Jump to content

DerRidda

Members
  • Posts

    406
  • Joined

  • Last visited

Everything posted by DerRidda

  1. Maybe I should get used to calling it scene panel here like it's actually called. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/
  2. Click on the root node in the scene graph, it's right there.
  3. So, playing the demo of A Demon's Game I noticed that I can barely hit 30 fps on my GTX 970. That's because it is pegging a single CPU core to its maximum which means my GPU is only being <15% utilized. That's on an AMD FX-6300 @ 3.5 GHz per core not the fastest but it should be enough. That's probably related to Lua being single threaded but that's crazy low, Natural Selection 2 (on Linux) is pretty much the same, Lua + OpenGL (a crappy implementation at that), but that manages 50-60+ (can't tell exactly because of forced VSync) for me completely maxed out and is a visually very demanding. So I would like to see what performance other people are seeing on what hardware and what OS and let's use A Demon's Game as a "benchmark", just the first large open room will do.
  4. Don't know if that's really a bug because it's actually the way things are by default but Leadwerks doesn't ignore file and folder name casing, which I thought it did internally. I noticed that with A Demon's Game, it loads Start.map as its first map but in the map folder it is start.map ergo crash.
  5. There isn't really a need to have a Linux specific version as long as you are working with Lua only. You always get an executable for both Windows and Linux. But yes, updating the shaders fixed the shader related crashes. The other issues prevail though and are not really on you but rather Josh and Aggror.
  6. It has been in my subscription, so Firebal probably only needs to update.
  7. Hmmm, some Linux issues here if you care for it. Your App.lua wants to load Start.map while the actual start map is called start.map, so it fails because of case sensitive file systems. I thought Leadwerks had built-in means to ignore case sensitivity. I'm kinda surprised to see this issue. This is something Josh might want to look into. There are also issues with the shaders which I will address elsewhere because shadmar done goofed apparently. Also Aggror still hasn't fixed flow GUI on Linux even though I reported it to him and he said he'd take a look. :< Seems like you yourself have little to no fault for A Demon's Game not working on Linux currently, so don't sweat it. EDIT: Actually it looks like shadmar has corrected his issues with his post process shaders already. Are you on the latest version form the workshop? There is an issue where every effect that includes the passthrough shader will crash because it gets loaded like this. self.shader_pass = Shader:Load("/Shaders/PostEffects/00_shaders/_passthrough.shader") See the / infront of the file name? On Windows that means nothing but on Linux any path with a / in front is an absolute path from the root of the file system instead of a relative one that would look inside the game's folder. Imagine on Windows it would say self.shader_pass = Shader:Load("C:\Shaders\PostEffects\00_shaders\_passthrough.shader") . It's fairly obvious why that wouldn't find the shader.
  8. Go to GDC and get a good whiff of Valve VR and glNext, so you are ahead of the curve. About tutorials and documentation, I can't exactly help with how to make it more visible because I found it with ease but I made a suggestion some time ago about how to make the doc more usable. http://www.leadwerks.com/werkspace/topic/11394-page-title-for-documentation-should-state-subject-first/
  9. Not having Unicode support in the editor is just one of those things that makes me bang my head against the table. And this isn't even me being a picky Linux user, as it is cross platform. There is not a single good and/or acceptable and/or excusable reason to not support Unicode in 2015. Apparently this is BlitzMax related, I have found a thread stating that they added Unicode support to the BlitzMax SVN from last year or so. (Which btw is stupidly late for such a project). So please, Josh, get behind this. Ignoring this will only hurt you in the end as you make your product less viable for the entire Russian and Asian market. EDIT: This is advertising UTF16 support ( http://www.blitzmax.com/Products/blitzmax.php) So what am I missing here? At least the Windows side of things should be cared for.
  10. Did you search your system for .werk files? Maybe you are simply remembering it wrong(, I hope for your own good).
  11. gamedeviancy: AMD has recently started to offer their drivers pre-packaged for some distros meaning DEBs for Ubuntu. The generic Linux download is the regular installer that can also build those packages or just straight up install it. It's a simple convenience thing.
  12. Follow up with marchingcubes maybe, seems like he knows a thing or two about GTK. http://www.leadwerks.com/werkspace/topic/12018-leadwerks-ui-reloaded/#entry87145 And even if he can't help, he might be able to get you in touch with somebody who could.
  13. Always been 2snob2wireless. Input devices and networking on my main rig. Dual boots have always worked well for me but I know exactly what you mean. Windows just doesn't give a flying fart about anything except Windows, so when you install Linux first and then Windows, it will delete GRUB (the bootloader Linux uses). The other way around works just fine. A good VM solution can also help with cutting down on reboot times.
  14. I did some (fairly superficial) reading in regards to OpenGL context sharing so I don't know how helpful this is but it seems that in GLX you might have to share explicitly before the context is active for the first time. Is there any kind of "sloppiness" in the code that's in there because it works Windows and you didn't expect different behavior with GLX? I'm asking around, I have access to a few porters and devs that might know what could cause this behavior.
  15. That's exactly what I meant, just replace Firefox with xdg-open. I sadly couldn't test that because somehow for me opening links hasn't worked for quite some time but if there is only one other Linux user saying that it generally works for him I consider that a system specific issue. (Might be that I'm encountering the issues marchingcubes mentioned with the STEAM_RUNTIME chroot. Guppy, is the new link opening magic working for you? Also, let's stop the grunting at each other here please. Yes, Linux has quirks Windows and OS X don't but also vice versa and some of these quirks get amplified by some the technology choices made for Leadwerks. I wanted this to be the thread where we ignore that both ways and attempt to look for solutions based on what Leadwerks is now.
  16. Ever tried if creating a non-shared context just for the model editor would be a good workaround/solution?
  17. It couldn't be easier. Just use xdg-open, it's a program. The man page speaks for itself http://linux.die.net/man/1/xdg-open Open up a terminal and type 'xdg-open http://www.leadwerks.com' (http(s) is mandatory for URLs) for example, or any other URL, it will open in your default browser which in Unity can be configured in the control panel under "Information". Do the same for any local file path, like a jpeg or pdf and it will also open that in the default app for that. Should take you a minute to change. The thing here is, some scroll bars like the one in the asset tree view, script editor and log window work perfectly fine with wheel scrolling. What differentiates those from the ones that break? An if they indeed are different and it can be done force the use of those everywhere else.
  18. I experimented with attaching physics volumes to the crawler model, my result was a mesh that fell apart and floated in all directions, it looked quite funny but wasn't really useful. I think this is a worthwhile feature to add, as ragdolls have become THE standard way of handling dead NPCs in most games now. One can see why that is when playing the AI and Events demo map and killing one of the first two crawlers on the stairs, the way the animation based death makes the whole thing stick right through the stairs while having the other half float mid air simply proves that ragdolls are the better way.
  19. Another thing I have noticed: The editor won't even open links within Firefox for me anymore. It's installed of course, through the package manager, so everything is as expected but it just won't work. It doesn't make a difference whether or not I have Firefox running already. That's the 3.4 beta for me.
  20. Scrolling in the script editor and asset tree works fine but the actual asset browser with the little previews, scene tree, entity properties and view port scroll bars don't work with the mouse. It works for you in all these places? If in doubt, the AI and Events tutorial map is rich enough in just about everything to see a scroll bar there. I wonder why we can't have the scroll bar that is in the asset tree anywhere else.
  21. We have one thread for venting but I personally am always more interested in approaching things from a constructive angle rather than a destructive one. So let's list what we would like to see improved and how this could be achieved given the current means and direction of Leadwerks. No rant thread the 2nd because even stupid animals don't sh*t where they eat, so why would we? First: disabled mouse wheel scroll This was disabled back when the editor first came to Linux because scrolling in some places, most notably the scene graph were flat out breaking when scrolling. It was a workaround at the time that has settled as a permanent solution. I would like to see this issue re-investigated, you only know how much time and wrist strain mouse wheel scroll saves you when you don't have it available. I think simply turning it back on in the first beta after 3.4 is out would already be helpful since it may be different now anyway as the gtk plugin so some attention in relation to different issues (script editor which does have wheel scroll btw). I'm running out of time here and will continue this later, feel free to add to it.
  22. Without having read all of this: My gripe with Leadwerks on Linux is the editor, which sadly also was the big pitch for the Kickstarter. I also think it's quite sub-optimal on Windows btw and it's the one thing holding up the Mac version afaik, Josh could crank out the engine for OSX any time he wanted. Let's see: -Missing tool bars compared to the Windows version -disabled mouse scroll -no drag and drop in many places -occasional corruption to the point of functionally breaking in the scene tab area -corrupted model viewer -no Unicode support (That's a windows issue too and really embarrassing, this isn't 1995 anymore) -And the utter refusal to use XDG specs (browser is hard-coded to be Firefox, project folder defaults to ~/Documents in any language) I really like the API but the editor is a dead end in my opinion, as BlitzMax is essentially dead and it's only a matter of time till it bit-rots away on Windows as well. A replacement is desperately needed, there's so much cool stuff happening around Leadwerks these days. That being said I fully understand that rewriting a new editor isn't something that would be in any way reasonable to do for Josh as Leadwerks is a one man shop so far. Employees are needed. If there was a Kickstarter to hire somebody for an editor rewrite in-engine I'd fund that for sure but if that doesn't happen I expect significant improvements be made on their own and I won't wait forever. I might have already paid for Leadwerks but I simply won't indulge in any spending on content DLC or paid workshop items if improvements don't happen.
  23. As far as I can tell, the latest stable Nvidia driver has eliminated all similar remaining corruption issues in other games and applications except Leadwerks. http://www.geforce.com/drivers/results/81252 This issue deserves more attention because the model viewer is essentially useless on Linux this way as 90% of the model seems to be invisible at any given time.
  24. Yeah, it absolutely is a "Valve Quality" fix. Not really great but still better than nothing, which was exactly what they did before. The people on github are also decidedly unhappy with this solution. https://github.com/ValveSoftware/steam-for-linux/issues/3671
×
×
  • Create New...