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Messages - Goombert

Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 04:22:06 AM »
Ah yeah we currently do not have support for argument_count, I see TheExDeus mentioned that to someone else a while ago. That's a parser thingy.

I went and added it to polygonz old list of parser/compiler issues.

Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 02:54:06 AM »
Ah that's from TheExDeus making depth buffers optional for surfaces. Here's a simple fix to try:

1) Go to the file ENIGMA/enigma-dev/ENIGMAsystem/SHELL/Graphics_Systems/Direct3D9/DX9surface.cpp
2) Add a parameter ", bool depthbuffer)" to surface_create exactly like that.
3) Save the file and try Direct3D9 again.

He didn't update the Direct3D subsystems when he made that change.

Please let me know if that works.

Regarding the GLEW file, yes that is the problem, I know for sure now. Your OpenGL does not support anything in GL 3.1 or later and framebuffer object's (the OGL equivalent of Direct3D surfaces) were introduced in OGL 3.2.

GL_VERSION_3_1:                                                MISSING
  glDrawArraysInstanced:                                       MISSING
  glDrawElementsInstanced:                                     MISSING
  glPrimitiveRestartIndex:                                     MISSING
  glTexBuffer:                                                 MISSING
GL_VERSION_3_2:                                                MISSING
  glFramebufferTexture:                                        MISSING
  glGetBufferParameteri64v:                                    MISSING
  glGetInteger64i_v:                                           MISSING

Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 02:32:34 AM »
Code: [Select]
#0  0x00000000 in ?? ()
#1  0x007c9e95 in enigma_user::surface_create (width=800, height=600,
    depthbuffer=false) at Graphics_Systems/OpenGL1/GLsurface.cpp:127

Well that tells you right there... surface creation failed. You likely have poor OpenGL hardware support. You can find out or I can tell you if you run a hardware test:

Try Build->Settings->ENIGMA->API->Graphics->Direct3D9 and tell me how it goes.

Issues Help Desk / Re: Warbird A13:02 in ENIGMA
« on: June 15, 2016, 06:29:46 PM »
Your issue with the fading may have been related to the clamping of draw_set_alpha which faissaloo is attempting to fix in this PR:

Proposals / Re: Flipping, scaling and rotating instances
« on: June 15, 2016, 06:23:29 PM »
I just want to bump this topic because I don't like sweeping bugs under the rug and mention that I can not reproduce an issue with the instance creation code saving. I made an example project and first tested the image_alpha and ran it, worked fine. I then added a second line to set image_angle and it worked fine. I did not close and save the instance creation code, I left it open the whole time. So it seems to not be an issue with the current master, may have been an issue in the old LGM or else it's related to the IDE_* file stuffs.

Third Party / Re: ECOE - In terminal Linux object editor
« on: June 15, 2016, 03:39:07 PM »
I can see why he would choose C over C++. One is that C++ has no standard ABI. Thanks to Rusky and DaSpirit I am starting to like Rust. I also hate every Windows port of GCC. Rust has reached stable 1.0 now so it is something to consider. It's nice to be able to return multiple values and be more expressive than C++.

Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 03:45:44 PM »
Did you run the game in debug mode? You have to hit the debug icon not the run icon and then do GDB. I think you hit the run button because it's showing ?? in the back trace which suggests there's no debugging symbols. If you run it in debug mode that will tell us file names and line numbers of the errors.

Works in Progress / Re: Croky
« on: June 14, 2016, 03:04:00 PM »
Alright that sounds good. You may want to read my reply in the other post though. I did find an existing issue that I think may be causing your problems. More debugging is needed but I don't have time right now.

I should mention the current task I am working on with ENIGMA is cleaning up the joystick and windows executable code. I've improved compatibility with the XInput gamepad functions. So maybe I'll try to bundle fixes for the Linux joysticks as well after testing.

If anything else comes up just let us know.

Third Party / Re: ECOE - In terminal Linux object editor
« on: June 14, 2016, 03:00:21 PM »
I understand your concerns and I actually really like your tools. This is absolutely great and I think these tools could be very useful. I've always maintained the position that every IDE and tool is potentially useful because it all depends on what the job is that needs done.

I actually wanted to create more command line tools for ENIGMA and I started with a CLI to build GMX projects once, but it has since broken:

So for one don't feel bad, your code can't possibly be as bad as mine was. I hacked that thing together and I wasn't very good back then. Since I've advanced a little more I try to stick to formatting code properly and doing things correctly the first time. Really the most important thing is consistency and clarity in your code.

Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 02:53:37 PM »
Read the following tutorial that explains how to debug the game with GDB and show us a stack trace:

Issues Help Desk / Re: Debugging Your Game
« on: June 14, 2016, 02:51:22 PM »
Also something like Google Breakpad could be considered for ENIGMA as I mentioned in another topic.

Issues Help Desk / Re: destroy block
« on: June 14, 2016, 02:30:00 PM »
I see and I also realize that is undesirable. This would take quite a bit of debugging to solve, and I am not even sure where to look to find this bug. It could also be related to the following GitHub issue which we are keeping open due to known issues with the order of collision events and inheritance.

Issues Help Desk / Re: Lots of compile errors
« on: June 14, 2016, 02:19:47 PM »
How are you calling min/max? There is currently a known parser bug that hasn't been fixed.

Issues Help Desk / Re: Animation Speed
« on: June 12, 2016, 06:31:32 PM »
Awesome! Yeah it's an old GameMaker thing. It probably would have been better in retrospect if image_speed was the fps of the animation, it would be less confusing I think. But for compatibility reasons it's better if we just let well enough alone.

Generally image_speed = room_speed / sprite_get_number(sprite_index); will make the sprite frame always the same as it plays back in the game.

Third Party / Re: Game Maker IDE
« on: June 11, 2016, 02:34:18 AM »
Yeah that will work too, it just needs renamed.