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Messages - Goombert

Nothing is going to be done about this.

LGM is usable on its own, as a GM IDE that supports all versions of GM, it keeps a list of functions to syntax highlight for when it's not hooked up to any plugin/runner/compiler. ENIGMA plugs into LGM and then adds the functions it implements to the keywords list.

Also, the new compiler will be able to do execute_string.

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 07, 2014, 03:32:43 PM »
Yes that's the bug because you can not traverse hidden buttons, also why it is only a bug in OpenJDK, again, it's fucking bullshit. But fine, I'll just comment all of it out.

Go ahead and redownload or python

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 07, 2014, 03:12:44 PM »
Wait, look the line should be commented add that adds stopb.
LGM.tool.add(new JToolBar.Separator(), 4);

The line directly after that, is it commented out or not?

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 07, 2014, 02:58:34 PM »
What, let me check the hashes again, you can see here I've commented it out.

Try manually downloading the plugin jar from here.

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 07, 2014, 01:37:06 PM »
Ok, as you said the exception is a bug in the JDK as a result of having a hidden button on the toolbar, the issue lies in the FocusTraversalPolicy. I have attempted to patch it by simply removing the button altogether from the toolbar until we are ready to add it. Please update and test.

You can rerun python or you may also manually redownload the new plugin and LGM jars and replace them.

Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 07, 2014, 11:01:49 AM »
Thank you egofree, I will investigate, the button being there but hidden should not be causing errors.

Ok a couple of things.

A) Run ENIGMA with administrative privileges, if that does not work, move on to part B.

B) Does the library exist? If not move on to part C. "C:/Programmini/ENIGMA/enigma-dev/compileEGMf.dll"

C) Open a command line, cd to enigma-dev/CompilerSource, run make, then go back and try ENIGMA again.

General ENIGMA / Re: Importing lateralgm plugin into eclipse
« on: June 07, 2014, 07:13:26 AM »
I am having trouble understanding what you are asking egofree. Are you saying you can't right click the jardescription and just build the plugin? Also, you have set the build description to link LGM's jar and everything right?

Off-Topic / Re: GM:Studio Standard Now Free
« on: June 07, 2014, 07:09:59 AM »
Quote from: lonewolf
People who paid for Standard do not have this limitation put on them. YYG has confirmed this.
lol, that's still retarded on their part

Quote from: lonewolf
How would any user know that ticking the fullscreen box doesn't work and manually setting windows_set_fullscreen() does?
They wouldn't, because I just fixed it and sent a pull request.

Quote from: Darkstar2
really ? that's news to me, OGL works fine for me in full screen.
He was talking about the bug I just fixed in the pull request above, window default was centering the window after setting it fullscreen. This was a minor mistake I made in my last commit that attempted to fix some of the screen flickering.

Off-Topic / Re: GM:Studio Standard Now Free
« on: June 06, 2014, 09:15:40 PM »
Wrong, fullscreen works in OpenGL as long as you set it with the window_set_fullscreen function and not the game setting.

Anyway, the only downside to this? Anybody that actually paid for standard now has to put up with a bullshit splash screen, sucks to be them.

Programming Help / Re: EDL & ENIGMA functions, syntax etc.
« on: June 06, 2014, 12:33:24 PM »
No but if someone took ENIGMA's source code and profited from it we could sue for punitive damages.

General ENIGMA / Re: $20 to anyone who does this
« on: June 06, 2014, 12:31:11 PM »
That still requires the plugin to be changed though, which is ok, but I can't have LGM appending that to instance creation. But I can make the plugin do it real easy. I'd like to know Josh's position on the matter.

Issues Help Desk / Re: Full Screen bug? and help
« on: June 06, 2014, 12:18:52 PM »
I don't know what you mean by broken but I just tested it and it seems to work fine, I put x = 5 in the creation code of an instance, and show_message(string(x)); inside its step event and it displayed the proper value.

Also, back on topic, this issue has nothing to do with graphics, it is a bug in the window code, I have also tested and can confirm it is not related to room switching, simply during startup of the game, probably because game settings are being initialized before something crucial.
I have submitted a bug report.

I just did a fresh extraction and I am unable to reproduce this. Please delete all copies of ENIGMA, navigate to C:/ProgramData and delete the folder "ENIGMA" and then redownload the latest Portable ZIP, extract it, and run enigma.exe

Report back if the issue persists.

General ENIGMA / Re: $20 to anyone who does this
« on: June 06, 2014, 12:11:54 PM »
Yes adding it to the room editor is one way to save it in your source, but if you want it reflected in ENIGMA, you'll also have to add it to the compiler and the plugin.

I'd do it if I had time. I am certain they are all linked to object locals like image_angle for rotation and stuff, is this correct? It's a fairly easy task.