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reepblue

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Everything posted by reepblue

  1. I'm looking into ways to re-create my floor buttons I've used in the Vectronic Demo. I don't want to rely on triggers this time around but instead have it be reactive to live physics. Here is a rad picture of how I intend to do this, The idea was to have a slider with a spring attached to prevent the slider joint from collapsing on itself. To test if the button was pressed, I would test the distance from the top model to the base entity. I've tried this with 4.5 and the top kept bouncing. The only thing that worked was using a Kinematic joint, but I couldn't lock it to an axis. I haven't tried this in months, but what would be the best way to go about this and is this do-able in the engine. I hate to ask for help without providing code, but I don't have my attempts anymore.
  2. I request a argument/parameter/options list to use with the command line for each tool. You're kind of limited without knowing some options.
  3. As I mentioned here, I prefer using Windows to actually develop. I only really want to compile and run my apps on Linux.
  4. I've given this a lot of thought, and although I love Linux, it's not my platform of choice for game development. I use it for personal stuff and play with SDL2 but that's it. I've compiled a suggested roadmap which you may consider. 1) Roll back to Ubuntu 16.04 for the complete user experience. Leadwerks (Standard Edition) works as intended out of the box with Ubuntu 16.04. This is most likely your main user base so it would be kind of a shot in the foot to disrupt them. All you really need to do is to make sure games compile with no issue and replace Code::Blocks projects with ether my CodeLite template or CMake. Speaking for someone that really just wants a Linux executable, I don't use the Linux editor as it's inferior to the editor found on Windows. If my game compiles on 16.04, but runs on 18.04, I'm set. I have a VM set up to do this. 2) Keep Linux support until the next paid update I recall on our chat two weeks ago that you plan on a Leadwerks 5 (Not Turbo) and how you may consider that a paid upgrade. I suggest keeping the 4.x supporting Ubuntu 16.04 and skipping (OR having a "build only" support for people like me.) with Leadwerks 5. This way a free update doesn't disrupt the sadly few Linux users, they would have to opt-in for a Linux-less engine. If you include only the build libraries, we can still do Linux ports without you loosing your mind about the editor/GTK! 3) Bring it back Turbo. Cut as much middle ware out as possible and all dependencies are under the app's root folder. This not only makes it easier on you, but for game developers as they don't want to update their 4 year old game because a new version of a distro made it not work. I also suggest going all the way down and build on core Debian instead of Ubuntu. There are lot of concerns in where Ubuntu is going so you might just want to fall back to the root and work your way up. As much as I love Linux, It would make more sense to support only Windows and MacOS on Turbo's launch. I only suggest MacOS as it would be cutting in on Unity's terf, and my 2017 iMac needs something better to do than manage music collect dust. Linux is still a viable platform and I consider it a bomb shelter in-case anything else happens with the other operating systems and/or their companies that own them. The more applications that run on it, the more I consider using it as a daily driver.
  5. Really confused, I used to get the same errors as aiaf, but now I can simply just compile.
  6. Yep, that code loads fine. (Linux too!) I think it's something with the TextArea script exclusively. Noticed that I'm just calling Widget::TextArea without a script. Does the engine call the TextArea.lua script automatically?
  7. I've done player crouching before. You just need to do a pick test when the crouch button is released to check if any brushes or solid models are in the way.
  8. Used the code above: With the dummy flag steven@blackbox:~/Documents/Leadwerks/Projects/ActorTest$ ./ActorTest.sh -devmode -l Reep Softworks - (ActorTest) Initializing Lua... Warning: Lua sandboxing disabled. Executing file "/home/steven/Documents/Leadwerks/Projects/ActorTest/Scripts/Error.lua" ./ActorTest -devmode -l Installing Game: SDK Initializing OpenGL graphics driver... Without: steven@blackbox:~/Documents/Leadwerks/Projects/ActorTest$ ./ActorTest.sh -devmode Reep Softworks - (ActorTest) Initializing Lua... Warning: Lua sandboxing disabled. Executing file "/home/steven/Documents/Leadwerks/Projects/ActorTest/Scripts/Error.lua" Installing Game: SDK Initializing OpenGL graphics driver...
  9. Vertical works, but not horizontal. USed your new script attached above.
  10. I used my CodeLite project with Ubuntu 18.04 and besides the debugger not working anymore, (Might be a permissions thing) I was successfully able to compile and run my game application. Editor Launches as expected.
  11. I'll definitely give this a go tomorrow, thanks!
  12. It looks like this now with 4.6. The dots are the arrows. All I did was create a TextArea Widget and added text to it. ConsoleWindow(const std::string& pWinTitle) { m_pWindow = ENGINE_NAMESPACE::Window::Create(pWinTitle, 0, 0, 600, 600, ENGINE_NAMESPACE::Window::Titlebar + ENGINE_NAMESPACE::Window::Center, GetWindow()); m_pGUI = GUI::Create(m_pWindow); m_pGUI->GetBase()->SetScript("Scripts/GUI/Panel.lua"); m_pLogBox = Widget::TextArea(4, 4, m_pGUI->GetBase()->GetClientSize().x - 8, m_pGUI->GetBase()->GetClientSize().y - 30 - 8, m_pGUI->GetBase()); #ifdef USE_CMD m_pTextBox = Widget::TextField("", 4, m_pGUI->GetBase()->GetClientSize().y - 30, m_pGUI->GetBase()->GetClientSize().x - 8 - 72 - 4, 26, m_pGUI->GetBase()); m_pSendBtn = Widget::Button("Send", m_pGUI->GetBase()->GetClientSize().x - 4 - 72, m_pGUI->GetBase()->GetClientSize().y - 30, 72, 26, m_pGUI->GetBase()); #endif #ifdef WIN32 std::string header = "Reep Softworks - Leadwerks Console App (" + std::string(__DATE__) + ")"; #else std::string header = "Reep Softworks - Leadwerks Console App"; #endif m_pLogBox->AddText(header); size = 0; UpdateTextBox(); }
  13. reepblue

    Codelite Support

    I'm open for a VSCode setup. How would you go about doing this? Keep in mind that it's common for Linux users to be im anti-Microsoft; they have a sour taste for Microsoft products.
  14. I'm unable to as the application refuses to launch without that Library path bit. Tried hard setting flags within the script. export LD_LIBRARY_PATH=".:${LD_LIBRARY_PATH}" ./CodeLiteTest -devmode -flag -flag2 Same results: steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh Key: devmode = 1 Key: flag = 1 = 1 flag2
  15. Tried this, still the same results. The application still launches in fullscreen unless a bogus flag is added at the end before "-devmode" so that's evidence that the flag is not registering correctly. Next time you're compiling on Linux, please take a look if you're not doing so already. I don't have this issue on Windows ether.
  16. I'm pretty sure with Windows this works fine, it's with Linux I've found the issue. Not sure what's going on here, might be the use of the shell script. What's also weird is that with my example, "Key" vanishes, so not exactly sure what's going on here.
  17. reepblue

    Codelite Support

    Here's my latest work. Shell script changed, and the app launches in -devmode. For now, I had to add a dummy flag so the -devmode flag would set correctly until that bug gets fixed. At this point, the project manager will just copy the files, and it will "just work" with the debugger and all. Linux_CodeLite-nearfinal.zip
  18. A camera that's part of the same world for sure. I've did it before, but it's a cost to do more renders.
  19. reepblue

    Codelite Support

    Did a test from the terminal. Reported it as a bug. I can't test running the app directly as we need to set the Library path first. ? Only fix is to add a bogus flag at the end (ex: -devmode -l)
  20. I've noticed that when using the shell scripts, the argument list doesn't work correctly. The last flag set (ex: -smallwindow) doesn't save correctly. My test snip: //Load command-line parameters System::ParseCommandLine(argc, argv); for (auto& p : System::Arguments) { System::Print("Key: " + p.first + " = " + p.second); } Results: steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh -devmode = 1 devmode steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh +devmode 1 Key: devmode = 1 steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh -devmode +sw 1800 Key: devmode = 1 Key: sw = 1800 steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh -devmode -smallwindow Key: devmode = 1 = 1 smallwindow
  21. Using the Stock FPS Template. When the application closes, a Segmentation Fault occurs. steven@blackbox:~/Documents/Leadwerks/Projects/CodeLiteTest$ ./CodeLiteTest.sh Initializing Lua... Warning: Lua sandboxing disabled. Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/Error.lua" Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/Main.lua" Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/Menu.lua" Initializing OpenGL graphics driver... OpenGL version 460 GLSL version 460 Device: GeForce GTX 1050/PCIe/SSE2 Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Drawing/drawprimitive.shader"... Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Panel.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Panel.lua" Error: Failed to load font "/usr/share/fonts/truetype/ubuntu-font-family/Ubuntu-L.ttf" Loading font "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Fonts/arial.ttf"... Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Button.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Button.lua" Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Drawing/drawtext.shader"... Deleting script "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Button.lua" Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Button.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Button.lua" Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Tabber.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Tabber.lua" Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Label.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/Label.lua" Loading component "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/ChoiceBox.lua..." Executing file "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Scripts/GUI/ChoiceBox.lua" Loading map "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Maps/start.map"... Loading material "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Developer/orangegrid.mat"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Model/diffuse.shader"... Loading texture "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Developer/orangegrid.tex"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Editor/wireframe.shader"... Loading material "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Concrete/concrete_dirty.mat"... Loading texture "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Concrete/concrete_dirty_diff.tex"... Loading texture "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Concrete/concrete_dirty_dot3.tex"... Loading texture "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Concrete/concrete_dirty_spec.tex"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Model/diffuse+normal+specular.shader"... Loading texture "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Materials/Common/bfn.tex"... Deleting shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Editor/wireframe.shader" Setting breakpad minidump AppID = 480 Steam_SetMinidumpSteamID: Caching Steam ID: 76561197996502882 [API loaded no] Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Misc/occlusionquery.shader"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Model/Shadow/shadow.shader"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Lighting/directionallight.shader"... Loading shader "/home/steven/Documents/Leadwerks/Projects/CodeLiteTest/Shaders/Drawing/drawimage.shader"... Segmentation fault (core dumped)
  22. I don't think this is possible as I believe with Leadwerks, only one world at a time can be rendered.
  23. reepblue

    Codelite Support

    Ok, after that win, we have 2-3 options. Edit the script file to launch the debugger in the debug shell script. The shell script can not be launched alone without a debugger attached, but the editor seems to execute the debug application directly and why would you execute the debug version with no debuggers attached? Figure out a way to pass a value so our script knows we are setting a debugger to the application. Make a new script for the gdb use. I say we go with option 1 to be honest. Also noticed that any arguments being set from CodeLite isn't passing through. export LD_LIBRARY_PATH=".:${LD_LIBRARY_PATH}" gdb ./$PROJECT_NAME.debug "$@"
  24. reepblue

    Codelite Support

    Got it to work. We need to write better launch scripts... export LD_LIBRARY_PATH=".:${LD_LIBRARY_PATH}" gdb ./CodeLiteTest.debug "$@" #exec "./CodeLiteTest.debug" "$@"
  25. reepblue

    Codelite Support

    Ok, turns out, $PROJECT_PATH was fixed in a push earlier which broke my setup. Getting the same results as Josh now which the debugger doesn't stop at the break points. Uploaded update. Linux_CodeLite_updated.zip
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