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nelsoncs

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Everything posted by nelsoncs

  1. After yet another reboot, things look good, no longer any problem, Thanks.
  2. Thanks, Josh. Just to clarify I am asking about A750/A770 cards, not necessarily the integrated graphics. Afaik both are XE architecture based.
  3. I tried several of the benchmarks and see the Vulkan benches running fine, ultraengine and ultraengine 2023 either return immediately or give an empty window. Am I missing a win11 driver or is this gpu not supported. Thanks.
  4. moved the .steam directory to a backup, reinstalled steam from scratch and now the lib is x64. still don't know why the heck steam decided to move me to 32 bit but... don't care now. Thanks for steering me in the right direction, aiaf. Submitted as bug report.
  5. so, you are right except I have no idea why I have ended up with an i386 version of the leadwerks.lib. I have a backup from the leadwerks 3.2 era (before the full steam integration) and : objdump -a '~/src/Leadwerks_3_2/Library/Linux/Debug/Leadwerks.a' In archive ~/src/Leadwerks_3_2/Library/Linux/Debug/Leadwerks.a: Address.o: file format elf64-x86-64 rw-rw-r-- 1000/1000 96864 Sep 18 09:40 2014 Address.o I also tried having Steam perform the "validate cache" on my .steam install and it wants to replace 5090 files, if allowed to do this, it will still consider them invalid and rinse, repeat. So, it seems like it is possiblethis is really a problem with my steam installation
  6. objdump -a ./libLeadwerks.a In archive ./libLeadwerks.a: Address.o: file format elf32-i386 rw-rw-r-- 1000/1000 70748 Sep 22 12:51 2015 Address.o (deleted rest of output) objdump -i '/home/develop/.steam/steam/SteamApps/common/Leadwerks Game Engine/Library/Linux/Debug/Leadwerks.a' BFD header file version (GNU Binutils for Ubuntu) 2.25.1 elf64-x86-64 (header little endian, data little endian) i386
  7. Thanks, yes I already checked with objdump and elf64-x86-64 was top of the list. Linux: Ubuntu 15.10 uname -a: Linux higgie 4.2.0-18-generic #22-Ubuntu SMP Fri Nov 6 18:25:50 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux gcc: g++ -v Using built-in specs. COLLECT_GCC=g++ COLLECT_LTO_WRAPPER=/usr/lib/gcc/x86_64-linux-gnu/5/lto-wrapper Target: x86_64-linux-gnu Configured with: ../src/configure -v --with-pkgversion='Ubuntu 5.2.1-22ubuntu2' --with-bugurl=file:///usr/share/doc/gcc-5/README.Bugs --enable-languages=c,ada,c++,java,go,d,fortran,objc,obj-c++ --prefix=/usr --program-suffix=-5 --enable-shared --enable-linker-build-id --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --libdir=/usr/lib --enable-nls --with-sysroot=/ --enable-clocale=gnu --enable-libstdcxx-debug --enable-libstdcxx-time=yes --with-default-libstdcxx-abi=new --enable-gnu-unique-object --disable-vtable-verify --enable-libmpx --enable-plugin --with-system-zlib --disable-browser-plugin --enable-java-awt=gtk --enable-gtk-cairo --with-java-home=/usr/lib/jvm/java-1.5.0-gcj-5-amd64/jre --enable-java-home --with-jvm-root-dir=/usr/lib/jvm/java-1.5.0-gcj-5-amd64 --with-jvm-jar-dir=/usr/lib/jvm-exports/java-1.5.0-gcj-5-amd64 --with-arch-directory=amd64 --with-ecj-jar=/usr/share/java/eclipse-ecj.jar --enable-objc-gc --enable-multiarch --disable-werror --with-arch-32=i686 --with-abi=m64 --with-multilib-list=m32,m64,mx32 --enable-multilib --with-tune=generic --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu Thread model: posix gcc version 5.2.1 20151010 (Ubuntu 5.2.1-22ubuntu2)
  8. Anyone have a clue how this has foobar'd for me? 1. updated through steam -> no effect 2. clean build -> no effect -lRakNetDLL (/home/<usr-name>/src/RakNet_PC-4.08/Lib/DLL/libRakNetDLL.so) -lopenal (/usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/libopenal.so) -lGL (/usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/libGL.so) -lGLU (/usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/libGLU.so) -lsteam_api (/home/<usr-name>/.steam/steam/SteamApps/common/Leadwerks Game Engine/Library/Linux/libsteam_api.so) -lX11 (/usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/libX11.so) /lib/x86_64-linux-gnu/libpthread.so.0 /usr/bin/ld: skipping incompatible /home/<usr-name>/.steam/steam/SteamApps/common/Leadwerks Game Engine/Library/Linux/Debug/libLeadwerks.a when searching for -lLeadwerks /usr/bin/ld: cannot find -lLeadwerks collect2: error: ld returned 1 exit status makefile:60: recipe for target 'Server' failed make: *** [server] Error 1 Thanks.
  9. I can assure you that is definitely not the case, Intel Wants Leadwerks and all of us to succeed. Intel is a very large ship and one that thus turns very slowly. At each level, there are priorities surrounding a very large work load. Each group, org, manager and code owner has a given set of priorities that drive the daily effort. With this in mind, I made the suggestion to try an obtain and IPS ticket because these usually one of the driving priorities for individual code owners. We also don't know what is required to reinstate the old driver set or configure the newer driver set for backwards compatibility. The simplest changes are bug fixes, but sometimes a design change or specification change is needed which can be a much more involved process (think committees, meetings and so on). In addition, any change to support Leadwerks must be QA'd to make sure nothing else breaks. So, my suggestion has been to try and get our problem into the internal ticketing system for the correct group, keep poking on the ticket every one or two weeks and hang on for the ride. hah. Anyway, I know my comments don't really resolve the issue but I hope they help to give some confidence that a resolution will occur.
  10. Have you tried : http://www.intel.com/p/en_US/support?iid=hdr+supportf. ( You probably have). Alternatively, if you own any Intel development products or can establish a customer relatinoship with Intel that includes IPS, you may be able to get an IPS (Intel premier support) ticket. That would be the best way to get some action as the tickets typically are reviewed and as many as possible closed out each Friday.
  11. Yes, unfortunately Valgrind is only available for Linux and Unices. It is a fantastic tool and super easy to use. I often make it my first line of debugging info for C++ because so many bugs also cause memory leaks. Probably the only real drawbacks are the slow runtime (unavoidable) and large amount of debug output.
  12. This may be helpful, Intel has recently found a remediable issue related to Mesa. The patch may not be mainline until linux 3.18 according to the article (ubuntu 14.10 is currently at 3.16). http://news.softpedia.com/news/Massive-20-Improvement-to-Land-in-Intel-s-Mesa-Driver-Thanks-to-Valve-s-Efforts-464233.shtml
  13. I recently updated my Leadwerks 3.1 (standalone) using the LeadwerksUpdater program under Linux. My programs now seg fault during the map loading. This includes a new empty map made using the standalone map editor which self-identifies as 3.2. The project has been cleaned and recompiled. Also note that the update broke more than one thing, even though this is not the steam version of Leadwerks, a version of libsteam_api.so was installed in the base Leadwerks directory. 1. LD_LIBRARY_PATH had to be updated. 2. the installed libsteam_api.so failed with a complaint about: ./Leadwerks: error while loading shared libraries: libsteam_api.so: wrong ELF class: ELFCLASS64 3. Replacement with the libsteam_api.so found under .steam seemed to fix the error. "Error: Map file version 29 not supported." What map version should be in use?? and How does one check the version for a given map file.
  14. Gawd, thank you so much for lines numbers Klepto2!!
  15. The error message means that the function prototypes allow double or float arguments, you are providing int's. Best style might be to use 0.0 instead of 0. You can also cast to float or double in some situations ie. SetPosition ( (float) someVar.x, (float) someVar.y, (float) someVar.z ), if someVar was a struct of int's.
  16. I setup Eclipse to work with Leadwerks, I assume you may have to do some similar configuration for Monodev. here are screenshots of the include paths and the libs that I had to use. Obviously your root paths would be different. And also note that you probably don't need the RakNet code. As for the libraries, linux/eclipse does some monkey business with library names, so you will have to use the correct names for your operationg system and monodevelop. There are also a set of default library paths known to the system, so I did not have to specify the path for any of the OpenGL related libs, sound (OpenAl), X11 or Pthreads. Thus, the paths shown above are only for Leadwerks and RakNet.
  17. addendum: using "PhysicsSet....." made it possible to have a moving surface with objects on top that showed friction and moved reasonably well with the underlying surface. rotating the underlying surface was very very laggy. adding a .phy shape file to the model breaks everything and one can no longer set the rotation or position. so, my current conclusion is I have to use a different physics library, which I am disinclined to do or to drop the project altogether. this is rather disappointing.
  18. "you have to use PhysicsSetRotation/PhysicsSetPosition" <----- this is absolutely correct, thanks for the info. Without these calls a moving platform has no friction and a very odd collision shape. You can move the platform out from under objects and they hang in mid-air.
  19. Can objects interact with friction in Leadwerks? As an example, If I drop one cube ontop of another, when I rotate the bottom cube, the top one seems to have no actual interaction with the lower one and does not rotate. I f there was friction between them, I would expect the top cube to rotate based on its points of contact with the lower cube. I have tried SetFriction for both objects and various collision types ( probably not exhaustive). Any suggestions on how to accomplish this?
  20. thanks, I stopped watching earlier when the spawner script was added to the flowgraph and a very short mention of "assigned it" was made.
  21. Looks like they may be attached to pivots.
  22. It is possible this is a linux problem. I recently went thru agror's tutorial on using the flowgraph editor. in the tutorial he is apparently able to create scripts, have them present in the scene tree and then drop and drag into the flowgraph editor. these actions do not seem to be working or I have missed the point somewhere. 1. I can add objects (ie cube etc.) to the flowgraph editor by right click-> etc. but not by drop and drag. 2. i can attach scripts to objects and the sub-lines and 'dots' show up properly in the flowgraph 2. I am unable to see or add standalone scripts in the scene tree (ie. timer.lua or spawner.lua in the tutorial), nor can I add them into the flow graph. would someone be kind enough to tell me how scripts are added into the scene tree, in the tutorial they are shown in the tree and then dragged to the flowgraph editor. Not happening for me. Thanks.
  23. Nice, thanks Rick. I can see I glossed over the members section when I read Command Reference > World.
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