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neseir

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Posts posted by neseir

  1. Checked the versions involved and noticed that I have installed 14.0.24215 while the link gives me 14.0.24212. Removed the once I had installed (both 32 and 64 bit) and installed the ones from the link (14.0.24212) both 32 and 64 bit. Restarted and still it will install the VC but now i keeps the 14.0.2412 editions and debug works!

     

    Not sure where the 24215 have been updated from but will keep an eye on the version if this occurs again.

     

    BR

    Eirik

     

    PS - from the log I can see that it was in the step before initlizing lua it stopped :

     

    Executing "C:\Users\eirik\Documents\Leadwerks\Projects\rock\rock.debug.exe"...

    <never got passed this point>

    Initializing Lua...

    Executing file "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Scripts/Error.lua"

    Successfully connected to debugger.

    Executing file "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Scripts/Main.lua"

    Initializing OpenGL graphics driver...

    OpenGL version 450

    GLSL version 450

    Device: GeForce GTX 970/PCIe/SSE2

    Loading map "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Maps/start.map"...

    Loading material "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/developer/orangegrid.mat"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/shaders/model/diffuse.shader"...

    Loading texture "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/developer/orangegrid.tex"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Editor/wireframe.shader"...

    Loading material "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/concrete/concrete_dirty.mat"...

    Loading texture "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/concrete/concrete_dirty_diff.tex"...

    Loading texture "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/concrete/concrete_dirty_dot3.tex"...

    Loading texture "C:/Users/eirik/Documents/Leadwerks/Projects/rock/materials/concrete/concrete_dirty_spec.tex"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Model/diffuse+normal+specular.shader"...

    Loading texture "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Materials/Common/bfn.tex"...

    Deleting shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Editor/wireframe.shader"

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Misc/occlusionquery.shader"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Model/Shadow/shadow.shader"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Lighting/directionallight.shader"...

    Loading font "C:/WINDOWS/Fonts/Arial.ttf"...

    Loading shader "C:/Users/eirik/Documents/Leadwerks/Projects/rock/Shaders/Drawing/drawtext.shader"...

    Setting breakpad minidump AppID = 251810

    Steam_SetMinidumpSteamID: Caching Steam ID: 76561198006633169 [API loaded no]

    Process Complete.

  2. Hi

     

    This is all that is in the Output tab on the script editor :

     

    Executing "C:\Users\eirik\Documents\Leadwerks\Projects\rock\rock.debug.exe"...

     

    And yes I have Visual Studio Professional 2015 installed on the same computer.

     

    Something else that I have noticed is that every time I start the leadwerks editor, it installs the VC redist on the PC.

     

    Regards

    Eirik

  3. One more thing I noticed. If i go to the folder and execute the <projectname>.debug.exe it starts without any problems.

     

    Any tips for getting more information from the start of the program in debug mode from Leadwerks editor ? Currently it just hangs right after the initiation and no more logging is done after telling that is is starting the project.

     

    BR

    Eirik

  4. Hi

     

    After upgrading to 4.3 I have problems with starting the project in debug mode. Release mode works fine. This occurs on the Windows edition and it is the step in the startup that should display this warning about beeing in debug mode (same project using linux works in both debuig and release mode). No message is displayed and the project is hung until the stop button is pressed.

     

    I'm using windows 10 with Nvidia (drivers updated today). Leadwerks have been removed and setup from scratch to check this to (project is a new one).

     

    BR

    Eirik

  5. Hi

     

    I have earlier had problems with download and tested now with the beta (updated today). Still have issues with some items :

     

    Downloading Workshop item "674104688".

    Error: Item state says it's not downloaded.

    Error: Failed to download Workshop item.

    Error: Failed to download Workshop item.

    Downloading Workshop item "674105752".

    Error: Item state says it's not downloaded.

    Error: Failed to download Workshop item.

    Error: Failed to download Workshop item.

    Downloading Workshop item "639909514".

    Error: Item state says it's not downloaded.

    Error: Failed to download Workshop item.

    Error: Failed to download Workshop item.

    Downloading Workshop item "639912902".

    Error: Item state says it's not downloaded.

    Error: Failed to download Workshop item.

    Error: Failed to download Workshop item.

     

    This is two SciFi Materials (5 and 6), Nature model pack and Zombie action Figures (the zombie pack I have downloaded earlier without problems (CORECTION - tested and got the Zombie pack downloaded as DLC)).

     

    The Merchant and SciFi interior pack downloaded without any problems (have never been a problem with these).

     

    Is there some methode I can get more specific information about the download steps/actions (logs) or if there are some tips on the setup of the account or other configurations, it would be appreciated.

     

    Regards

    Eirik

  6. Hi tjheldna

     

    How are You doing with this package ? Saw on the forum at Noitom that there where some issues with the build quality (mostly complaining about the wiring). Have You any impression of this ?

     

    I'm currently using Ipisoft which I find ok but limited in some actions (like fighting using high kicks etc. I'm 45 and not too flexible and still I outperforms the limitations of the software....). Looking into The Captury too but I got some feedback about that they are going to change their price model and licensing in may. Captury are quite expensive since it is a subscription software and all hardware much be purchased in addition). As i understood the information I've got, they will introduce probably some ne wprice models were the cost will be reduced compared to what the basic edition costs now (not sure how that will affect the package in features and support for cameras).

     

    Regards

    Eirik

  7. Looks like a nice package ! Have been watching this company since I came across the kickstart information.

     

    Have looked into this package compared to the IPI Soft package (which I have a basic license for + 4 PS eye's and 2 kinnect sensors) and The Captury's package. For my next investment I think I will go for a package like this. My impression is that it requires less calibration and have fewer (second to none) problems with occlusion (some drifting but that is in long sequences and I'm just looking for short captures).

     

    Hoping You can share some experiences with this package.

     

    //Eirik

  8. Hi

     

    I have not tried to mix CPP and LUA that much but I think the problem is that you start the main.lua script and initiate a window with no camera since it is not defined in the map. The one you creates is added before the main.lua script have initated the world etc (I could not get this working unless I moved the create camera to after the execution of the main.lua script.

     

    The problem with calling the main.lua is that it enters a loop waiting for closing the window or esc is pressed. I you still want this lua connection I had better results adding a app.lua script with a start and loop function insted of using the main.lua script.

     

    Then it will execute the loop in the app.cpp program and if you inspect the window pointer and other variables, you will see that they are not initilized (sett to zero).

     

    I'm not sure how to get the window pointer and context pointer since they are created in the lua script but I think if you are going to use this mix of lua and cpp you will have to know these in the loop (either remove the initilization in the main script and use a app.lua script with a simpler start function or do all the initialization in the cpp program).

     

    regards

    Eirik

  9. Just to confirm the configuration I set my profile to use English(us) and US number-formatting, logged off and started a new session. Everything in Leadwerks regarding the positioning of the objects works perfect now. The only problem now is that I have not used a US layout on the keyboard since I used my Amiga 500 and later Amiga 2000 ..... unsure.png

     

    //Eirik

  10. Thanks DerRidda

     

    Tested changing the input -format etc but it did not solve the positionining (did not log out/in again) but I'm convinced You are right (I'm using norwegian keyboard and number-/date-formatting with english (US) language).

     

    When I switch of the "snap to grid", all objects I move using the spin edits does not recognize any decimals, just the rounded value.

     

    Moving a box will never be located at other than rounded coordinates. Some of them are very far of the scene I started with (even if they visually are shown in the viewport).

     

    //Eirik

  11. Hi

     

    Did a new installation of Steam and Leadwerks on a Ubuntu 14.04 64 bit installation. Got a problem with the new objects I create are in their properties located at very high coordinates (like 0.0, 100000000.0, 0.0). Visually they are properly positioned since they are where I put them but as soon as I changes something in their properties, they dissapear from the screen (probably they are positioned to the coordinates given in their properties setting).

     

    Have attached a screenshot where I have just added a Box, and switched to the box's properties in the scene. Have not experienced this on the Windows edition.

     

    LW_bug.png

     

    BR

    Eirik

  12. Hi

    (Edit : Saw You have found the sollution as i commented below..... looks like it is needed for other distroes than Ubuntu (?) ).

     

     

    Had the same problem using Mint. Go to "Project->Build Options" select build profile (Debug/Release) and then the tab for "Linker settings". Add pthread and X11 to the list of libraries to link to. This made my test game work.

     

    BR

    Eirik

    • Upvote 1
  13. Hi

     

    (forget this post.... discovered I downloaded the Express Windows version and not the Express Windows DESKTOP version which is supported on Windows 7.....)

     

    Tried to install express 2013. Looks like it requires Windows 8 (did not like my Windows 7 64bit). Knows for sure that Windows 8 does not like my BIOS due to the secure boot stuff.

     

    Any chance for a 2010 set of libraries to link to ?

     

    Regards

    Eirik Nesje

  14. Hi

     

    I have purchased 3.0 for both PC and Android version and was looking forward to the OUYA support. But during the time and changes in both the game-engine and the supported plattforms (or planned supported), I support the decision made by Josh. I would rather like to have all effort in further developing/optimizing the PC/SteamOS/Linux editions rather then burning a lot of time on the mobile platforms. Both are as I understand it not generating significant revenue and requires a lot of tweaking and GLES 2 support and will not provide the same level of features as supported (and appreciated) on the OpenGL 4.x supported plattforms.

     

    OUYA support should be replaced with e.g. the SteamOS. I have an OUYA and reading all the comments and reviews, it looks like I'm the only one using it regulary and purchasing games. What I have noticed is (as all owners of an OUYA have probalby) that it is seriously underpowered to support most modern gameengines. The games that works well do not use to much effects and fancy graphics/physics but focus on gameplay. Putting even the old 3.0 editions on the OUYA is probably too much for the hardware to get started with and more light-weigth gameengines (preferrable 2D based) should be considered.

     

    Looking forward to the comming release of the 3.1 editiion for Linux (and later SteamOS support biggrin.png ).

     

    Regards

    Eirik

  15. Hi

     

    I'm trying to modify one of the standard shaders to accept one more Vec2 parameter. In the fragment part of the shader I have added :

     

    in vec2 my_offset;
    

     

    Settings this vector to different values changes the offset drawing the texture from the material (offset values added to the texture coordinates) in the material editor works fine.

     

    The problem is how to access this input Vector from the lua code. I have added a part witch loads a material and connects the same shader i used in the material editor (from the Start function after the map is loaded) :

     --Load a material
     local material = Material:Load("Materials/Mine/greystuff.mat")
     self.shader = Shader:Load("Shaders/Model/mydefault.shader")
     material:SetShader(self.shader)
    --	 self.shader:Release()
    
    --Create a model
    local model = Model:Sphere()
    model:SetMaterial(material)
    model:SetPosition(0,3,0)
    
    self.roll = Vec2(0.0, 0.0)
    

     

    In the app function i have added (before the world:Update()) :

    self.roll.y = self.roll.y + 0.001
    self.shader:SetVec2("my_offset", self.roll)
    

     

    But the texture is not moving.

     

    Is this the proper way of doing this ? I found some code doing this in an earlier relase of Leadwerks but it was in C and I'm not sure if I got this wrong trying to translate to lua (think he was using SetShaderVec2 instead of Shader:SetVec2).

     

    BR

    Eirik

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