Hello community,

as read some Maratis code I noticed that all script errors are directed to stdout.
I think errors should go to stderr because stderr is unbuffered and provides the data faster.

Sponk

PS: I need this faster behaviour for my script logger which starts the Maratis editor or the Maratis player to output script errors in realtime. wink

EDIT: My patch: http://pastebin.com/fddiSAGy

177

(11 replies, posted in Gossip)

I would say we just need a better captcha than

"How many letters are there in Maratis?"

EDIT: My smartphone did not send the entire message

178

(11 replies, posted in Gossip)

We really need better spam protection...

The icons are perfect.
Thanks smile!

By the way: Am I allowed to use them in my game as some sort of splash screen?

Sponk

180

(13 replies, posted in General)

I don't think it's about VS 2010 because it works fine for me.

Maybe your VS 2012 installation messed around with some environment variables so you can't use the 'old' VS 2010 compiler anymore?

Sponk

Hi BitPuffin,

I thought about creating Maratis packages for numerous Linux distros but I don't have enough time to keep them up-to-date.
The openSUSE build service really could solve this problem so I will give it a shot smile.

By the way: Is there a Maratis icon I could use?

Sponk

182

(13 replies, posted in General)

Hi gamemaker,

why don't you just use the scons.py script provided by Maratis?
That works fine for me without installing anything additional (Windows 7 64bit, Python 2.3.7).
You can find it in

trunk/dev/scons.py

I hope this helps wink

Sponk

183

(13 replies, posted in Engine)

BitPuffin is completely right. It works without any hassle.
I will eventually create an openSUSE rpm for better system integration (i.e. Icon in the KDE-Menu and similar)
but I have not much time right now so I will come back to it later.

About my project: It is nothing that special after all (I have not enough 3D-Artists for now wink)

Basically you have a jump'n'run environment just like the old games of Nintendo where you can jump, run and take items in an 3D-Rendered environment. Though you have an 3D environment you can only move in 2D space.

I will upload a video on Youtube when it is worth to be shown.

Sponk

184

(15 replies, posted in Engine)

Lamberto: So it now works as expected? Could you please describe exactly your steps to make it work?

I still don't know what exactly caused the failure. Maybe I will find it later wink

TaeZ: You could possibly fix it the same way as Lamberto

Nice to hear that it is not solely my fault wink

Sponk

185

(15 replies, posted in Engine)

I don't really know why it does not work for you.
The driver seems to be loaded and function properly.

Are you sure you used the version from SVN while testing?
You can find it in

trunk/dev/prod/linux2/release/Maratis/Bin

in your Maratis source directory.

Sponk

186

(15 replies, posted in Engine)

I can't reproduce it.
I get correct output.

Could you give me the output of

lsusb

and

/dev/input/js0

using the terminal?

Sponk

EDIT: I used the code stated earlier

187

(15 replies, posted in Engine)

Lamberto: What code did you use to test the functionality? (I mean the lua code)

I tested it with three different joysticks on Ubuntu 12.10, Ubuntu 13.04 and openSUSE 12.3.
All three worked without any problems.

Does your joystick work with other programs/games?

Do you use multiple joysticks? I found a bug when using two controllers at the same time (I will fix it later today).

Sponk

PS: Thanks for your feedback smile

EDIT: Fixed typo

188

(15 replies, posted in Engine)

Hello community,

I noticed that Maratis does not have any joystick/gamepad support for Linux at the moment.
Because of that I wrote a joystick class for Linux and integrated it into the current Maratis svn code.

I am experiencing some minor input lags with my controller on Linux so testing is appreciated wink

http://pastebin.com/wpmdqBN1 ==> The patch with my changes

Sponk

189

(13 replies, posted in Engine)

Hey community,

Currently I am trying to create a game plugin for my current project but I ran into one serious issue: Maratis does not recognize the game plugin
(i.e. The custom behaviour does not show up in the editor).
I used the code from the game plugin example (Here ==> http://www.maratis3d.org/?p=500) and compiled it into a *.so
and copied that to my game project directory.

My OS currently is openSUSE 12.3 64bit.
I was able to compile use the plugin on Windows so my question is: Are game plugins implemented for Linux?
If yes: Any ideas what I can try to get it work?

Thanks for all answers/comments

Sponk

PS: This is the makefile used to compile the plugin: http://pastebin.com/VbmUccWV

Edit: I finally found the error. I forgot to link the files together in the makefile. Everything is working now. By the way: Maratis should report why it could not load the plugin for better debugging smile.

190

(11 replies, posted in Gossip)

Hello everybody,

as you notice this is my first post in this forum so I want to introduce myself.
I am a student from germany, my hobbies are mainly programming and making music.
After using Unity3D for a while I came to the conclusion that it does not fit all my needs so I switched to Maratis.
Maratis is much more flexible due to its possibility of source code changes on engine level and modification using game plugins.
I hope to contribute some code and documentation later on but first I have to work with Maratis for some time so don't expect code from me anytime soon :-).

Sponk

PS: Currently my preferred programming languages are C/C++, Java, Python and Lua.