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Messages - Goombert

2581
General ENIGMA / Re: Default Font Glyph
« on: August 13, 2013, 05:24:20 PM »
Hey hey hey you guys, you'll never guess what I discovered. While I was sitting here writing up GMX loading for LGM, I discovered the new GMX format actually stores a .png of each font resource, it looks like the equivalent of drawing a floor/wall with font_get_texture in ENIGMA, just all the characters organized alphabetically on a transparent background. Or just like that font texture a few posts up from mine. Except theirs is white and not black like ours.

2582
intygamer, I am sorry, thats my fault, I renamed that function to net_send_raw, son of a gun, I tested it too before I committed it, I'll have to fix those, I am busy adding GMX to LGM right now, then I'll get right on it.

2583
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 13, 2013, 12:07:02 PM »
I have already seen his one super large project, I am outlining the GMX reader in LGM right now, don't know if I will be successful at it or not, but I'd rather focus on getting that and that should solve his woes since Studio dropped GMK exporting.

This is what I have so far today of the GMX format working...


2584
General ENIGMA / Re: Proper working directory and output messages
« on: August 13, 2013, 09:42:22 AM »
Also, to add to this
Code: [Select]
workDir = new File(LGM.class.getProtectionDomain().getCodeSource().getLocation().toURI());LateralGM, whoever wrote that code, assuming IsmAvatar, uses source directory as working directory as well, in fact all of LGM does. The argument about it being unsafe is asinine, if you can manage to fuck something up with that working directory as a source directory, you are a retard, and you shouldn't be programming, you should be fucking shot.

2585
No Josh, apparantly your not supposed to kill threads that way, and why Java has 0 support for it. That however is a c thread but I still think you need to implement an interrupt in this case checking our update loop for a flag, and we would need a callback implemented for compileEGMf even still for it to kill the game. So what do I do?

Now also, I am sitting here looking at your compiler source code trying to figure out why ENIGMA plugin is only syntax highlighting OpenGL functions, etc. but none of the extra GML functions. I think I might know why, definitionsModified is only parsing SHELLmain.cpp for one...
Code: [Select]
  if (f.is_open()) {
    START_TIME();
    res = main_context->parse_C_stream(f, "SHELLmain.cpp");
    STOP_TIME();
  }

Now, is it because its not looking in the namespace enigma_user or what? Tell me how I can fix this and I will. I have already double checked to make sure the plugin is calling this after it already compiled a game, obviously, otherwise it wouldn't work XD Should I add a call to handle_namespace from JDI?

Also, I tried to modify the eyaml settings file for the plugin to add a check box for "Emulate Working Directory For Run and Debug" but your shit sucks Josh.

2586
Well, threads in Java and C++ don't have any insta-kill call that you can just kill a thread like a process from task manager. I am thinking compileEGMf should be added a compileEGMfStop, as pausing and resuming the thread can easily be done from the plugin and it should work like game_end but then the only thing is the stop button won't do anything while you are in the middle of compiling. there is just no effective way to kill the thread. I am assuming compileEGMf is also what should implement the setWorkingDirectory callback. Just looking for some input here Josh.

2587
ifcesar, no lol, you didn't delete your post, it is right here...
http://enigma-dev.org/forums/index.php?topic=1402.0

I simply moved your topics into the Help Desk, as that is where they belong, they do not pertain to development.

2588
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 12, 2013, 03:41:46 PM »
You could bump them up, I lowered it down to ensure I didn't break somebodies PC, the Game Maker Studio cubes demo however can't do more than 32k at 40-60fps for me? And I have yet to figure out why.

2589
Announcements / Re: LateralGM Update
« on: August 12, 2013, 03:38:40 PM »
If you downloaded earlier I would advise downloading again as I have fixed resource names not syntax highlighting or showing in auto completion.

2590
ifcesar, replace it after searchdirs: with the line he gave you

2591
Proposals / Re: Urgent! A way to scale collision masks.
« on: August 12, 2013, 02:00:30 PM »
TKG, it would be a lot more helpful if you could describe in detail exactly what is happening when you try to load HD textures, as I myself have used 1028x1028 textures for instance in the 1 million cubes tech demo.

2592
Announcements / Re: LateralGM Update
« on: August 12, 2013, 12:51:35 PM »
Hey, just a little update everyone, if you download the new Jar file I just uploaded and perform the instructions provided, there is a new version with several bug fixes. I got that dang Windows maximized glitch and the red drag and drop action fixed and some other bugs.  (Y)

2593
intygamer, on Linux, just rerun the python install.py script, or manually update to the latest LGM from the topic here...
http://enigma-dev.org/forums/index.php?topic=1245.0
And yes, you do need 1.8 in order to use Networking.

2594
General ENIGMA / Re: MSYS No Longer Bundled with MinGW
« on: August 11, 2013, 08:35:00 AM »
Quote
The installer is fine
First of all, quit calling it an installer, it doesn't install anything, it is a portable ZIP, which is in my opinion much nicer than being actually installed, it means its lightweight software.

2595
General ENIGMA / Re: MSYS No Longer Bundled with MinGW
« on: August 11, 2013, 08:16:43 AM »
Quote
But you should know which one is in the installer.
Why should I? I'm not the one who created it, I only patch it with the new LGM when I can.