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Messages - Goombert

Issues Help Desk / Re: Full Screen bug? and help
« on: June 06, 2014, 10:44:34 AM »
I can confirm this issue exists the same for me, really wierd, it might have to do with fullscreen getting set before the window is initialized or something. I did change some of these things, but F4 should still work. Try tapping F4 in the game to window it, then F4 again to fullscreen it, then it should display correctly. I can't really tell yet if this is a regression but I can tell you we can fix it.

Issues Help Desk / Re: show_message doesn't work on linux
« on: June 06, 2014, 10:40:00 AM »
It outputs it to the terminal, if you want GUI stuff for XLIB, you have to install GTK, I am not sure which version I never tested it. But after you install GTK you have to set your widget system to GTK in ENIGMA settings, under Build->Settings->"API"

Announcements / Re: Timelines Implemented
« on: June 06, 2014, 10:38:16 AM »
Timelines are in steps egofree, they don't work like alarms. So if your room speed is 30 then step 120 will occur at exactly 4 seconds. I believe, perhaps someone could add timeline documentation on the wiki.

My apologies, but yes, so we agree this is in part why this issue is so pervasive.

Off-Topic / Re: Echo of the Wilds
« on: June 05, 2014, 07:45:36 PM »
Wow I wish my cock was as big as yours TKG.  (Y)

Yeah but again I am not suggesting it is rounding, Microsoft is, I'm literally just being a parrot here, or a parakeet (no pun intended). But that still doesn't make sense, rounding is in the FPU, and changing drivers should not affect it's hard-wired behavior.

But yeah, lonewolff, your complaint about DX11 is not warranted because OpenGL3 places the same restriction, but it's not necessary unless you want to do a direct port to GLES. Also it is somewhat optional for Direct3D 10 and 11 as well because you can still use the X library, you just have to download it separately because they dumped it from the Windows SDK.

General ENIGMA / Re: Modifying the wiki page on EDL specification
« on: June 05, 2014, 07:35:31 PM »
Meh, I am going to say that is up to Josh, I am not sure if he wants the specification to be introductory or more focused on technical jargon with a watered down version as a side article. Send him a PM is my suggestion.

Announcements / Re: Timelines Implemented
« on: June 05, 2014, 07:22:38 PM »
Darkstar2, there really isn't anything special about timelines, thus why it took us so long to add them. egofree, timeline_add() will never be implemented because it requires the timeline to be dynamically compiled, like script_add and execute_string Studio also deprecates this function.

Announcements / Re: Timelines Implemented
« on: June 05, 2014, 11:42:03 AM »
The patch has been applied and the new Portable ZIP uploaded, please go ahead and redownload.

I have seen your post about the fullscreen bug and responded.

Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 07:17:37 AM »
OGL 3 is the same way, except the added benefit of it running on Embedded Systems with pretty much no differences. XAudio2 is just a layer on top of DirectSound, it also sucks, none of Microsofts audio API's compare to OpenAL. I don't really like any audio API in comparison to OpenAL, it really is my favorite, there is nothing it can't do.

Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 06:57:31 AM »
I'll give you a rough overview of my opinion of the two.

1) D3D is more managed than OGL, which I find kind of nice, but also gives D3D overhead compared to OGL, the whole reason API's like Mantle are springing up is because API design is being reversed from focus on abstraction back to the desire for low-level.
2) OGL does not have zfighting it adopted a logarithmic depth buffer, which is fucking genius.
3) D3D does stupid shit, like delete your resources when losing focus.
4) D3D has a much more consistent implementation on graphics hardware, which is not OGL's fault.
5) OGL is cross-platform.
6) D3D is faster (not really), and again not  OGL's fault.
7) D3D can switch between software and hardware vertex processing easily, the awesomeness of this is even more apparent in Direct3D10/11 because if your card does not support the new features it can still emulate them in the CPU.
8) Everything else in the DirectX API sucks, especially DirectSound, I have no complaints about OpenAL.

But overall, I would say OGL and D3D are equally shitty API's which we can blame on the industry, Microsoft, Nvidia, AMD, all of them can go to hell.

Issues Help Desk / Re: Full Screen bug? and help
« on: June 05, 2014, 06:01:42 AM »
Sorry I didn't responsd to this, I know Direct3D 9 screws up with changing focus or switching fullscreen, it is because the system does not handle lost devices yet, which is something OpenGL does not require, basically, Direct3D is retarded and when you switch focus it destroys all your resources so you need to reload them, which is basically retarded.

Anyway, I have no comment with the views, because again I don't feel the need to limit them so that the user can no longer utilize dual monitors, something that is also impossible in 8.1. We haven't deprecated the display functions like Studio, so really the whole argument is moot. Just code your game to handle the display resolution. If you disagree with me, take it up with Josh, or start a forum discussion because Darkstar and I think TKG agree as well, but I do not. I am not trying to be rude, I just think it is a bad idea.

Also, I am surprised that example worked out of the box.

Third Party / Re: Ultimate3D 2.1
« on: June 05, 2014, 05:11:45 AM »
No I have not Aragon, it would probably be a good idea for someone to take another shot at it as we are another year into development and have some major improvements such as inheritance, polymorphism, threading, and various bug fixes in major areas.

Announcements / Re: Timelines Implemented
« on: June 05, 2014, 05:07:33 AM »
Hey Seheiah, I am working on it, sorlok accidentally committed an old version of action_webpage, the drag and drop action to open a webpage in your browser. I have sent a pull request removing the code and as soon as it is merged I will patch the Portable ZIP and upload it. Sorry about that, I have reviewed the code again and made sure it builds this time, my apologies.

This is the pull request I am waiting on.

If you want, you can attempt to remove the code yourself, save the file, and then try building.

Programming Help / Re: EDL & ENIGMA functions, syntax etc.
« on: June 05, 2014, 02:56:00 AM »
That would be Josh's fault, because that page is actually a page on the Wiki, and on the Wiki, the image is a link. But their wiki->html parser or w/e is fucking up the links.

Edit: there should be no problems now.