126

(4 replies, posted in Off-Topic)

You can just download the source from this repo and compile it yourself. It is the Maratis editor/player with a few changes. It does not depend on any binary form of the official player/editor.

You download and compile the source from Nistur's repo and place the theme like I told you before.

I should write a tutorial about this...
Sponk

127

(4 replies, posted in Off-Topic)

Tutorial Doctor: The editor theme is only usable with Nistur's branch of the editor. You can find it here:
https://github.com/nistur/maratis

You basically place the theme folder inside the 'gui' directory and change the 'default.theme' file to the new one.

Changing the colors is quite easy. You just need to edit the *.theme file provided.

Hope this helps wink
Sponk

128

(29 replies, posted in Showcase)

I finally finished a small demo of Pavoris Maxima. You can find it on my website:
http://scary-squid.de/en/show-product.p … ris-maxima

Have fun with it!

Tutorial Doctor: Thank you, the video looks very interesting wink

Sponk

PS: I experienced some problems with newer SVN version of Maratis with my quite old codebase. One of them is a problem with  sound stuttering when using 3D sounds. Does anyone experience similar problems?

129

(4 replies, posted in Off-Topic)

Hey community!

I finally got a new webhost for my website. You can now find all my projects there!

The new site can be found here: http://www.scary-squid.de

Sponk

Hey community!

While searching the net I found following video.
It shows a presentation about the new Unity3D GUI system so I think it could interest some people smile

http://www.youtube.com/watch?v=5wcODp8Sh8o

Sponk

131

(9 replies, posted in Engine)

Hey community!

Here is my status update about my progress with the engine level post processing.

First: The lua part is fully operational. It loads the shader and sets up all needed textures.

Camera layers are now unaffected by having a pp enabled camera.

The render to texture part still needs love. It shows just a red background, what means that all textures are setup correctly. I still have problems when leaving the play mode. You can't see any parts of the scene for now.

Sponk

PS: I completely rewrote the posprocessing code to respect camera layers and utilize the engine functionality better.

132

(19 replies, posted in Showcase)

255: You don't need to extend MScript. Just use the following in your 'StartPlugin' function:

MScriptContext* script = engine->getScriptContext();
script->addFunction("applyDamage", applyDamage); // applyDamage is the pointer to a function returning an integer

a simple function for use looks like this:

int applyDamage()
{
    MEngine* engine = MEngine::getInstance();
    MGame* game = engine->getGame();
    MScene* scene = engine->getLevel()->getCurrentScene();
    MScriptContext* script = engine->getScriptContext();

    if(script->getArgsNumber() != 2)
        return 0;

    int firstInteger = script->getInteger(0); // The first argument of the call
    int secondInteger = script->getInteger(1); // The second argument of the call
        
    return 1;
}

Have fun, Sponk

133

(9 replies, posted in Engine)

Hi,

I now have integrated the code I use in my plugin into the engine.

BUT: It is not per camera. It uses the current camera of the current scene. You can't use camera layers for now or use multiple cameras with pp enabled. I will look into that before proposing a patch.

Sponk

134

(9 replies, posted in Engine)

In theory you could do about anything, even depth of field. It's a major GLSL coding job I did not finish yet though.

I was able to do a bloom effect and tonemapping to simulate an HDR effect. I have also done a radial blur shader and some other experiments showing what you can do with GLSL shaders and postprocessing. I will upload some screenshots soon so you can see what can be done with it.

Sponk

PS: http://forum.maratis3d.com/viewtopic.php?id=710 ==> You saw my current screenshots already wink

135

(9 replies, posted in Engine)

No, you would have access to postprocessing effects like HDR rendering, radial blur, depth of field etc. via GLSL shaders.

http://en.wikipedia.org/wiki/Video_post-processing ==> Further information

Sponk

136

(9 replies, posted in Engine)

Hey community!

Since I have postprocessing using GLSL shaders up and running inside my game plugin I would like to integrate this functionality into the Maratis main engine so everyone can use it without messing with an external plugin.
You could simply use it from within your LUA scripts without a major hassle.

Anael: Would you accept such a big patch?

Sponk

137

(5 replies, posted in News)

zester: I used to be online on this channel very often but I had not much time over the last weeks. Maybe I should start to join again wink

138

(29 replies, posted in Showcase)

Thank you Crucio777 smile

I unfortunately have not much time for finishing all the points on my checklist the next few weeks.

I still have problems with the FOV of the GUI for example (you might see it in my last screenshot wink)
And I still have problems when importing animations from Blender so the player looks pretty lifeless for now.

I will definitely release a to-do list soon and the first prototype of the game a little later this year.

Sponk

139

(29 replies, posted in Showcase)

Thank you guys wink

First: The tree with leaves are made in Blender. What forum post do you mean, VeganDev?

The corridors are darker in the video than they are in reality. That is one problem with the compression algorithm I use to compress the video as I record it (or else my hard drive would be full in one or two minutes wink)

http://picload.org/image/olpldal/pavorismaximascr.png

I made a test scene to test daylight situations in a more urban area. I ran into problems with point lights/spot lights when having a bigger scene: They are not equally bright at every point in the level!

So now my feature request: For imitating sunlight a directional light source would be essential.

Sponk

140

(29 replies, posted in Showcase)

Thank you for your feedback smile

I've made yet more progress that I show in my newest video: http://www.youtube.com/watch?v=mAb01iZuxCk
I tried to move slowly so you can see everything clearly.

Crucio777: I hope you find the new shader better wink

The next thing to come is a small story with some objectives/quests.

Sponk

141

(11 replies, posted in General)

Hey Skywriter!

What Linux kernel are you using? A 32bit or 64bit kernel?

The precompiled Maratis version from the download page is 32bit afaik so you would have to recompile Maratis for 64bit and use the 64bit SDK. You could also compile your plugin with the -m32 flag.

Sponk

142

(1 replies, posted in Scripting)

Hey community!

I have a problem with 3D sound in my game: My main camera is stationary for rendering the post process effects so the 3D sound effects don't apply correctly.

Is it possible to set another camera/object as audio listener?

Sponk

143

(29 replies, posted in Showcase)

I created a new video showing the current status of my game.

You can find it here: https://www.youtube.com/watch?v=_QsXPSqH_nw

Sponk

PS: It is the same level shown in the previous screenshot just with another starting point

144

(10 replies, posted in Engine)

I think a unified system for sharing C++ plugins would be very important. It could be done on a source level (i.e. sharing archives with *.cpp and *.h files that integrate into an existing source tree) or on a binary level (i.e. platform specific *.a files or *.lib files that have to be included into the link process). Both assume that there is only place for one plugin in a game. It could be solved differently when having the possibility to load multiple binary plugins.

Sponk

No, my script is working perfectly like this.

Anyways, you could additionally try replacing

centerCursor()

with

if getSystemTick() % 3 == 0 then -- Experiment a little bit with the value. 3 is just an example
            centerCursor()
end

Sponk

Hey community!

I found a way to stop the mouse lag found when using the SponzaFPS demo on Linux.

It seems that centering the cursor takes too long for providing getAxis with the correct data.
The workaround is replacing

mx = getAxis("MOUSE_X")
my = getAxis("MOUSE_Y")

with

window = getWindowScale()
mx = window[1] / 2
my = window[2] / 2

in the MouseInput.lua file so that the values do not depend on how fast the xserver resets the cursor.

Sponk

Hey community!

I had much time this weekend so I decided to write a little Lua editor for editing Maratis scripts!
It features simple syntax highlighting and syntax checking on the fly so you see your syntax errors as you make them (Useful for beginners I guess smile).

You can download the files here: http://sponk-stuff.bplaced.net/en/programs.php

Any problems/bugs/suggestions can be posted on my support page: http://sponk-stuff.bplaced.net/en/support.php

Sponk

148

(7 replies, posted in General)

I think a centralized bug -> patch system would be very useful and preferable to the forum based alternative.

The forum approach could become better if there were a possibility to upload patches directly to the forum instead of using pastebin or another hosting service. You would not see who is working on what though.

Sponk

149

(7 replies, posted in General)

Hey community!

Currently you have to post all bugreports and patches into the forum. I think that slows down the development process by making it harder to determine what has to be done and to propose fixes/patches.
I think that Maratis needs a bugtracker additionally to the forum for easier and faster development.

I think either

http://www.bugzilla.org/

or

http://www.mantisbt.org/

should be ok.

What do you think about it?

Sponk

150

(15 replies, posted in Engine)

Again, I fixed a bug about two axes being interchanged.
Additionally I cleaned up the code.

Patch: http://pastebin.com/i0p6dTAy

Sponk