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Posts posted by Guppy
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At first I thougth it was the color scheme that had gone haywire but as it turns out something is broken in the steam edition of LW in regards to rendering GTK control themes.
Using Linux Mint 17's default "Minty-x"
as you can see all controls are invisible and selecting anything makes it invisible
Switching to Adwaita makes everything look like windows 95 (not how it's supposed to look, but alteast you can use it )
Switching to highcontrast actually renderes correctly
(looks but ugly tho)
This is NOT an issue in the standalone version;
Click on the images for larger views
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Heads up - uninstalling the app also opts out of beta, so you will need to opt back in
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I'm also interested in knowing the basics of vector calculus.
Do any of you know of some good sites that have something like "Game math for dummies"?
https://www.youtube.com/user/BSVino/playlists?view=1&sort=da&flow=grid
More in depth
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I really had to move away from other distros and went to fork, still had problems BUT at least it's solved now
http://forums.linuxmint.com/viewtopic.php?f=90&t=175607&p=909364#p909364
Amusingly the answer you got there is copied straight from this forum;
http://www.leadwerks.com/werkspace/topic/9254-mint-16-ubuntu-1310/
(and yes it's a copy of my answer - why else would a person from south-africa use a danish mirror )
Anyway I updated to mint 17 this weekend installed steam and presto - Leadworks (steam edition) works straight out of the box \o/ ( apart for a some selections making the selected item invisible )
So that should bring some hope for usage on other distros - basically if you can run steam it should also run Leadwerks.
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wouldn't a multiple choice poll have made more sense here?
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adding pthread and X11 to the linker options it finally compiles
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This problem affects all linux users, but std. edition can avoid it by not installing into a directory with spaces - with steam how ever we've little choice as it gets installed into "~/.local/share/Steam/SteamApps/common/Leadwerks Game Engine"
Anyway fixing that by replacing $(LeadwerksPath) from the -l options with the actual path fixes that but now the problem becomes;
/usr/bin/ld: /home/morten/.local/share/Steam/SteamApps/common/Leadwerks Game Engine/Library/Linux/Debug/Leadwerks.a(Thread.o)||undefined reference to symbol 'pthread_create@@GLIBC_2.2.5'|
or more concisely:
"pthread_create@@GLIBC_2.2.5"
(again this problem doesn't occur in std. edition)
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/home/morten/.local/share/Steam/SteamApps/common/Leadwerks||No such file or directory| Game||No such file or directory| Engine/Library/Linux/Debug/Leadwerks.a||No such file or directory| /home/morten/.local/share/Steam/SteamApps/common/Leadwerks||No such file or directory| Game||No such file or directory| Engine/Library/Linux/libluajit.a||No such file or directory| ||=== Build finished: 6 errors, 0 warnings (0 minutes, 0 seconds) ===|
It's completely new project I just created, just to make sure i also created a c++ project in the stand alone and the compiles just fine.
I can't see anything in the projects files to explain it;
(compiletest is standard, Cppandluatest is steam)
$ diff compiletest/Projects/Linux/compiletest.cbp Cppandluatest/Projects/Linux/Cppandluatest.cbp 5c5 < <Option title="compiletest" /> --- > <Option title="Cppandluatest" /> 10c10 < <Option output="../../compiletest.debug" prefix_auto="0" extension_auto="0" /> --- > <Option output="../../Cppandluatest.debug" prefix_auto="0" extension_auto="0" /> 25,26d24 < <Add library="pthread" /> < <Add library="X11" /> 27a26 > <Add library="../../libsteam_api.so" /> 31c30 < <Option output="../../compiletest" prefix_auto="0" extension_auto="0" /> --- > <Option output="../../Cppandluatest" prefix_auto="0" extension_auto="0" /> 45,46d43 < <Add library="pthread" /> < <Add library="X11" /> 47a45 > <Add library="../../libsteam_api.so" /> 51c49 < <Variable name="LeadwerksPath" value='"/home/morten/Leadwerks"' /> --- > <Variable name="LeadwerksPath" value='"/home/morten/.local/share/Steam/SteamApps/common/Leadwerks Game Engine"' /> 64a63 > <Add option="-D__STEAM__" />
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Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.
Randomly stumbled across a batch renamer for blender http://adaptivesamples.com/2013/09/07/batch-renamer/ and remebered this thread
Here is a test blend file;
https://drive.google.com/file/d/0B7B0hlkpWcYWcWl3ajNHbjdQb3M/edit?usp=sharing
Layer 1 has the unbroken object
Layer 2 has the broken object ( made a lot of space between to make sure the physics engine doesn't stick them together )
Layer 3 has the collision shapes ( renamed duplicate of layer 2 )
It occurs to me that the the shards and collision shapes must somehow be associated ( child ? ) and each shard should have a mass
Can that be done in blender or does it have to be done in LE ?
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Not very cross platform and Notting you cant do with raw wapi32 ( GetActiveWindow(); )
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I agree to some point, this is not incoherent request, and this could lead to real plugins plugged in the interface of the editor.
But unfortunatelly it would take too a year to make that happens, and it would just slow down a lot more any new faetures to come.
I also would have loved modern interface , but i don't think this will happen.
Unless the editor is written in some weird language that does not have GTK/QT wrappers, it would actually be a fairly minor change - only the view code changes the model & control layers would remain largely untouched by it.
It shouldn't take a year to write that, having to learn GTK on top of rewriting the view layer might, hence I think it should be outsourced to somebody with experience.
It's an annoying extra cost, but honestly the current UI ( under linux atleast - I've yet to try it on windows ) feel a bit like trying to do calligraphy with both hands tied behind your back and with somebody randomly coming by to give you a shove.
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A very big one - and properly one that needs to be outsourced;
Rewrite the editor using standard elements from a stable crossplatform ui toolkit (GTK,Qt or wxWidgets ), this will get rid of many bugs and fustrations ( oh yeah that particular scroll pane cannot be mouse scrolled, scene tab will sometime stop drawing and just display the last tab, etc, etc, etc )
Many of those toolkits comes with a visual designer - GTK for instance has glade/gtkbuilder which abstracts the design down to an xml file, this file can then be edited independently of the functionality which in my book is pure win.
With the rewrite there really needs to be support for custom plugins and widgets (w. the glade approach you could even make custom panels ), as well as support for scripting editor actions in lua.
Oh and do consider using scintilla for the editor, no point in reinventing the wheel when a perfectly round one already exists and is ready to use.
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Ahh well i guess im at a dead end i know nothing of lua or c++ thanks for the help though
http://luatut.com/crash_course.html
Very handy as you can test stuff without leaving the website thanks to the inline console ( hit ESC )
Once your down with that it's time to hit the docs
http://www.leadwerks.com/werkspace/page/documentation
Because honestly you have to know at least some lua in order to create something at least vaguely interesting
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From what little I remember of german it would seem that you forgot to inform your linker where it can find the library files
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happened same to me, then i realized i forgot to enable beta branch. another download around 14mb and it worked. fedora 19 x86_64. starts normal here, about 10sec. i7, nvidia 750 430.24, 16GB. only thing is that splash screen is white
That solved it yeah, thanks
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http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
also about 400.000 hits on google for "Planet Atmosphere Shader"
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It takes quite a while to start but so far it seems to work for me.
what distro / version ?
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It downloaded fast so I tried starting it up: "Failed to start game (missing executable)." with this link attached: https://support.steampowered.com/kb_article.php?ref=8676-EFLX-7453&l=english
So that obviously puts a dampener on my testing, I'll try from the live usb later but I doubt I can fit steam on there
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Downloading now, will do some tests tonight - what in particular needs testing? ( aside from importing items/maps from the workshop )
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WOOOHHOOOO!! I got it playing with Big Buck Bunny, only need to play it with correct speed and audio
That is nice, however since this thread will likely show up in the search it would be nice if you posted the solution also
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It seems that your problem is that you have double verticies along your edges ( zooming in this also seems to cause gaps ) you should either merge them or store them and look it up.
But I think It may just be easier to take a different approach all together to creating the sphere
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Despite evidence to the contrary she stuck to the "I only stabbed him once" story
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Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.
Select the pieces hit shift-D to duplicate them and then rename them manually.
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Unfortunately TheoraPlay is based on C code, after digging around the net I found something called libtheoraplayer which is C++ based and so far looks good.
Any why would that be a problem?
[Linux, Steam] GTK controls renders wrong
in Linux
Posted
actually the standalone/standard/non-steam doesn't get it completly correct as it doesn't draw arrows on the scroll bars but that I can live with if need be, the steam version in its current state is unusable ( checkboxes are invisible for instance )