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Messages - Goombert

Issues Help Desk / Re: Issue on linux
« on: March 02, 2014, 05:32:35 PM »
Just fyi, I fixed the d3d_model_create issue on IRC, it was an issue with the EGM being out of date he had to patch the table of contents and rename EXT Extensions to PKG Extension Packages and Extensions.ey to Extension Packages.ey and then I had him open and save the EGM to add make-directory to ENIGMA settings and after that it worked fine.

Issues Help Desk / Re: Annoyings
« on: February 28, 2014, 02:41:21 AM »
I am currently in the process of moving and will not be able to investigate this for a few days, please bare with me and use a different file format in the mean time.

Issues Help Desk / Re: Issue on linux
« on: February 27, 2014, 04:03:53 PM »
Quote from: TheExDeus
On the same topic I should also say that we need a uniform error reporting function. A function that would report errors in a nice window with selectable text (like GM) and use that everywhere. Right now error reporting is very shattered in ENIGMA. On Windows we can make a windows form to do that, but in not sure how to do the same in Linux/Mac.
We do, it's the same function from GM8.1

Issues Help Desk / Re: Issue on linux
« on: February 27, 2014, 06:02:24 AM »
According to Git blame, it's Harri's fault.
I have fixed it in the following commit to my pull request.

In the mean time frogg, just go to line 241 in GLd3d.cpp and comment out the printf call. Let me know if there are more.

Issues Help Desk / Re: Issues with colours displaying incorrectly.
« on: February 26, 2014, 04:04:27 PM »
Following pull request fixes PNG saving, though very inefficiently by duplicating the array data like Josh was bitching at me for. Only way to do it with lodepng though. This commit makes the PNG saving better than it was before by also recropping the image to its actual size.

Issues Help Desk / Re: Issues with colours displaying incorrectly.
« on: February 26, 2014, 02:08:10 PM »
Sslaxx, the reason is because our plugin was originally populating sprites and backgrounds with RGBA, I have switched the latest plugin to BGRA, and since you don't have the ENIGMA changes to match it, that is why you have the messed up colors, but my pull request has not been merged yet. You need the following changes.

General ENIGMA / Re: New here!
« on: February 26, 2014, 02:51:54 AM »
Hello keganon, we're glad you found our software useful and appreciate the feedback. Everyone else here posted very accurate information for you regarding your questions, if you have anymore feel free to ask us anything.

General ENIGMA / Re: Self-Extracting ENIGMA Portable
« on: February 24, 2014, 11:29:53 PM »
TKG the reason for this is because those packages you have to install on the command line are OpenGL and other things like GCC using the common package manager. Windows is the only OS which has this problem which requires us to ship binaries with it, this is commonly known as DLL hell.
It is because of this we don't even bother with a source code installer for Windows.

Also, there is generally no point as most Linux users know what they are doing anyway, and would actually find it quit insulting probably. However, that doesn't mean we can't create a uniform easy installer like the Windows Portable ZIP, but if we did we would continue to offer both methods of installation. I did have plans to do this and submit it to the Ubuntu Software Center but it is better to wait until the product is more complete.

Issues Help Desk / Re: Sprite_add crashes
« on: February 23, 2014, 02:10:32 PM »
Quote from: TKG
but that is only IF such functionality were added to ENIGMA, because right now, we only support BMP, which isn't compatible w/ studio, studio only has PNG.
No ENIGMA has both BMP and PNG by default, Project Mario loads all external PNG's, and 1 64x32 BMP used as a sign texture. You're welcome to add more formats, but we want them in extensions, we only want 2 formats by default, so people can choose which ones they need, it helps keep unnecessary bloat down on peoples games.

Quote from: Darkstar2
BTW, what about the less talked about MNG (animated PNG), ? Whatever happened to this format ? Did not pick up ? I remember many years ago I was using software for animated GIFs, and it supported MNG as well :)
Listen to Harri, we use APNG for Sprites in the EGM format.

Issues Help Desk / Re: Sprite_add crashes
« on: February 23, 2014, 01:29:28 AM »
Well it still needs fixed atm, and I have fixed his issue in my local version but now I am trying to figure out the saving power of two issues. And I want to recant again, I was correct in my initial premise partially. Because every sprite and background function shouldnt be doing the padding, this is graphics system dependent and the padding should be moved to graphics_create_texture/graphics_get_rgba_data and the universal system can provide utility functions for padding and cropping the data in its image format code, which will in turn also lead to less code.

This has now been resolved temporarily in the following pull request with Josh's help. By temporarily I mean it fixes it, but doesn't get started with texture atlasing, but does fix the issue properly.

Issues Help Desk / Re: Sprite font not displayed properly
« on: February 23, 2014, 01:24:37 AM »
Hey no problem maza, glad it works! :)

This issue has been fully resolved in the following pull request and non-power of two sprite fonts now render properly.

Issues Help Desk / Re: Sprite_add crashes
« on: February 22, 2014, 05:56:15 PM »
Yes Harri, I recanted halfway through, I thought the behavior on graphics cards that didn't support it was to just fit it to a power of two size. And then later changed the ticket to texture atlasing. That said, I can implement all the options to LateralGM but the texture atlasing needs designed around that, if somebody is going to do it ENIGMA side then I will go ahead and add it LGM side.

Issues Help Desk / Re: Sprite_add crashes
« on: February 22, 2014, 04:00:06 PM »
Confirmed the issue only exists for sprite_add and background_add and is the result of the transparency parameter and the calculation of the collision box. It is because these two loops do not know the actual size of the pixel data array in order to loop it properly. I tested with the following code.
Code: (EDL) [Select]
sprite_index = sprite_add(working_directory+"/title.png",1,1,0,0,0);

Edit: I have discovered the full issue and was able to get it to draw properly. Apparantly some Joe Jerkoff thinks our universal graphics system abstract image code is supposed to retrofit powers of two, even though that's is not graphics system agnostic behavior.

This can be fixed fully when we add texture atlasing.

Programming Help / Re: get_string without a dialog
« on: February 22, 2014, 02:22:43 PM »
I meant in comparison to GameMaker, anything is better than draw_button()

Issues Help Desk / Re: Sprite_add crashes
« on: February 21, 2014, 04:16:07 PM »
Post the image anyway, because draw_sprite_part should work regardless of whether the texture is power of two. It needs fixed.