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Messages - Goombert

1216
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 17, 2014, 12:29:17 PM »
Go make a post on gamedev.net and other game development sites, that's what I used to do. People don't know about us if nobody knows we exist.

1217
General ENIGMA / Re: Timelines won't update correctly after saving.
« on: June 17, 2014, 12:27:52 PM »
wtf

1218
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 16, 2014, 10:23:02 PM »
The real problem TKG is that nobody ever finished documenting the format, and it has probably changed with Studio. We don't have a reader in Java or C++ for reading their extension binaries. GMX extension resources are much more likely though because those use an unencrypted format. So they would be the best place to start. I just don't have time for anything anymore.

1219
Proposals / Re: A couple ideas (ENIGMA and LGM at the same time)
« on: June 16, 2014, 06:05:53 PM »
Asu, a big part of these problem is that ENIGMA is bi-sexual. It's either remain compatible with GM and do all the stupid shit they do, or do everything our own way which is a lot riskier. Or maintain two projects, one that's not retarded and one that is retarded.

Like extension packages, there's no reason anybody should want to use them, they suck, they are horribly implemented in GM, the format is proprietary and as bad as the GMK format. ENIGMA gives you the source code so you don't even need an extension package system with ENIGMA. IsmAvatar clearly recognized this and she never bothered to do extensions and that's why I don't either.

As for the code editor, we use a custom rolled code editor by Josh called JoshEdit, good lucky getting him to fix anything, and I can barely muddle my way through the thing. It's also extremely laggy/slow/unoptimal.

As for the variable_exists and execute_string stuff that would all be possible using compiler scripts with Josh's new compiler.

As for the wiki, anybody can contribute, if you are registered with the forums, then you are registered for the wiki, so go ahead and start documenting, I documented well over a thousand pages. It takes a village (you gays) to raise a child (ENIGMA).


1220
Works in Progress / Re: Project Mario
« on: June 16, 2014, 05:58:23 PM »
Thank you sorlok! Good work everyone. And Harri get to work on fixing those lights!

Edit: I have updated the latest ISO compliant version fixing all file paths for UNIX switching \\ for /
If I have missed any, please tell me.

1221
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 16, 2014, 05:55:21 PM »
Quote
I see Robby you still want to keep a broken full screen system that will only benefit dual monitor users, so that'srreally upsetting to see again.
Or you could control the behavior yourself using the display functions. :P

I still don't see how any of you justify dumbing down the rest of the system when you can easily use features in ENIGMA that have not been removed. The view is just the ortho projection, the port is the native viewport. This is the native behavior of views for all the API's, if you don't want a big view on a small screen, then don't set a big view on a small screen.

1222
Proposals / Re: video_*() functions going cross-platform?
« on: June 15, 2014, 01:04:33 PM »
ENIGMA only has DirectShow for Windows. Were discussing the implementation for other platforms.

1223
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 15, 2014, 01:03:06 PM »
It's the parser, it does this with all functions in the room creation code, I just reproduced it easily. Place it in an object and it tells you the correct error message without having to check the extended log. I don't know why.

1224
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 15, 2014, 11:00:28 AM »
Quote
@Robert: Nobody asked him for his source code :P  But more information would be helpful don't you think ?  He mentions he deleted the room create code and it still has errors which is odd.  Also I could not reproduce this on my end, room creation code works here, so it would be good to know the other circumstances triggering this.
Exactly, I meant you both should have elaborated more by getting him to elaborate more.

@TKG enigma-dev/output_log.txt let's see what that yields.

Here's what mine says.
Quote from: ENIGMA
Creating room creation code scope and parsing
window_mouse_set ( display_get_width ( ) %= 2 , display_get_height ( ) %= 2 ) ; global . ; os_android_ouya = 0 ; global . ; lite = 0 ; lives = 3 ; global . ; gold = 0 ; global . ; explodecount = 0 ; display_set_gui_size ( 1280 , 960 ) ; global ; var k_menu , k_quit , k_up , k_right , k_down , k_left , k_D , k_A , k_U , k_Y , k_S , k_L1 , k_L2 , k_L3 , k_R1 , k_R2 , k_R3 , k_exit ; if os_type = os_windows || os_type == os_win32 || os_type == os_win8native || os_type == os_macosx || os_type == os_linux { k_S = ord ( "S" ) ; k_A = ord ( "A" ) ; k_D = ord ( "D" ) ; k_exit = vk_escape } else { k_menu = 82 ; k_quit = vk_enter ; k_up = vk_up ; k_right = vk_right ; k_down = vk_down ; k_left = vk_left ; k_A = 96 ; k_U = 99 ; k_Y = 100 ; k_S = 97 ; k_L1 = 102 ; k_L2 = 104 ; k_L3 = 106 ; k_R1 = 103 ; k_R2 = 105 ; k_R3 = 107 ; k_exit = ord ( "M" ) ; k_D = ord ( "T" ) } if ( os_browser != browser_not_a_browser ) { k_S = ord ( "S" ) ; k_A = ord ( "A" ) ; k_D = ord ( "D" ) ; k_exit = vk_escape } instance_create ( 0 , 0 , obj_exit ) ; global . ; bubb = 0 ; window_set_cursor ( cr_hourglass ) ; audio_stop_all ( ) ; audio_stop_music Syntax error in room creation code for room 0 (`rm_loading'):
2

So basically, you are trying to use audio_stop_music which is deprecated in both Studio and ENIGMA. All music functions were deprecated because they were pointless, we never actually implemented them.
http://enigma-dev.org/docs/Wiki/Obsolete_Functions#Audio

1225
Proposals / Re: video_*() functions going cross-platform?
« on: June 15, 2014, 10:49:05 AM »
TKG, since the video functions on Windows just require a lib that's already in the mingw redistribution. It would be preferrable to find one for Linux/OpenGL that can be downloaded from/with a package manager.

1226
Issues Help Desk / Re: Reading .ini files
« on: June 15, 2014, 10:47:01 AM »
Yeah the difference is because our file text reading functions are part of the c standard library and UNIX compatible, our INI functions only exist for Windows and are platform dependent. It's just Microsoft not following standards, if you have a problem with the inconsistency, take it up with them.

1227
Issues Help Desk / Re: Reading .ini files
« on: June 14, 2014, 08:52:15 PM »
The issue had nothing to do with ini functions it was the file/directory name.

Change the first line to the following and it works in ENIGMA.
Code: (EDL) [Select]
ini_open(working_directory + "/test.ini")
The following will also work.
Code: (EDL) [Select]
ini_open("./test.ini")
Both of those will work in both ENIGMA and GM, so go ahead and just do that.

Apparantly the windows INI functions don't recognize the set working directory.
http://stackoverflow.com/questions/22138959/c-getprivateprofilestring-read-ini-file-from-current-directory
http://msdn.microsoft.com/en-us/library/windows/desktop/ms724353%28v=vs.85%29.aspx

So GM must be appending it to the functions, I have no plans to fix that. It is more of a bug in Windows than in ENIGMA.

1228
General ENIGMA / Re: Question about audio:none
« on: June 14, 2014, 08:19:24 PM »
But then this becomes an every system or every extension thing too. I think it would be much better to automate this.

1229
Works in Progress / Re: Project Mario
« on: June 14, 2014, 08:10:09 PM »
Yeah the reason is because the model classes use a hack that packs color into a single float, that was Josh's fix for Linux but he only applied it to GL3.

It's probably easier to review his commit and just make the same changes.
https://github.com/enigma-dev/enigma-dev/commit/b539ff0bee4b085532d8d0782d2518f83022ba3a

If you want, test it and see if it works, if it does send us a pull request.

1230
Works in Progress / Re: Project Mario
« on: June 14, 2014, 12:04:41 PM »
Good work Sorlok, DaSpirit wrote that INI extension but never finished. Second, the issues you are seeing with geometry are related to the model struct for GL1. Josh fixed it for GL3, it has to do with how we handle color, but he didn't add the fixes to GL1.

https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL1/GLModelStruct.h#L133
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL3/GL3ModelStruct.h#L137