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Azure_Zero

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Posts posted by Azure_Zero

  1. 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.

  2. 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.

  3. 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

     

  4. 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.

  5. 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? 

  6. 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.

    On 6/23/2021 at 2:48 AM, aiaf said:

    In Visual Code to be able to use Go To Definitions and intellisense

     

    Ctrl Shift P

    select C/C++ Edit configurations

     

    Add to the includePath

    
    
    "/home/your user here/.steam/debian-installation/steamapps/common/UltraAppKit/Include/**"

    A json file (c_cpp_properties.json) will be created in your .vscode.

     

    Think they have some bugs, i had to add the UltraEngine.h to forcedInclude and after all started to work.

    https://code.visualstudio.com/docs/cpp/customize-default-settings-cpp

     

    Things like this are missing from the Learn/reference guide

  7. 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]

     

  8. 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.

  9. 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
    

  10. 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

    • Upvote 1
  11. Woah. I've never even heard of Daz before but those are nice models. Thank you for that link!

     

    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.

  12. 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)

  13. did you declare the entities vector and the function?

     

    //Store entities
    vector<Entity*> entities;
    //Store all entities when map is loaded
    void StoreWorldObjects(Entity* entity, Object* extra)
    {
    System::Print("Loaded an entity and stored it: " + entity->GetKeyValue("name"));
    entities.push_back(entity);
    }
    

     

    Yep, I included that.

     

    I'll move the function next to the class file and see if that fixes it.

  14. I think a useful new functions for maps would be

    GetCameras (returns a list of camera)

    GetLights (returns a list of lights)

    GetModels (returns a list of Models)

    etc

     

    if folks need quick access to specific entity types

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