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Found 6 results

  1. Hi all, I have problem compile a blank Leadwerks C++ project on ubuntu 16.04(64Bit) with CodeBlocs(ver.16.01). Before i used CB on Ubuntu 15.10 without problems. Strange is that after fresh install on ubuntu 16.04 I have to install also all dependecy libraries manualy (libgl1-mesa-dev...etc) even it is installed from Steam. After installation of libraries that linker wanted i got: g++ -o ../../SpaceWars.debug ../../Source/App.o ../../Source/main.o /media/mbarhon/53229DC13D856ACD/mbarhon/Steam/steamapps/common/Leadwerks/Library/Linux/Debug/Leadwerks.a -ldl -lopenal -lGL -lGLU /me
  2. Last night there was another update and a new bug when compiling. /home/robb/.local/share/Steam/steamapps/common/Leadwerks/Include/Classes/LinkedList.h|20|error: ‘weak_ptr’ does not name a type| /home/robb/.local/share/Steam/steamapps/common/Leadwerks/Include/Classes/LinkedList.h|39|error: ‘shared_ptr’ does not name a type| /home/robb/.local/share/Steam/steamapps/common/Leadwerks/Include/Classes/AnimationManager.h|36|error: ‘nullptr’ was not declared in this scope| ||=== Build failed: 3 error(s), 13 warning(s) (0 minute(s), 0 second(s)) ===|
  3. Since the last update, Codeblocks seems to be getting some new errors now, and it is unclear, if even possible by the user, how to correct them. Also, after the last update to the 4.4 branch, the libcurl4-openssl-dev package was required. ||=== Build: Debug in OpenWorld (compiler: GNU GCC Compiler) ===| /home/robb/.local/share/Steam/steamapps/common/Leadwerks/Library/Linux/Debug/Leadwerks.a(Client.o)||In function `Leadwerks::Client::CountServers(std::string const&, int, std::string const&)':| /home/josh/Leadwerks/Engine/Source/Classes/Client.cpp|64|undefined reference to `curl
  4. I'm running into a huge issue, I can't wrap my head around it. Whenever I compile the Lua interpreter (Visual Studio Express 2013, Release mode, Windows-32 bit), I get back an exe about 5.5 MB large. The Lua interpreter that comes in each project is only 4.5 MB large. This fact alone wouldn't be a huge issue, but I have a feeling that it is contributing to perfomance issues. Here's the problem: If I create a map with too many entities, my compiled interpreter will exponentially decrease it's framerate until the game basically freezes. The same map used on the Lua interpreted version does n
  5. When you create a Lua project, there are two C++ files listed under the Source folder. Suppose I want to recompile these. Does anyone know how I would go about doing this with VS 2013 (like step-by-step)? (I'm new to C++ for Windows, I primarily worked with C++ on Linux )
  6. So I reinstalled ubuntu to get rid of the Steam client, but now I'm getting an error when trying to compile the default C++ project. The log: I don't remember the Steam client was one of the system requirements, but could be wrong.
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