Jump to content

SpEcIeS

Members
  • Posts

    110
  • Joined

  • Last visited

Profile Information

  • Location
    Courtenay, British Columbia, Canada

Recent Profile Visitors

4,948 profile views

SpEcIeS's Achievements

Newbie

Newbie (1/14)

22

Reputation

  1. Actually all the dependencies were installed, the issue was corrected by changing the pinned library in the Steam runtime and linking to the system curl library. Because Leadwerk projects compile in Codblocks IDE, this lead me to believe that the libcurl library version that comes with the Steam runtime is not compatible with Leadwerks. cd /home/$USER/.steam/ubuntu12_32/steam-runtime/pinned_libs_64 mv libcurl.so.4 libcurl.so.4.bak ln -s /usr/lib/x86_64-linux-gnu/libcurl.so.4 libcurl.so.4 Even though this problem presented itself in Debian Buster, later my rig was reinstalled with Linux Mint 19.2 (Ubuntu 18.04 base) and the problem presented itself again. The method above was only applied to the Linux Mint 19.2 install, but it is very likely that the "patch" will work with Ubuntu 18.04 and Debian Buster.
  2. Since yesterday's Steam client update, this error now pops up and does not allow the project to Run: ../.steam/debian-installation/ubuntu12_32/steam-runtime/pinned_libs_64/libcurl.so.4: version `CURL_OPENSSL_4' not found Prior to the update, all was functioning as expected.
  3. A short while ago I post the libcurl issue on the Steam discussion with the title "Ubuntu 18.04 -> `CURL_OPENSSL_3' not found". Later I figured out a workaround, but it requires the Professional Edition DLC. "Looks like a workaround has been found. If a project is opened up using the Leadwerks editor, and attempted to run it fails, due to the problem indicated above. However, if the project is opened up in Codeblocks, recompiled, and then reopened up in Leadwerks it will run as it should. This test was performed using Leadwerks 4.5 and requires the Profession Edition DLC."
  4. It would be really nice to have these ("MyActor.h" and MyActor.cpp") included in the Source directory, as indicated in the tutorial, or at least posted somewhere on the forum. To further C++ progress, people following the C++ tutorials do need to reference them.
  5. Using "find . -type f -exec grep nodes.mat {} \;" and "find . -type f -exec grep handler.mat {} \;", it appears that the issue is within the prefabs as well: Binary file ./Prefabs/PathNode.pfb matches Binary file ./Prefabs/RoadNode.pfb matches Binary file ./ExampleMaps/Roads/Roads - Road options.map matches Binary file ./ExampleMaps/Paths/Paths - Rotation based on nodes.map matches Binary file ./ExampleMaps/Paths/Paths - Camera freelook.map matches Binary file ./ExampleMaps/Paths/Paths - Moving platforms.map matches Binary file ./ExampleMaps/Paths/Paths - Rotation based on spline.map matches Binary file ./ExampleMaps/Paths/Paths - Camera lookat.map matches From what I am seeing, the problem is Leadwerks, on the Microsoft platform, is not case sensitive, when it comes to building prefabs and maps. However, using a hexeditor, looking at the map and prefab files, while using the Leadwerks on GNU/Linux, case sensitivity is being used. Likely this is nothing of a solution, but an assisted investigation.
  6. The price was $9.99 USD ($12.49 CDN) this morning.
  7. It is finally active in the workshop. Thank-you Aggror.
  8. Nice work. It is really excellent that you shared these at no charge and it would be awesome to see more of your work in the workshop. Keep up the excellent work.
  9. Here is another video showing the issue and a work around: https://youtu.be/vvYrZrNa7pM
  10. Seems that scripts cannot be attached to objects, while using Linux Mint 18.2. In the following video an attempt to attach the Spectator.lua script to a camera results in failure. This was also applied to a CSG and the TriggerChangeMap.lua, ending with the same results. https://youtu.be/ucTMUP8cZSg Edit: This morning the Leadwerks contents were verified through Steam and everything checked out. Also, started a new Leadwerks configuration directory, and project, ending with the same results. Scripts are not attachable. @Josh
  11. In the open source community, many people donate code, and projects. This is a major features in the GNU/Linux community, however many do get paid, whether as a wadge or donation, from one company, or organisation. Globally a lot of people will also donate code and spend time contributing to the free, as in speech, and open cause. Licenses such as the GPL, protect the freedom of code and distribution of code. https://en.wikipedia.org/wiki/GNU_General_Public_License
  12. Sure.. looking at it now, but the curiosity had me. @jen yeah, it is certainly an interesting game engine. I have even gone through the trouble to compile UE4 (4.17.1), but my preference is still Leadwerks. Sometimes it is interesting to see what others are using and what the pros/cons are to these options. When it comes to such issues as license, then I am always interested.
  13. This is the first time I have heard of this engine and now checking it out. Thanks for mentioning this game engine. I always come back to Leadwerks.
  14. Since this was something that was not even considered, this information that you have provided will be most helpful. Many thanks.
×
×
  • Create New...