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Messages - Goombert

General ENIGMA / Re: ENIGMA for classroom?
« on: August 19, 2013, 01:36:11 PM »
popcade, enable hidden files in Windows control panel, go into enigma-dev folder and you will see a .git folder right click the config file and edit it with notepad.

Code: [Select]
[remote "origin"]
url =
Replace the url line in that file with the direct link to your repository.

General ENIGMA / Re: Enigma on Mac OS X
« on: August 18, 2013, 07:29:06 PM »
Fuck you greg it was actually OSX causing ur shit, dis y im gun shy in the mens bathroom.

Proposals / Re: Urgent! A way to scale collision masks.
« on: August 18, 2013, 06:55:46 PM »
Hey, sorry I did not respond for two days I was on vacation, I have just arrived home and will sort through news on the site. Like I said I did not completely finish GMX, just wanted it tested, and your source code will help me finish the full implementation.

General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 01:43:53 AM »
Harri, the first time I ran this demo before upgrading Studio to the shader version, it could at least draw 32k at 100fps, it is such garbage, and I get tired of like DatZach and DaSpirit who think our project is a waste of time, when it clearly is not :(

General ENIGMA / Re: Proper working directory and output messages
« on: August 16, 2013, 12:57:25 AM »
Hey Josh, just an update to this so I don't forget to tell you tomorrow, someone already snuck in working_directory for Windows, however what you said I still like so I will postfix it "/WorkingDirectory/" I decided on calling it that instead of "/Resources/" since it just automatically explains itself to noobs. I just need canthelp to implement it on Linux then I'll add the Win32 fix as you do have a semi good point about people fucking up their shit and I like the idea of the working directory being ensured and dedicated to circumvent GameMaker: Stupido's nonsense horseshit.

Edit: Btw, to all the people talking about how powerful Studio is and how great and wonderful it is compared to shitty old ENIGMA, which can only draw 1 million cubes, here is me trying to draw just a little more than the 15 in their default demo...

You as shocked as I am? I bet you are, because its SOOOOO FUCKING OPTIMAL isnt it? Right? ENIGMA haters, eat my dick.

Announcements / Re: LateralGM Update
« on: August 15, 2013, 09:30:48 PM »
Just, want to update everyone here exerimental GMX loading has been added...

WARNING! Use it at your own caution. There is no writer yet and you can not save and it has not been thoroughly tested, but here is a demo game I have manged to load from Studio and compile with the latest LGM...

Also note that the proper shader implementation is under way.

General ENIGMA / Re: Proper working directory and output messages
« on: August 15, 2013, 05:53:22 PM »
Harri, I think Josh's solution is fine. By default each game will automatically set working directory to your GMK location += "/Resources" the only reason I haven't done it though is I don't know how, or if I have to implement a plugin callback >:

General ENIGMA / Re: Java Plugin Freezing Explanation
« on: August 15, 2013, 10:08:44 AM »
Harri, but nobody listens :/

Proposals / Re: Urgent! A way to scale collision masks.
« on: August 14, 2013, 10:58:14 PM »
jimn, the issue is he thinks large images are the results of his games not being able to properly load into LateralGM the IDE. I am attempting to resolve this correctly with my implementation of the GMX format, which should hopefully solve his problem.

General ENIGMA / Java Plugin Freezing Explanation
« on: August 14, 2013, 10:56:11 PM »
I just want to explain to everyone, why it is that some of you may have had problems with the plugin freezing while loading.

I have currently been building the newest LateralGM jars targeting Java 7. When I made this change several months ago, the compilation speeds of LateralGM and its general performance drastically improved. But a new issue arose.

You see we use JNA which is a noobs wrapper to JNI for goobers too lazy to do shit themselves. JNA is used for native callbacks to our compiler library, or compileEGMf, extension may vary depending on platform. This means when I have been compiling LGM for 1.7 the boobs on 1.6 and 1.5 have been running into a freeze at plugin loading, for whatever reason, by they a macfag on an OS that can't even handle running the correct Java version, and no I don't mean PowerPC's, I mean MacOS Lion, gregfags computer.

I will from now on target Java 6 when compiling LGM, but no lower, as I do not want to force the slow lagginess of Java 5 back onto everyone.

General ENIGMA / Re: GMX Support
« on: August 14, 2013, 04:55:59 PM »
Yes that is exactly what I meant Harri, I wrote our shaders to let you attach multiple shaders to a shader program so you can reuse them etc, and dynamically load compile and link them at runtime, as shaders are encouraged to be used. But Studio preloads and compiles all shaders for you, and does not provide anyway of creating them dynamically at runtime, there is no shader_create() and no shader_loader(), we need to give this some serious thought about how we are going to abstract them, because Josh has already agreed that our internal shaders should be CG and CG should be ENIGMA's primary shading language, you know, Unity3D, PS3 and Xbox, mobile, all that with CG.

I think it would be better if you could select if it is vertex or fragment shader just like you can select if its HLSL or GLSL.
Nope, not even that Harri, they should just be like regular scripts, there is no need for there to even be an option, this is just another perfect example of YoYo's inability to properly abstract shit.

PS: I don't use Studio either, I have the free version to test anomalies between our engines.

General ENIGMA / Re: GMX Support
« on: August 14, 2013, 03:34:20 PM »
Nothing, there's no problem Harri, just thought it wierd, what they don't get is if they would make them individual scripts, a fragment shader could be used with two different shaders programs.

General ENIGMA / Re: GMX Support
« on: August 14, 2013, 11:22:02 AM »

Can anyone say, shader what the fuck?

Proposals / Re: Urgent! A way to scale collision masks.
« on: August 14, 2013, 10:00:46 AM »
Well, it is good enough for now Josh, as LateralGM is really meant to be for GMK and older Game Maker versions. GMX is something we will much better support from a new IDE. Also, it needed to load them all anyway Josh, so that the GMX could be saved into GMK.

Here is my progress now...

Also I want to warn everyone about trying to import old GMK's into Studio, basically, you shouldn't try because it is a disaster. The thing couldn't even properly import loading the old Mark Overmars FPS tutorial, and you may in fact seriously damage your game.

General ENIGMA / Re: Proper working directory and output messages
« on: August 14, 2013, 09:56:53 AM »
1) Still don't think I am lumping issues here, but ok I'll just remove the profanity part of it, since you agree to keep it out of the error messages, the votes still stand though because everyone voted based on working_directory.

2) You can literally point the finger straight at me, I promise you, not one single person will manage to fuck it up Josh. I find it surprising you are worried about that, when the IDE itself with the Java threads was causing a race condition which could have led to hard drive failure on someones PC. If slojanko who is 12 can load a game with models and make an FPS Josh, I am pretty sure the kids can manage the fucking working_directory :P Even worse than that though, you'd rather set them loose on their on User acccount subdirectory, temp is AppData under user accounts on Windows, your argument about file_find_ and file_bin_open applies there too, they could very easily have too many escape sequences and fuckin delete their whole user account. Besides, anyone who doesn't make regular backups of their game, is also a motherfuckin retard.

3) I agree with that, just keep it out of the fuckin error messages, I don't give shit bout the code really.