Wiped the local repo and re-cloned+rebuilt from scratch, (libcelt-dev now
needs to be added to the Ubuntu depends list, BTW) no joy still.
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Further note:
I ran the server with graphical output: when the client crashes, the Avatar
(Jack) appears as expected in the /server/ view until the server detects
the client is gone and auto-deletes the avatar again. The avatar behaves
normally - dropping to ground-level from its slightly-above
I have whittled down my crashing to SkyX and the simpleavatar.js script
from the Avatar example being present in my world at once.
Pasted back the SkyX code to the scenes/Avatar/scene.txml example and got
the same crash. ie: replace entity 6 in scenes/Avatar/scene.txml with:
Thanks for all the help on this!
To be honest, I think switching my home system to Kubuntu may be the path
of least resistance (I flip-flop between Debian/Kubuntu every year-or-so
anyway, when one or the other's video drivers get too annoying). Too many
of Debian/Testing's library versions are
Well, the Ubuntu compile seems to work - first run got it to the
black-window-of-emptiness, which is the expected behavior without any
actual world data.
Plugging in my test world from my Windows install, everything came up on
the graphical server window nicely!
...
Not so good at home on Debi
Oooh. I think I got a compile!
Using Jonne's instructions for crossing the main repo. with Peter's.
Knock-off time at work, so I will have more of a play/test tomorrow. Might
try it on Debian tonight too.
Thanx so far all!
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Nah, it is now bailing at what looks like the same place as under Debian at
home. I will continue there on the weekend.
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http://www.realxtend.org
2012 12:32:58 UTC+10, glenalec wrote:
>
> Still having issues at home on Debian/Testing but now have time to try at
> work on Ubuntu/Precise.
> The compile seems to finish without errors (just some warnings as it goes
> through the qtScriptGenerator).
>
> make[1]: Leaving di
Still having issues at home on Debian/Testing but now have time to try at
work on Ubuntu/Precise.
The compile seems to finish without errors (just some warnings as it goes
through the qtScriptGenerator).
make[1]: Leaving directory
'opt/naali-deps/build/qtscriptgenerator/qtbindings/qtscript_
> but the current git should work.
>
> Just make sure to use th3flyboy-linuxmint and not
> th3flyboy-linuxmintbuild, i stupidly did two branches and the latter does
> not have the fixes.
> --
> Sent from my Android phone with K-9 Mail. Please excuse my brevity.
>
>
found: did you run git update-server-info on the server?
On Sunday, 26 August 2012 15:26:57 UTC+10, antont wrote:
>
> On Sat, 2012-08-25 at 15:33 -0700, glenalec wrote:
> > Thanks for that Peter!
> > I will have another go when the mainline is updated (I have access to
> &g
Thanks for that Peter!
I will have another go when the mainline is updated (I have access to a
Windows system at work during the week, but it will be nice to have a
version running at home for evenings/weekends).
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Hi,
having another go trying to compile on Debian/testing. Using the
build-ubuntu-deps.bash script which seems happy enough until the compile
fails as such:
/scratch/naali/src/Application/SkyXHydrax/EC_SkyX.cpp:27:18: fatal error:
SkyX.h: No such file or directory
compilation terminated.
make[2
Okay, I am on a machine running Kubuntu/Oneiric/64bit ... with 8GiB of
RAM! :-) and got the ogreDev PPA parts installed. Verified libogre|-
dev were from the ppa and not from the main repository.
I don't seem to get any compile errors, but can't seem to locate a
binary :-(.
Am I looking in the
decent ammount of RAM,
but from how far the compile got here, I am quietly confident.
Regards and thanks,
Glenn.
On Feb 5, 6:02 pm, Toni Alatalo wrote:
> On Sat, 2012-02-04 at 21:47 -0800, glenalec wrote:
> > I am trying to compile under Debian/Testing and am hitting a
I am trying to compile under Debian/Testing and am hitting a snag. Not
being a C++ programmer, I am rather floundering here :-(
Using build-ubuntu-deps.bash as a reference, I successfully got all
the required packages installed and a good chunk of the compile went
through. The error occurred at th
Having yet another go at compiling here. Bogged at this point :-(
Compiling the deps from build-ubuntu-deps.bash seemed to work, then:
/opt/naali$ NAALI_DEP_PATH=/opt/naali-deps/ cmake -Wno-dev .
=== Configuring Dependencies ===
** Configuring BOOST
-- checking for module 'Boost
Hi group,
had a bit of a play with Open Wonderland yesterday - just to see what
it was like over on that side.
Quite nice environment, good security model and nice clean web-
interface to the server.
But WOW, what a HOG!
Being the 'Digital Media Centre', our PCs are quite beefy, but my
testbed w
Hi all,
Just a quick verification of an assumption: namely:
The default scale used in ReX is 1unit=1m?
(Obviously it is easy enough to have whatever local scale you want
just by saying 'this is my scale' and doing all your modeling to that;
however there is presumably a need for a standard scale
Hi all,
Just a minor annoyance for now, but I have set a custom Hydrax.hdx
(copy-modified from the provided hydraxdefault.hdx) in my asset folder
and pointed my HydraX instance to it.
When I open the scene, it displays a texture-less default HydraX until
I open the scene editor, in which my custo
Hi all,
the --ogrecapturetopwindow option works without removing the Wacom
drivers.
Tried removing the drivers next and that also worked (better, as the
above was playing visual-silly-buggers with the menu-bar, though it
was still quite usable), this option isn't a long-term solution as the
table
Just can't get any output here, from 2.0, 2.1, 2.1.1. On my test
machine (Win7). Was working for the 2.0 preview.
According to the Scene viewer, the scene elements are in there (tried
my own scene and Physics), but the output window is black.
I suspect an issue between the OGRE backend (was it ve
Yep, it was the quotes in Win7 too.
On Sep 2, 9:14 am, Toni Alatalo wrote:
> i encountered a similar problem earlier today, submitted a
> bug:https://github.com/realXtend/naali/issues/40
>
> as you can see in the comments there, for me it was about having
> "quotes" when Tundra tries to find the
Thanks Toni,
I will try on Monday at work (no time today :-(, and I only run Linux
at home, and that is a-whole-nother project in itself :-D )
Glenn.
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Hi there,
Tried the 2.0 that just came up on the downloads page.
Just a black window.
Opening the Scene editor shows only the camera in there. The scene I
opened on is not present (scene was set up and running on 2.0pre).
No menu option to load in a txml file and trying to D&D the file in
just
Having trouble compiling it on Ubuntu.
Using stock Kubuntu Natty - freshly updated
Pull the repository fresh.
cd to naali (also tried running from naali/tools)
dmc-user@DMC-PC0x:~/naali$ tools/build-ubuntu-deps.bash
(follows are tails of repeated compile attempts - it "make: *** [all]
Error 2"
Oops, that was meant to be in the 2.0 discussion.
I have had a little play with the 1.0.7 binaries and was able to
create a little 6-object world with terrain and meshes, but never got
the texturing to work on either my Debian Box or a Win7 at work :-(. I
assume there was some post-compiling neede
I noticed mention of an auto-compiler hanging off the repository in
the ubuntu build doc. Does that output anywhere I can grab a download
(since I don't have a clue about setting cmake EVs and they are
apparenely not set right on my Debian/testing/AMD-64 system!)? I am a
content producer rather th
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