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About MoustafaChamli

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  1. *headdesks* After having changed with how the jump mechanic was working (as originally programmed), I came to the realization that this calculation wasn't needed. I think we can consider this topic closed.
  2. I think gamecreator is on to something. If I use this: float Velocity = _model[currentWorld]->GetVelocity().z; It seems to work, up to a point. When we reach maximum speed, the character actually jumps backwards! If I try to compile with the following, though: float Velocity = _model[currentWorld]->GetVelocity().z; float Speed = Velocity->Length(); It returns that the base operand of '->' (on the second line) is not a pointer.
  3. Thanks for your answers guys, but this is a C++ question.
  4. We're making some motion changes due to the nature of the game, and one of them affects jumping. Right now, it's set up to use a static variable called "JUMPBOOST". We'd like to change that to use the character's current velocity to affect his jump distance (as we have three moving speeds). if (inputInfo->jumpDown && !_model[currentWorld]->GetAirborne()) { jump = JUMPFORCE; homeBaseMovement->z = homeBaseMovement->z * JUMPBOOST; anim = Animation_type::run_jump_rise; isJumping = true; moveType = Move_type::jumping; } We've looked into using GetVelocity, but can't seem to figure what's missing to apply it properly.
  5. Ever since the most recent update, I've been getting the following error when compiling my game: /usr/bin/ld: /home/steam/Leadwerks/Library/Linux/Release/Leadwerks.a(loadlib.o)||undefined reference to symbol 'dlclose@@GLIBC_2.2.5'| This happens both with the Steam and standalone versions of Leadwerks. I imagine this has something to do with binutils being at 2.24 in Ubuntu 14.10 $dpkg -l binutils ii binutils 2.24-5ubuntu amd64 GNU assembler, linker and binary
  6. It turns out libsteam_api.so isn't copied into the directory when I build the project, which is a bit of an annoyance. But it seems to work when I copy libsteam_api.so to the published project's root directory.
  7. Hello, sorry for the long reply. I did actually rebuild. This is what the command outputs: 0x000000000000000f (RPATH) Library rpath: [$ORIGIN]
  8. Hello codeape, Thanks for the response! It doesn't seem to work here, even after recompiling the full project and updating the project files. This might be relevant, but Leadwerk had generated an ifdef __linux__, my main.cpp currentl has these lines: #ifdef __linux__ FileSystem::SetDir(FileSystem::ExtractDir(argv[0])); #else HMODULE hModule = GetModuleHandle(NULL); if (hModule !=NULL) { char exePth[MAX_PATH]; GetModuleFileName(hModule, exePth, MAX_PATH0); FileSystem::SetDir(FileSystem::ExtractDir(exePth)) } #endif #ifdef __linux__ #ifndef __ANDROID__ settingsdir = settingsdir + "/." + String::Lower(settingsfile); #else settingsdir = settingsdir + "/" + settingsfile; #endif #else settingsdir = settingsdir + "/" + settingsfile; #endif Maybe that's not helping the compilation? I can see libsteam_api.so in the project's root directory, so it's definitely not a case of a missing file. Any ideas?
  9. So, I added the suggested $ORIGIN to the codeblocks linker settings, but I'm still seeing the error with libsteam_api.so when I try to run the game as a standalone project. I tried adding the code used by codeape to #ifdef __linux__, and that doesn't seem to have an effect either.
  10. I'm having the same issue. But my cbp line already had <Add library="../../libsteam_api.so" /> I'm looking over the other thread you started (this one) for answers, but I'm not sure I get how you got it working. I'll add a further explanation on that thread.
  11. Correction: The Leadwerks exporter does get the animations. From what I can tell, the model exports just fine. It's the moment any textures are applied, whether they were the correct ones we made, or ones available from the engine, bits of the character would fail to display, or the face will distort. Here'a screenshot with lighting enabled: http://studioslune.com/wp-content/uploads/2014/09/screenshot14.jpg Here's one without: http://studioslune.com/wp-content/uploads/2014/09/screenshot15.jpg Any ideas?
  12. Exporting with the Blender Exporter seems to ignore the embedded animations, even when I select the rig on export.
  13. More information: I'm using Blender's ASCII-based FBX exporter, as the Blender exporter and the FBX binary exporter don't seem to produce usable results with my setup. This might have something to do with the issue I'm seeing.
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