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Messages - Goombert

Hey it's cool dude I don't give a shit, but I think it has a scroll thingy is why ^_^

General ENIGMA / Re: Warnings
« on: August 24, 2013, 10:50:28 PM »

Merge that joystick and exe fix polygonz, enigma.exe now needs settings.ini for which the code is this...

Code: [Select]

Delete the file called compiled, and you can set that to 1 there if you already set up ENIGMA. I've uploaded the new zip already.

General ENIGMA / Re: Warnings
« on: August 24, 2013, 10:07:16 PM »
Idk plionz, GMX stores boolean true as -1 :P

General ENIGMA / Re: Warnings
« on: August 24, 2013, 09:52:19 PM »
Yes we do need to do some warning cleanup you already know that slows down compiling, lots of them are probably my fault I have been ignoring quite a few. But what do you mean the plugin is passing -1's?

Hey intygamer, we got a tag that mades code just type [] around code like quote with [] around it.

We also have one that does syntax highlighting. Uhm, your issue is with GTK, I am not on Linux so I do not know, anyway, just turn off your widget system and comment out that get_string call.

Announcements / Re: LateralGM Update
« on: August 24, 2013, 06:00:10 PM »
intygamer, I still needa make em a ratio of your display resolution tho :P

Edit: I have fixed the Game Info and Settings bug with them not opening once and for all, the frames should also open instantly now.

Edit 2: I have now fixed EGM's not being loaded from command line and made them double clickable as well.

General ENIGMA / Re: Compiling from source
« on: August 24, 2013, 05:28:59 PM »
Fuck MinGW

Edit: Harri, I just committed the new exe it uses an ini file now, settings.ini for which the code should be...

Code: [Select]

Delete the file called compiled, and you can set that to 1 there if you already set up ENIGMA. I've uploaded the new zip already.

General ENIGMA / Re: Cel Shading (3D cartoonish outline)
« on: August 24, 2013, 04:49:51 PM »
TheExDeus, you probably didn't go to obj_gamestate and change working_directory I had it hardcoded for Linuxfags.

TKG, ya Harri is right.

Anyway, ya I am going to fully convert that game to gmx or egm when I finish shader resources.

General ENIGMA / Re: Compiling from source
« on: August 24, 2013, 03:08:16 PM »
But that is the problem. Previously you had the option of NOT doing that. I don't need ENIGMA to pull or check anything. I update it from git myself. I just want to run it and for it to not fail.
No, I agreed with them otherwise I wouldn't have rewritten it, I am going to give it a settings file to turn that stuff off, but having it bouncing from the exe to the git bash script to LGM is way to steps to have to double check and I can at least get it working with MinGW installed already, to fix that bug. I'm going to add settings for that in a settings.ini file anyway, people don't want to have to recode bash scripts, etc.

I am sure it just relates to the fact windows doesn't have mkdir. To fix that I had to download and install CoreUtils from here:
After that I get this error with the resource file (which I thought you wrote out when compiling?):
Dafux, Harri, I am on Windows now, I quit Linux cause it's crap, but no, where the fuck did you install MinGW from?

The file just has the "// GENERATED RESOURCE FILE FRONTEND" inside of it. I compiled both the .dll and .exe from newest GIT so it should be up to date. If the java plugin wrote the file though, then it might be not up to date (downloaded from the LGM 1.8 topic yesterday).
No, that resource file is different .res is something Josh outputs, I output Preprocessor_Environment_Editable/Resources.rc and then link it from SHELL/Makefile

P.s. the link given in the wiki is just for mingw32, you cannot download 64bit there as they are separate projects.
Son of a bitch, I hate them, don't bother with that TDM installer either, then you can't use Date/Time extension cause it fails to static link the standard C runtime, you can just use TDM installer though if you don't want Date/Time functions.

Edit: Harri, this was the result of MinGW no longer including Mysys, working it out now with Josh.

Edit 2: I just committed the temporary fix Harri, try again.

General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 24, 2013, 03:02:36 PM »
@Harri, yes, but no there is a CodeBlocks project for the engine. look in SHELL/ you should see ENIGMAengine.cbp


@TKG, just download and install hexchat or xchat (I forget which is the Windows version) and just log into freenode, the web client sucks anyway.

Edit: Tkg, btw some of your EDC games have lost the images, Josh is moving those games to cloud storage, we are going to start offering file sharing like the YYG sandbox does.

General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 10:28:53 PM »
Also, I'd try to start with something small, and don't be afraid to ask questions, if you get confused on maybe how something should be done don't be afraid to ask us. Avoid the use of proprietary code as well, you can't copy other people's code unless a) its licensing is compatible and b) you make sure to include the copyright. We can also help you assist you in learning to commit to github.

General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 10:08:23 PM »
hahahaha, im satanic ^_^ anyway, yes that is what I do but skip the ENIGMA menu thing, just hit run on a game, compilers, in this case mingw, automatically know which files to rebuild, screw that damn CodeBlocks project, its useless

Edit; By the way I have your game I am saving it to complete the GMX reader, I wrote most of it, I'm just bein lazy and fixing the ENIGMA.exe bugs and the ZIP and the icon, etc. I'll finish it in like a day or two and make sure your game fully loads

General ENIGMA / Re: CodeBlocks: No sush file or directory
« on: August 23, 2013, 09:32:05 PM »
TKG, most of us don't even use that CodeBlocks project, Josh does, so we don't guarantee it works, usually we just modify the source files in the engine which is /SHELL then you just rerun your game, you don't actually have to run make or anything, just reruning your game will rebuild the necessary files, that is why compile takes so long the first time you install ENIGMA. And also why I started recommending people build empty games when they first set up ENIGMA.

Works in Progress / Re: Project Mario
« on: August 23, 2013, 09:22:20 PM »
Fuck you bby boy, I didn't spam it, I was jacked off at how badly they were destroying the program.

General ENIGMA / Re: Compiling from source
« on: August 23, 2013, 06:20:12 PM »
Harri, init is the script that runs that zip through initialization it downloads the binaries from github and then compiles JDI after which it launches LGM and the setup is complete. If it was successful it just creates a blank file called "compiled" so that it knows next time it is run not to reinflate the binaries. I do not know how you are having a problem with it all of the sudden as nothing changed with it other than it doesn't execute through git bash, and can now work from Program Files. Latera the blank filed called "compiled" will be replaced with a settings.ini file that contains stuff such as auto check for updates, etc. If anything Harri, it should have been harder for you to use before, all that executable does now is what git-bash and the run script did, except fundies (cheeseboy) and polygonz tortured me into converting it to C++


Harri, I have committed a few changes to the enigma.exe

It now checks if MinGW is already in your path and if not adds it locally for the ZIP. This should resolve issues with people who already have MinGW installed. However it is important to note that ENIGMA no longer works with the TDM installer, unless you disable date and time functions, the instructions for obtaining the proper vanilla GCC are updated on the Wiki.