Jump to content

SpEcIeS

Members
  • Posts

    110
  • Joined

  • Last visited

Everything posted by SpEcIeS

  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.
  15. The last few days have been a GUI experiment time. Now applying color to panels seem to be easily done with: GameMenu.mainpanel:SetObject("backgroundcolor",Vec4(0.5,0.5,0.5,0.5)), however this does not seem to work with the button widget. What would be the method of changing color with widgets such as buttons?
  16. Maybe a little more info would be helpful, such as distro (flavour and version) and version of CodeBlocks. So far, while using Linux Mint 18.2 and CodeBlocks 16.01, no problems compiling have been encountered on my rig
  17. Awesome progress. The finished product is really something to look forward to. The evolution of this project as well. Thank-you for posting videos of your project progression.
  18. To acquire the values for SetFogColor you will need to divide each RGBA value by 255. Script.fogcolor = Vec4((14/255),(79/255),(0/255),(255/255)) ... self.camera:SetFogColor (self.fogcolor.r,self.fogcolor.g,self.fogcolor.b,self.fogcolor.a) You could also use the colour selector: Script.fogcolor = Vec4(1.0,1.0,1.0,1.0) --color "Color Picker"
  19. Each time the Edit Color settings, under the "Appearance" tab, are altered, upon restart they are reset. The colours that are selected remain while in session, but once Leadwerks is closed and then restarted, the previous, default colours return. Clearly the values are not being saved. The methods that have been tried to work around the problem are: selecting colours using the colour wheel selector, altering the data numerically in the panel, and altering the data within the colour wheel selector. All have resulted in failure. Seems that I did not change the Min and Max Brush colours in the Options. My apologies for my ignorance. lol
  20. This morning I tried to purchase an item via the workshop, which only brought the Steam client to the foreground and nothing else. Tried to accomplish this through the browser, which in the past worked, and produced the same results. The initial attempt, via the browser, brought me to the Steam login screen where I added the necessary amount, therefore ending in the Steam client having the money to make the purchase. Using Linux Mint 18.2 (Ubuntu 16.04.3) Is there a way we can circumvent the Leadwerks Workshop and deal with Steam directly to make purchases? Edit: Due to, thankfully, an old link directed to this site via the Steam client, I was able to traverse to the desired item, which directed properly to the purchase page in the Steam client. This seems highly unnecessary and I would personally like to see the items purchased directed through Steam on the Steam Workshop page. This issue may be more of a Steam client problem than a Leadwerks Workshop issue.
  21. Seems to work fine with Linux Mint 18.2.
  22. Not sure if this will help you out, but here is a shell script that I use: #!/bin/bash export LD_LIBRARY_PATH=".:${LD_LIBRARY_PATH}" NAME="$(basename $PWD)" OPT="$1" if [ "$OPT" == "debug" ]; then exec "./${NAME}.debug" "$@" else exec "./${NAME}" "$@" fi The default is to use a release compile and the debug runs [PROJECT_NAME].debug. Give that a go.
  23. If you are looking to only auto load your application, I would look to creating a .desktop file and placing it in you login manager designated area, ie lightdm. One of the most interesting things about GNU/Linux graphic use is: you do not require a desktop manager, or window manager, only xorg engine installed. This link should get you started on Ubuntu based distros: https://askubuntu.com/questions/77191/how-can-i-use-lightdm-for-user-defined-sessions
  24. Dang.. my apologies. Not sure how that got changed and just assumed it was an update issue.
×
×
  • Create New...