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ocean

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Posts posted by ocean

  1. On 9/3/2019 at 4:38 PM, SpEcIeS said:

    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.

    Brilliant! Great to have a functioning Leadwerks again.

    • Like 1
  2. Being a Linux user I certainly appreciate the effort  to support my platform and I try support as many commercial software companies that do so as I can, by purchasing their software. But I also understand the difficulty and frustration on the developers side. There has to some kind of compromise. Setting a certain LTS release as supported (such as Ubuntu 16.04) instead of trying to support every release should not be a big deal. As the end-user realizing the effort behind developing for a platform that hardly makes any money I'd rather be dual booting an older OS release to run the software in these cases. At least my platform is supported.

  3. I can't run any projects from the editor. I get this error:

    ERROR: ld.so: object '/home/ocean/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
    /home/ocean/Documents/Leadwerks/Projects/NewFPS/NewFPS: /usr/lib/x86_64-linux-gnu/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by /home/ocean/Documents/Leadwerks/Projects/NewFPS/NewFPS)
    Process Complete.

    I've tried previously to re-install that curl package, but then the error disappears but there's still no game window opening.

  4. What would be the solution to this error? Trying to open the Workshop.

    I'm not using Ubuntu, but Solus OS which is a completely independant distro. But the performance is the best I've ever seen on my system, although the UI is almost unusable.

  5. Does this stop happening in run mode instead of debug? The frame rate in debug mode is consistently 1/4 of what I get in run mode. Lower frame rate may prevent the culling caluluation from reacting fast enough.

     

    Unfortunately, no... It makes no difference. I've made a model of a room in blender which I've imported and placed just behind that disappearing csg wall and it shows through when it happens. I'm not sure how the culling system works, and if perhaps my GPU is having trouble handling it. Of course, it could be the Linux drivers as well.

  6. Thanks for all the great information. I'm not exactly worried about accuracy as this is more of a stylistic project. I could have gone for flat color, but I want more grittiness, so a certain amount of texturing is needed but relatively low-res.

  7. I was wondering if someone could help me diagnose a consistent problem I'm having in my maps where when the FPS player turns around quickly some objects and csg brushes have disappeared, revealing the skybox beyond, and then pops back into existence. I can't understand why, because my scenes can't be considered complex at all (The counter says approx. 1500 polys and around 4700 shadow polys with 4 lights in one map I've just started.), and the gameplay is otherwise super smooth. But it leaves me a little bit apprehensive about continuing because it feels like I'm doing something fundamentally wrong.

     

    It's the east walls (if you look at the map from the above view in the editor.)

     

    Using Leawerks 4.1 on Ubuntu 14.04 with a HD6670 graphics card.

    start.map.zip

  8. I ran Leadwerks in Bunsenlabs sometime ago. But it uses Openbox, I believe. There were just some minor visual flaws with it. Like missing button graphics etc. I could still click the text label though, so it wasn't a big issue.

  9. I'd like to get some tips on how to go about texturing my models. Uv-unwrapping is not something I excel at and unwrapping/ texturing models more complex than very basic geometric shapes proves somewhat difficult.

     

    My models aren't particularly complex to begin with. They're mostly manipulated cubes, very low poly (but still complex enough for me when joined). So I was wondering if it's possible to unwrap and texture these cubes separately and then join them into a complete mesh after the fact? Would it then have one single uv map and texture to deal with? And would it handle being exported for use in Leadwerks?

     

    I work in Blender, by the way.

     

    Thanks for all your help. :)

  10. Thanks both. I am unable to find a 'offset' property on the sliding door script. So, I take it you mean the 'swinging door' script. But setting it doesn't remedy the problem. It looks like the pivot is too far from the door's back so that it swings open far to wide.

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