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  • Dec 13 22:59

    erikogenvik on master

    Initialize values in ctor. (compare)

  • Dec 13 22:51

    erikogenvik on master

    Fixed issue with incorrect spli… Remove unused .cpp files. Simplify action definitions. and 1 more (compare)

  • Dec 12 21:02

    erikogenvik on master

    Added required curl package. (compare)

  • Dec 12 20:55

    erikogenvik on master

    Get media through http instead … (compare)

  • Dec 12 15:46

    erikogenvik on master

    Check number of entities restor… Use log prefixes. Removed obsolete TickProperty. (compare)

  • Dec 12 08:32

    erikogenvik on master

    Explicitly cast from const. (compare)

  • Dec 11 18:35

    erikogenvik on master

    Clean up headers. (compare)

  • Dec 11 18:14

    erikogenvik on master

    Add object library as sources. … Fixed null view issue. (compare)

  • Dec 10 10:42

    erikogenvik on master

    Use correct forward declaration. (compare)

  • Dec 10 09:53

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 10 09:52

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 10 09:51

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 10 09:50

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 10 09:50

    erikogenvik on master

    Cast to floats. (compare)

  • Dec 10 09:39

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 10 09:38

    erikogenvik on master

    Target Windows 7. (compare)

  • Dec 09 23:01

    erikogenvik on master

    Handle older compilers. (compare)

  • Dec 09 22:51

    erikogenvik on master

    Handle older compilers. (compare)

  • Dec 09 22:42

    erikogenvik on master

    Handle older compilers. (compare)

  • Dec 09 21:58

    erikogenvik on master

    Adapt to Atlas changes. (compare)

Erik Ogenvik
@erikogenvik
What's the error? Your pastebin post has been removed.
Sean Ryan
@sryan
there are tons of errors, but it's cascaded ... let me the the first one ... I'll capture the whole thing and re-pastebin it

/home/sryan/code/worldforge/work/build/ogre-1.12.3/native-64/csharp/OgreOverlayCSHARP_wrap.cxx:397:19: fatal error: imgui.h: No such file or directory

include "imgui.h"

               ^

compilation terminated.

that's the first error ... there are failures after that however i'm somewhat convinced it is related
Erik Ogenvik
@erikogenvik
For some reason it's building C# bindings. I didn't even know there were any.
They need to be disabled. Hang on.
Update Hammer and retry, it should be fixed now.
Sean Ryan
@sryan
ahh ... i thought maybe it was supposed to
the same issue exists with the conan build too
Erik Ogenvik
@erikogenvik
The conan packages have also been updated.
Sean Ryan
@sryan
good stuff, hammer worked
i'm doing conan now
i'll try and build on osx too .. is there a hard dep on homebrew vs macports?
Erik Ogenvik
@erikogenvik
Conan should take care of everything. Check https://travis-ci.com/worldforge/ember/jobs/259942046
There are OSX specific stuff in Hammer, but I've never used it and I don't know if it's still valid.
But since the conan setup builds on OSX I should recommend that.
Sean Ryan
@sryan
kk ... i'll try tonight and let you know ;)
Sean Ryan
@sryan
@erikogenvik working on MacOSX build ... I had an issue where it was mangling somehow the location of Xcode ... I think it was the brew install
that installed the command line tools but they didn't match existing Xcode install
so the configure got wrong info to a path that didn't exist ... I think I just fixed it, but something to make note of somewhere
Sean Ryan
@sryan
The error I got is here https://pastebin.com/yZRPfx9D
The cause is that somehow cmake is setting a dep on OpenGL.framework from /Application/Xcode-10.2.1.app but Xcode is installed in /Application/Xcode.app
I'm trying to see where this is happening ... I'm not finding right off the way .. so digging
pyramid3d
@pyramid3d
trying out current builds. I am using lua 5.3 (on opensuse tumbleweed) and do get a couple of Exception: Unable to load Lua script file. attempt to index a nil value (global 'table'). not sure this is related to "new lexical scheme for globals" in lua 5.2 which may cause incompatibility with lua 5.1 scripts. not sure there is any way to make those scripts compatible with lua 5.1 and 5.3
with the above, ember starts all right, but the gui elements are (of course) broken.
Erik Ogenvik
@erikogenvik
Ah, this is because I broke them yesterday.
I'm rearranging them and forgot to push my Git changes (but did push the Subversion changes to the media).
It will be fixed this evening (European time).
Yeah, Lua 5.3 is incompatible with 5.2 and 5.1. It compiles, but the actual Lua code won't run.
The main issue is that we're using tolua++ for our bindings, and that's not compatible with Lua 5.3.
So for now we'll stick with 5.1 and 5.2.
If you build using Conan you'll Lua 5.1 built.
To elaborate: we should probably ditch tolua++ and use sol3 with Lua 5.3. However, that's a large task, and we still need to find some way to provide Lua bindings for CEGUI. The packages bindings from CEGUI itself is using tolua++.
Erik Ogenvik
@erikogenvik
The Ember snap is also currently broken because of the same reason.
pyramid3d
@pyramid3d
thanks for your clarification. up to now, I was using hammer to build. I suppose that hammer.sh does not (yet?) support conan builds and I would need to build each app with conan directly from its respective source dir?
Erik Ogenvik
@erikogenvik
It's easier with conan. Just do (assuming your in a "build" directory under the Ember source directory) "conan install .. --build missing --update" and it will build all dependencies, even transitive.
There are some issues still though with it sometimes picking up the system provided lua libraries instead of the conan ones. But other than that it should work in most cases.
Erik Ogenvik
@erikogenvik
I've now pushed fixes to Ember which should resolve the issues at startup.
digimax20
@digimax20
Yesterday, the Ember client worked fine for me (according to the latest sources). And today I stopped ... When it connects to the game world, the error goes out, and the client ends the work. Perhaps I have a problem finding resources in the $ {PREFIX}/share. I manually copied the files to the "share".
@erikogenvik, can you show me the current directory structure (just a list of build files for Linux) of Ember client build?
Erik Ogenvik
@erikogenvik
Have you checked in ember.log file? In most cases where there's an error it's written there.
digimax20
@digimax20
Yes, of course I watched the log. Therefore, I think that I messed up the file paths.
Link to the log file: https://pastebin.com/kKxHSCyc
Erik Ogenvik
@erikogenvik
These are the files installed in "share": https://pastebin.com/njcxnBDu
From looking at your log it appears you're using an older version of the media, since you're getting the lod_index error.
Since the media paths have been changed recently I would recommend that you remove your "share" installation directory and do a clean build, together with "make media-download"
digimax20
@digimax20
Thanks, I think this should help me. I have a SVN Media repository and don’t want to download it again, otherwise a lot of traffic will be spent.
Erik Ogenvik
@erikogenvik
If you have the media repository you can use it directly. Just put it under the project source directory, in a directory called "mediarepo". (So you have ember/mediarepo/trunk.) When you build Ember in a non-release mode it will automatically look in that directory first. That way you shouldn't have the media installed in the "share" directory (otherwise it will find duplicates and bail out). Startup might a bit slower since it now will parse more files, but it allows you to work directly with the source repository.
Erik Ogenvik
@erikogenvik
I pushed some changes to Cyphesis which alters how playable characters work. Some history: a time ago we used to have a problem with players entering the world and then leaving, and the server not having any kind of way of dealing with it. To combat this we added features whereby a character would slowly starve to death if not eating. This in some sense also fit with some of our ideas for game play, to make sure players kept their characters fed.
However, the game play is confusing, especially since there's not much food available.
But because we lacked server facilities to properly deal with it we left that behaviour.
This has now been changed as a result of us having better ways of defining behaviour through scripting. Characters (or any kind of animal really), don't starve. The metabolism and nutrients system now only serve to heal the user if damaged.
Player characters also have extra scripts which detects if the external client is disconnected from them (or more specifically when the "_minds" property is empty) and then waits 30 seconds before moving the entity to "limbo" (a void domain). When a mind is attached again the entity is moved back to where it was.
digimax20
@digimax20
@erikogenvik, the recreation of the directory structure helped me. But I also copied some PNG files.
For example:
media/assets/dural/creatures/biped /paladin/texture/D.png
When on your list:
media/assets/dural/creatures/biped/paladin/texture/D.dds
And there are many such files.
And there is one more nuance. In the "Graphics level low" mode, a rendering error occurs.
Now the game client is working fine for me. It works stably. But there are some visual artifacts.
Erik Ogenvik
@erikogenvik
When using the raw media repo .png files are used. When using the "processed" media they are first converted to .dds however.
Thanks for the PR btw, I'll take a look.