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Posts posted by Guppy
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Do you guys use the official catalyst drivers because they are not officially supported anymore and it seems like a pain. I searched the AUR for the fglrx but I am not sure what one to choose.
If you want the best performance - use the latest binary drivers directly from the chip vendor (AMD/NVIDIA).
If instead you value your sanity use the packaged version for your distribution, that said Arch does not support the binary drivers any more ; "Catalyst packages are no longer offered in the official repositories"
Unless there is some specific reason your running Arch I would take this time to consider a different distro - there are plenty
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Computers are more comfortable with things being power of two because you can optimized that quite heavily.
or to put it another way stick to resolutions where x & y are one of 128,256,512,1024,2048,4096
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Was just made aware that the wiki was private - that is now fixed.
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sans the ' perhaps' in the url
I'm curious tho wouldn't (reading?) glasses better rectify the situation?
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I've looked before - there isn't one.
While there are ways to enumerate over files in a directory this does not include the virtual file system overlay.
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While he may indeed be stretching his neck the shirt position is just wrong
here is a comparison with the first google image hit for "shirt, tie & jacket";
I mean sure, being dead and all you migth let your self go and loosen the tie a bit - rip the shirt etc, but there is just no way that the collar would be able to slip below the collarbone. Infact it's even below the fishmouth ( the notch in the lapel - not sure what it's called in english ) which would never happen
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just saw a video was released with the up comming zomebie pack, and the zomebie with the tie was still not fixed
as I noted here;
http://steamcommunity.com/sharedfiles/filedetails/?id=346895224
A shirt & tie won't sit that low on the chest even if your dead, do fix it as it looks quite second rate tbh.
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Not sure, this might be it http://mygui.info/docs/class_my_g_u_i_1_1_multi_list_box.html
Try the layout designer, if it's a predefined widget it will be there if not I'll add it to the to-do list -need to do an example for how to do custom widgets anyway
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Seems to be a lot of interest in this, but very few people want to actually contribute - hopefully by making the code publicly available that may change
https://bitbucket.org/guppy42/cppandluatest
note this is currently an entire leadwerks project not just the library!
only the code::block (linux) project is set up, for windows you will need to follow the steps in the wiki and adapt them to windows studio.
This getting started file should give you an idea of where the new code lives and how to add it to your own projects.
The most valuable feed back at this time would be telling me of your failures/succes when using it either in the demo project or your own.
If your interested in adding to the wiki or fixing/adding code send me your email or bitbucket account name and I'll add you ( tho I think there is a limit to how many I can add ).
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If I do not add "dl" it works fine.
If I add "dl" and it is above Leadwerks.lib I get the error the OP described.
If I add "dl" and it is below Leadwerks.lib it works fine.
yep I had to move just dl below Leadwerks some time ago, not sure what triggered that change
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If you chose to cancel saving a map ( Exit/close -> save map? -> yes -> cancel ) the editor will give you a pop up explaining that it failed to save the map.
Not exactly world breaking but it ruins the "polish"
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Deleted my settings file and updated the client and it does infact appear to be working now, how adding the instruction to encode characters with UTF8 fixed anything numeric is beyond me tho ( numbers are never different in ISO/ANSI and UTF8 ).
For reference the settings file resides in ~/Documents/Leadwerks ( Leadwerks.cfg )
After deleting it all your projects will need to be re-imported.
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There are a few solutions,
- you could use the source from a lua project ( like Crazycarpet suggests here )
- world->FindEntity("StorageEntity")->getKeyValue("pauseMouseLook");
- expose a C++ 'store/retrieve' function to lua ( I go over some options here that does not require massive external libraries )
#2 only deal with strings so you would have to call it quite a few times
- you could use the source from a lua project ( like Crazycarpet suggests here )
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I'd consider running a malware & antivirus scan on the system were I you.
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Is this working now for you non-US people? I added the UTF8 bit in the SetLocale command.
I'll try and check to night
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Yeah it seems like the sensible solution would be to make a grid based A* implementation, would've been nice to just have the engine solve it tho ^^
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To keep the GUI project from growing too abstract I had the idea of making a toy city game for my son where he can place down tiles with roads/grass/houses/traintracks and then put cars, trains and people in that will run around randomly. Seems fun and deceptively simple, but one thing I can't quite figure out is how to keep the cars on the road, the train on the track and let people walk on the pavements and cross the road.
This lead me to two questions;
- Can I have multiple navigations meshes? ( on each for cars,trains and people )
- how would each tile share what parts belongs to various navigation meshes?
For 2) I'm thinking of making multiple collision meshes to cordon off the areas that are off limits, of course this depends on 1 being possible. But the documentation leads me to believe it is not, if it indeed is not how would you go about it?
- Can I have multiple navigations meshes? ( on each for cars,trains and people )
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Intro
This is a hard post for me to make, I really dislike releasing code that isn't done and polished ( as people will inevitable judge your ability by the code ) on the other hand I've had to realize that if I do not then this will be another entry on my dead project pile - and I do believe that the community could benefit from it.. once it's in a more presentable shape at any rate.
For some time now I've been working on porting myGUI to Leadwerks, or well honestly "working" is a bit of a misnomer as according to my version software I've not done anything use full for 5 weeks
As somebody ( i forget who ) once said; The hardest part of a any project is finishing it.
And that's very much the issue here, I've done all the challenging/fun bits and now there is "just" the finishing it left, so what needs to be done?
Current state of the UI
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The C++ binding is 90% there
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RTT is missing, but should be trivial
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resource paths from files specified in XML files works but needs more thought (current implementation is guessing where the files are)
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comments may in places be in Danish (woops)
- Input handling uses standard leadwerks key inputs, which is less that satisfactory
- leak detection, it's been a few years since I've last used c++ ( or any unmanaged language ) so I'm quite paranoid about leaks
[*]Lua binding lacks real world test to see what is needed
[*]Automatic event binding is not yet supporting all widget types ( bascially just a whole lot of typing )
[*]Text labels seems to bleed through overlapping windows ( apparently because your supposed to have them on different layers and the demo does not do this - myGUI is still new to me as well )
[*]Switching between mouse look and cursor mode needs to be standardized ( currently relying on a modified fpsplayer )
[*]Linux only
- everything *should* work cross-platform but I do not currently have a OpenGL 4 windows machine ( my old media center is a fusion e450 which should in theory be OpenGL 4 compatible - so I may install windows on that at some point )
- if anyone want's to try it out on windows I can guide them through the cmake settings required.
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RTT is missing, but should be trivial
Why My GUI?
- The default skin looks nice
- It's still maintained
- It has an agreeable license
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The developers have made a host of tools to actually work with the gui - you can find pre-compiled binaries for windows here ( works well with wine, or you can compile them on linux )
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Skin creation tool
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Layout tool
- Font map tool ( but you can also use true type font's directly )
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Widget creation tool
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etc
[*]It's well documented http://mygui.info/docs/index.html
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Skin creation tool
What's required in order to participate?
At least Leadwerks license and a willingness to contribute, beyond that experience with any of the following is a nice bonus
- C++
- Mercurial
- Lua
- valgrind
- "distributed" collaboration
- bitbucket
Goal
The ultimate goal is to provide a royalty free, free to use UI library to any and all Leadwerks users
Licensing and commercial use
myGUI is licensed under MIT
but some of the companion libs have additional licenses, none of which preclude commercial/closed source use. A attribution template that can be copy/pasted into your games 'credit' section is planned.
How can I participate?
Assuming that I at this point sold you on the idea, shoot me a pm or reply here introducing your self and I'll add you to the bitbucket repository and help you get it working on your machine.
(I've no idea how to make a publicly readonly repo there, and I'd rather not enable everybody writing to it all willy nilly)
Keep in mind that as a working family father I've only about 2-6 hours / week of 'me' time so there may be some lag in replies but I'll try to be as quick about it as possible
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The C++ binding is 90% there
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Basically a re-run of the old bug, not sure if it's a regression or a new bug
The strange bit is that sometimes I can trigger the bug straigt away other times It needs some time, usually openening menus or clicking the tabs does the trick.
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still happening on AMD aswell
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I think the second one is possible, I think I did it already with one of the buttons... or do I misunderstand you ?
The feature is windows only atm - Josh is blaming GTK+ for it not being there on linux
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TController
in Linux
I guess you missed the bit of the url that says le2 ( as in leadwerks 2 ), leadwerks is not really backwards compatible
update cause problem?
in Leadwerks Engine Bug Reports
Posted
check the update log - the updater has an annoying habit of overwriting files even if they have local changes