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Messages - Goombert

796
Developing ENIGMA / Re: LateralGM 1.8.6.6
« on: October 06, 2014, 10:48:05 AM »
Alrighty you guys, I've rolled out another release, the directory structure in search results is now maintained and the nodes are clickable, it will also search shaders now, or should anyway. There is additionally a context menu for you to copy the results to your clipboard too. I've changed some other things as well like making the split dividers double click expandable, so read back over the change log.

Additionally I've fixed the classic Windows look and feel, the MDI frame buttons will no longer be cut off, same with the regular Windows look and feel. You will have to explicitly set these look and feels over "Native" from the preferences window though because I was afraid the fixes may look funny on XP.



Quote from: egofree
- The search icon is ok, but i would prefer a magnifying glass without the book behind.
I am not to sure about this suggestion because we want it to be fundamentally different the find and replace behavior. Also we use the magnifying glass for zoom, and binoculars for Find & Replace. I am also seeking to expand LGM's external modification abilities to allow things like customizing the default icon packs.

Quote from: egofree
- Would it be possible to add a key shortcut for the search button ? (enter key)
Quote from: egofree
- When clicking on the search button, let's display the search results tab if it's not already visible. Right now it's now visible that the search results has been completed if you are on the 'Resources' tab.
Right now I have enter assigned to open the selected nodes frame, I think we may be able to go with both of your suggestions instead however since ALT+Enter is actually already mapped to open the resource frame as well.

Quote from: IsmAvatar
* Please hide the ["Resources","Search Results",etc] tabs when not searching.
I'll look into before we reach the stable release.

Quote from: TheExDeus
In the new search feature "Matches" are number of lines where the word is found.
I still haven't fixed this yet but I know exactly what you mean, it's showing the number of lines that have matches not the actual number of matches.

797
Programming Help / Re: Packing bits
« on: October 06, 2014, 05:30:00 AM »
Heh, me neither Harri, I'll try to call this to his attention.

798
Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 06, 2014, 05:27:58 AM »
DX12 is just doing the same thing AMD's Mantle API is doing.
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle


799
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 08:13:18 PM »
TKG, I am aware of the built-in limits, but are you saying that you literally can't even get out of that sandbox with extensions, like, at all?

800
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 08:12:23 PM »
Ok thanks! I can't really test without my old Windows 7, could just be stuff disabled from my boot for me, but regardless it feels faster to me but that's circumstantial.

801
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 07:12:24 PM »
TKG, oh wow that's funny, they think someone will hide the window and create a new virus one or something lol. Newsflash, they can still do it with create window, and it's not something they couldn't just do in C++ without GM. I can guarantee you it would work with ENIGMA.

802
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 06:26:38 PM »
How'd you fix it?

803
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 05:08:38 PM »
Quote from: Darkstar2
* YES FOLKS ENIGMA works in windows 10 !  After installing JAVA of course which took seconds.......Ran without a problem! did not complain of any missing files or dependency.
Could you get a picture of a resource editor? I am curious if the look and feel with MDI frames has improved or if it still looks like shit.

But also I think they meant about the task manager, I doubt it has changed from Windows 8, but from 7 yes it did.

804
Programming Help / Re: Packing bits
« on: October 05, 2014, 05:00:29 PM »
Did you look at how we pack color_t? You would also have to change the stride any everything Harri, did you change and fix all of that?

805
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 04:58:39 PM »
Yes don't get me started either, Bush created the drone program. Clinton signed Glass-Steagall deregulating the banks, Bush expanded Housing and Urban Development giving poor people homes they can't afford, both crashed the economy, and Obama hasn't done anything to fix it.

806
Developing ENIGMA / Re: Unstable master?
« on: October 04, 2014, 08:45:39 PM »
Quote from: Darkstar2
I seem to remember some talk about surfaces back at GM, it was not a popular option and people complained of very noticeable slow downs on their mobile port,
and even on windows, I'm quite sure I remember reading about some cons of using surfaces, even for windows export.  Luckily at one time this was optional, but now GMS uses it by default.  Would it be made optional in ENIGMA or forced as in GMS ?
Yeah I know what you are talking about and I was thinking about just that. I really don't understand how it could slow down unless they were doing something wildly wrong. You see just creating the surface takes some more RAM, obviously, but then when you render your game you're rendering at a smaller resolution, so explain to me how that causes it to run slower? Did YYG write their implementation with draw_pixel or something?

They might blit instead of rendering it as a poly.
http://stackoverflow.com/questions/9711747/sdl-blitting-is-being-really-slow

Because otherwise I see not too many results, most are for OpenGL.
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+scale+slow
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+scale+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+slow

Another explanation is non-power of two surfaces.

807
Issues Help Desk / Re: Bad C++ generation
« on: October 04, 2014, 07:38:01 PM »
Ohh, yeah I agree sorlok. I can't say for sure but I know the following are possible.
http://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/data%20types.html

808
Programming Help / Re: C++ DestroyWindow() alternative
« on: October 04, 2014, 07:16:14 PM »
Yes, let's see the code TKG.

809
Programming Help / Re: [Solved] Adding a new function
« on: October 04, 2014, 07:12:40 PM »
Quote from: lonewolf
the error checking would return a D3DERR* message, not simply crash the app.
No it would not, because the FAILED() macro does not check for garbage pointers, it doesn't check for pointers at all in fact.
http://msdn.microsoft.com/en-us/library/windows/desktop/ms693474%28v=vs.85%29.aspx

Code: (C++) [Select]
#define FAILED(hr) (((HRESULT)(hr)) < 0)
The following would crash.
Code: (C++) [Select]
if(FAILED(d3dDevice->CreateVertexBuffer((nNumVerts)*sizeof(D3DVERTEX),D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,D3DFVF_XYZRHW|D3DFVF_DIFFUSE,D3DPOOL_DEFAULT,&pVertexObjectQuad,NULL)));
Even if you took it out of the macro, before it even enters the function, that's GCC/MinGW/C++ not DirectX failing.
Code: (C++) [Select]
d3dDevice->CreateVertexBuffer((nNumVerts)*sizeof(D3DVERTEX),D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,D3DFVF_XYZRHW|D3DFVF_DIFFUSE,D3DPOOL_DEFAULT,&pVertexObjectQuad,NULL);

810
Programming Help / Re: C++ DestroyWindow() alternative
« on: October 04, 2014, 02:30:42 PM »
This post suggest you can set the parent of it to NULL and then destroy it.
https://forums.ni.com/t5/LabVIEW/Remove-Child-Window-from-Parent-using-WIN-API/td-p/1470888