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Messages - sorlok_reaves

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226
General ENIGMA / Question about audio:none
« on: June 13, 2014, 07:20:20 PM »
Good evening,

I've got a development-based question about the "None" audio backend. Would it make sense to add empty initializations of "sound_add", "sound_play", etc. to this backend? In other words, "sound_add()" would check for the file and return an id, sound_play would take that id and do nothing (no sound). Basically, this would allow developers to compile games that use audio functions without actually linking to an audio backend, which is useful for debugging, performance testing, and other things.

If this doesn't really belong in "None", what about a "Mute" backend that does what I described? I'm comfortable implementing such a system, but I thought I'd check first.

227
General ENIGMA / Timelines won't update correctly after saving.
« on: June 13, 2014, 05:47:50 PM »
Hello!

I've been tracking down the issue egofree reported in the Timelines announcement thread, and I think I've finally got it narrowed down. Please refer to the image at the bottom of this post. Also, you'll need egofree's test game:
https://dl.dropboxusercontent.com/u/29802501/TestTimeLine.gmx.zip

Open the game, and open the first timeline's Step 60 code. You'll see show_message(60);. This (at least on Linux) will fail to compile, so change it to:  show_message("60"); (note the quotes). Now, save the game and compile it without closing the editor. As you can see from the picture:
A) the "code" window shows the updated text
B) the filesystem itself shows the updated text
C) the compiler is still using the old text.

After some more digging, I found out that:
  • The same error occurs in EGM format (not just GMX folder format).
  • Closing and re-opening the project will "fix" the issue (as egofree reported)
  • The same issue does NOT affect objects (which compile similarly to timelines).

Does anyone (esp. Robert) know if there's special code that "refreshes" objects when they're saved to disk (or when the "ok" button is checked in Lateral GM), and if the same logic is not being run for timelines? I can try to narrow this down further, but I honestly haven't done much work with Lateral GM, so if this is an easy fix I'd appreciate if someone could let me know.


228
Announcements / Re: Timelines Implemented
« on: June 07, 2014, 10:23:18 PM »
Update : i've found that if you restart ENIGMA and load again the project everything works as expected. To be sure i made again from scratch the project with ENIGMA and the bug happens exactly as i described earlier. You can save the project, it doesn't change anything, but you have to close and restart Enigma if yout want to 'remove' this bug. Perhaps the bug is not within ENIGMA but LateralGM ?

Update2:
A lot of strange things happen with timelines if you don't restart ENIGMA and load again the project. Another slightly different example : if you first create step 1, which displays nothing, run the application, nothing happens as expected, but if you add another step at 60 which displays a message, and run the application, nothing is displayed ! If you restart ENIGMA and load the project, everything is again ok.

In conclusion, every time you make a modification to a timeline, you need to restart ENIGMA to be sure it works as expected.

Thanks for digging into this more! This will definitely help me narrow down the bug. I'll let you know once I track it down further.

229
Announcements / Re: Timelines Implemented
« on: June 06, 2014, 12:48:41 PM »
Can you provide a simple test-case game that works in GM:Studio but fails in Enigma? I'll have a look.

230
Announcements / Re: Timelines Implemented
« on: June 05, 2014, 01:24:15 PM »
The patch has been applied and the new Portable ZIP uploaded, please go ahead and redownload.

I have seen the your fullscreen bug and responded.

Thanks for patching this; I was "git cherry-pick"-ing older work from my timelines branch, and I must have accidentally pulled in the old action_webpage.

231
Announcements / Re: Timelines Implemented
« on: June 04, 2014, 12:46:17 PM »
Glad I could help! I already said it in the pull request, but thanks to the developers here too; they were very helpful and offered lots of positive criticism.

Let me know if there's any bug reports; the system's not perfect, but I did test it quite a bit.

232
General ENIGMA / Re: Ubuntu PPA
« on: June 02, 2014, 11:23:35 PM »
la ping├╝ino? Ha! I'll try contacting him/she but aur packages can't be converted to deb (I think)

Arch PKGBUILDs can't be converted directly to DEBs, unfortunately. However, you can use the PKGBUILD as a guide when creating your debian control file. PKGBUILD is basically a *very* slimmed-down build script, so it's pretty easy to understand just by reading it:
https://aur.archlinux.org/packages/en/enigma-dev-git/PKGBUILD

233
General ENIGMA / Re: Cutscenes working in Iji on ENIGMA (experimental)
« on: March 20, 2014, 12:29:32 AM »
Good job, man.

Thanks!

Very nice. I had looked at Iji a while back, noted all the missing features and incompatibilities, and labeled it a lost cause, as great a target as it is for support (given its large following). I am interested in the success of this endeavor; let me know if you need anything in particular.

Thanks! Yeah, I stumbled on the old forum post here about Iji before. For the most part, I'm capable of adding missing features and fixing bugs on my own. I'll let you know if something comes up.

234
General ENIGMA / Cutscenes working in Iji on ENIGMA (experimental)
« on: March 15, 2014, 03:58:37 AM »
Hey all,

I was up late for unrelated reasons, so I decided to consolidate all of my mega-unstable ENIGMA hacks to see what the end result was. And here it is:



That's right, you can watch the entire intro cutscene from Iji now. Back when I started hacking on this, you couldn't even get past the title screen, or see any text. The heavy lifting for cutscenes is done by my Timelines code, but there's a slew of bug fixes to boot. Gameplay is still impossible; there's a weird room-related bug I'm trying to track down. But this is very encouraging!

If you're curious to try it yourself, you can use this branch. Just be forewarned: that code is NOT production ready. I'll be cleaning it up and testing it more thoroughly in the coming weeks.

Happy hacking all.

235
Developing ENIGMA / Re: Make Directory
« on: January 28, 2014, 09:25:21 PM »
Yep, that fixes it. Just note that the "Make directory" option in my test project had to be manually reset to "%HOME%/.enigma/" (in case anyone else runs into this issue).

Thanks again!

236
Developing ENIGMA / Re: Make Directory
« on: January 28, 2014, 11:11:36 AM »
Thanks for the fix; it helps (but there's still one problem left --I updated the Git issue tracker).

Basically, a few "./ENIGMA" paths are still left.

237
Developing ENIGMA / Re: Make Directory
« on: January 28, 2014, 01:50:34 AM »
See my comments on GitHub.
https://github.com/enigma-dev/enigma-dev/issues/631

Also please try manually patching the enigma.jar from the extra packages page.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

Thanks, I've posted feedback on Github. (Basically, it's a case-sensitivity issue.)

Should I still try patching the enigma jar? Also, are we switching to "~/enigma" instead of "~/.enigma" on Linux?

238
Developing ENIGMA / Re: Make Directory
« on: January 28, 2014, 12:16:55 AM »
Hmm, then I'll update my bug report. I'm getting segfaults every time I open LateralGM.

239
Developing ENIGMA / Re: Make Directory
« on: January 27, 2014, 10:43:58 PM »
Am I correct to assume that install.py will update the dependencies (Plugin, LGM) correctly on Linux?

240
General ENIGMA / Re: Timeline Reader/Writer, lgmplugin
« on: January 23, 2014, 04:31:58 PM »
https://github.com/enigma-dev/lgmplugin/issues/3

I would have done it by now too, but the format for timelines was never agreed upon. Objects are already binary, and I didn't want to write timelines the same way, because I don't even think objects should be. Since EGM is a ZIP compressed format anyway, there is no sense in having objects or timelines compressed in a manner that is hard to easily edit them in a text file editor.

Oh, that kinda sucks. Well, upon further investigation, it seems that Timelines don't actually do anything in the code (action_set_timeline is nowhere to be seen), so perhaps I'll work on that while I wait for a format agreement.

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