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Messages - Goombert

2071
Tips, Tutorials, Examples / Basic Graphics Test
« on: December 13, 2013, 01:51:12 AM »



This is a minimal example which can be used to check if graphics systems are working on certain hardware.
https://www.dropbox.com/s/0pl8050nmb2948k/graphicstest.gm81

2072
General ENIGMA / New Audio Functions Deprecated
« on: December 12, 2013, 11:32:53 PM »
Quote
Description
WARNING! This function has been deprecated and you should use audio_play_sound instead.

This function can be used to start a piece of background music playing. You can only have one piece of background playing at a time when using this function, and starting a sound while a previous one is playing will end the previous one directly. You can also choose whether the sound should loop back to the beginning by setting the loop flag to true, or only to play once by setting it to false.
The following quote above is for the audio_play_music function. I originally complained like crazy that they had a duplicate set of functions and were reserving an audio channel, I am so glad they corrected this. I am going to remove all those music functions so that I can fix the new audio system to work properly. It is not an issue since the functions were short lived and the duplicates still exist, there was no need to distinguish the functions.

The full list of deprecated audio functions can be found here.
http://enigma-dev.org/docs/Wiki/Obsolete_Functions#Audio

This is the commit where the fixes are applied and functions become deprecated.
https://github.com/enigma-dev/enigma-dev/pull/574

2073
General ENIGMA / Direct3D 11.0 Implemented
« on: December 12, 2013, 07:53:54 AM »
As you can see in the following screenshot I finally managed to get Direct3D 11 implemented now as well. I have shelled the graphics and made it clear the background color, simply need to readd the functions again, just like what was done with Direct3D 9.



The issue why I couldn't do it before is because Microsoft changed the API mid-version and moved it into the Windows SDK and then removed the D3DX stuff for coloring and matrix functions. I have not yet decided whether I will make use of these by hacking them into MinGW as well or more likely I will just waste my time rewriting the FFP instead since then it will be a sinch for me to do in the other graphics systems.

I got this working by rebuilding the libd3d11.a myself to link and get the correct symbols from, because apparently the MinGW really hates Direct3D 11. I will also have to maintain a custom version of the d3d11.h header based off theirs so that I can add missing declarations. I will keep these two in the WinPatch.zip

This is the commit I have done this in along with some compiler fixes regarding spaces in paths.
https://github.com/enigma-dev/enigma-dev/pull/572

This is the LIB2A tool I used to convert the MSVC libs with.
https://code.google.com/p/lib2a/

This is the libd3d11.a file.
https://www.dropbox.com/s/fyxa577ij7bg5dd/libd3d11.a

This is the d3d11.h header file.
https://www.dropbox.com/s/015mzbz6doi9k5j/d3d11.h

I have updated the Portable ZIP installer to include these two missing files under ENIGMAsystem/Additional where the rest of our headers for Box2D and Bullet and things are, cheeseboy will need to update the ZIP automatic builder to include these files. You can go ahead and download if you want to test an empty game with the background color or if you wish to help me start adding functions.
http://enigma-dev.org/docs/Wiki/Install:Windows

2074
Off-Topic / Is the GMC dying?
« on: December 12, 2013, 04:29:46 AM »
This is not a rant topic, I am just noticing since I don't visit there but once every month or so, the community really seems like it is starting to become inactive.

Take for instance, the Work In Progress section...
http://gmc.yoyogames.com/index.php?showforum=11

Only a few games that were able to stay in the spotlight since this summer.

Look at the 3D examples.
http://gmc.yoyogames.com/index.php?showforum=41

Only one significant post since freaking 2012. Not to mention the only people that ever post to announcement topics are generally staff. Are they delusional over there, or can they not see they killed their own community?

2075
Ok well, at least now I know why I couldn't get Direct3D built, I deleted eobjs just never API_Switchboard. At any rate, one of you fucked with D3D transformations...

Look what you've done to Mario you bastards...


Extensions appears to be working again now as well, updated Portable ZIP is on the download page. Everything back to normal.

2076
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 10, 2013, 05:34:56 PM »
Fucking polygone, I already told you not to fucking add those. You can use transformations on the 2D functions, let people use the draw wall commands because it will be able to batch more of those without flushing. And we still have to add texture paging with those functions being a clusterfuck already, enough of your dumbass idea's.

2077
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 10:39:24 AM »
Yup, deleting API_switchboard.h seems to fix it, I must have missed that one. Haven't tested Box2D or other extensions yet though.

2078
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 10, 2013, 08:56:41 AM »
No setting necessary; what you did already was fine.

2079
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 08:55:46 AM »
I already did that and it is making no difference.

2080
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 04:23:38 AM »
No you're right, it's totally fucking broken. The purpose of that was the ticket on the tracker about moving the preprocessor, it was to help get ENIGMA on the Ubuntu Software Center and create proper Linux packages. The side effect of cheeseboy doing this, was Windows becoming a broken mess.

2081
Issues Help Desk / Re: Merging unfinished changes
« on: December 10, 2013, 01:45:47 AM »
Oh that was the other thing, I forgot to mention his build bot.

2082
General ENIGMA / Re: Studio vs Legacy Alpha and Color
« on: December 09, 2013, 07:41:37 PM »
I suggested draw_set_sprite_color/alpha draw_set_background_color/alpha for sprite and background functions that do not accept color/alpha. But you went ahead and overloaded all the functions to accept them ass parameters, which I am fine with.

2083
General ENIGMA / Studio vs Legacy Alpha and Color
« on: December 09, 2013, 07:25:02 PM »


After realizing that some of the Game Maker sprite and background functions are not affected by the set drawing color and alpha I decided to run some tests. In the above two screenshots you can see a little test I ran in Studio and 8.1 with the code below. Notice in Studio the background function is affected by alpha but not color and in 8.1 it was affected by neither.

Code: (EDL) [Select]
draw_set_color(c_red);
draw_set_alpha(0.5);
draw_background(bkg_0,0,0);

My solution to this was to simply allow all background and sprite and standard draw functions that do not accept color to be affected by the set drawing color and alpha. However, due to outcries from retarded trolls (cheeseboy/polygon) they want the old legacy Game Maker behavior which breaks support for Studio's version of the functions.

Part of this issue was starting to unfold in the following post.
http://enigma-dev.org/forums/index.php?topic=1632.0

The GitHub ticket for this issue can be found here.
https://github.com/enigma-dev/enigma-dev/issues/560

2084
Issues Help Desk / Re: Merging unfinished changes
« on: December 09, 2013, 04:11:16 PM »
Quote
It seems that all the changes now being made to object system and whatnot have broken ENIGMA.
You are going to have to be a little more specific, I added event inheritance, you can turn that off in Build->Settings. Aetherspawn accidentally committed an infinite loop to my object writing code, which I have since fixed. I changed instance system variables to be controlled by scalars. Fundies moved the preprocessor and everything to %APPDATA%/Roaming/ENIGMA, so please be a little more specific.

Quote
You don't without screen_save or draw_getpixel. Also surface_save.
Fuck all that shit, we should deprecate the getpixel functions in favor of draw_get_pixel_grid() that returns a ds grid of all the pixels, same for sprite and background. Speaking of I also plan to add texture_save which makes all the other background_save and sprite_save calls much easier.

Quote
Seems like I'm gonna die before that happens.
He's merging it right now and in the process of fixing the 500 JDI errors when parsing the STL

Anyway, Harri, please tell me what happened.

2085
Off-Topic / Re: I would just like to say...
« on: December 08, 2013, 08:41:39 PM »
You are very kind, I think I speak for everyone when I say thanks for the kind words.  (Y)