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Messages - Goombert

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.

Developing ENIGMA / Re: LateralGM
« on: November 14, 2014, 04:41:18 AM »
Duly noted Harri that should not be how it handles it. I have no idea how it led to the transitivity bug, me starts to think that the earlier reports may have just been inconsistencies in jars and ENIGMA's source, but no doubt I did fix some of the transitivity. I'll try to look into it and see what I can do though this may require a larger discussion about ENIGMA building errors being reported back to LGM and how we can accomplish that  (Y)

Just as a quick QOS test I want to list some objectives here:

* Fix GTK MDI layout so that it has scrollbars and works as expected.
* Look into Harri's issue.
* Fix selection when moving actions
* Add focus to the ActionList by default
* Save and load dialog warnings do not recognize extensions and file filters are not consistent among a lot of dialogs, needs cleaned up and fixed.
* Image save dialogs show formats that are not supported and also do not write BMP's and some formats because the image is RGBA and Java can only write RGB bitmap files so you have to convert them before writing.
* Resolve remaining JoshEdit bugs.
* Finish implementing JoshEdit preferences.

And then we will have a stable 1.8.7, this is the current roadmap for LGM's major release plus or minus a few miscellaneous fixes along the way.

Developing ENIGMA / Re: LateralGM
« on: November 13, 2014, 08:08:32 PM »
Does the error only happen when loading this specific EGM? Try loading a GMK or GMX or open ENIGMA without opening that EGM.

This stacktrace suggests it is something to do with definitions.

This stacktrace suggests the transitivity bug.

But we need to separate the two problems first, I need to know if one exists without the other which you can tell me by eliminating the EGM from the test.

Also I've made another quick update and improved load and save buttons. Update as usual.

* Load dialogs will now verify that the file exists and if it does not it will warn you to verify the file name. You will see this on all file dialogs, including the one for loading projects, images, sprites, game information, etc.
* Applied the same load dialog fix to JoshEdit to verify file names.
* Added an exception handler interface to JoshEdit to stop silent failings.
* Save dialog on the background and sprite frame will now show a warning message if there is no image to save and tell you to create it first.
* Pulled a fix by sorlok for loading constants.
* Added confirm overwrite dialog to JoshEdit and LGM file choosers when saving files to disk.

This is what the new warning dialogs look like.

Developing ENIGMA / Re: LateralGM
« on: November 13, 2014, 05:29:28 PM »
Another quick updated, I've fixed a typo in the GMX reader that was causing room persistence not to save. Update using python or manually download the new jars.

This was the commit that fixed the GMX reader.

Quote from: egofree
Look at the first screen you posted when you implemented the line numbers :
I see, but with the dark look and feel it made them invisible, it's still more consistent to use list colors and not generic component colors for the numbers. Like I said maybe we should add a preference.

Quote from: egofree
Perhaps i understand nothing or my english is too bad  :ohdear:, but i feel we are not talking about the same thing. I am not talking about problems with selection, but about the fact that when you add a new action, it should be possible to use the ctrl-z shortcut to remove the new action. Right now if you open an objects window, and you add directly new actions, it's not working, if you don't click manually on an action list. Perhaps this is the correct way, and there is nothing wrong with this.
It was like that in the old LGM as well, go back and test 1.8.6 and earlier versions. What you are describing is that the action list should have focus by default, which I don't really know if that is a good idea or not.

Quote from: TheExDeus
For some reason with the newest LGM I get constant crashes (I think the plugin crashes, as I cannot select anything in the ENIGMA menu only).
It looks like you managed to reproduce the focus traversal bug, I'll try to push a patch for enigma.jar for you to see if it fixes it. This is regarding turning off window decorations, do not try messing with the preference I want to actually fix this. Just please answer two quick questions:

1) Have you updated both enigma.jar and lateralgm.jar? Because it looks like your engima.jar is out of date, the reported line numbers are incorrect.
2) What is the window decorations preference set to under "Appearance"?
3) What is hardware acceleration set to?