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Messages - Goombert

2506
General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 08:59:55 AM »
@polyfaggot
https://github.com/enigma-dev/enigma-dev/commit/06be021c447b430bf9e1723f45d10a40847596e4

CTRL+F for "glewInit()" you did fucking too broke it, but its fine Josh already merged and fixed it.

2507
General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 07:41:35 AM »
Harri, what did you mean by you can't get shaders working? I thought they were working for you in the past?

2508
Tips, Tutorials, Examples / Example Shaders
« on: August 28, 2013, 05:36:08 AM »
This topic is a collection of various shaders that can be used in your game. You are free to use them and can also post your own in this topic.

Cartoon Shader


Language: GLSL

Vertex Shader
Code: (glSlang) [Select]
varying vec3 normal;

void main()
{
        normal = gl_NormalMatrix * gl_Normal;
        gl_Position = ftransform();
}

Fragment Shader
Code: (glSlang) [Select]
varying vec3 normal;

void main()
{
        float intensity;
        vec4 color;
        vec3 n = normalize(normal);
        intensity = dot(vec3(gl_LightSource[0].position),n);

        if (intensity > 0.95)
                color = vec4(1.0,0.5,0.5,1.0);
        else if (intensity > 0.5)
                color = vec4(0.6,0.3,0.3,1.0);
        else if (intensity > 0.25)
                color = vec4(0.4,0.2,0.2,1.0);
        else
                color = vec4(0.2,0.1,0.1,1.0);
        gl_FragColor = color;
}

Perpixel


Language: GLSL

Vertex Shader
Code: (glSlang) [Select]
void main()
{
        vec3 normal, lightDir;
        vec4 diffuse, ambient, globalAmbient;
        float NdotL;
               
        normal = normalize(gl_NormalMatrix * gl_Normal);
        lightDir = normalize(vec3(gl_LightSource[0].position));
        NdotL = max(dot(normal, lightDir), 0.0);
        diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
               
        /* Compute the ambient and globalAmbient terms */
        ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
        globalAmbient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
               
        gl_FrontColor =  NdotL * diffuse + globalAmbient + ambient;
               
        gl_Position = ftransform();
}

Fragment Shader
Code: (glSlang) [Select]
void main()
{
        gl_FragColor = gl_Color;
}

2509
ALLCAPS BOARD / Once in a Lifetime
« on: August 28, 2013, 04:46:03 AM »

2510
General ENIGMA / Everything Is Good Now
« on: August 28, 2013, 04:10:24 AM »
I believe the issues with the executable have been resolved, it is now working for me again, Harri, polygonz, and frogg. So let's just not mess with the exe quite some time, the only thing it needs is automatic updates to download binaries, I will finish it myself at a later point in time.

Polygonz, please try not to do shit like remove glewInit() from OpenGL 1, like seriously, do you even think before you commit anything?

This is the kind of responses we end up getting on our Facebook as a result...
Quote
Yeah... Its crashed on first run for me... I will send bug report next weekend
Quote
Janko Knez I suggest you focus on the bugs first, then add features.

We need to at least try not to break EVERYTHING all at one time ;_;

2511
General ENIGMA / Re: Compiling from source
« on: August 28, 2013, 02:23:22 AM »
Ya, but I don't like nagging him to update the shit cause I change stuff so frequently, especially lately because I have been on the ball.

@Polyfag I finally fixed that LGM bug with Game Settings and Info the proper way, the frame doesn't have to recreate itself now so it pops open instantly and fixes the issue you and frogg reported to me, you can get the new JAR from the LGM topic...
http://enigma-dev.org/forums/index.php?topic=1245.0

2512
General ENIGMA / Re: Compiling from source
« on: August 28, 2013, 01:32:46 AM »
Yes, of course I can? Look at the source code is halfway done I just need to fix up the bash script to download binaries, init script will just download the latest update. I am still tryna think about where to put the damn binaries at, I might just have josh throw it all in a git repository so it can just be a bash script and the commit log will be the update feed.

2513
Announcements / Re: Shader Resources
« on: August 27, 2013, 10:21:46 PM »
TKG, can you try again with the latest zip that I just uploaded? If the error persists please provide your output_log.txt

2514
General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 08:32:16 PM »
MY FUCKING SYS

2515
General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 07:20:23 PM »
I fixed it it was your fault you fag you preprended mingw/bin but not git/bin

2516
General ENIGMA / Cannot Setup from Portable ZIP
« on: August 27, 2013, 05:37:40 PM »
Now I can't compile because of something you guys did...

Code: [Select]
ar r ../Additional/Windows/lib/libalure32.a ../Additional/Windows/alure/ALURETMP/*.o
C:\Users\Owner\Desktop\ENIGMA\mingw32\bin\ar.exe: creating ../Additional/Windows/lib/libalure32.a
rm -rf ../Additional/Windows/alure/ALURETMP
process_begin: CreateProcess(NULL, rm -rf ../Additional/Windows/alure/ALURETMP, ...) failed.
make (e=2): The system cannot find the file specified.

mingw32-make.exe[1]: *** [../Additional/Windows/lib/libalure32.a] Error 2
mingw32-make.exe[1]: Leaving directory `C:/Users/Owner/Desktop/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2

2517
General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 05:04:40 PM »
Right, because this is totally what we should all be wasting our time on....

Edit: All of you just stay away from it, I am going to make it automatically update, SO DONT FUCKIN TOUCH IT WHILE IM WORKING ON IT

2518
General ENIGMA / Re: Compiling from source
« on: August 27, 2013, 05:00:22 PM »
What fuck file did you put up?

2519
General ENIGMA / Re: Compiling from source
« on: August 27, 2013, 04:56:47 PM »
Quote
I actually think it's better that it doesn't auto-rebuild, because I think it slowed down the LGM loading
Ok but just because you think that doesn't mean it should be left broken I could very easily add an option to the settings ini file.

Quote
A much better way of going about this I think is to automatically rebuild whenever the repo is updated
It does exactly what it does at compile LIKE EVERY OTHER FUCKING COMPILER, it just checks if files were changed and if so recompiles them, sometimes just changing a header or a makefile doesn't do it though and you'll need to go to a source and add a space or something.

2520
General ENIGMA / Re: Compiling from source
« on: August 27, 2013, 04:32:19 PM »
Quote
So it finally works again. Thank you all! Now we must make sure it doesn't break and update installation instructions.

Quote
I think more likely my .exe change fixed it. I think it will fix a lot of the problems people have been having.


Still needa fix why its not rebuilding compileEGMf