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DerRidda

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Posts posted by DerRidda

  1. 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.

  2. Can you converse in German well enough to shop from a German online store or can find somebody who would do it for you?

    http://www.linux-onlineshop.de/ They ship to Denmark and offer DK layouts for their keyboard and you are actually supporting a vendor that supports Linux instead of shoving money down some corporations throat that doesn't support the OS you want and will probably hang up on your support call if you mention Linux as well as put a Windows logo on your keyboard.

    • Upvote 1
  3. 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.

    • Upvote 1
  4. 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.

    • Upvote 2
    • Scene tab is broken I'm not sure how to proceed with this one, but it is a significant annoyance.

     

    #2 on that list has just been solved, so two important things remain. I'm awaiting feedback to see what can be done about the first. The third will not be an easy fix, but can probably be done after the release of 3.4.

     

    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.

  5. 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.

  6. 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.

  7.  

    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.

     

    • Mouse wheel doesn't work any where It doesn't work in the scene browser or asset browser. Slightly annoying but only that

    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.

  8. 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.

    • Upvote 3
  9. 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.

  10. 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.

  11. 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.

  12. 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.

    • Upvote 1
  13. I have used AMD my whole life...Mainly because I am poor and cannot afford Intel's prices....But Leadwerks is the only program that I own that has problems with the new drivers...

     

    Apples and Oranges. If you are talking about AMD vs Intel, you are talking about processors and not graphics cards which aren't problematic at all. While Intel is far ahead in the high end, there are still some perfectly acceptable AMD CPUs in the mid range. This isn't at all about CPUs.

     

    Apples and Apples. Nvidia vs AMD is what this discussion is about as it is about graphics cards and their drivers. Yes Intel offers integrated graphics with some of their processors as well but those can't be taken very seriously for gaming.

     

    I'm similar, Wasteland, fry cry and a couple of others work well on the new drivers but Leadwerks won't sad.png

     

    Use the old drivers and Leadwerks behaves and the others crash for no reason sad.png

     

    You don't see issues with all these games because they use Direct3D, where AMD does an ok enough job. Leadwerks uses OpenGL and that's where AMD dropped the ball so hard it blew up upon impact. Games like Rage and Wolfenstein: The New Order use OpenGL on Windows as well, those might also give you problems.

     

    The good news is, you can use the latest AMD driver to gain all the benefits with Direct3D games if you manually swap out the OpenGL DLL with an older one. Some people have mentioned it on these forums here already: http://www.leadwerks.com/werkspace/topic/11419-leadwerks-will-not-run-pure-virtual-function-call/#entry82680

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