there, because it should be in any header working with std::string, but oh well. I fear we'll need to wait for another contributor to figure out why LGM is not passing correct output path information to make, anyway. Sleep well.

368
Issues Help Desk / Re: compiling for mac?
« on: April 19, 2014, 06:39:06 PM »
Near the top of CocoaWindow.cpp, under the #includes, ideally, using std::string;.
Then elsewhere in that file, please replace int window_set_caption with void window_set_caption, int window_set_size with void window_set_size and bool window_get_region_scale with double window_get_region_scale.

In ENIGMAsystem/SHELL/Platforms/Cocoa/CocoaMain.cpp, we need this under the includes:
Code: (C++) [Select]
#include <unistd.h>
using std::string;

Finally, the file ENIGMAsystem/SHELL/Bridges/Cocoa-OpenGL1/graphics_bridge.cpp is still #include'ing the old CocoaWindow header; just remove or comment that line (#include "Platforms/Cocoa/CocoaWindow.h" // window_set_caption).

I'd patch this myself, but without being sure whether this fixes anything, I might blindly make things worse. It's okay if you want to give up on it for now; it'll probably get fixed next time a contributor has a Mac to play around with.

In fact, I'm seeing a hint that this might not fix an issue: it seems the build system isn't finding where ENIGMA generated the code output. Someone moved ENIGMA's output folder a while back and didn't bother to make sure all the platforms are configured to correctly add the new destination to the search path. When you next run it, could you dump either the command line part of the output, or just the entire output, either here or on pastebin? That'll help us figure out what's missing.

369
Issues Help Desk / Re: compiling for mac?
« on: April 19, 2014, 06:05:21 PM »
Seems Robert broke that while he was moving functions into general headers. CocoaWindow.h apparently does not exist anymore. That file (ENIGMAsystem/SHELL/Bridges/Cocoa-OpenGL1/graphics_bridge.cpp) should instead be including PFwindow.h, and CocoaWindow.cpp should be including that header, too, or it will generate warnings.

If you would, make the first replacement and give us the next error (if there is one). If that's the only error, I'll go ahead and patch it.

370
Issues Help Desk / Re: compiling for mac?
« on: April 19, 2014, 04:57:25 PM »
I have never known what state ENIGMA for OS X is in. Very few people have ever developed for it or even attempted to run on it, and while about four people reported to have gotten it working in the past, no one was very explicit on how. You will need Apple's developer tools, which are multiple gigabytes, so if you haven't already, start downloading those. Make sure you have a version of Java installed, then run install.py as you would on Linux (that script was originally written just for Mac, and has been maintained for all *nix since).

From there, run LGM and tell us what happens.

371
General ENIGMA / Re: LateralGM 1.8.5
« on: April 19, 2014, 11:31:19 AM »
No; MS Word supported simple clipart design ("WordArt"), which normally included trashy presest or two-color gradients, and white text with 1px black outlines. Since the graphic is antialiased, it's one step above MS Paint. It's MS Word instead.



Anyway, Robert, this is a lighter version:


372
Issues Help Desk / Re: ENIGMA on Ubuntu 13.10
« on: April 19, 2014, 11:27:28 AM »
The trick is to create a command to actually run ENIGMA.

For example, consider putting this in /usr/bin/enigma (sudo nano /usr/bin/enigma; sudo chmod +Xx /usr/bin/enigma):
Code: (Bash) [Select]
#!/bin/bash
cd ~/Projects/ENIGMA
java -jar lateralgm.jar $@

You can put any additional Java memory flags there, as well.

Now, to create a desktop shortcut, nano ~/Desktop/enigma.desktop; chmod +Xx ~/Desktop/enigma.desktop. Into nano, paste something like this:
Code: (INI) [Select]
[Desktop Entry]
Name=LateralGM/ENIGMA
Comment=Launch LateralGM with the ENIGMA plugin.
Exec=enigma %f
Icon=/home/josh/Projects/ENIGMA/Resources/logo.png
Terminal=false
Type=Application
Categories=Programming;Development;IDE
You will need to change the location of the ENIGMA icon. If you copy ENIGMA's icon into your system icon folder as, eg, enigma.svg, you can simply use "enigma" as the icon name, as well. Otherwise, change Icon=/home/josh/Projects/ENIGMA so that it points to your ENIGMA directory.

You will then be able to drag files into that icon to open them. Depending on your desktop environment, there should be a place you can copy that launcher to be able to assign .egm files to open with ENIGMA.


373
General ENIGMA / Re: LateralGM 1.8.5
« on: April 19, 2014, 10:29:24 AM »
Oh, I don't claim to be good at graphics design. But it oughtn't look as if it were made in MS Word. I understand the concept of throwing something together, but there's a line between that and not giving a fuck.

374
General ENIGMA / Re: LateralGM 1.8.5
« on: April 19, 2014, 08:40:48 AM »
You broke half a dozen rules of style (not that I'm counting) and you elided the most important part.


375
Issues Help Desk / Re: trouble seeing the run button on XP
« on: April 19, 2014, 07:33:13 AM »
No one has set up a packagebuild, yet, largely because most of our contributors now are on Windows or Ubuntu, and there's a fear that maintaining a deb would make the manual instructions drop out of date. But it wouldn't be too hard to set that up, at this point, actually.