126

(4 replies, posted in Bug report)

Many thanks, works perfectly big_smile

127

(46 replies, posted in General)

Nistur wrote:

I'll be on "holiday" for 3 weeks ... I will want to do some coding, so... if anyone has any requests, I might be able to get it done in the github mirror and ready for testing and to be (potentially) merged into the official repository if successful and relevant.

Great news for us ! big_smile

I think that the whish list at http://forum.maratis3d.com/viewtopic.php?id=664 is a good start and should appeal to most of us.

128

(4 replies, posted in Bug report)

Anaël,

I'm already using latest revision (r203) from svn, maybe the fix hasn' been commited to svn or there's somewhere a regression.

129

(4 replies, posted in Bug report)

Anaël,

When working with objects with physics applied, if we activate an object that is already activated then Maratis crashes when we try to deactivate it.

Steps to reproduce the crash :
1) activate(object)
2) activate(object)
3) deactivate(object)

130

(5 replies, posted in General)

Hi and welcome,

The procedure is explained in the wiki manual at Blender export

I recommend that you take some time to read and refer to the wiki and all the ressources.

Have fun!

131

(46 replies, posted in General)

Nistur wrote:

What plugin was causing the problem?

In fact it was an incomplete plugin that I renamed 'Game.soZ' to deactivate it.
Your fork seems to load any file containing '.so', that's why wrong files can be loaded.

update = function(object, behaviour)

What is the purpose of the behavior parameter?

Are there any other callbacks you'd be interested in?

I think onBegin function for dealing with constants and initial setup is the top priority.
How can we deactivate/reactivate the behavior from other scripts ?

132

(46 replies, posted in General)

Nistur,

Sorry, in fact there was a conflict with another plugin.
I've updated my previous post.

133

(46 replies, posted in General)

Hey Nistur,

Very exciting stuff ! Thanks for sharing.

With an onBegin function and ability to set variables in the editor it will be a perfect tool.

134

(1 replies, posted in Bug report)

Anaël,

From the wiki lua script documentation, I'm trying to use "setParent(object, 0)"  to unlink 2 objects but it doesn't work.
The parenting is still active, which is confirmed by getParent(object) that returns the same parent instead of 0.
To test this, you can use the SponzaFPS example and try to unparent the Camera0 with setParent(Camera0 , 0).

NB: I'm using the latest svn (rev202)

Thanks

135

(10 replies, posted in Showcase)

Qt 4.8.1 already installed. Waiting for your system requirements.

136

(10 replies, posted in Showcase)

I've unsuccessfully tried to test your game on Precise Puppy 5.5, which is a light implementation of Ubuntu Precise Pangolin.
With this distro Maratis binaries work right outside of the box, so theorically your game should work but it isn't the case.

Just a few bug :

In the editor/behavior tab, setting the target parameter of LookAt or Follow to nothing (ie leaving it blank) makes the editor crash instead of setting this parameter to none.

Here is a complete example with a few tips on file locations:

function settingsFromFile()

-- NB: The text file must be located in the same directory as binaries, ie :
--         "/Maratis/Bin" for unpublished projects
--        "/MyProject/published" for published projects

    file = io.open("Settings.txt", "r") -- open file in read ("r") mode

    if file then -- catch IO errors

        settings = {} -- create an array containing all file's lines (each one is a parameter)
        for line in file:lines() do table.insert(settings, line) end

        -- Set parameters
        force = settings[1]

        file:close() -- close file

    end

end

settingsFromFile()

-- scene update
if onKeyDown("B") then addCentralForce(Player, {0, 0, force}, "local") end

139

(7 replies, posted in General)

Hey Pär,

AI is simply a way to apply realistic behaviors to objects in a convenient and automatic fashion.

Examples of AI are Maratis "Behaviors", brick-logic, path following, path finding, enemy behaviors (moving toward you, fighting....), animals that flee when you approach them...

Eplanatory examples can be found at http://www.etc.cmu.edu/projects/pandai/aitypes.html

Most of these behaviors involve multiple objects to interact between themselves, initiating a cascade of action-reaction chain (if A do this then B do that and then A reacts to B...)

The advantage of using AI is that you code the behavior once (ideally as a C++ plugin accessible in the Behavior panel in Maratis) and then you only have to set target objects in the editor and they will behave as expected.

So to make an AI system, the first step is to choose your desired behaviors,  write down the detailed chain of action-reaction and then start to code each of them!

From the dev roadmap, additional behaviors are planned (simple AI, ready-made player moving (3rd person, platform...)).
Hope to see them in a very near future as this kind of feature bring both infinite power and ease of use to the user.