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This is what I get when I force quit the program:
Moderator: Moderators
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2016-08-12 15:43:57.055 java[12138:62008] *** WARNING: Method userSpaceScaleFactor in class NSWindow is deprecated on 10.7 and later. It should not be used in new applications. Use convertRectToBacking: instead.
BrushManager added Pattern: circle
BrushManager added Pattern: circle_double
BrushManager added Pattern: circle_small
BrushManager added Pattern: ellipse
BrushManager added Pattern: ellipse_cross
BrushManager added Pattern: noise
BrushManager added Pattern: noise2
BrushManager added Pattern: noise2_smooth
BrushManager added Pattern: square
BrushManager added Texture: beach
BrushManager added Texture: beach2
BrushManager added Texture: dirt1
BrushManager added Texture: dirt2
BrushManager added Texture: drygrass
BrushManager added Texture: grass
BrushManager added Texture: grass2
BrushManager added Texture: grass3
BrushManager added Texture: grass4
BrushManager added Texture: grass5
BrushManager added Texture: grass6
BrushManager added Texture: ice
BrushManager added Texture: metalpatch
BrushManager added Texture: mud1
BrushManager added Texture: mud2
BrushManager added Texture: road1
BrushManager added Texture: sandstone
BrushManager added Texture: sandstone2
BrushManager added Texture: stone
BrushManager added Texture: stone2
BrushManager added Texture: stone3
BrushManager added Texture: ttd
PrefabManager added Prefab: Ramp Down SW
BrushManager added PrefabHeightmap: Ramp Down SW_hm
BrushManager added PrefabTexturemap: Ramp Down SW_tm
Done scaling Texture from 256x256 to 256x256: 51 ms
Done scaling Texture from 256x256 to 256x256: 0 ms
Done scaling Texture from 512x512 to 512x512: 38 ms
Done scaling Texture from 512x512 to 512x512: 1 ms
FeatureManager: added Feature: cluster1
FeatureManager: added Feature: cluster1_dead
FeatureManager: added Feature: corecom1
FeatureManager: added Feature: geovent
FeatureManager: added Feature: rock1
FeatureManager: added Feature: mc2chemicalplant
FeatureManager: added Feature: S44tree_01a
FeatureManager: added Feature: S44tree_01b
FeatureManager: added Feature: S44tree_01c
FeatureManager: added Feature: S44tree_02a
FeatureManager: added Feature: S44tree_sprucea
FeatureManager: added Feature: S44tree_spruceb
FeatureManager: added Feature: smothdist
FeatureManager: added Feature: Tyranid1
FeatureManager: added Feature: Tyranid2
FeatureManager: added Feature: Tyranid3
FeatureManager: added Feature: TyranidC
Done blanking texture ( 19 ms )
Done blanking featureMap ( 0 ms )
OpenGL version: 2.1 INTEL-10.18.43 -> (ok)
Exception in thread "main" javax.media.opengl.GLException: OpenGL context not current
at com.sun.opengl.impl.macosx.MacOSXGLContext.setSwapInterval(MacOSXGLContext.java:317)
at com.sun.opengl.impl.GLImpl.setSwapInterval(GLImpl.java:30518)
at frontend.render.MapRenderer.init(MapRenderer.java:1856)
at frontend.gui.SpringMapEditGUI.<init>(SpringMapEditGUI.java:295)
at application.SpringMapEditApplication.main(SpringMapEditApplication.java:61)
i try to test this release but i'm unable to do it under linuxgajop wrote:- Script start_linux_x64.sh should have a +x mode (execute), and with unix file endings, otherwise we get errors about the wrong interpreter.
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./start_linux_x64.sh
As I said, you also need to make it have unix line endings.prandipadaro wrote:go i get the interpreter errorCode: Select all
./start_linux_x64.sh
ah... now i understand, I did not know there were these differences!gajop wrote:I did it via vim, but I guess you could also use a tool like dos2unix.
Derp, broke that. I'm not on linux so I can't chmod, someone else would have to make the releases for that.gajop wrote:This is the first SME release I've tested since ages. I don't think I tried anything in this thread even.
Issues:
- Script start_linux_x64.sh should have a +x mode (execute), and with unix file endings, otherwise we get errors about the wrong interpreter.
That was something I inherited from the forum version. I'll add that to the list of things to fix.gajop wrote:- Middle mouse camera controls shouldn't instantly move you so drastically when you click.
That could probably be improved. The current screenray algorithm doesn't account for the perspective warp of the camera, which is why. AFAIK it's always been like that though.gajop wrote:- Mouse pointer doesn't correctly reflect on the terrain position (there's quite an offset between what I'm pointing on and where it ends on the terrain).
I was thinking more along the lines of an image of the text "UP" so that you can see which direction it's facing easily. SME doesn't support non-90-degree rotations so a slider doesn't make much sense.gajop wrote:- I suggest using sliders and/or numbers for rotation. Hard to tell what's going on if nothing is displayed.
There's a hidden option for that but it's broken so it isn't enabled. I have no idea why it doesn't work.gajop wrote:- Draw the current height brush texture with its rotation on the map. Like http://i.imgur.com/4EAHBGz.jpg http://i.imgur.com/ThTh1xz.jpg.
I can't tell what I'm looking at there. What's all that weird jaggy stuff in the background?gajop wrote:- There are weird rendering issues. You're culling some triangles you shouldn't have.
There's an option to turn off sun rotation, but it can be hard to see the terrain relief without it. Yes, that stupid yellow sphere is the 'sun'. It's always been like that. Eventually I plan to use a real skybox rendering algorithm (like this) and to add proper controls for sun position, but it wasn't at the top of my list of things to do.gajop wrote:- What's the yellow thing rotating above? The sun? Why does it need to rotate? I guess I find the way terrain flashes a bit distracting.
I actually found a bunch of uses for stamp which I'll probably demonstrate soon. Smooth is also pretty useful/necessary. (I thought scened had smooth?) I may even bring back the erosion brush since I've thought of a possible use for it. (making individual buttes)gajop wrote:- I think I'd prefer a simpler interface, with just Add/Remove (incremental/decremental) and Set (goal-height) controls. A set with a small strength is also pretty useful (took that idea from Unity), and it allows you to create these plateaus easily (http://i.imgur.com/Ljd1eci.jpg). I guess I don't think the normal brushes work well with just stamp.
Well, SME is written in java, which is much nicer to use than lua. It also allows a nicer interface than chili since I can take my pick of widget toolkits that have proper layout control (and a free HSV color picker). Compared to spring it doesn't have any pathing to update, so terrain editing can be arbitrary without performing too badly. I eventually plan to add support for terrain/texture generation, so that's kind of important. I can also play with the rendering much more easily than I can with spring's, which is something I plan on doing sooner or later.gajop wrote:In general though it seems straight forward, although I'm probably not the best person to test intuitiveness on. Hopefully you won't take it as offense, but I think it's quite behind what Scened can offer, so I'm curious to ask why you've decided to work on this? I don't mind of course, as it doesn't hurt the ecosystem to have multiple competing solutions (good ideas from different projects can be captured). What are in your opinion the pros of SME in comparison to Scened?
Basically there's a mountain that isn't rendered when viewed from this side. The wrong triangles are being culled causing the weird things to happen.aeonios wrote:I can't tell what I'm looking at there. What's all that weird jaggy stuff in the background?gajop wrote:- There are weird rendering issues. You're culling some triangles you shouldn't have.
I guess I don't see why you'd want it if you could do the same with Set & a fixed height, but looking forward to see what you do with it.aeonios wrote:I actually found a bunch of uses for stamp which I'll probably demonstrate soon.
Yes, both smooth and erosion are also useful, as are a number of more complicated heightmap transformations such as ramps.aeonios wrote:Smooth is also pretty useful/necessary. (I thought scened had smooth?) I may even bring back the erosion brush since I've thought of a possible use for it. (making individual buttes)
I don't mind Chili so much anymore, it's gone quite far and will only improve further with Chobby and Scened as very heavy UI programs. I've got a HSV picker too, thanks to smoth.aeonios wrote:Well, SME is written in java, which is much nicer to use than lua. It also allows a nicer interface than chili since I can take my pick of widget toolkits that have proper layout control (and a free HSV color picker). Compared to spring it doesn't have any pathing to update, so terrain editing can be arbitrary without performing too badly. I eventually plan to add support for terrain/texture generation, so that's kind of important. I can also play with the rendering much more easily than I can with spring's, which is something I plan on doing sooner or later.
That seems to be a JOGL issue, and probably linux-specific. JOGL is a piece of crap and I'm getting rid of it one way or the other.gajop wrote:Basically there's a mountain that isn't rendered when viewed from this side. The wrong triangles are being culled causing the weird things to happen.
There are things you can do with stamp that you can't do with set. Like add to existing terrain.gajop wrote:I guess I don't see why you'd want it if you could do the same with Set & a fixed height, but looking forward to see what you do with it.
SSAO actually wasn't one of the things I planned on implementing. WRT to spring's rendering imo it should be burned in a fire along with the entire contorted failure of a materials system (however many different ones it uses). Also, I might, but only if/when I ever feel like dealing with the ridiculous compile procedure on windows.gajop wrote:I think it's good that Scened relies on Spring rendering as I get a very obvious WYSIWYG. You mentioned SSAO, and I'd rather that be first implemented in Spring in general, PRs welcome
I don't see that as being very practical. I guess if you only needed non-realtime level generation it could be doable, but in that case you could just hack around it with lua.gajop wrote:Having better map heightmap and texture generation would be pretty useful if we ever wanted to make procedurally generated games, like roguelikes.