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Messages - Goombert

151
Third Party / Re: Get Directory XP
« on: April 28, 2018, 07:32:37 PM »
This is really nice TKG, I actually tried to do this myself when I added get_directory_alt but couldn't figure it out. I'm going to ask you about just patching this into the official ENIGMA for everyone using a macro to use your version when it's Windows XP and lower.

You can see my comment here about not being able to find what GM uses for get_directory on the old Windows:
https://github.com/enigma-dev/enigma-dev/blob/60b14308ad56dddeccd750be3e25843cd005d073/ENIGMAsystem/SHELL/Widget_Systems/Win32/dialogs.cpp#L549

152
Issues Help Desk / Re: Please help!!!
« on: April 28, 2018, 07:20:50 PM »
This could be because %PROGRAMDATA% does not exist. Are you installing from Windows XP? You can simply try creating the folder C:/ProgramData in Windows Explorer the normal way you'd create a directory.

We've since updated master to use %LOCALAPPDATA% like GameMaker does instead:
https://github.com/enigma-dev/enigma-dev/pull/1121

153
Tips, Tutorials, Examples / Re: Old GM projects working in LINUX
« on: April 28, 2018, 07:15:10 PM »
Hi Hugar, do you happen to still have a link to the source for this? (I can't seem to find it in this post) I just came across it and thought it looked like a neat example. I'd simply be interested in testing it out in our new C++ GMK reader for emake/the commandline and see if it opens in the new IDE fundies/cheesboy has been helping me create. Also, I wanted to let you know that our dialog support on Linux has always been subpar in comparison to Windows, but TKG has been working on a way to fix that. I am not even sure if the current GTK system works, but in ENIGMA settings you can try getting the dialog action to work by setting the widget system to GTK. The "None" widget system prints to the console/terminal if one is attached to the game process. The highscore table may actually require the Highscore ENIGMA extension as well, you can find and enable that also in ENIGMA settings.

154
Announcements / Re: Official Discord Channel
« on: April 09, 2018, 04:08:10 PM »
I am not personally a Telegram user, when I joined here back in 2013 I was actually a pretty big Skype user and new to IRC. I believe DaSpirit worked on something called Tox for Google Summer of Code or something that was supposed to be a good open replacement for Skype. That said, feel free to operate an ENIGMA community within Telegram or other social media platforms. If enough people decide to harass me about it, maybe I'll join Telegram myself.

155
Announcements / Official Discord Channel
« on: April 08, 2018, 12:46:09 PM »
In preparation for some upcoming announcements and just to create a nice place for Discord users to chat about game development, Josh has setup an official Discord for ENIGMA.
https://discord.gg/Kz67atZ

This does not mean we are getting rid of the IRC channel at all, I intend to stay active in both. I also respect some open source developer's ethical dilemmas with using a proprietary platform like Discord. Therefore, we are not forcing this Discord, it is simply there if you want to hang out if it's your preferred social medium for game development.

With Discord comes a lot of new features including friends lists, mentions, the ability to time travel to old posts, and also the ability to share code snippets.

I really like the feature to delete messages after they are sent. Altogether, Discord offers a very modern experience with a responsive web UI and we hope everyone finds it useful.

156
Issues Help Desk / Re: can someone tell me why this no longer works?
« on: February 24, 2018, 11:08:36 AM »
Please read the sticky topic about debugging your game which shows you how to run it through gdb. That will allow you to obtain a full stack trace along with the file names and line numbers of where ENIGMA crashed:
https://enigma-dev.org/forums/index.php?topic=1815.0

157
Announcements / Re: Infrastructual Changes
« on: January 18, 2018, 04:12:58 AM »
This is a little bit related: tonight we got Travis CI including some Mac tests. However, we had to allow them to fail and the build to complete without them. So some PRs may show green, but the Mac tests are still queued.
https://github.com/enigma-dev/enigma-dev/pull/1160



There's really nothing else we can do about it because Travis just has very very few OSX instances because Apple's restrictive licensing requires the tests to be run on physical Mac hardware:
https://www.traviscistatus.com/

We may just have to end up provisioning our own Mac instance. But the way I see it is some tests for Mac is better than no tests, even if those tests only run once a year.

Regardless, our build times are back to 45 minutes for Travis and about 30 for AppVeyor!

158
Off-Topic / Re: Xmas Wishes
« on: December 24, 2017, 07:00:50 PM »
Thanks, that's very thoughtful. Also, I want to extend my gratitude for your assistance in the help desk. Being a coder it can be hard to keep up with all the users who show up, plus documentation, plus bugs and it helps when people throw in a hand to help other users out. Happy New Year to you as well hpg!

159
Issues Help Desk / Re: Please help immediately with this error
« on: December 24, 2017, 06:49:30 PM »
That's ok, don't worry about making or having made a second account. If you want back into the original, Josh may be able to assist with that.

This is a very strange issue and is what's called a linker error. image_load is an internal function in our engine which may call image_load_bmp or delegate to an external library to load various image formats. This function gets called by sprite_add and background_add which then passes the data (32bit BGRA uncompressed texture) to the GPU in the graphics system. The only way this could occur is if you have an old copy of ENIGMA or you changed the source code in some way. Where did you obtain ENIGMA from?

Also, can you please provide the full/more detailed log from the compile output window?

160
The main manifest, the part that has your actual "ProjectName.gmx" where the directory structure is stored. Just edit it with notepad and readd the entry for the resource. As soon as you see the file you'll see what I mean.

161
This is funny that this post is here because for various reasons I was just looking at the GMX format the other day and noticed the exact same thing in Studio, completely ignoring LGM. Yes, this is also a GameMaker feature, and I would, as the others described, rather it this way than for people to accidentally lose assets permanently. LGM could add a checkbox to "Delete this resource from the file system" as well like you have in Eclipse and other IDEs. But really to me it's not worth my effort to update anything. I personally hate checkboxes on message boxes such as "Never show this message again" because I almost always am in too much of a hurry to know if I might forget what it's telling me. Best UI design principle is to really just keep your interface simple, and that's what LGM has. It's not really going to cause any problems as the undeleted resources usually don't take up too much space. Another idea too would be to add a cleanup button to LGM that would do this, similar to the defrag ids button.

162
Issues Help Desk / Re: Missing Cursor
« on: December 03, 2017, 03:23:04 PM »
I suppose that's fair Solitudinal, but hehe it was a younger Josh who wrote JoshEdit, so he was a bit naive.

And yeah the scanner problem I have myself too with Java 9, I didn't end up discovering a fix for it yet because of what I'm working on. I don't think there is a fix except to remove that code from LGM because the problem seems to be Project Jigsaw. With the Java 9 modularization they are hiding the internal APIs that were never supposed to be accessed. But the thing is, tons of programs, like LGM, were accessing them for various reasons.

163
Issues Help Desk / Re: Missing Cursor
« on: November 30, 2017, 10:51:04 AM »
Hi johnno56, it's honestly a glitch in the Java Swing GUI framework and with our custom code editor. Swing is one of the buggiest damn UI frameworks there is. What I have been working on for some time will be a permanent fix to this cursor problem. All I can say for now is to stay tuned and watch for updates.

164
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: October 08, 2017, 12:23:45 AM »
Sorry for not getting back to you quicker on this. I just have so much going on, but the past week we've spent working really hard to get continuous integration working:
https://github.com/enigma-dev/enigma-dev#enigma--

This is going to be so much better for ENIGMA because it tests all graphics systems (OpenGL & Direct3D) and Windows and Linux as well as all extensions and such in a huge build matrix. Every pull request must pass the CI tests now before they get merged. Anyway, this should mean the graphics systems will break less in the future. It's already done, no more work to do on that, the CI services are running right now.

I and the others who worked on the GL3 system are also aware of the limitations you've mentioned. I was hoping to redo all of this soon and delete a ton of duplicate code from the graphics systems with these new improvements. Bypassing the model struct for now should be absolutely fine but hopefully I can get the vertex buffers actually done in all of the systems soon and remake the model class on top of that.

165
Third Party / Re: DnD to GML utility
« on: September 29, 2017, 02:19:10 AM »
Very much agreed, much in the same way that building a GUI application in Swing is not the same as tailoring it, for example, specifically to Windows by building it with native Win32.