-
Posts
720 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by aiaf
-
-
When i hover Tools or Help and click for the first time, the text in the menu is not shown.
Then it appears after i move the mouse or something.
The file menu doesn't have the above issue.
The File -> Recent Files and Help -> Help contents texts in gui are cut , onyl half of the last s is shown.
Using 150% Scale UI.
- 1
-
Redraw seems fast .
When i maximize window and restore it back:
there is for a split second some very large text shown on the window.
Just click maximize restore couple of times and will see what i talk about.
-
-
Home directory is the usual place to store program configurations for the user ( hidden .filename also .directoryname). Thats why gdb looks there.
Also every directory has this:
. = current directory
.. = parent directory
-
Cool , good choice , when i read the title i immediately thought why not curl
-
Linux Test
in Linux
-
Linux Test
in Linux
-
Example how to do using cmake which generates different kind of makefiles.
Create a CmakeList.txt file in your project with content below and modify/add your sources.
Will generate the makefiles:
cmake .
then build:
make
project(nerva_repl) include_directories(source) set(LIBS_PATH "${CMAKE_CURRENT_SOURCE_DIR}/libs") include_directories("${LIBS_PATH}/include") #include_directories("${LIBS_PATH}/include/exlib") IF(UNIX) set(CMAKE_CXX_FLAGS "-std=c++11") #link_directories("${LIBS_PATH}/unix/exlib/") add_executable (nerva source/main.c source/cmd_handlers.c source/nerva_utils.c source/sqlite3.c) target_link_libraries(nerva m dl pthread) ELSE (WIN32) #link_directories("${LIBS_PATH}/windows/exlib/") add_executable (nerva source/main.c source/main.c source/cmd_handlers.c source/nerva_utils.c source/sqlite3.c) target_link_libraries(nerva) ENDIF (UNIX) set(CMAKE_BUILD_TYPE Debug)
cmake is great if you want a build system that will work on all platforms , can generate also visual studio projects on windows.
But it has its quirks i seen in some big projects using it (and that require some time reading docs or workarounds).
So hand written makefile is good option also if you want just for linux (or mac) and full control of what is going on.
-
For me sounds good, not beeing used much lately it seems.
-
Looking good, would be great to use from linux.
What is the plan for linux support ?
-
Since i already have license from the kickstarter just helping crowd find the answer heh
WATA = What are you talking about
-
Necro this post for greater good
Thanks , this fixed the problem on windows.
Unfortunately Active() doesn't exist on the linux build.
- 1
-
Yes its a separate product , GUI toolkit for desktops.
The video explain it pretty well.
-
-
No idea where is the button to change the theme , i cant see it.
- 1
-
Making steady progress, and preparing for a release by the end of year.
I decided to not create a full blown in game tutorial.
I have something simpler first time an action happen i have some kind of popups with instructions.
There are also some howtos in game, but yeah will not for casual players , its a strange game i hope people will read and try things.
Besides this ill create a manual and video tutorials on you tube.
First minute or so in the game, not showing much gameplay yet, but you can get an idea:
- 2
-
Nope , i don't use the GUI.
Last comment here i applied brutal method , my game will only be played in windowed mode.
-
Yes , because you get to have the 100% scale for those resolutions.
Setup small resolution and increase scale and boom.
The problem i describe is still there , you dont know how each player could have setup the windows scale ...
-
Think was discussed before somewhere on forum , but now i have a more clear case and is very bad:
- resolution 3840x2160, scale factor 100%
game works just fine
- resolution 3840x2160, scale factor 150%
crash with this error:
Structura start
Initializing OpenGL graphics driver...
OpenGL version 460
GLSL version 460
Device: GeForce GTX 1060 6GB/PCIe/SSE2
Error: Window is NULL
Window is NULLThis only happen when trying to use fullscreen, windowed is ok.
But for 150% scale + window mode theres another problem the window will be very large you cannot see everything.
Example on my machine , im getting the last graphics mode which is 4k:
int cgm = System::CountGraphicsModes();
iVec2 vgm = System::GetGraphicsMode(cgm);Then i get a crash because im using 150% scale factor.
This happens also at 2560x1440, i just change resolution on desktop and put 150% scale and bang crash.
Im preparing for steam release and polishing things and i encountered this,
in current state if people buy the game is very probable that will not be able to play in full screen.
There is a workaround for this ?
-
Had older ryzen 5, had to do a bios update now i have a ryzen 3700 with nvidia card.
Very fast and no problems.
I have a tool from MSI that updates the motherboard/chipset drivers.
And another tool from nvidia that installs the latest graphics drivers when they are released.
From my experience you should always go to the latest drivers from the vendor, not the windows ones, they actually fix things from time to time.
Also giving up on reinstalling windows could be good idea maybe you unlucky but is pretty stable lately , i didnt had to reinstall in ages.
-
Is there a way to disable physics completely in le4?
I figured for what im doing i dont need physics.
I read in the apis about setting mass to 0 :
model->SetMass(0);
Thanks
-
-
I noticed physic shapes (phy files) takes lot of time to load.
Removing those for whats not 100% necessary should help.
-
i spoke too soon
The pick is ok.
When i put the collapsed mdls in game , some have a green color all over the model ... other are just black area with some texture seen through
When i put back the old mdls without collapse all looks good grey asteroids with textures.
Any idea ? really annoying
//Leadwerks Material File blendmode=0 castshadows=0 zsort=0 cullbackfaces=1 depthtest=1 pickmode=1 depthmask=1 diffuse=0.20000000,0.20000000,0.20000000,1.00000000 specular=0.501960814,0.501960814,0.501960814,0.501960814 alwaysuseshader=0 roughness=0.50000000000000000 mappingscale=1.00000000,1.00000000,1.00000000 drawmode=-1 shader="Shaders/Model/diffuse+normal.shader" texture0="./asteroidmobilee_diffuse.tex" texture1="./asteroidmobilee_normal.tex"
TextField demo
in Linux
Posted
Works for me.
What about Copy Paste support ? (Control-C Control-V)
That would be useful for such widget.