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Messages - Goombert

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 09:29:59 PM »
No I meant the output log of the one that didn't work and had errors, also, I am telling you Direct3D is not as completed as OpenGL, so it is less likely games will work on it, since you've already shown you have good graphics hardware.

General ENIGMA / GLbinding
« on: October 27, 2013, 09:26:16 PM »
Yes I deleted it Harri, I am writing a device manager similar to Direct3D, you can't draw the global VBO just when the texture changes there are other state changes as well that need handled. This is why I am creating a central interface for the ffp in all 3 graphics systems.

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 08:01:58 AM »
pastebin the output log I can tell you

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:16:20 AM »
That also could possibly be the place you downloaded Windows from may have been stripped of a lot of important Windows stuff. A lot of the torrents on the web are stripped out to be made smaller, because Windows is a really really really bloated Operating System about 6gb's even with a lot of the crap removed. But anyway, glad you got everything working! :)

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:05:09 AM »
:O that is because OpenGL 3 issue with surface get pixel, try running in OpenGL 1.1

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 06:02:37 AM »
0 kB

Anyway, :( both of them crashed for me. Why are you still compiling, I said run? Green run button. :\ :\ :\ :\

It looks like the following.

I am going to have to start including translation files.

Issues Help Desk / Re: propsys.dll problem
« on: October 27, 2013, 05:44:03 AM »

Now we know why it didn't work you never built the engine like the included README and the download page tell you to do.

Quote from: Download Page
Once the installation is complete it's advisory to test if everything is working by running a sample game or you could also just test by running an empty game, which is most likely better because you need to give the engine a chance to be fully compiled without error or compiling times can be rather excessive.

Quote from: README.rtf
Once you have extracted this ZIP you can simply run "enigma.exe" to start the initial compile, once it is finished you are advised to both run and then debug an empty game to give the compiler a chance to fully build the engine.

The warnings will be resolved later they are only occurring in Direct3D because I have yet to clean up a lot of stuff and implement certain functions, most of them are just bullshit warnings.

Try OpenGL as well on that Minecraft example. In run mode first, not compile, compile after you successfully run it once, since it appears you haven't run any game since you set it up.

General ENIGMA / Re: Contributing to the Wiki
« on: October 27, 2013, 03:12:58 AM »
Don't worry about it right now with me transforming the download/setup pages still, it is fine I got a handle on it :P

General ENIGMA / Re: Minimap in editor? Noob question
« on: October 26, 2013, 07:59:48 PM »
I saw this screenshot already, in new tab. Very good.
Yes, just a lot of work to be done that is all.

I hope it will develop in same way.
Don't worry, that is our intention :)

And back to my wish list, I'll stop for a while, but....
All of those can and will be done, only when a proper design is fleshed out. Not only about 3D, but as far as 2D goes, Studio's room editor is a mess, even the current one we have, the way it was originally thought up is just a huge mess. It needs a complete redesign which is something I plan to do.

Works in Progress / Re: Project Mario
« on: October 26, 2013, 07:58:03 PM »
Sketchup would be a plugin, but that is used more for architecture and design not games. I am more interested in Blender and other formats, but we have an obj model loader already.

Issues Help Desk / Re: propsys.dll problem
« on: October 26, 2013, 07:31:41 PM »
This is really wierd, your issue is as wierd Harri's. Can you try building that Minecraft example on that 2nd computer again? You said it has really good graphics support. Do you ever get this propsys.dll error with other programs?

It just don't make any sense because that is purely a Windows main dll, and it can't be related to anything with Windows platforms because other games work for you so it would have to be another system, but none of the other systems rely on that lib.

propsys.h is in the MinGW folder, but none of those again are even used by our engine.


Ohhhh I may have figured it out, it looks like it is the property system that is used to give executables and files the copyright, author and description. Try running the games with the green run button and not using the compile button. You may have a problem specifically related to building executables.

Issues Help Desk / Re: propsys.dll problem
« on: October 26, 2013, 09:11:33 AM »
some cmd stuff
What cmd stuff? Are you trying to run from the command prompt?

Build->Settings, if you can screencap the "API" tab for me and let me see what you have set that would be great. You say this is only occurring withe certain games right?

General ENIGMA / Re: Minimap in editor? Noob question
« on: October 26, 2013, 01:55:39 AM »
I'm realy impressed!
Heh, how kind of you.

I'm not against 3d of course!

I saw thread with your 3D Mario, is nice.
I made that in Game Maker 8.1, one of my tasks in the next few weeks is to get it finally ported.

like a visleaves system or LOD just for example.
I understand that but our graphics are also programmed a lot more efficiently than Studio, and exceedingly better than 8.1, also why we have shader programs. Tessellation shaders are still relatively new, and a LOD would not be that hard.

I'm looking for good 2d tool.
Don't worry, that is what we intend to be. But you are kind of missing the point, Unity3D developers are now making Unity2D, we could do the same, in fact, I have been contemplating it for a while, ENIGMA 3D.

Can't be here ready to use control/piece of code just for tweak?
I don't want to get into to detail, but when Josh finishes college and then does the EDC and gets that compiler done, were planning some sort of asset store like Unity has.

This is just funny and challenging
Right, this is exactly why we created our program free and open source, so you share the same ideals we do.

I have my own whish list if you are interested in
Lol, just hold off on that for a while, I've got lots to do such as ensuring the stability of the current program, and there is a new LateralGM that will be released in a week or so.  (Y)

Also, here is that picture I failed to link earlier.

General ENIGMA / Re: Minimap in editor? Noob question
« on: October 25, 2013, 08:11:46 PM »
The reason is back in 2007 when the project started Java was the only real solution to have a cross platform IDE, now we have the Qt framework.

I mean optimisation and animation.
It is not that difficult, and I am talking about making intuitive tools, Studio is not one, like I said I want to come up with a  completely redesign room editor that doesn't look nearly as bad. And also it is possible that we could branch it off into it's own program called ENIGMA 3D or something.

in use 2d engine more.
Right, that is why I am focusing on the stability of the engine first, but not every 2D game is strictly two dimensional, there is pseudo 3D and isometric graphics.

More skilled in coding users will be do games in C++ with some frameworks.
That is what ENIGMA already does actually, it just parses your game and outputs C++ and links our game engine to it. Pretty simple actually.

General ENIGMA / Re: Minimap in editor? Noob question
« on: October 25, 2013, 07:09:46 PM »
Facet, hello.

Yes the minimap I have not added because I have not had time, also it is pretty bloated. I wanted to try a complete redesign of the room editor like I did with the sprite and background editors to give something new, Studio's is bloated and really slow. I am not exactly sure about a minimap in Java anyway, because the graphics on LGM's room editor are not hardware accelerated and it may get rather slow. This is why the IDE is being rewritten in C++, I was planning a mix between a 3D and 2D room editor that can easily switch perspectives, I am not at that point yet however. Here is a picture of LGM's rewrite...