Search found 27 matches

by kripken
Fri Dec 12, 2008 12:41
Forum: User Projects
Topic: The Intensity Engine
Replies: 8
Views: 15658

0.2 Release + Now Hiring ;)

Version 0.2 of the Intensity Engine has been released, which includes CEGUI 0.6.2b. You can get it here: http://www.intensityengine.com/download Some new screenshots and videos can be seen at http://www.intensityengine.com/screenshots-and-video Changes include: =============== - Procedural generatio...
by kripken
Fri Dec 12, 2008 08:37
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

CrazyEddie wrote:We are pleased to be able to offer CEGUI 0.6.2b - which is a re-issue of the original 0.6.2 which is now being withdrawn - that addresses this problem. See the announcement here.

HTH

CE


Thanks for the quick release of 0.6.2b. I compiled my project on Windows with it and all is well :)
by kripken
Wed Dec 10, 2008 07:50
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

@kripken: Ok, I had some time this evening, so have downloaded everything, built the thing, run it successfully, updated to CEGUI 0.6.2, rebuilt, and after updating some getChild calls to getChildRecursive (hehe ;)) I am able to get the same error :D I'll leave the debugging of it for tomorrow when...
by kripken
Tue Dec 09, 2008 17:49
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

Tomorrow I'll start getting the required things to build the engine and attempt to reproduce and debug the issue (mainly because it seems to be a CEGUI issue, I'm not really in the habit of debugging other projects' code :lol: ). Understood. Thanks for doing this! Hopefully building the engine will...
by kripken
Tue Dec 09, 2008 12:59
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

It's really odd that it works in linux. Do you get the same result from debug and release builds on Windows? Ok, I spent another half-day on this now. Yes, the results are the same with both debug and release builds, and indeed it runs fine on Linux but crashes on Windows. I also did the following ...
by kripken
Mon Dec 08, 2008 18:50
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

HI, I assume that 'letfocus' in the second line is just a typo in the forum post? Aside from this, did you also clean / rebuild your windows binaries against 0.6.2 - I'm guessing you probably did after the ABI issue that came up on linux. What does the original subscription line that bound this loo...
by kripken
Mon Dec 08, 2008 14:25
Forum: Help
Topic: Odd Lua Issue in 0.6.2
Replies: 15
Views: 12240

Odd Lua Issue in 0.6.2

Running the following code, print( lastfocus:getName() ) letfocus:activate() I get correct output for the print command (the name of the window), but a crash on the next line, CEGUI::ScriptException in file ...CEGUILuaFunctor.cpp(195): Unable to call Lua event handler...
by kripken
Fri Dec 05, 2008 16:02
Forum: Bug Reports, Suggestions, Feature Requests
Topic: Re: Bug 252
Replies: 1
Views: 2443

Re: Bug 252

Regarding bug 252 , it is marked resolved so I can't post a note there, so I'll post a comment here (my comment isn't that important, so if it goes unnoticed, no matter ;) ) As the bug resolution indicates, a rebuild against 0.6.2 fixed things, so that would appear to indeed be the issue. Thanks for...
by kripken
Thu Dec 04, 2008 19:55
Forum: Help
Topic: Trouble finding windows in 0.6.2
Replies: 2
Views: 2284

Hi, Yes the behaviour has been restored to it's original intended function (looking for directly attached children only). A new function Window::getChildRecursive has been added for the recursive / 'deep search' cases. Bug Fix: The Window::getChild(const CEGUI::String&) function was incorrectly...
by kripken
Thu Dec 04, 2008 17:42
Forum: User Projects
Topic: The Intensity Engine
Replies: 8
Views: 15658

That looks awsome. I worked on a custom game engine in school with a group of guys that had a similar look/feel to this, but that engine is far more polished. Most of our code also looks like it came straight out of a horror movie lol. How long have you been working on this project? Also curious ho...
by kripken
Thu Dec 04, 2008 17:41
Forum: Help
Topic: Trouble finding windows in 0.6.2
Replies: 2
Views: 2284

Trouble finding windows in 0.6.2

I've run into the following problem when migrating from 0.6.1 to 0.6.2. When I do "layout:getChild" (from Lua) to get the edit box listed here, it fails: <GUILayout > <Window Type="DefaultWindow" Name="Root" > <Property Name="UnifiedMaxSize" Value="{...
by kripken
Sun Nov 30, 2008 13:15
Forum: User Projects
Topic: The Intensity Engine
Replies: 8
Views: 15658

Hi, looks interesting, nice video. Can you tell me using what technique exactly you calculate the real-time shadow of the player? That animal that jumps around :) The credit to that goes to the Sauerbraten engine, more specifically the lead developer eihrul, whose homepage is here http://lee.fov120...
by kripken
Sat Nov 29, 2008 16:17
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [PATCH] TreeEventArgs for Lua Script Module
Replies: 3
Views: 5425

Ok, thanks for the clarifications. In the future I'll use the tracker, and standard diff format. That's great news about this patch getting into 0.6.2, as (in addition to this other fix , which I see has also been committed) it means I will be able to use an unmodified CEGUI 0.6.2 for my project. Th...
by kripken
Sat Nov 29, 2008 11:25
Forum: User Projects
Topic: The Intensity Engine
Replies: 8
Views: 15658

The Intensity Engine

The Intensity Engine is a recently released open source platform for multiplayer, immersive 3D worlds and environments. Basically, it has somewhat similar goals as things like Second Life, but gets there from the direction of a game engine, which means that it is fast and responsive (even when conn...
by kripken
Fri Nov 28, 2008 18:38
Forum: Bug Reports, Suggestions, Feature Requests
Topic: [PATCH] TreeEventArgs for Lua Script Module
Replies: 3
Views: 5425

[PATCH] TreeEventArgs for Lua Script Module

Hi, It appears that the Lua Script Module (in 0.6.1) is missing bindings for TreeEventArgs. Here is a patch which passes my tests: === modified file 'ScriptingModules/CEGUILua/LuaScriptModule/package/HelperFunctions.pkg' 7a8,11 > function CEGUI.toTreeEventArgs(e) > return tolua.cast(e,&q...

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