good, that's corrected,
thank you for the report.
601 2013-02-19 11:32:09
Re: Player segmantation fault on linux when fullscreen (5 replies, posted in Bug report)
602 2013-02-19 09:58:03
Re: Player segmantation fault on linux when fullscreen (5 replies, posted in Bug report)
Thank you, I found something wrong in this line and made a fix available on svn, can you test if it works ?
603 2013-02-19 06:25:59
Re: Player segmantation fault on linux when fullscreen (5 replies, posted in Bug report)
Be sure the resolution is supported by your screen, you can set the resolution from the command line.
Right now I don't have a way to test on linux unfortunately,
is it possible for you to compile and run the sources in debug mode ?
The fullscreen mode in linux is initialized in MGUI/X11 here (MWindow::create) :
http://code.google.com/p/maratis/source
Window.cpp
604 2013-02-19 06:11:47
Re: Blender exporter don't export animation in upcoming 2.66 release + fix (4 replies, posted in External Tools)
I sent a message to the blender developers, asking if it was possible to keep a compatibility with the python api,
lets see how it goes with the final release.
605 2013-02-19 05:15:26
Re: Found a problem (3 replies, posted in General)
check that all the path are relative and that you don't have files outside your project folder,
otherwise send me the original maratis project by mail and I'll have a look.
606 2013-02-18 17:05:58
Re: Found a problem (3 replies, posted in General)
are you sure all your meshs are in your project/mesh directory when you publish ?
what kind of errors do they have ? some meshs are not visible ?
607 2013-02-18 05:26:18
Re: Blender exporter don't export animation in upcoming 2.66 release + fix (4 replies, posted in External Tools)
Hi and welcome,
the 2.66 is still in release candidate, maybe they will correct the compatibility issues,
I will wait the final release and update your fix to Maratis svn. Thank you !
608 2013-02-18 05:21:46
Re: Editor Problems (3 replies, posted in Editor)
yes zoomin is done using the mouse wheel,
is your mouse wheel like this :
I don't know windows 7, maybe check is the mouse settings are correct
609 2013-02-18 05:14:09
Re: The Time Line (1 replies, posted in General)
Hi,
the timeline is used to preview entities animations,
and there is plans to enable simple key-frame animation in the future (to animate cameras, lights etc...).
You can only attach one script to the scene, but it's possible to use multiple scripts by including other scripts files using "dofile" :
http://wiki.maratis3d.org/index.php?title=Dofile
610 2013-02-18 05:07:05
Re: Anyway to get AA or FXAA to work in maratis (4 replies, posted in Bug report)
Hi,
by default antialiasing in not activated,
but you can enable hardware MSAA in your 3d card properties,
or you can use render to texture and write a FXAA shader (see gamemaker second link).
611 2013-02-16 05:56:11
Re: Feature Requests (Editor Only) (61 replies, posted in Editor)
a hierarchical object list should not be too difficult to do,
I spent a lot of time working on the new beta so I'm not sure when it will have some free time.
I'm always parsing this post, there is a lot of good requests,
I'll keep you in touch when I can afford a new programming session.
continue the good feedbacks,
thank you
612 2013-02-16 05:44:34
Re: Editor Problems (3 replies, posted in Editor)
Hi,
welcome to the forum,
the cpu usage is lower when the application is not used (if out of focus),
but for a real time 3d engine it is normal that the cpu is used a lot.
The particle demo uses physics so it might be a little slow on a old computer,
try to reduce the number of particles in the script for your pc.
The requirement is not specially high (5-6 years old pc should be ok),
but to get all the features you will need a 3d card with minimum OpenGL 2.1
and a processor with SSE2 instructions.
Only spot-lights have shadows because the engine is using a technique called "shadow map"
that works only with a camera point of vue. Omnidirectional shadows could be done, but needs 6 shadow maps.
613 2013-02-12 11:33:24
Re: Light Colour won't change with certain colours (2 replies, posted in Bug report)
Thank you for the report,
I found the problem, the code is corrected on svn.
It was also the same with the text-color edition and the gravity.
614 2013-02-11 17:13:38
Re: Game plugin (6 replies, posted in General)
you can use visual studio express edition, like this one :
http://www.microsoft.com/en-in/download
px?id=6506
code::blocks won't work with a version of maratis built with microsoft
615 2013-02-10 02:26:18
Re: Model not showing in published game (4 replies, posted in General)
can you send me the mesh by mail so i can check ?
616 2013-02-09 12:13:23
Re: Model not showing in published game (4 replies, posted in General)
hi,
what format did you use ? is it a maratis mesh or a collada file ?
there is anyway some things to check :
- check that the mesh file is in "your_project/meshs/" folder
- verify that the textures of the mesh are in "your_project/maps/" folder
617 2013-02-09 04:53:18
Re: Maritis 3.21-beta-osx crashes. (5 replies, posted in Bug report)
In fact I found a mac with 10.6 to test with, try to download it again, it should be ok now.
618 2013-02-08 17:51:41
Re: Maritis 3.21-beta-osx crashes. (5 replies, posted in Bug report)
ok, I'll try to send you an email with a different build so you can tell me if it works.
It's probably a compilation option because I just moved to osx 10.8
619 2013-02-08 17:21:03
Re: Shader (3 replies, posted in General)
first be sure the textures are unpacked
and set the emit value to 1.0 (in maratis material emit color is modulated by emit value so the influence can be animated)
620 2013-02-08 08:48:45
Re: Maritis 3.21-beta-osx crashes. (5 replies, posted in Bug report)
Hi,
is your system 64bit or 32bit ?
and what os do you use ?
the difference with 3.1d is that I compiled it on osx 10.8 with 10.6 compatibility (normally)
also with sse2 optimization.
621 2013-02-08 08:44:59
Re: Shader (3 replies, posted in General)
wait, do you want to use a custom glsl shader or just the standard mode ?
with the standard mode, just put your lightmap as emit texture (4th texture slot)
622 2013-02-06 21:53:32
Re: Latest binary for Mar. Editor behaving strangely (12 replies, posted in Bug report)
I found something online similar : http://forums.steampowered.com/forums/s
?t=3042390
where they propose this driver for amd HD 4000 series : http://benchmark3d.com/amd-catalyst-12-
-windows-8
623 2013-02-06 18:29:25
Re: What does this stuff mean? Publishing problem (12 replies, posted in General)
I cannot see the forum post you linked, what issues do people have ?
624 2013-02-06 18:28:43
Re: Latest binary for Mar. Editor behaving strangely (12 replies, posted in Bug report)
ok thanks, normally it should write at least write NVIDIA with opengl version minimum 2.1
"Render version : 1.1.0" means there is no opengl drivers
but if blender works, there is maybe something wrong with the opengl init but I have no idea what...
625 2013-02-06 16:40:27
Re: Latest binary for Mar. Editor behaving strangely (12 replies, posted in Bug report)
Hi,
strange, no standard renderer it means maratis doesn't find shaders in opengl.
and the maratis console ? what opengl version does it show ? (if the console is not there open maratis_log.txt)