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Posts posted by DerRidda
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Yes, the issue exists with Blender and every other program that calls for any external program when run through Steam.
You can test it by clicking the links on the splash image that comes up when Blender starts.
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I think this has to do with XDG calls being ignored. Originally, this was hard-coded to open FF, now it opens the Steam client, except that the calls are ignored in Ubuntu 15.
I actually had that on 14.04 as well, have you reported it too Steam/ Valve yet? It's almost guaranteed to be their fault in some way.
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I'm not making FPS games, i don't need crouch , read again
I wasn't talking about your issue in particular, I'm talking about the issue in general, of course your use case is another valid example: You can't make the game work the way you want it to through no fault of your own because of an arbitrary engine limitation.
This, in my opinion, is beyond any other issues (such as bugs) the reason that would drive me away from an engine in no time:
A design decision that actively gets in the way of me (and anyone else for that matter) doing what I want to do.
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Seeing what Josh wrote in the topic you linked: I don't see how multiple nav meshes would be a problem. It's not like there would be a need for a lot of them, every object that doesn't have a nav mesh specific to its size would just use the next 'larger' one.
A traditional FPS would need only two to three at tops, one for crouched and one for standing and maybe one for prone.
And that's only if you want to let the AI even use these height levels for navigation as well, which a lot of games don't. (Just think about how many fps you have played where AI can't follow you into air vents. The answer is "almost all of them".)
Is it even that expensive to have multiple nav meshes in your game after they have been generated? (Which afaik is the actual expensive part)
Josh, just think about this, you have literally made it impossible to properly implement crouching. I don't think you want that.
I think the first best step would be to allow for re-sizing of the character control shape between tomorrow and Friday until the nav mesh is figured out everything just uses the default one. Every object that is smaller would already be able to move opening up a ton of use cases already.
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LE3 would need to get flexibility about Character controller collision, or some option to disable character controller collision to use our own. It is too FPS centric today for characters and not suited for other RPG games when it comes to characters collision.
I agree, you can't even implement a proper crouch with that even in an FPS. It should really allow more adjustments.
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This is actually an issue on Unity as well. Look closely, he selected inches, if you do that the string doesn't fit the box under Unity as well.
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There's no how-to necessary for that, really. You just use 'chmod +x executable_name' or use the graphical interface via right click and properties.
Usually these permissions don't survive a .zip file though (though there is a feature fo zip that can do that). That's why shipping Linux builds as tar.something (tar.bz2 or tar.xz would be the best choices) is usually a good idea as it keeps those permissions intact, especially the executable bit.
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Hypothetical scenario involves 4 PCs.
Two machines are for modeling, artwork, and audio editing, and the other two are used for coding.
If I really wanted to be a cheapskate I would ask every programmer (including me) to bring their own laptop.
My current calculations place the cost for these four machines at a total cost of around $2500 (not including shipping fees, taxes, and cost of assembly by a third party). If I am being far too miserly, please tell me how much one ought to spend.
For a properly equipped studio 2.5k would be a decent price to pay per machine per person. If you really do not have enough money to spend on PCs, a BYOD (bring your own device) scenario wouldn't even be a bad idea. You can then really go all out on one single computer with those 2.5k and set it up as a server for compilation and rendering, maybe even to provide the whole desktop remotely.
But that machine you linked to? Every coder worth their salt would turn on their heel and leave the moment they saw it.
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That's overpriced and while it is good enough to write code, compiling it will be a pain.
What is your budget limit? I could try compiling a list of parts for you. PC assembly is so easy a monkey could do it.
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Does anyone have an AMD APU? I'd prefer to avoid Intel at all cost due to their Linux drivers.
I'd be curious to see how LE would run on an A6, A8, and A10.
I have a netbook with an AMD E450 APU running Ubuntu 14.04 LTS 64bit. Leadwerks runs, though not great it's better than I expected. That's with proprietary drivers of course. So the considerably stronger A-Series APUs should do ok.
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Well known issue that's been around since day 1 on Linux that hasn't received the attention it deserves. Makes me grumpy thinking how long this has been around.
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Not really. No chance that 8400 is even running dedicated GDDR VRAM plus no card by any manufacturer where the second digit from the left is below 5 is designed to give anything more than office performance. Your 7600M probably has dedicated GDDR VRAM and actually is designed for some gaming. A difference of one generation doesn't help at all in this case.
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And another KDE user is seeing the same issue. Yeah, Josh; Would be great if you reported this to Valve through your arcane Steamworks dev means. Their public Steam for Linux github issue tracker sadly has become a place where reports go to die.
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Checking the logs, these are the errors a single instance of gvfs-open (what xdg-open hands off to in Gnome/Unity environments) spits out reliably:
(gvfs-open:29475): GLib-GObject-CRITICAL **: /usr/src/packages/BUILD/glib2.0-2.32.3/./gobject/gtype.c:2722: You forgot to call g_type_init() (gvfs-open:29475): GLib-GObject-CRITICAL **: g_type_interface_add_prerequisite: assertion `G_TYPE_IS_INTERFACE (interface_type)' failed (gvfs-open:29475): GLib-CRITICAL **: g_once_init_leave: assertion `result != 0' failed (gvfs-open:29475): GLib-GObject-CRITICAL **: /usr/src/packages/BUILD/glib2.0-2.32.3/./gobject/gtype.c:2722: You forgot to call g_type_init() (gvfs-open:29475): GLib-CRITICAL **: g_once_init_leave: assertion `result != 0' failed (gvfs-open:29475): GLib-GObject-CRITICAL **: /usr/src/packages/BUILD/glib2.0-2.32.3/./gobject/gtype.c:2722: You forgot to call g_type_init() (gvfs-open:29475): GLib-CRITICAL **: g_once_init_leave: assertion `result != 0' failed
Might be an issue with gvfs-open after all, I had a KDE user before who had no issues opening external links through Steam.
Is this a bug to report to Valve?
Probably.
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Yes i agree. Having option to go from 4 into 1 viewpoint will be perfect, resize on the fly is not that useful but switching to one big window is.
Absolutely, yes!
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It seems as if xdg-open events or any other event calling for a binary directly, like when Firefox was called directly for web links do not really pass through. It used to work when there was still a stand-alone version of Leadwerks.
I investigated the situation with pstree and here is what it looks like:
bash-+-bash---steam-+-SteamChildMonit---3*[xdg-open---gvfs-open] | | | | | |-SteamChildMonit-+-sh---Leadwerks-+-{Leadwerks} | | | | | | | `-{threaded-ml} | | | | | | `-3*[xdg-open---gvfs-open]
The upper row of 3 xdg-open processes was when I started Leadwerks, clicked 3 objects that would cause an external program to open and, after nothing happened, closed the editor. As you can see those processes went up to SteamChildMonit and never made it passed that.
The second row of 3 xdg-open processes was the same thing just that I didn't close the editor this time. Same deal here.
|-lightdm-+-upstart-+-2*[steamChildMonit---3*[xdg-open---gvfs-open]]
This is after quitting the editor and Steam, see how both SteamChildMonit processes still exist.
Intentionally or not, I think Steam is somehow stopping these from getting executed.
EDIT1:
And here is the same thing for Blender (Steam):
steam-+-SteamChildMonit---sh---blender-+-5*[xdg-open---gvfs-open]
My locally installed Blender version opens the links in the splash screen just fine and so does the Steam version if it is launched directly instead of through Steam.
EDIT2:
NEOScavenger
SteamChildMonit---sh---NEOScavenger-+-6*[firefox]
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I think this used to crash the editor on Linux so it was disabled on purpose as a workaround which has sadly become the permanent "solution" it seems.
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Not a bug: start.map is just a generally useless default that is supposed to be changed by you to whatever map your project is supposed to start with or you can chose to create a map called start.map.
You usually run tutorial maps through the editor directly anyway.
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Sadly, this is not implemented under Linux because of poor toolkit implementation.
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I have been running Ubuntu with Unity on a 64 bit system since 11.04, never had a problem that was related to the arch.
Care to elaborate what issues you are seeing?
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You will need to update your driver to this one: http://support.amd.com/en-us/kb-articles/Pages/latest-catalyst-windows-beta.aspx
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You will always have to find out detailed system requirements through testing.
But there are some pointers that are always the same:
While the editor is 32 bit on both platforms the engine is 32 bit only on Windows (which is bound to be limiting to somebody sooner rather than later) and 64 bit only on Linux.
OpenGL 4.0 compatible graphics hardware is a given and that should not require any additional info on Windows but on Linux you should mention that the open source drivers are not supported yet as well as Intel HD integrated graphics in general (yet).
Most of the rest is to be determined through some testing.
Better be too strict with the minimum requirements than too soft.
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That is troubling indeed and a big impact on every other party's rights to freely negotiate a contract. It's not just a problem with programs such as Leadwerks but also Blender which is using the GPL and that isn't exactly a license that accepts any kind of external restrictions imposed on what the users can do with the software.
Classic Valve derp-out.
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The XSetStandardProperties function has been superseded by XSetWMProperties.
I think that was pointed out somewhere else before. Or it was another function where X used to do things solo and is now asking the WM for "permission".
Game crashing question
in Programming
Posted
Something either went wrong during Window creation or it was skipped entirely or maybe a forgotten 'self'. Best to post your App.lua script here.