Jump to content

Azure_Zero

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by Azure_Zero

  1. Same, I don't know how VS code works as it started as a code editor and not an IDE. I can find a Appkit.o library, but nothing in other library formats.
  2. Yes, I'm in Linux and started the Ultra App in Linux with the MAKE file setting things up, these libraries were found in the VS Code solution that was converted over to a Code::Blocks solution in Linux. I think Josh might need to make new make files, each one covering a different OS. Due to the fact I posted before with Make File issues, and I had to fix the Make File to get it to run.
  3. I think their might be some assumptions when I say libraries. Below is a screen shot of the Libraries Code::Blocks lists in the Ultra App Kit Solution For some reason I can't find AppKit.lib, though have found AppKit.o The Other Libraries I have no Idea if they are needed for Linux development or even exist in Linux.
  4. So far Code::Blocks is not bad, kinda reminds me of VS 2010 when I was in school. Reason for avoiding VS Code is that Microsoft has gotten much worse over the past decade in a number of ways and I want to avoid the Spyware that they put into everything they make now a days. So I am looking at IDEs that are not MS owned and building applications with those.
  5. I don't think Code Blocks imports them correctly, as I can not back track the Library's path. So I need the List and where they are. I'm looking at setting them manually in the Code:Blocks IDE, which is also a good back up method should the Make file be corrupted, or not work with the supported Microsoft IDEs or another non-MS IDE. It'll also help if someone does something a bit dumb with their IDE or system and can't remember what they did.
  6. Hey Can I get a hand in getting Ultra App Kit to work in the Code::Blocks IDE. I've sorted out the header issues, but now stuck with the Ultra App library issues, I can see a list of Libraries, imported from the VS Solution, but it can't find them. Which ones do I need and where are they?
  7. Hey I'm trying to build a basic Ultra App in Linux in Code:Blocks, without touching VS Code, I got the headers straightened out and discovered that Flatpaks cause issues and the IDE should only be installed via the terminal. Now I've reach the point of needing to get the libraries to be right with the linker, and not quite sure where all the .lib files are or if Linux takes .lib files and or uses .o files instead. If I can get a basic project going then I can plan to use Ultra App Kit in a software project that'll be sold. For those looking at Using Code::Blocks or another IDE you'll need the Commands below for installing a number of needed headers for a IDE to work. X11 sudo apt-get install libx11-dev Xmu sudo apt-get install libxmu-dev Xft sudo apt-get install libxft-dev libfreetype6-dev Xcursor sudo apt-get install libxcursor-dev libxfixes-dev
  8. I had to fix the Make file as it was looking for AppKit.o and could not find it due to an extra "/" and the missing string of "debug/" or "release/" in the path. The project still has issues with UltraEngine.h in VS code. Tried using Ubuntu 20.04 since you used it hoping that it would solve any hidden reasons, and I found Ubuntu 20.04 worse in many ways in trying to get things started and configured then Zorin OS 16. I'm getting to the point where I think some manual setup instructions are needed encase the make file fails to do a proper setup while also helping in using other IDEs for developing software using Ultra App Kit.
  9. It seems after getting the Linux version (Ubuntu 20.04, no Ubuntu 18.04) issue fixed, I've run into other new problems. I started using VS Code (which was recommended by you) and I can't seem to get UltraEngine.h to be found and referenced, even when including the Include path to the SDK folder in steam by editing the c_ccp_properties.json file to get it to start looking in there. So I switched IDE to Code::Blocks and got much further along, but now having issues with it in finding X11/Xmu/WinUtil.h when I try to build the sample. Got any ideas why this is the case? Looking through my hard drive folders, I did find the X11/Xmu/WinUtil.h and it is installed from the libxmu-dev package in the /usr/include/X11/Xmu/ folder. I am still in process to ask the Code:Blocks community for help, but they are doing a migration so everything is read only at the moment. I can't post. I also went on-line and didn't find anything useful. So I'm looking for some answers to help solve this basic issue. Any suggestions on where to look and what to do?
  10. This may need to be included as a troubleshooting section of the reference page. I also have the UltraEngine.h problem with VS code, Now I got further in getting a sample program to run with Code::Blocks IDE but hitting an issue with X11\X11Xmu\WinUtil.h
  11. it is Not all there. Error of the UltraEngine.h in the project, in VS code is Not fixed there. IDE setup is missing things related to setting up the IDE with an Ultra App project itself. Things like this are missing from the Learn/reference guide
  12. Maybe include a "VS Studio, VS code and Code::Blocks IDE setup" section in the Learn/reference page under a new "IDE Setup" selection, so new users don't get lost and don't need to search for how to setup the IDE and Ultra App Kit so everything is as easy to get started as possible.
  13. Runs on the Ubuntu 20.04 based Zorin 16, it might be good to mention Ubuntu 20.04 in the system requirements on the steam store.
  14. Hey Josh can I get the names of the Distros you tested Ultra App Kit on, and I'll give them a try in a VM.
  15. I've run it in the Linux terminal using the command steam steam://rungameid/{YourGameID} or with the Ultra App code filled in steam steam://rungameid/1512210 and got: steam steam://rungameid/1512210 [2021-12-03 10:43:40] Startup - updater built Nov 22 2021 22:06:59 [2021-12-03 10:43:41] Loading cached metrics from disk (/home/-----/.steam/debian-installation/package/steam_client_metrics.bin) [2021-12-03 10:43:41] Using the following download hosts for Public, Realm steamglobal [2021-12-03 10:43:41] 1. https://cdn.akamai.steamstatic.com, /client/, Realm 'steamglobal', weight was 100, source = 'update_hosts_cached.vdf' [2021-12-03 10:43:41] 2. https://cdn.cloudflare.steamstatic.com, /client/, Realm 'steamglobal', weight was 100, source = 'update_hosts_cached.vdf' [2021-12-03 10:43:41] 3. http://media.steampowered.com, /client/, Realm 'steamglobal', weight was 1, source = 'baked in' [2021-12-03 10:43:41] Verifying installation... [2021-12-03 10:43:41] Verification complete chdir /home/-----/.steam/debian-installation/steamapps/common/Ultra App Kit [2021-12-03 10:46:26] Background update loop checking for update. . . [2021-12-03 10:46:26] Checking for available updates... [2021-12-03 10:46:26] Downloading manifest: https://cdn.akamai.steamstatic.com/client/steam_client_ubuntu12 [2021-12-03 10:46:28] Download skipped: /client/steam_client_ubuntu12 version 1637624439, installed version 1637624439, existing pending version 0 [2021-12-03 10:46:28] Nothing to do -- I waited about 5 minutes for low disk activity, and I removed reference to username [url=https://steamcommunity.com/app/221410/discussions/0/1621724915820500210/]Command was found here[/url]
  16. Hey I've been a backer for all of the Leadwerks/Ultra App Kit Kickstarter projects, but I've not gotten this to even start in steam on Linux or in Windows. As this is a near perfect UI builder for a new company project, I'll be involved in. I am looking into using it, but if it doesn't start, it is hard to evaluate or even use it. My two systems I tried to run Ultra App Kit on are a Win7 system, and a Linux system with Zorin OS 15 ( Ubuntu 18.04 LTS based) and it does not start in either, and I am using the Steam versions. So I've even tried getting it to run in Linux via Proton and Steam Linux Run times that Valve offers as compatibility tools for running programs in Linux.
  17. I would love this if it also worked on linux, as I'm trying to develop for the linux community first.
  18. I've been following the Project Saturn Tutorials and got to the point with the barrels but I get the Error: Attempt to get Length of Field 'sound' (a nil value) How do I fix it. --[[------------------------------------------------------------------- This is a simple script to provide an impact sound for a physically interactive object. ]]--------------------------------------------------------------------- Script.soundfile1=""--path "Sound 1" "Wac file (*.wav):wav|Sound" Script.soundfile2=""--path "Sound 2" "Wac file (*.wav):wav|Sound" Script.soundfile3=""--path "Sound 3" "Wac file (*.wav):wav|Sound" Script.soundfile4=""--path "Sound 4" "Wac file (*.wav):wav|Sound" Script.threshhold=2--float "Threshhold" Script.maxfrequency=300--minimum delay between sound plays Script.range=20--float "Range" --Global values ImpactNoiseLastSoundTime=0-- This will be shared among all instances of this script and ensure we don't play too many sounds function Script:Start() self.sound={} for n=1,4 do local filepath = self["soundfile"..tostring(n)] if filepath~="" then local noise = Sound:Load(filepath) if noise~=nil then table.insert(self.sound,noise) --self.sound[#self.sound+1]=noise end end end end function Script:Collision(entity, position, normal, speed) if speed>self.threshhold then if #self.sound>0 then local collisiontype = entity:GetCollisionType() if collisiontype==Collision.Prop or collisiontype==Collision.Scene then local t = Time:GetCurrent() if t-ImpactNoiseLastSoundTime>self.maxfrequency then ImpactNoiseLastSoundTime=t local n=math.random(#self.sound) local noise = self.sound[n] self.entity:EmitSound(noise,self.range) end end end end end
  19. Another Option that could run side-by side with Project Saturn would be a C++ version of Project Saturn. Getting folks examples and ideas of what is needed for a C++ game, and give hints to some answers they seek
  20. So you can see why I would also like it if Leadwerks is able to use/intergrate Daz genesis (1 and 2) characters natively or in a separate model/render path as the Daz genesis bases are powerful and well made. Daz Indie Dev licenses are $500, but the quality and quantity make it worth it. also When Networking is done, I would like it, so that when we publish a game (not workshop publish) that it can have a simple level editor that only uses in-game assets/entitites, ... etc to increase that game's community as well as the leadwerks community.
  21. When Networking is done, I would like it, so that when we publish a game (not workshop) that it can have a simple level editor that only uses in-game assets/entitites, ... etc to increase that game's community as well as the leadwerks community. I would also like if Leadwerks is able to use/intergrate Daz genesis (1 and 2) characters natively or in a separate model/render path as the Daz genesis bases are powerful and well made. (though folks would need to buy the $500 indie dev license to use them in leadwerks)
  22. Nice this is like Goblinworks Crowdforging for Pathfinder Online where backers decide what features get priority. For intergration I would love to see some work done for Daz, as their character models, props, scenes are well done and they have gaming licences available for using Daz Content.
  23. I filled in the MAP::Load(mapname, StoreWorldObjects,NULL,Map::LoadScripts) and the error changedto Error 1 error C3867: 'MainMenuState::StoreWorldObjects': function call missing argument list; use '&MainMenuState::StoreWorldObjects' to create a pointer to member
  24. Yep, I included that. I'll move the function next to the class file and see if that fixes it.
×
×
  • Create New...