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Messages - Goombert

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: November 29, 2014, 10:22:03 PM »
You'll have to pull the changes, but he's throwing a lot more with fixes our way and stuff, so I am still holding off on a new portable ZIP.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 06:22:52 PM »
I just fixed the exception with ENIGMA settings, this is caused by me using the key instead of the key value for identifying tabs in the settings frame.

Update the same as always, also, Design mode hasn't worked since r3, so don't worry about it right now.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 03:10:38 PM »
Yes that's normal, it's been that way since I started working on LGM, go back and test lgm16b4, GM's IDE does the same.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 01:53:12 PM »
Ok, quick update, I've identified the bug and fixed it already, it was a very small mistake I made when I fixed the issue with the layout breaking when switching look and feels, though I don't even know why I removed the code or caused this bug in the first place, but I fixed it.

As always you can update via python or manually from the extra packages page.

* Fixed collision event select issue just reported by egofree, this mistake was actually made way back on September 29th and existed this whole version, for some reason I accidentally removed the update listener to the tree root that updates the event select.
* The GMX writer was writing the path background room but the GMX reader was not reading it.
* Threw the setModel call for the tree in LGM.reload into a SwingUtilities thread, this stops the occasional exception caused when double clicking a GMX project and loading it via file association with enigma.exe or when launching LGM from a terminal or command line.

Developing ENIGMA / Re: LateralGM
« on: November 28, 2014, 01:30:23 PM »
You are going to need to be a little more detailed than that, I need exact steps to replicate. I attempted to add new collision events in the latest version in several games and it works fine.

Developing ENIGMA / Re: LateralGM
« on: November 27, 2014, 05:44:02 PM »
Here's a new release with several fixes I've been working on for a few days.

For this update you must update both the LateralGM and plugin jars, you can do so via python or manually from the extra packages page.

* Stopped the sprite frame subimage selection from going out of bounds when clicking a button, the last frame will still be properly previewed.
* Fixed issues where the checkered patterns for image previews were not resizing without closing and reopening the resource frame, this was caused by me caching the image without checking if the size changed.
* Temporarily patched an issue that caused the language preference to not explicitly override the operating system locale, though I am currently waiting for IsmAvatar to see if she would like it fixed differently because I have another solution that is just as easy. This issue was reported by egofree.
* You can now preview icon files when loading them. We broke Christian Trebel's ICOReader when we originally ported it by automatically closing the stream, this is incompatible when plugging it into ImageIO, you need to close the stream manually. So that is fixed, but also I double checked to make sure streams were not left open from game info and elsewhere and properly closed the streams where they needed to be.
* ICO files can now be loaded by the background and sprite editors, the sprite editor will load all layers.
* Prefix options have been full implemented, you do not need to restart they take immediate effect, adding new resource types also doesn't require updating the preferences frame anymore, it is generated dynamically.
* Game icon and version information have been fully moved to the Platforms/Windows tab in Game Settings, Project Information is now fully implemented as well so information and description are properly distinguished now. Other platform settings are soon to follow.
* Made the layout for physics options on the object frame more compact and correct.
* Fixed a race condition between messages, preferences, and resource kinds which was necessary to implement prefix preferences. So the tree groups can be translated again.
* Increased the default room size a bit, default size is way too small.
* Added missing separators to some resource frames
* Symbols are translated again for the object frame, so no double semicolons will appear under the French translation.
* Added translations for messages that were not translated before.
* Switched the executable file chooser to use the LGM CustomFileChooser, so it will now ask you whether to overwrite files when you save an executable and things like that.
* Fixed BMP writing, you can now properly save bitmaps from the sprite and background frame.
* Removed unsupported image formats from the image file readers and writers.

Graphics and Video / Re: Video games
« on: November 26, 2014, 04:26:36 PM »
Haha, some of these are pretty good, I like the ones on top with Pacman and Space Invaders the best  (Y)

Programming Help / Re: Embedding Enigma into GUI
« on: November 26, 2014, 06:06:21 AM »
Yes but my recommendation would be to just make a QtGL powered graphics system by porting GL3, it wouldn't be hard either, 95% of the code would stay exactly the same and it would work on older computers where ANGLE supplements Direct3D9 as well.

Programming Help / Re: Embedding Enigma into GUI
« on: November 25, 2014, 10:25:10 AM »
Quote from: Mangolian
Is that sarcasm or suggestion?
No he is serious, you'd just have to link the Qt libraries, create a window system and a widget system powered by Qt. You'd probably want to just go ahead and make a Qt graphics system as well since it uses ANGLE to make its OpenGL work on outdated hardware like Studio does. But not all of that is necessary you could just attach the current graphics systems to a Qt window and widget system, it all depends on what you want to do. But a full blown Qt port of ENIGMA would actually be pretty easy, it wouldn't be much to port our GL code at all.

Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 24, 2014, 03:24:02 PM »
You're right, I tried flipping the views, doesn't seem to work. Another possible solution is to just transform the texture coordinate matrix when a surface texture is bound, this would make surfaces work as textures in 3D as well as 2D.

Developing ENIGMA / Re: LateralGM
« on: November 24, 2014, 03:14:21 PM »
I commented on the tracker, I understand now and it is an issue that needs fixed, the preference should explicitly override the OS setting.

Programming Help / Re: 3D Performance
« on: November 24, 2014, 03:09:21 PM »
GM: Studio batches as many draw calls as it can and so does ENIGMA now. I also wanted instance batching for subsequent model draw calls which Studio does not have and Dailly snubbed me when I told him about it but Harri's implementation is in limbo I guess.

Proposals / Re: Allow me to use C++ in EDL
« on: November 24, 2014, 02:55:00 PM »
Quote from: Dreamfag
I'm sorry, I couldn't hear you over how great the code in write_object_data.cpp is.
Quote from: Babybitch
How can you compete with that, Josh? Why are you still even here? (I bet it's to suggest new shitty site layouts)

In all fairness, mine at least works and does inheritance, Josh's doesn't even work yet.

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: November 24, 2014, 02:48:01 PM »
Just an update the earlier bug in with statements that was a regression was addressed by sorlok.

Developing ENIGMA / Re: LateralGM
« on: November 14, 2014, 07:10:47 PM »
Quote from: egofree
What about fixing the language setting ? For the moment all users of the french version of Windows will have an inconsistent display of labels in LateralGm.
Please read my GitHub comments, I can not fix it, someone who knows French has to fix it.

Quote from: TheExDeus
I hope this involves checking why Save As has two places specify the format to use. It always bugged me. Ism mentioned something about it years ago, but I don't remember if it was in defense for that decision or not. Right now I don't know which of them are actually used, or even if both somehow is. So I always have to click the radio button "egm" together with dropdown menu "egm". Also, "egm" should probably be the default choice and be at the top.
As IsmAvatar has pointed out, we can't get rid of the right side pane because it lets you specify different versions of the same format. This will be more useful with GMX which will be getting version numbers but the file extension is going to remain the same.

However, I can fix the issues with the extensions, and I do want to remove the force extension option. I want to make all save and load dialogs act like the same dialogs in other programs. If you select a filter the extension will be added only if it is not already appended to the filename. This will have to be handled by the CustomFileChooser as well because it needs to detect the file name with the extension to properly check if it exists and warn the user about an overwrite, etc.

The "force extension" option is a real pain in the but I agree, I always end up making a .egm.gm81 or similar file.