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Messages - Goombert

Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 18, 2014, 08:06:08 PM »
egofree, try putting screen_refresh inside screen_redraw every time the view is incremented. I think the back buffer just needs flipped.

Also, I do agree GM is easy to learn, but I still think it could have been designed better while being just as easy to learn ego.

Quote from: Darkstar2
Or WHAT headers to use, when, how, etc.
I know math.h is required for certain functions like rounding :D ifstream fstream,
std ( who can forget std lol) -

BTW I notice in some programs to output text cout is used and other times printf, etc.  do they do the same thing ?
printf is for floating point precision. But yeah I don't really remember many headers either, I just usually know where to look for what I want, Google is a big help.

However it's interesting, I had vertical 1px gaps in my test, even without any offset fix.
So far so good with the rounding and offset I have not seen any issues, I tried with so many different combination of fonts, sizes, resolutions, etc it's all good, I was getting really annoyed with that bug and had this shit not worked I don't know what else left to try I was running out of options. :D
Because of that my prejudice is that it is my own code causing that gap, but I won't know until I test.

I will later PM you about it first just to make sure it is a viable method and not screwing something up :D
So PM me already, I'll be dead at this rate :P

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 08:02:47 PM »
It sounds like he's on Linux. TKG there is currently no way to compile outside of the IDE I'm afraid, that's the CLI that I was talking about, which would also make LGM run faster/compile faster/better and use less memory.

Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 18, 2014, 03:35:30 PM »
Wait a sec, I thought you mentioned that the latest fixes worked for you ??? ok you mentioned about the scrolling glitch.....It worked for everyone so far.  Also there were glitches even before any offsets or fixes were applied. :P
Yes this is why I would rather have the fixes than not have them, I'll take clean and crisp text over fucked up text any day.

certain things still confuse me such as knowing which headers to include and all the functions and how to use them, but I guess the libs are documented on a reference site but still.  VERY confused about other stuff such as pointers very advanced stuff, etc.
I don't even remember them all, it's impossible for any person to remember all of the headers of every API. Usually people only memorize std, but not even all of those headers well. I know string, vector, most of the basic collections. I usually forget input/output etc.

But there are so many API's out there you clearly aren't expected to remember all the headers.

the area where you are measuring width of something, just add -1.
Yeah I am afraid that might just be hiding 1px of my background though, but I'll test with red borders and make sure that is not the case. I will in other words confirm.

It's not.  Seems Josh updated the forum script.  Because now all I see is action search messages and prune messages.  The delete account is no longer there. :D
I still see it, look at the image below.

You will be shocked at how easy it is,
and perhaps you will tell me why it's not good, but open to it as long as it is constructive :D
So out with it already, come on.

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 03:11:50 PM »
Only saving things that you've changed Darkstar2, if you haven't changed anything it just passes the file, or rather the path, it won't even bother with the copying the file, just pass the file location to the CLI and the project will get built. If you open it and edit a sprite then LGM will save that sprite before passing the file path over.

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 02:47:18 PM »
I often get those errors without ever invoking the plugin.  Sometimes by simply hitting save and getting "out of memory cannot  create new thread" type.  So since it was already established that it's weird or unknown I never bothered posting new logs.
Those would not occur if we had a 64bit version of ENIGMA that was compliant with the 64bit JVM. But we don't because it is a huge pain in the ass to maintain two Portable ZIP's. If someone wants to get one working with a 64bit Java and setup the 64bit mingw etc. Be my guest.

I get crashes and frustrations on projects a few Ks in size lol.  I don't even have to load a single sprite ! Just by working with scripts and code and often run/testing, going back to edit, run/test, etc after a certain number of cycles BAM I get the retarded errors.  And in worse cases the shit just closes completely without warning and without any intervention.  taking the EGM file along with it, completely gone.  Luckily the backup file is still there.  There is not one bloody time I could complete a LGM session without having to restart it.
We wouldn't have any of these problems if we developed a CLI like GM and everything else uses because we wouldn't need JNA, we should send terminal options to our CLI programs.

Are you using the latest 1.3?  They did some changes to the IDE, audio assets are not pre-loaded at IDE launch as it was before.
Perhaps what you are noticing is some of the optimisations they have done lately to the IDE.  The fact it takes the same amount of time could mean they are just slow by nature or they are doing something else.  In theory they have done this for faster loading of projects and lower memory usage.  :P
Well when I ran tests before I had it where TKG's games would open instantly. So if we did the optimizations we would kick their IDE's ass.

Yeah but how do you explain the crashes I get on a program without anything loaded. Be it a 100MB or 1KB project I would get he same unstable behaviour and it happens rather quickly.  I don't think I am consuming even close to 1GB reserved space that quickly, not even a fraction of a fraction of that. Since the issue is persistent and can be reproduced so easily, I will post yet again a log.......nothing has changed though :D
JNA who knows, the whole backend is a mess. Would be way better to do away with it and just utilize a CLI.

Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 18, 2014, 02:41:43 PM »
That's like saying to some random guy on the street, hey, I need surgery right now I know you are capable of being a surgeon you are not pushing yourself hard enough.
LOL.  I don't know on what planet you are from but you can't go from down the ladder to the roof top in one step.
It's great that I have learned so much and I have a good solid base on how variables work, certain basic commands, math, logic etc. but not enough to work with C++, when reading ENIGMA's code I cannot visually imagine / run the program in my mind as I can with other languages I am familiar with, which BTW I did not learn overnight :D
That's a straw man, you're not a stranger to me. I worked with you to fix the projection glitches, which are still pissing me off, I know you know how to edit the sources. You just need more time with the engine, I was very bad with my C++ skills when I started contributing. I am not a C++ genius either, I am a college freshman.

Nobody likes bugs but it's part of the deal when you work with programming, testing, etc.  IS there such a thing as a bug free product ? I've never come across one.  I notice bugs even on hardware, appliances, even your toaster oven has bugs..... :P
Yes but this is much different, that was the grossest bug you could find in OGL. Which still gives gaps when Project Chaos is in fullscreen in my repeating background.

I think if a member decides to delete themselves they should be able to along with all their posts, leaving of course the other posts active in their respective topics as opposed to deleting the entire topic where the said user posted in.
Yes that's why the delete account option is still there, but what if the post is a topic they started? That gets a little more difficult because if you let them delete their OP then the topic makes no sense.

There are lot of functions I would normally do in script that I would have liked adding to ENIGMA but don't know where to add them, there are so many files and no it is not  clear at all for someone new to the project and someone who has not worked with C++ or so many files before.
So ask, we have Programming Help for a reason, don't ever be afraid to ask.

Not even close to what I was doing.   Visually the fix is working fine for me, perhaps when I show you how you will certainly debunk it :D  I will upload a DX9 compiled example for you to check out to demonstrate.
Then by all means, let me hear your fix, because now I am interested.

Also I know that with these forum scripts the posts are actually never really "deleted" .  Just gone from plain view.  Someone with admin privileges still could read them, undelete them etc.
Josh can, but he won't because he believes in his right to be forgotten.

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 02:30:22 PM »
Oh no ed, you misunderstand. We create a command line interface in C++ that can load an EGM project and compile it. This way we don't require LGM to pass the resources by memory to the plugin, so it can delay loading resources if the user does not edit them. Then when you compile it saves only the files you've changed and simply passes the file over to the CLI. This would drastically reduce the memory consumption of LGM, and it is also what GM currently does.

But there are a few problems with this.
1) LGM does not have a single guaranteed format.
2) There is no way to do it with GMK

Also Studio's IDE is not native, it is Delphi.NET as in the .NET framework and command language runtime.

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 01:01:38 PM »
I said enigma.jar creates 99% of the memory errors for me. I've never seen LGM go over 1gb memory usage.  You haven't reported a single one of those crashes with the exception log, so how am I supposed to fix them?

Loading TKG's 100mb man boobs game, once the game loads and memory usage stabilizes, I am sitting at 496.2 MB ram usage. When I load it into Studio I am sitting at about 103.2MB ram usage. Ironically it takes the same amount of time to load the project in both programs however.

We clearly need to add the optimization I mentioned before which would bring it down to the same RAM usage. And we also need a Command Line Interface for compiling games.

Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 18, 2014, 11:43:22 AM »
Right ok so I will pretend I have not read this ignorant, clueless, baseless, dickless, fuckless, uncalled for remark full of arrogance and utter ignorance, you don't know me to make such shitty remarks !  I know you were not singling out just myself but I am included in the "you" part.

Not everyone who joins ENIGMA is a nerd with 150 IQ or perfect like you Josh,   Why can't you accept that each people has their skill or circumstances.    There is a difference between not WANTING and not ABLE TO, for whatever fucking reasons.  Seems you want people to skip steps and become experts overnight, very unreasonable remark there, even coming from you.
No, I was saying you're very capable, and for instance I believe TKG is as well. I think you are both afraid to push yourselves, but I definitely think you are more than capable. By saying that I am not trying to be negative, I am trying to say I believe in you guys to do more, lol.

Seriously ? getting pissed off over a motherfucking graphic card ???? Can't take sarcasm or a joke, or you misread !  I never said NVIDIA are Gods, in fact I was the first one to point out that even NVIDIA had quality issues and flaws with its components back in history, like any electronics.  Even accepted your explanations that followed.   You may have liked him but he did not like the environment here, some devs were rude to him and he was told by Josh, you and others that you don't give a flying piece of turd about ENIGMA and could give a fuck less, combined with arrogance and don't think he was too inspired by that.....Mind you, that may not be the only reason he left, but I know for a fact part of, but not entirely, the other part I ignore as he hasn't told me or anybody anything.

I noticed also that Josh removed the action -> cut your penis from the forum .......
You weren't being clear at all, and you didn't really let on that you were joking until after. You guys were being pretty wild and nevertheless it was very unconstructive, I hate bugs and generally don't find them amusing.

He left under very suspicious circumstances.  We were PMing and discussing things, he seemed very interested and wanted despite some of you being rude and unwelcoming to him, he would have contributed.......then I don't hear from him, no clue, no nothing.
And because of that I wouldn't point the finger at our interactions with him, again that sounds a lot more like a personal thing. Him having a bad interaction here would not lead to him removing himself from other sites as well.

The code is a bloody mess, I don't know what is connected to appears confusing even to the skilled developer themselves who have asked about it :D
This was covered before in some of lonewolf's topics but he deleted everything!  SOME parts of ENIGMA are so fucked up the arse broken and bleeding from all sides, that would require BIG fixes, and obviously from someone advanced skill not some beginner who barely started !  I guess there was a price to pay for keeping their cocks so deep stuck into GM's arsehole whilst at the same time trying to be its own.........:P
That I don't believe for a second, he actually stated that the engine was very nicely laid out, but that certain parts were confusing, which is understandable because he was new to the project. It seriously can not get much simpler than its current layout, you have platforms and graphics and bridges which bridge two systems, I don't see how that is at all complicated. One of the reasons ENIGMA was so easy for me to start contributing too was how nicely it was all laid out, I also cleaned up a lot of its code by introducing general headers to ensure systems remain consistent and removing a lot of duplicate code.

It didn't take sorlok very long to figure out how to implement timelines either.

As far as a DX9 fix I had an idea and at the limit could even find a way to make it into the code itself, but Robert doesn't give a shit (his words, he doesn't care about the DX9 problem) and asked me not to bother fixing it ....... :P Right, fine, I will use the fix, which btw works 100%, for my own damn games then.  Some people are not keen on the idea of fixes or the methods, yet ENIGMA is full of fixes and band aids, so yeah, I was going to say FUCK IT and give up on the font fix and keep it to myself......but didn't! At some point he made it seem as though I am the only person complaining of font artifacts and everybody else having no issues, he was only convinced when I proved my case by having people test and report the same SHIT!!!! Then he went on saying it's an NVIDIA issue, until at least 1 person with an AMD reported what I saw too........
Because I don't have time to listen to what is wrong with it, and I wrote that entire system Josh and Harri don't know Direct3D, so I would inevitably have to oversee what is changed. But I am going to take a wild guess and say that you placed everything in the system memory pool to stop it from being deleted from VRAM, is that correct? If so that is slow as fuck and not hardware accelerated. You have to create OnDeviceLost and OnResetDevice for all hardware resources to properly reload them when the device is lost/reset respectively. I was actually working on it locally the other day.

If I get my paws around LGM one day, first thing I'd do is find a way to remove this D&D CRAP, I can't stand D&D.  I'd make it optional to either display it or remove the fuck out of it.  I do code 100% from the bottom up, but LGM is done in JAVA, another language I am not familiar with and when I look at the code for LGM it is like me trying to read Japanese......:P
............It's.....already.... optional, lol. Go to File->Preferences and disable it, then restart, and bam! No drag and drop on the object pane, just double click the events or hit the edit button.

Perhaps if I knew  exactly how everything connects what calls what, where to look what to do if I want to add new functions etc.....then it would help.  But arrogance and flaming / attacking will certainly not encourage new developers or beginners to learn that's for sure.
Flaming and trolling are entirely different you keep overgeneralizing me having a disagreement with the developer and lumping it in with Rusky trolling him. They are not the same thing, if a person honestly can't handle constructive criticism then I'm sorry for them but it's not my problem.

And you saw I was very helpful and explained to him how all of the systems are layed out and connected, because you all keep looking for that information I gave him and were pissed that he deleted it.

Issues Help Desk / Re: Linux & LGM
« on: June 18, 2014, 11:33:47 AM »
I get the following when setting it higher than 1gb.

Quote from: JVM
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Invalid maximum heap size: -Xmx:2g

It's entirely Java, it's nothing to do with LGM. Java on Windows does not allow more than 75% or 1gb, read the docs.

So basically it looks like ENIGMA needs a 64bit Java compatible version.

General ENIGMA / Indie DB and others
« on: June 18, 2014, 11:26:15 AM »
This is just a heads up to everyone, ENIGMA has now been accepted on Indie DB so if any of you make any games with ENIGMA and want to upload them there be sure to set our engine, "ENIGMA Development Environment"

Feel free to add games, tutorials, reviews or whatever you like to our page. Also feel welcome to offer constructive criticism but please keep it appropriate.

I hope that this may create a broader awareness of our engine and potentially attract more developers.

Issues Help Desk / Re: Linux & LGM
« on: June 17, 2014, 09:34:46 PM »
Looks like that heaping pile of shit VM wants some more memory, and since it's all free just like the cloud, go ahead and feed the fat beast some more by upping the 256/1000 mb's to w/e

Issues Help Desk / Re: Linux & LGM
« on: June 17, 2014, 08:32:33 PM »
Actually, TKG, that was Oracle's idea, apparantly your default memory capacity for Java applications is too low. I changed the default on Windows in settings.ini but we don't have a settings file on Linux.

So just launch LGM this way instead.
Code: (Bash) [Select]
java -jar -Xms256m -Xmx1000m lateralgm.jar
More documentation of these parameters is here.

If you don't like typing that in on the command line find your Java preferences.

Announcements / Re: Timelines Implemented
« on: June 17, 2014, 06:20:59 PM »
The new Portable ZIP with these fixes is available.

Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 17, 2014, 05:52:53 PM »
You forget, we have sorlok and egofree as well trying to help out. The rest of you are so afraid to challenge yourselves so you don't bother even trying. And I liked lonewolf, the only time I bitched was you two getting crazy about Nvidia being gods which really pissed me off, but that I still liked him. The only other conflict I seen with him is Rusky being a troll, but I'm certain since lonewolf disappeared from other sites as well that he's probably just having a rough time in general.