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Messages - Goombert

1231
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.

1232
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.

1233
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

1234
General ENIGMA / Re: Question about audio:none
« on: June 14, 2014, 12:01:12 PM »
I am in favor of adding a "Mute" audio system. For every system actually. Also would be nice to automate it somehow as Josh said. Perhaps we could make an "emulate" system option or something where JDI nulls all the function pointers.

1235
Issues Help Desk / Re: Josh! Relieve my penis!!
« on: June 14, 2014, 11:58:19 AM »
You guys are so useless. He doesn't want to share the source code of his game. When you build it it errors after parsing room creation code and says "Error; see scrollback for details" and there is nothing in the scrollback indicating what wen't wrong.

Correct me if I am wrong but TKG also tried removing all the room creation code to no avail.

1236
Issues Help Desk / Re: Reading .ini files
« on: June 14, 2014, 11:54:25 AM »
Darkstar2, no idea, you're right, using ini is really unnecessary. It's extremely simple to write your own file format, just skip lines that start with '//' for comments and bam you can make a format with descriptions making it easy for end users to edit. It would probably read faster too.

If you need more advanced structure, yaml is the way to go, not ini.

1237
Issues Help Desk / Re: Reading .ini files
« on: June 13, 2014, 02:25:59 PM »
All I know is they use the native functions on Win32, if GM uses those functions, there should be no reason why numerical keys would not work.

All of the functions are implemented here.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWSregistry.cpp

Can you provide an example GMK or something as well so that I can test?

1238
Issues Help Desk / Re: Error - Invalid assignment to function
« on: June 11, 2014, 09:01:56 AM »
No nevermind setting audio system to none doesn't fix it either. So it is coming from somewhere in universal system or something.

1239
0.01,0.01 works in Direct3D9 as well and fixes blurry text for me. The pull request can be merged.
https://github.com/enigma-dev/enigma-dev/pull/750

Now it is important to note that font characters in Direct3D9 appear 1px to the left of where they do in OGL, this is further related to the issue we've been discussing. So this is clearly differences in the sampler of the two API's as well as differences in driver implementations of the two API's. Also D3D9 does this whether you have offsets 0.25 or 0.01 or no offsets.

1240
Issues Help Desk / Re: Error - Invalid assignment to function
« on: June 10, 2014, 02:39:05 PM »
No he has networking systems set to none, meaning the makefile is never even processed for that system, so no. I'm certain the conflict is coming from OpenAL.

1241
Alright good I was just going to tell you to patch DX as well. But please leave any FS fixes or anything out of this pull request. Anyway, go ahead and send it and I'll tell Josh or Harri to merge it.

1242
Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 10, 2014, 11:57:43 AM »
:)

Maybe it is because the index at which items remains static and it's pissed about two having the same index? Ugh.

You could also try changing uhm setFocusTraversalPolicy of the toolbar.

1243
Yeah if you notice I used the delta_time or w/e constant to calculate my scrolling background.

Anyway, no I said I don't wtf to your code you sent me in a PM because your rounding was mixed with earlier suggestions we made for vertices, not the projection coordinates. Thus my wtf response.

Anyway, wonderful, good thing it works, and yeah I'm certain nobody would ever have a need for a camera at a half pixel would they? When the camera is at half-pixels all you ever notice are artifacts, it looks the same as if it were at the rounded coordinate except shittier. So am I correct in my assumptions or does someone have evidence to the contrary?

Also, we don't need to worry about this with the perspective function because it shouldn't be used for 2D rendering.

1244
I can confirm the issue and will fix it when I get a chance.

1245
Yeah I like to do things the hard way, plus I don't like using anything built into GM because it's always designed around a fixed time step and not delta timing.

Quote
And yes Robert is right, this fix is only a patch, assuming you are on a 0,0 projection view or fixed view that is not negating the +.01 / +.01 fix.  SO, for example if your X/Y projection ortho is set to 0.99/0.99, the result will be an integer and thus negating the fix and the motherfuckers of artifacts will be back!!!  Whatever X/Y you use make sure when added to .01 that it does not = to an integer.
The ortho projection function can be further fixed with the following code.

Code: (C++) [Select]
x = round(x) + 0.01f; y = round(y) + 0.01f;
That stops anybody from negating it. We can also fix it in DX the same exact way. Because round will guarantee it is a whole number with the offset that works for everybody. Ortho projections should never be at fractional coordinates anyway.