126

(9 replies, posted in Engine)

You can't use Blender's physics engine on external software just exporting a mesh.

127

(40 replies, posted in Engine)

How does MGuiButton work?
I've created my eventButtonTest() function which does work if called manually.
Then I've done

button->setEventCallback(eventButtonTest);

But clicking on the button does anything.

128

(40 replies, posted in Engine)

anael wrote:

Did you use the new MCore.lib/dll and MEngine.lib/dll to rebuild the game.dll ?

Yes.

I tried again compiling Maratis with VS2010, finished right now. I tested my game plugin and it works.
I'm puzzled though: shouldn't a user be allowed to write a plugin DLL for Maratis regardless of how it was compiled?
This is what I would expect.

BTW, I confirm that your fix works. Now I see 2D text.
Thank you.

129

(40 replies, posted in Engine)

Looks like if the plugin is compiled with VC 2010 it doesn't work with Maratis build with VC 2008.
Can you confirm that?

130

(40 replies, posted in Engine)

Yes I did "clean solution" and then rebuild from scratch, it's not that.

131

(40 replies, posted in Engine)

Woah game now crashes. Maybe because of other things due to modifications in trunk/, because MGui is not even ON at the start of my scene; I could try with a more basic project. I'll let you know.
Other projects (maratis demos) work so the compilation is fine.

132

(6 replies, posted in Engine)

Oooook it works. Thanks.

133

(6 replies, posted in Engine)

Right, due to my previous adventures with VC 2005 I ended up in tags to see if at least the old version would compile lol.
It's slow but looks like it's compiling now.

134

(6 replies, posted in Engine)

So I tried VC 2008 with scons & python 2.7 but I got

SyntaxError: Non-ASCII character '\xc3' in file [...]\maratis\tags\Maratis-3.01\var\scons\thirdparty\bullet.py on line 3, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details

Found solution here: http://stackoverflow.com/questions/1058 … on-returns

After that, though, I got

Build in release mode
Using 3rdparty libraries in folder: [...]\maratis\3rdparty
NameError: global name 'os' is not defined:
  File "[...]\maratis\tags\Maratis-3.01\SConstruct", line 71:
    exports='env' )
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 614:
    return method(*args, **kw)
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 551:
    return _SConscript(self.fs, *files, **subst_kw)
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 260:
    exec _file_ in call_stack[-1].globals
  File "[...]\maratis\tags\Maratis-3.01\Maratis\SConscript", line 19:
    exports='env' )
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 614:
    return method(*args, **kw)
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 551:
    return _SConscript(self.fs, *files, **subst_kw)
  File "[...]\maratis\tags\Maratis-3.01\scons-local-2.0.1\SCons\Script\SConscript.py", line 260:
    exec _file_ in call_stack[-1].globals
  File "[...]\maratis\tags\Maratis-3.01\Maratis\Editor\SConscript", line 34:
    thirdparty.openal.addOpenALToEnv(env_local)
  File "[...]\maratis\tags\Maratis-3.01\var\scons\thirdparty\openal.py", line 51:
    vincludepath.append(os.path.join(env['thirdpartydir'],pth))

135

(40 replies, posted in Engine)

No problem, had to do it anyway (as in other thread).

136

(40 replies, posted in Engine)

Yes with fixed renderer it works.

137

(40 replies, posted in Engine)

But... it's in 3D.
As I move the camera it moves. *scratches his head*
The text I mean. The window is fine.

Images and buttons backgrounds are also fine (still 2d objects), but the text is rendering in 3d with all the perspective in relation to camera view.

Also, I wonder how to load an image, for example to do a cursor.
I tried

MGuiImage* img = guiwin->addNewImage();
img->setPosition(MVector2(50,50));//random
img->setScale(MVector2(40,40));//random
MTextureRef* myTexture = MTextureRef::getNew(0,"C:/blahblah/cursor.jpg",false);
img->setNormalTexture(myTexture);

138

(40 replies, posted in Engine)

Oh I didn't know it wanted the full path, I used local.
Now it works, thanks.

139

(6 replies, posted in Engine)

Oh, ok, didn't think about that. I had errors compiling the Player and the Editor so I though I could just use the "old" ones.
So now I have to either try to solve those errors or try scons with VC 2010/08.

140

(40 replies, posted in Engine)

Ok it took a while to compile correctly but now it works.
I see a white square which I enlarged using setScale();
I don't see the text though, even changing the color and setting up the font.
I also tried a button, but no luck, I don't see anything even after doing setText().
So I'm not sure how to actually use this. tongue

141

(56 replies, posted in Editor)

com3D wrote:

[...]

This is solved changing these lines:

render->setColor3((MVector3)m_colorTarget->getNormalColor());
render->setColor3((MVector3)m_tintTarget->getNormalColor());

Casting problems.

Also, FYI, if you want to use the MGui source directly you have to set the preprocessor "MGUI_STATIC" in your VS project.

142

(6 replies, posted in Engine)

So I was trying to compile with VC 2005 since you seem to use that one.
After some fails, I've succeded compiling MCore and MEngine from the /tags release but their size is different than the original and if I try to launch the Editor/Player (after copying the DLLs) it says "impossible to find the entry point [name of the entry point with crap characters] of the procedure on MEngine.dll" (approximate translation from my OS language).
Any idea?
I thought this was better than installing with scons and new VC versions but maybe currently only scons works?

143

(40 replies, posted in Engine)

Thanks I'll try that.

144

(40 replies, posted in Engine)

So what external library do you suggest for doing game menus and debug windows?
Anyone can suggest their preferences.

145

(40 replies, posted in Engine)

Of course, I've written myself this:
http://wiki.maratis3d.org/index.php?tit … ng_GUIDemo

Still, all these workarounds are temporary and inefficient ways to do something while waiting for the true thing.

146

(9 replies, posted in Engine)

Any plan?
Looking at the roadmap, "physics improvement" seems to be way to the bottom of priority.
What if I try to add it myself, is it difficult? Is it just some Bullet wrapping or is it something long to do and that it requires good knowledge of the matter?
Thanks.

147

(40 replies, posted in Engine)

When will 2D drawing functions be available?
I'm not sure if MGui will be used for games too or not.
In any case I wanted to know if there is an approximate release date for 2D drawing stuff (for e.g. game menus).
Thanks.

148

(6 replies, posted in General)

Pär wrote:

I worked it out.

Feel free to write your discoverings, you may help other people who will read the thread.

Thanks.

150

(8 replies, posted in Scripting)

Yes but it's in 3d, if you want it to stay 2D in relation to the player point of view, and always at the same size, etc, you have to use the GUI Demo plus my tutorial.