pipmak-users Mailing List for Pipmak Game Engine (Page 29)
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From: Andrea V. <and...@gm...> - 2006-09-22 13:22:51
|
Dear Urs, thank you for the answer, I cannot operate on the web server, my pages are hosted on a free (or nearly) public server (http://www.altervista.org). This host use Apache as web server and I tryed to put a .htaccess file in my download folder, but without success, because to modify .htaccess files I have topay "1000 altercents"... that I haven't. I could "earn" altercents (the currency of this site), if I put advertising banners on my pages...but I do not want to do that.. with "altercents" I could enlarge my web space, add some sql databases and so on... these are the rules of this site... So, I just put only html, js or php file on the server and my space is only 100MB. That's all! About screen resolution, probably you are on right, mine it was just an idea. Thanks. Ciao. Andrea |
From: Andrea V. <and...@gm...> - 2006-09-22 12:35:24
|
Hi Nathan, > > Wow, that's really cool Andrea! How long did it take you to > make all of that? > Nathan Warden > nathanwardenlee <at> mac.com > http://www.NathanWarden.com > Thank you very much! Above all because the appreciation comes from an expert like you! I have seen your homepage, your 3D models and Demo reel are very nice! I think it would like to you working in PIXAR...as it would like to me... (but Emeryville, California, is a litle far away for me...I'm living in Turin, Italy, the Fiat city and the last olympic winter game site) You ask me how long it take to make all, if you mean the modelling time... the answer is: a very long time...I don't succeed to quantify it, I started about six year ago, in order to try to move furnitures in my house... I created small parts every evenings ... the last one adding is the console over the computer, that I have made myself physically last weekend. I've a wife and a 3 years old daughter, so the time that I succeed to dedicate to this is a lot little... I have employed much less time to put it into Pipmak, about 4 or 5 hours: to do that, I've created a macro in 3D studio for rendering the 6 images starting from an arbitrary camera position. You can see some errors in my scenes: my house have no ceiling !! What you can see is the background color of the 3ds scene... I don't known why, but if I put the ceiling, I get a dark one: all the ceiling seems to be in shadow... probably there are some parameter of the lighting that I don't understand!! Another error is in the shadows of the CD-bookcase near the computer, the shape of the shadows aren't correct: they are like if the bookcase did not have the back and it were distant from the wall... you can see this error somewhere in my model.... I'm using a very old release of 3D studio max, the R2, the newer version are too expensive for me, I would have to try with some opensource modelling tools, do you known somethings good? I have given just a look to Blender, but for the first time does not seem much easy to me. Bye Andrea P.S.: I'm apologize if my english isn't so good, I hope you succeed to understand me the same! |
From: Urs H. <ur...@an...> - 2006-09-22 11:44:11
|
Andrea Viarengo wrote: > [...] >> - If you can, you should configure your web server to send MIME type >> application/octet-stream for *.pipmak files. Right now, it sends >> text/plain, which causes the file to show up as gibberish in a >> browser window instead of being downloaded. > > Well, I tryed to add the attribute type="application/octet-stream" > to the tag <A Href=....>, using Firefox, now I can get the > property of the link and obtain the correct target type, > instead IE seems ignore the attribute...but it propose the same > the saving dialog...I don't known the behaviour with Safari... > peharps it's better that put pipmak file in a zip file? In case the type attribute of your link and the content-type from the server differ, it is better to believe the server, I guess. So you should try to configure your server correctly. If your server is apache, you can try this: Add the file .htaccess to your directory, containing the line AddType application/octet-stream .pipmak Though this does only work if you have the needed rights. If you have the possibility to modify the main configuration of the server, you can add this line there and it will take affect globally. > [...] > About screen resolution, do you think it's difficult make a function > pipmak.setscreensize? I think you must get all possible resolution > from the graphic card and put in an array, and after choose one of > those. I think the choice of resolution should be the job of the engine only (or of the user of course). The reason is, that there are many screens that only work with one resolution. They often can do interpolation themselves, if the resolution doesn't match, but the graphic card can do that much better. On the other hand, I think it would be a good idea to be able to provide a "recommended resolution" to the engine that can then decide for itself. > [...] Anyway, I didn't have time to look at your work up to now, because I'm in a shortage of time. I'm looking forward to do that in a month, when I have more time. Greetings |
From: Andrea V. <and...@gm...> - 2006-09-22 10:07:11
|
Hi Christian, > Wow! That's very cool! I really enjoy exploring someone else's creation > in Pipmak. The special ages are nice, too. :) Thank you! > May I add a small screenshot and a link to your download page to the > not-yet-existing "showcase" page on the Pipmak web site? Yes, you can. > - If you can, you should configure your web server to send MIME type > application/octet-stream for *.pipmak files. Right now, it sends > text/plain, which causes the file to show up as gibberish in a browser > window instead of being downloaded. Well, I tryed to add the attribute type="application/octet-stream" to the tag <A Href=....>, using Firefox, now I can get the property of the link and obtain the correct target type, instead IE seems ignore the attribute...but it propose the same the saving dialog...I don't known the behaviour with Safari... peharps it's better that put pipmak file in a zip file? > > - In nodes 7, 8, 84, 86, 87, you forgot to comment out the > pipmak.saveequirect(). > Ok, I've comment out those. I also add a new feature: when you move the mouse near an edge of the image, you could get the panorama view auto-rotation in that direction (without drag), it seems to me to remember that in Myst III it worked in this way... What do you think about that? About screen resolution, do you think it's difficult make a function pipmak.setscreensize? I think you must get all possible resolution from the graphic card and put in an array, and after choose one of those. I have noticed that in fullscreen modes, the panorama seems stretched on vertical direction, there is some parameters to correct this? Or it would be possible add a parameter to do that in future version? > What version of Photoshop are you using? I have no trouble here in CS2. > (You should paint in indexed mode from the beginning, not start in RGB > mode and convert the finished image to indexed - maybe that's the > problem? But even then, it should work if you use your own palette and > no dithering instead of letting Photoshop compute an "optimal" palette.) I'm using CS2 too, Ok, At last I manage to do that starting in indexed mode and choosing "web" palette with no dithering. I tried the pipmak_internal.tool, but i could get only black color... but I think this is direction that you must take! Ciao Andrea |
From: Nathan W. <nat...@ma...> - 2006-09-21 19:38:04
|
Wow, that's really cool Andrea! How long did it take you to make all of that? Nathan Warden nat...@ma... http://www.NathanWarden.com On Sep 21, 2006, at 4:53 AM, Andrea Viarengo wrote: > Hi, Christian > > I've been sick, so, I have had a little more time to try Pipmak. > > You can get what I done from the download section of my homepage > (http://viarengo.altervista.org/index2.html?page=download.html) > > I've used 3D models which I've created in the past, so, the file > myHouse.pipmak is just a tour inside my house, but with > two hidden "Ages"... (but not so hidden...) > > I've had some problems with hotspots map, because with Photoshop > I cannot manage to tell to the program that the color white was > the index 0, so sometimes I got all the background like an hotspot! > > I think that the hopspots map creation method is a little complex... > > With my home computer (AMD Athlon x64 +3500), I have had no more > jerkiness problems. > > Bye > > Andrea > > > > ---------------------------------------------------------------------- > --- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to > share your > opinions on IT & business topics through brief surveys -- and earn > cash > http://www.techsay.com/default.php? > page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2006-09-21 19:14:58
|
Andrea Viarengo wrote: > You can get what I done from the download section of my homepage > (http://viarengo.altervista.org/index2.html?page=download.html) Wow! That's very cool! I really enjoy exploring someone else's creation in Pipmak. The special ages are nice, too. :) May I add a small screenshot and a link to your download page to the not-yet-existing "showcase" page on the Pipmak web site? A few detail comments: - If you can, you should configure your web server to send MIME type application/octet-stream for *.pipmak files. Right now, it sends text/plain, which causes the file to show up as gibberish in a browser window instead of being downloaded. - In nodes 7, 8, 84, 86, 87, you forgot to comment out the pipmak.saveequirect(). - In a finished project like this, you might want to override the default global keydown handler that does things like bringing up the Lua command line when the L key is pressed. Users might be confused by strange things happening when they press random keys... - Actually you aren't supposed to use 640x640 cube faces - officially, only powers of two (512, 1024) are supported. But as you can see it works, so there's no reason not to do it. That capability came about as a side effect of other changes, and I plan to declare it an official feature once I get around to checking whether it really works in all circumstances. > I've had some problems with hotspots map, because with Photoshop > I cannot manage to tell to the program that the color white was > the index 0, so sometimes I got all the background like an hotspot! What version of Photoshop are you using? I have no trouble here in CS2. (You should paint in indexed mode from the beginning, not start in RGB mode and convert the finished image to indexed - maybe that's the problem? But even then, it should work if you use your own palette and no dithering instead of letting Photoshop compute an "optimal" palette.) > I think that the hopspots map creation method is a little complex... Agreed. Eventually, you'll be able to paint the hotspots directly in Pipmak. In fact, this already works to some extent. It's not enough to be useful yet, so it's disabled by default, but you can try it if you like: On a panorama that already has some hotspots, show them (C key) and call pipmak_internal.tool(2) to bring up the brush tool. Press the option/alt key or call pipmak_internal.tool(3) to select the eyedropper tool to pick up another color (hotspot number). Pan using the right mouse button (or using shift to switch to direct mode). pipmak_internal.tool(0) brings you back to the hand tool. Currently, your paintings aren't saved, you can't change the brush size (without recompiling), and it only works on panoramas. -Christian |
From: Andrea V. <and...@gm...> - 2006-09-21 08:54:14
|
Hi, Christian I've been sick, so, I have had a little more time to try Pipmak. You can get what I done from the download section of my homepage (http://viarengo.altervista.org/index2.html?page=download.html) I've used 3D models which I've created in the past, so, the file myHouse.pipmak is just a tour inside my house, but with two hidden "Ages"... (but not so hidden...) I've had some problems with hotspots map, because with Photoshop I cannot manage to tell to the program that the color white was the index 0, so sometimes I got all the background like an hotspot! I think that the hopspots map creation method is a little complex... With my home computer (AMD Athlon x64 +3500), I have had no more jerkiness problems. Bye Andrea |
From: Christian W. <cwa...@gm...> - 2006-09-15 21:06:44
|
> I mean: If you search "pipmak" with google, you can found about 500 > site that announce your new version 0.2.5.... Heh, you're right! :) I should do this more often... Most of them just seem to copy (more or less cluefully) the announcements I post at VersionTracker, some copy the text from our "about" page (which probably means I should pay more attention to keeping this up to date), but there are indeed a few original mentions that I didn't know about. > I tryed the demo by Urs Holzer, nice, run also with 0.2.5, but is > it normal that sometimes the rotation (not the animation) is not fluent? > I have notice this also with your demo, sometimes the mouse pointer > jams on the screen Hard to tell from a distance. Moving the mouse cursor, panning, and everything else (except sound) happens synchronously, so a certain amount of jerkiness when images are loaded or other lenghty operations take place is unavoidable - but if you do find something that could be improved in the source, let me know. > (I saw that you navigated my site from a Linux machine: great choice, > like MAC!) Uhm, no, I used Safari on Mac OS X. -Christian |
From: Andrea V. <and...@gm...> - 2006-09-15 08:33:36
|
Hello Walther, Thank you for the answer, > > I found a lot of websites that speak very well about > > this software > > Really? Can you give me some examples? I don't think I know of any... > I mean: If you search "pipmak" with google, you can found about 500 site that announce your new version 0.2.5.... > > but I didn't found any adventure game > > created using Pipmak (except the demo, of course). I tryed the demo by Urs Holzer, nice, run also with 0.2.5, but is it normal that sometimes the rotation (not the animation) is not fluent? I have notice this also with your demo, sometimes the mouse pointer jams on the screen (I don't know if it's a problem of my PC Windows - Pentium4 2GHz or a software problem) > > Homepage: http://viarengo.altervista.org (There is a 3D and 360 degrees > > recostruction of my house > > Nice! There's something weird about the perspective in the panoramas, > though - it seems that some lines that should be straight appear curved? Yes, the java applet that I've used is very simple, and I didn't create very well the "cylindrical" panorama images ... Now I would try pipmak to navigate inside my 3D model, so I've to recreate the panoramas using cubic projection instead the cylindrical ones, I need only more time!!!! Now, I return to my work: I've to install linux server to do DHCP,DNS Server and Windows Primary Domain Controller... I'm a Unix/Windows System Engineering. (I saw that you navigated my site from a Linux machine: great choice, like MAC!) > ....sorry, the site is only in italian!) > > No big problem - I understand written Italian fairly well, even though > I've never learned it. > Allora ciao e buon lavoro! Alla prossima. Andrea |
From: Christian W. <cwa...@gm...> - 2006-09-14 17:48:40
|
Hi Andrea > A lot of Compliments to Christian Walther for developping > this game engine!!! Thanks! > I'm also a programmer, so I could help, in future, > the development of this software. Sure, contributions are welcome. If there's anything on the To Do list that you would like to tackle, or you have your own ideas of things that could be improved - the source code is out there, and if there are any questions, I'm here (or on the devel list) to answer. > I found a lot of websites that speak very well about > this software Really? Can you give me some examples? I don't think I know of any... > but I didn't found any adventure game > created using Pipmak (except the demo, of course). Yes, that's because - to the best of my knowledge - there aren't any. :) I've heard from a lot of people who have started some projects using Pipmak, or at least considered it, but as far as I know none of them have published anything yet. However, I know of the following two small things: - Urs Holzer, regular contributor on this list, once created a "fully animated cube": <http://www.andonyar.com/rec/2006-03/pipmakfullanimation/> - Gumgo from MYSTcommunity <http://www.mystcommunity.com/board/index.php?showuser=2619> once made a nice project called "Fortress Exploration", but he didn't publish it (for lack of webspace, IIRC). If you ask him, he'll maybe send it to you. (The version I have here needs some small adjustments to work in current versions of Pipmak, as it was made in 0.1.x times.) > Perhaps could be a good idea put a section in the pipmak's site > where everyone could post own adventures maked by pipmak. > What do you think about that? I actually plan to do this once some nice projects come out. So far, I only have Urs' cube, and somehow so far this alone hasn't provided enough motivation for me to actually go and add that page... > Homepage: http://viarengo.altervista.org (There is a 3D and 360 degrees > recostruction of my house Nice! There's something weird about the perspective in the panoramas, though - it seems that some lines that should be straight appear curved? ....sorry, the site is only in italian!) No big problem - I understand written Italian fairly well, even though I've never learned it. -Christian |
From: Andrea <and...@gm...> - 2006-09-14 16:25:28
|
First of all: A lot of Compliments to Christian Walther for developping this game engine!!! I'm a fans of Myst's saga and when I will have a little more time that now, I would like to make my own 3d adventure. I'm also a programmer, so I could help, in future, the development of this software. I found a lot of websites that speak very well about this software, but I didn't found any adventure game created using Pipmak (except the demo, of course). Has Anyone never tried to realize a complete game using this good tool? Of course the tool is early developping stage, but it has all which need yet! Perhaps could be a good idea put a section in the pipmak's site where everyone could post own adventures maked by pipmak. What do you think about that? At the next time! Bye Andrea Homepage: http://viarengo.altervista.org (There is a 3D and 360 degrees recostruction of my house....sorry, the site is only in italian!) |
From: Christian W. <cwa...@gm...> - 2006-09-03 07:46:31
|
Stefan Gro=DFhauser wrote: > Program received signal SIGSEGV, Segmentation fault. > [Switching to Thread -1221626176 (LWP 5386)] > 0x0806e3c2 in luaH_getstr () > (gdb) bt > #0 0x0806e3c2 in luaH_getstr () > #1 0x08067917 in lua_rawget () > #2 0x08054b20 in openProject () > #3 0x08054d3c in openAndEnterProject () > #4 0x08058947 in main () Hmm, that does look like a bug in Pipmak, not a library issue. There are = lots of calls to lua_rawget() in openProject(), so it's hard to judge=20 which one is failing. Seems like compiling from source is the only way=20 forward. Did you place the demo project or any other project in the folder that=20 contains the executable? If so, try moving it away (and if not, maybe=20 try moving one there) and see if it makes a difference. -Christian |
From: Stefan <net...@we...> - 2006-09-03 07:09:31
|
Good Morning, right, a traceback would be useful: GNU gdb 6.4-debian Copyright 2005 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1". (gdb) run Starting program: /home/stegro/Downloads/Z=C3=BCndapp Underground/pipmak-0.2.5/pipmak [Thread debugging using libthread_db enabled] [New Thread -1221626176 (LWP 5386)] [New Thread -1224315984 (LWP 5389)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1221626176 (LWP 5386)] 0x0806e3c2 in luaH_getstr () (gdb) bt #0 0x0806e3c2 in luaH_getstr () #1 0x08067917 in lua_rawget () #2 0x08054b20 in openProject () #3 0x08054d3c in openAndEnterProject () #4 0x08058947 in main () (gdb) step Single stepping until exit from function luaH_getstr, which has no line number information. 0xb7d33efc in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) bt #0 0xb7d33efc in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #1 0x08067917 in lua_rawget () #2 0x08054b20 in openProject () #3 0x08054d3c in openAndEnterProject () #4 0x08058947 in main () (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. 0xb76ea860 in ssignal () from /lib/tls/i686/cmov/libc.so.6 (gdb) bt #0 0xb76ea860 in ssignal () from /lib/tls/i686/cmov/libc.so.6 #1 0xb7d33f22 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #2 <signal handler called> #3 0x0806e3c2 in luaH_getstr () #4 0x08067917 in lua_rawget () #5 0x08054b20 in openProject () #6 0x08054d3c in openAndEnterProject () #7 0x08058947 in main () (gdb) step Single stepping until exit from function ssignal, which has no line number information. 0xb7d33f22 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) bt #0 0xb7d33f22 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #1 <signal handler called> #2 0x0806e3c2 in luaH_getstr () #3 0x08067917 in lua_rawget () #4 0x08054b20 in openProject () #5 0x08054d3c in openAndEnterProject () #6 0x08058947 in main () (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. 0xb7716470 in fputs () from /lib/tls/i686/cmov/libc.so.6 (gdb) bt #0 0xb7716470 in fputs () from /lib/tls/i686/cmov/libc.so.6 #1 0xb7d33ef6 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #2 0xb7d33f2d in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #3 <signal handler called> #4 0x0806e3c2 in luaH_getstr () #5 0x08067917 in lua_rawget () #6 0x08054b20 in openProject () #7 0x08054d3c in openAndEnterProject () #8 0x08058947 in main () (gdb) step Single stepping until exit from function fputs, which has no line number information. Fatal signal: 0xb7d33ef6 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) bt #0 0xb7d33ef6 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #1 0xb7d33f2d in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #2 <signal handler called> #3 0x0806e3c2 in luaH_getstr () #4 0x08067917 in lua_rawget () #5 0x08054b20 in openProject () #6 0x08054d3c in openAndEnterProject () #7 0x08058947 in main () (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. Segmentation Fault (SDL Parachute Deployed) 0xb7d337cc in SDL_Quit () from /usr/lib/libSDL-1.2.so.0 (gdb) bt #0 0xb7d337cc in SDL_Quit () from /usr/lib/libSDL-1.2.so.0 #1 0xb7d33f6e in SDL_Error () from /usr/lib/libSDL-1.2.so.0 #2 <signal handler called> #3 0x0806e3c2 in luaH_getstr () #4 0x08067917 in lua_rawget () #5 0x08054b20 in openProject () #6 0x08054d3c in openAndEnterProject () #7 0x08058947 in main () (gdb) c Continuing. Program exited with code 0365. (gdb) Quit (gdb) ------------------------------ I will be on University for four days, so I won't be able to compile the next few days. I'll try when I'm back. have a nice sunday afternoon Stefan Gro=C3=9Fhauser Linux aus Schachteln ist wie Bier aus Dosen. |
From: Christian W. <cwa...@gm...> - 2006-09-02 18:45:32
|
> I found a small bug: after enabling the joystic mode (fix the mouse-cursor) in > game and pressing 'Esc' to go to the main menu, the cursor is still fixed and > I'm only able to move the cursor while pressing shift. That's a known problem that will be fixed in the next release. In fact, it's already fixed in Subversion. Thanks for reporting anyway! -Christian (By the way, joystick mode is not the one with the fixed cursor. Joysticks have the property that the thing they move on-screen moves faster when you push the joystick farther, and continues moving when you keep the joystick still (outside of its neutral position). So joystick mode is the one where panning is faster the farther you drag, and continues at a constant speed when you keep the mouse still while dragging. Direct mode, on the other hand, is when the view moves "directly" as much as you move the mouse, and stays still when you keep the mouse still.) |
From: Simon J. <sim...@ya...> - 2006-09-02 15:00:08
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Hi! I found a small bug: after enabling the joystic mode (fix the mouse-cursor) in game and pressing 'Esc' to go to the main menu, the cursor is still fixed and I'm only able to move the cursor while pressing shift. Maybe it is a real bug and you can fix that in the next release of your great game-engine!! Please continue developing the engine, I'm watching and testing it since the first release in '04! best regards, Simon John |
From: Christian W. <cwa...@gm...> - 2006-09-01 20:02:20
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> Some of my Version numbers: >=20 > libsdl1.2debian 1.2.9-0 > libsdl-image1.2 1.2.4-1 > libsdl-mixer1.2 1.2.6-1.1 > libsdl-ttf2.0-0 2.0.7-1 > openal0a 1:0.0.8-1 > libogg0 1.1.3-0 I compiled it with SDL 1.2.8, libogg 1.1.2, and OpenAL 0.0.9 on a Fedora = Core 3 system. SDL should be binary compatible, not sure about the other = two (but I hope so too). > I have never used gdb (not a C programmer), voil=E0 my first try: Great. (I'm not very experienced with using GDB on the command line=20 either - I mostly use it under Xcode's graphical debugger.) > stegro@majestix:~/Downloads/Z=FCndapp Underground/pipmak-0.2.5$ > gdb ./pipmak > GNU gdb 6.4-debian > Copyright 2005 Free Software Foundation, Inc. > GDB is free software, covered by the GNU General Public License, and yo= u > are > welcome to change it and/or distribute copies of it under certain > conditions. > Type "show copying" to see the conditions. > There is absolutely no warranty for GDB. Type "show warranty" for > details. > This GDB was configured as "i486-linux-gnu"...Using host libthread_db > library "/lib/tls/i686/cmov/libthread_db.so.1". >=20 > (gdb) run > Starting program: /home/stegro/Downloads/Z=FCndapp > Underground/pipmak-0.2.5/pipmak > [Thread debugging using libthread_db enabled] > [New Thread -1221601600 (LWP 5697)] > [New Thread -1224291408 (LWP 5702)] >=20 > Program received signal SIGSEGV, Segmentation fault. > [Switching to Thread -1221601600 (LWP 5697)] > 0x0806e3c2 in luaH_getstr () > (gdb) Can you type "bt" (for "backtrace") at this point and post the output?=20 Afterwards, you can type "continue" or "quit". -Christian |
From: Stefan <net...@we...> - 2006-09-01 09:26:16
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Hi Christian, (I'm sorry if I accidently opened a new Thread, but I have not been subscribed so far and got no message ID...) Currently, I do not have all this lib*-dev stuff to be able to compile it. But I will, in case my project really gets serious. Some of my Version numbers: libsdl1.2debian 1.2.9-0 libsdl-image1.2 1.2.4-1 libsdl-mixer1.2 1.2.6-1.1 libsdl-ttf2.0-0 2.0.7-1 openal0a 1:0.0.8-1 libogg0 1.1.3-0 I have never used gdb (not a C programmer), voil=C3=A0 my first try: stegro@majestix:~/Downloads/Z=C3=BCndapp Underground/pipmak-0.2.5$ gdb ./pipmak GNU gdb 6.4-debian Copyright 2005 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1". (gdb) run Starting program: /home/stegro/Downloads/Z=C3=BCndapp Underground/pipmak-0.2.5/pipmak [Thread debugging using libthread_db enabled] [New Thread -1221601600 (LWP 5697)] [New Thread -1224291408 (LWP 5702)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1221601600 (LWP 5697)] 0x0806e3c2 in luaH_getstr () (gdb) step Single stepping until exit from function luaH_getstr, which has no line number information. 0xb7d39efc in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. 0xb76f0860 in ssignal () from /lib/tls/i686/cmov/libc.so.6 (gdb) step Single stepping until exit from function ssignal, which has no line number information. 0xb7d39f22 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. ^[[A 0xb771c470 in fputs () from /lib/tls/i686/cmov/libc.so.6 (gdb) step Single stepping until exit from function fputs, which has no line number information. Fatal signal: 0xb7d39ef6 in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. Segmentation Fault (SDL Parachute Deployed) 0xb7d397cc in SDL_Quit () from /usr/lib/libSDL-1.2.so.0 (gdb) step Single stepping until exit from function SDL_Quit, which has no line number information. 0xb7d39f6e in SDL_Error () from /usr/lib/libSDL-1.2.so.0 (gdb) step Single stepping until exit from function SDL_Error, which has no line number information. Program exited with code 0365. (gdb) stegro@majestix:~/Downloads/Z=C3=BCndapp Underground/pipmak-0.2.5$ Stefan Gro=C3=9Fhauser |
From: Christian W. <cwa...@gm...> - 2006-08-31 17:42:06
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Stefan Gro=DFhauser wrote: > I'm Linux user and tried to start the i386 binary but the console shows= the=20 > message: > "Fatal Signal: Segmentation Fault (SDL Parachute Deployed)" > Then I tried pipmak on Win to run the Demo and it worked very well. >=20 > Have you any suggestions, what I could do? > (Is it static linked - or maybe I have a wrong SDL version?) It could be that it's missing some of the required libraries, but=20 actually it shouldn't crash in that case, but give a more helpful error=20 message. These libraries are: SDL, SDL_image, SDL_ttf, OpenAL, libogg,=20 libvorbis. I don't link them in statically because the usual Linux=20 distributions have packages for them - but maybe I should. Do you have=20 those? And what versions of them? Can you run it in GDB to see where it crashes? (I don't remember whether = the release binary is stripped, though, so that may not be too helpful.) Can you try compiling from source? -Christian |
From: Stefan <net...@we...> - 2006-08-31 08:57:33
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Hallo Pipmakers, I'm Linux user and tried to start the i386 binary but the console shows the= =20 message: "Fatal Signal: Segmentation Fault (SDL Parachute Deployed)" Then I tried pipmak on Win to run the Demo and it worked very well. Have you any suggestions, what I could do? (Is it static linked - or maybe I have a wrong SDL version?) thanks for your engine Stefan Gro=DFhauser =2D-=20 Rhabarberkuchen schmeckt viel besser, wenn man statt Rhabarber Erdbeeren nimmt. |
From: Urs H. <ur...@an...> - 2006-08-11 14:05:03
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Christian Walther wrote: > Finally, Pipmak 0.2.5 is here, [...] After months of working silently, you again come up with something great! |
From: Christian W. <cwa...@gm...> - 2006-08-01 12:32:55
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Finally, Pipmak 0.2.5 is here, and this release adds one of the most requested features: Pipmak can now play sounds! Although only a single file format, Ogg Vorbis, is supported at this time, a solid foundation of functionality is provided that hopefully covers the needs of most projects concerning sound effects and background sound. Other new features include transition effects at arbitrary times (not just for node transitions), disabling controls, and more. In addition, the reference documentation is now nearly complete, with no more function descriptions missing. Download Pipmak for Mac OS X, Windows, or Linux as well as the updated demo project from <http://pipmak.sourceforge.net/downloads.php> or read the detailed release notes at <http://sourceforge.net/project/shownotes.php?release_id=436190&group_id=112801>. Note that this version no longer runs on Mac OS X 10.2 - 10.3.9 or later is required. This could probably be changed with some effort, but I wanted to get the release out now, and I'm not sure if it's even worth the effort. If having Pipmak work on 10.2 is important to you, please speak up on this mailing list. -Christian |
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From: Christian W. <cwa...@gm...> - 2006-05-17 18:56:14
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Thomas wrote: > on fullscreen switching i am not really sure if i got this sorted out jet: > currently i write setfullscreen() 3 times in a row to have my testproject > running in a resolution of 1024x768, but i feel stupid doing so ;-, as I#m not > sure what will happen if i test this on other screens with a different > resolution... That's the closest thing you can do at the moment. It will go to the 3rd bigger available resolution, which may or may not be 1024x768 (it's 896x600 here - I have 640x480, 720x480, 800x600, 896x600, ...). Awkward, I know, but that's just the way it is until someone changes it (this is an open source project - everyone is invited to implement a better solution, such as the one sketched on the To Do list!). The feature wasn't meant to be used in this way - the intention was that you just provide a way to the user to increase and decrease the resolution, like the default keydown handler does. -Christian |
From: Thomas <we...@st...> - 2006-05-17 15:40:21
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thanks again for your quick and comprehensive replies, christian, and i found my misunderstanding regarding the facing inside a node, which i posted to the list as a rendering tip(new thread). i had several cameras set up each facing to another direction so image 1 of each node was facing to a different azimuth. on fullscreen switching i am not really sure if i got this sorted out jet: currently i write setfullscreen() 3 times in a row to have my testproject running in a resolution of 1024x768, but i feel stupid doing so ;-, as I#m not sure what will happen if i test this on other screens with a different resolution... but anyway, thanks for now Thomas |
From: Wenzler, T. <we...@st...> - 2006-05-17 15:17:10
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When rendering cubic panoramas for a walkthrough, don't pan the camera = following the path of your walkthrough. If the camera is turned to let's say 53=B0 for image 1 at your first = viewpoint, then don't use another degree panning on the other = viewpoints; what I want to stress here: your cubic panoramas consist of = 6 images that each specify an absolute direction in your world, e.g. = image 1 is absolute north, 2=3Deast and so on. I don't know how to describe it better, if I couldn't make myself clear, = well, ask again.... =20 Happy pipmaking, =20 Thomas |