Ah, ok. No more juddering against walls now… thanks!
Useful to know, thanks.
Just wanted to chime in and say I briefly tested shuvit on the earlier windows builds and everything appeared to be working as expected. Very relieved considering my massive code base. Very good work. Thanks a lot, and hopefully now some work can get done on the gpu armature skinning
The team is happy to finish the 0.2.4 release with many bugs fixing thanks to numerous feedbacks. This experience was really helpful to make a better release and will be reproduced for next release.
The final release is downloadable from:
The release note is quite similar unless a new option for texture color management:
No go for Ubuntu 16.04 LTS.
Hi @mziskandar I tested the linux build in a Ubuntu 16.04 Virtual machine and it worked for me.
Could you make in a terminal under UPBGE directory “ldd blender” and post here the result?
Got this result when I tried to run normally.
…and suddenly, running from terminal as ./blender
Im using Logitech Extreme 3D, upbge python request for:
Resulting only x and y value working…
[x, y, 0.0, 0.0, 0.0, 0.0]
… without trim and trust.
Latest gamecontrollerdb.txt have no effect.
I inspected the mapping for Logitech extreme 3D and it is only mapped with one axis:
030000006d04000015c2000010010000,Logitech Logitech Extreme 3D,a:b0,b:b4,back:b6,guide:b8,leftshoulder:b9,leftstick:h0.8,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:h0.2,start:b7,x:b2,y:b5,platform:Linux,
The possible solutions is that you map again your controller using tools that i point here (https://github.com/UPBGE/blender/wiki/New-Game-controller-system) or maybe you can modify the gamecontrollerdb.txt including the additional axes:
030000006d04000015c2000010010000,Logitech Logitech Extreme 3D,a:b0,b:b4,back:b6,guide:b8,leftshoulder:b9,leftstick:h0.8,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:h0.2,start:b7,x:b2,y:b5,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Linux,
The axes in a xbox360 are:
Left stick --> leftx:a0,lefty:a1
Right stick --> rightx:a2,righty:a3,
Gun shoulder triggers --> lefttrigger:a4,righttrigger:a5
If you make it work please, send me the mapping to include it in future versions.
Sorry for the late update. Got it working yesterday, you’ve already taught me about this last year:
Here’s my gamecontrollerdb with hat created in datafiles/gamecontroller
030000006d04000015c2000010010000,Logitech Logitech Extreme 3D,a:b0,b:b4,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b9,leftstick:h0.8,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:h0.2,rightx:a2,righty:a3,start:b7,x:b2,y:b5,platform:Linux
Thanks for the hard work guys
I was testing the frustrum logic, and it works amazing! I have about 1275 cubes (each one with logic brics) and counting. Framerate and logic load seem to be stable despite the fact I’m using only logic bricks
The only problem I have is regarding sound, once I export to exe there is no sound.
any one else with the same problem?
I’m making physic scene.
Runs quite well internally.
As for standalone player, the start maybe skipping frame and burying object underground.
As to overcome this, I will suspend() the scene at the start.
the scene will resume() when the user are ready.
But… seems like resume() is not working - even in logicbrick
Here’s the test file. ‘x’ to suspend and ‘y’ to resume.
mzSuspend.blend (88.3 KB)
Can anyone confirm this?
…or I’m doing it wrong.
When you suspend a scene, all its logic is also suspended.
So the sensor/controller/actuator that you setup in that scene won’t execute anymore.
One workaround is to add an overlay scene that will not be suspended, and that will resume the main one when required.
Aaa… no wonder. Now its working. Thanks mate!
are you using blender v2.79.6 upbge v0.2.3?
could you show me how to use frustrum logic?
I’m using UPBGE 0.2.4 (date 2018-10-06)
Select the object you want to work with “logic culling” , for example a rotating cube.
1.- Go to “Object button” and look for the “Activity Culling” tab and then activate the checkbox “Logic” and put the value you need in “Logic Radius”
2.- Go to “Scene” button and activate the checkbox “Activity Culling”
3.- Select the camera and go to the “Camera” button and look for the “Culling” Tab, and select the “Activity Culling” checkbox
For this I’m assuming you are using the camera as the player, so when you move and are in the object radius range it activates and logic bricks begin to work, and once you are out of range they deactivate.
no I am not using the camera as the player.is that the only way it can work?
No, it does not matter.
I just mentioned that because I did my example with a FPS, but is the same thing for a rpg or any other I guess
In UPBGE, why does “Warring: Python components auto-execution disabled” appears when overlay added?
Another UPBGE test…