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Posts posted by Guppy
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Just name it Collision in blender?
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The shader needs to be the animated one (there are several) and yes I mean in Leadwerks
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Using animated shader?
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While solving having only one camera shared between c++ and lua I came across something strange - all lights seem to be registered as cameras as well. Now I suspect that this has "something" to do with the deferred rendering, I was just hoping somebody could shed some light on what that "something" is
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Missed the update due to always using the desktop icon - but even so that didn't fix the problem.
When not seg faulting the last lines area
"OpenAL: AL_INVALID_OPERATION
AL lib: ReleaseALC: 1 device not closed"
Might be related?
Anyway steps to reproduce;
- Create new C++ project
- Open up the start.map
- Add FPScontroler prefab
- Comment line 35-36 in App.cpp
- Compile
- Run the game from code::blocks
Now at this point the game runs and doesn't segfault
- Add the weapon prefab
- Save the map
- Run the game from code::blocks
- Hit ESC or ALT+F4 to end the game
And there is the the segfault.
I just did the above steps again to confirm
If you still cannot reproduce it would the coredump help?
- Create new C++ project
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Please add the "Leadwerks/Include" dir to Additional Search paths ( Project -> Properties.. -> C/C++ parser options )
This adds full codecompletion to all leadwerks headders - very very handy <3
If somebody wants to do it them selves the path is
/home/YOURUSERNAME/.local/share/Steam/SteamApps/common/Leadwerks/Include/
Then exit code::blocks and open the project again
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If the player has the autopistol prefab attached exiting the game will cause a segfault ( this isn't visible when running from the LE editor, you need to run from cmd line or codeblocks as the LE editor hides the output )
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Like that of geany
It's just very usefull to have
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As per title you cannot search nor replace
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Since there is no way in GTK to retrieve the control under a certain mouse position, this is unlikely to be implemented. Alternative workflows have been created to deal with this limitation.
Except that gtkparasite does just that... http://chipx86.github.io/gtkparasite/
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It baffles me that a driver from a different video card factory can cause such a thing. Running an nvidia card myself and I don't have this problem.
Drivers is software, software have bugs - especially when the engineers try to cut corners in the name of benchmarks scores (=more sales) *shrug*
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Firstly;
Secondly have you tried launching it from the console/commandline to see exactly what locks it up?
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The default C++ code creates a camera in the App.cpp file. I think this is the camera that's being rendered while the invisible player walks around.
Gah - you are correct, commenting out line 35-36 makes it work as expected.
But then I lose my camera reference in c++ :|
Oh well I set out to investigate how to pass information back and forth between C++ and lua, I suppose the camera is as good a place to start as any
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Is there some limit to what I can drag into the flowgraph editor?
It says to drag from the scene tree, so far I've tried CSGs, the player object, boxes, barrels, etc but the cursor just turns into an X and notting happens.
I'm fairly tired ATM so maybe it's down to user stupidity but how is it supposed to work?
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Adding a weapon prefab makes it a little clearer - I didn't think of that untill after I uploaded the video.
Map file can be found here;
https://drive.google.com/file/d/0B7B0hlkpWcYWUU5qdjBTa3QzWUU/edit?usp=sharing
The map works just fine if I create a lua project - how ever using even a freshly created unmodified c++ project ( well I hit compile but that's all ) it's displaying this behaviour.
Freshly created project; https://drive.google.com/file/d/0B7B0hlkpWcYWZ0R2Skg1QjVhQjA/edit?usp=sharing
and yes I'm running Ubuntu 14.04 with that loathesome unity desktop
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So just to be clear bug rapports are only valid if they can be reproduced on a Ubuntu LTS running an Unmodified/Standard theme Unity DE?
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What operating system?
How did you delete it? (via steam's uninstall or just plain old hitting delete? )
Try opting into beta and see if that solves it
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[...]demanding to test against everything is a bit large request. i can't even imagine this magnitude. [...]
That's a myth - dont take my word for it ask icculus.
Steam, Chrome, Opera, Cisco Anyconnect, RAR, Aftershot PRO, Corel Draw, Maya
You know what those have in common? They are all commerical closed source programs that works on any linux ( aslong as it has the appropriate packages installed ) - why? because they use standard components instead of trying to reinvent the wheel. That way compatibility it outsourced to whom ever maintains the package for that standard component.
And that's just the closed source programs, even a lot of opensource programs provides binary packages that just works ( usually a .deb a .rpm and a .tgz - only difference being HOW it's packaged the provided binaries are the exact same )
his 10% of linux only like you do*facedesk*
Linux Mint (apart from LMDE) IS ubuntu - they take the Ubuntu disk installs it and ADDS a new default desktop environment (cinnamon or mate ), then repacks it and releases it as 'Linux Mint'. ( this is why mint releases lags behind the ubuntu ones )
So "my" 10% linux is no different than installing Ubuntu and then adding the Cinnamon packages and making that default for all users, it's not like I'm asking for gentoo or SuSE support..
This was precisely why I asked the question of where the line is being drawn, because if one package means it's no longer supported then something is wrong
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Unfortunately, I can't accept bug reports for any other distro than Ubuntu, as it is the official supported Linux-based OS.
So where do you draw the line?
Must it be a freshly installed Ubuntu 14.04? Or am I allowed to install other software? What about other desktops? or other themes? Mint-x for instance is also available for Unity
I've said it before and I'll say it again discriminating against Ubuntu derivatives makes as much sense as rejecting bugs from windows users who chose Classic over Aero ( or vice versa )
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I'm doing this with monodevelop
and I managed to include Leadwerks.h by copying whole include that's from Leadwerks install dir in to GAC(The Global Assembly cache)
Isn't monodevelop for C# ( completely different thing )
Include/OpenGL.h line 28GL/glew.h
but GL dir does not exist and so does not glew.h now what?
<includedfile> vs "includefile"
Are you sure your writing in C++ ?
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Any of you guys running Ubuntu 14.04 with a different desktop ( Gnome 3 / KDE / Mate / Cinnamon / XFCE / etc ) and what if any bugs does this cause with the Leadwerks editor?
Getting tired of spending more time debugging the editor than creating stuff so I may just return to Ubuntu, I just cannot stand the Unity touchtop.
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EDIT: Radiance just doesn't seem to change that much anyway, if you want to see it working 100% use the high contrast theme.
Look at the scrollbars ( the one clever thing cannonical has done in recent years )
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That seems to be a special occurrence with Mint's default GTK theme and the Steam version. For me on stock Ubuntu it looks as intended using any of the default themes.
Just tested it - while it does work slightly better you will notice that radiance has no effect on the way leadworks renders control (particularly visible with toolbars).
ps: is there no way to edit a theme in ubuntu? I just wanted to change the control theme not the entire DE theme...
Game crashes when shooting
in General Discussion
Posted
I've been wondering about this - is there any reason projects are not auto updates automagically? ( LUA and C++ both )