Re: [realXtend] Is it just me or does Project Sansar...

2015-09-15 Thread Jonne Nauha
There are very little technical details so hard to say how similar it
actually is.

Good to see they are taking a "mesh first" approach with some insinuated
voxel stuff in the mix. I'm sure they want to bump up the visual aspects if
buildings a new platform for modern PCs.

On Fri, Sep 4, 2015 at 3:24 AM Lord  wrote:

> Is it just me or does Project Sansar from Linden Labs, sound like a big
> company closed-source take on what RealXtend Association's Tundra platform
> is supposed to do ?
> Reference from Inara Pey's blog:
> http://modemworld.me/2015/07/25/the-sansar-summary-july-2015/
>
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Re: [realXtend] visiting Northern California, a new article about Tundra API

2013-05-15 Thread Jonne Nauha
Good luck and have fun! These kind of things are important to get Tundra
out there, so wave our Tundra flag high :)

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Wed, May 15, 2013 at 6:45 AM, t...@playsign.net wrote:

 Hi,

 I’m traveling now to visit Northern California, mainly to attend
 a Software Engineering conference in San Francisco (ICSE), so thought to
 mention it here in case someone lives in the area and would like to meet to
 discuss realXtend, VWs, networked games etc.

 Also, for more general interest, my article there is about the Tundra API,
 about a way to compare it regarding ease of development for networked games
 -- the final pre-print version is online now at
 https://github.com/realXtend/doc/raw/master/api_complexity/icsews13gas-preprint.pdf
  .
 Idea is to continue from that towards an enhanced API and/or toolset (e.g.
 a visual logic authoring tool, Ari Okkonen already presented one that he’d
 made recently) to improve ease of dev further.

 I will also visit Stanford to meet with the Sirikata folks there, probably
 on Monday afternoon. Just for a free form discussion about the state and
 dev plans around realXtend and Sirikata, there’s no tight agenda.

 There’s a time gap between the game dev workshop (
 http://2013.gasworkshop.org/) where I’m presenting on this Saturday and
 the main conference which begins next Wednesday so I have free time for
 example on Tuesday if someone would like to meet. Also this week before Sat
 or on Sunday suits well.

 Cheers,
 ~Toni

 BTW: although I certainly don’t mind the destination, this is a very
 unfortunate time to leave Oulu .. the spring is getting really nice in
 Northern Finland now, leaves just about to pop out in the trees and warm
 weather coming for the weekend *sigh* .. so those you get to stay, do
 enjoy!  (it’s like summer but no mosquitos yet, the nights are pretty
 bright already too)

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Re: [realXtend] avatar sitting as an optimization (Fw: [Opensim-dev] Load test today)

2013-05-15 Thread Jonne Nauha
Yeah, sound like a reasonable thing to do. However I'm not sure how much
our av is loading the CPU side when they are stationary (physics should be
in rest mode), would need to investigate a bit. For us at Meshmoon I need
to optimize many things in the js script side before doing things like
this, although this is a easy thing to add quickly. Mainly I'd need to
implement the few optimizations from the Tundra example avatar scripts.
Using only one script engine and using the EC_PhysicsMotor to drive the
movement on the c++ side. But our av script has lots of other optimization
the core example does not have, we have been running 30-40 avatars with our
script without server breaking a sweat.

Would be fun to get to 200 avatars with Tundra before OpenSim :) Of course
it might be hard to compare the things you can do with your avatar,
smoothness of movement etc. but still. OpenSim has quite the leg up on the
optimization work, I think they've been doing it for years now (I remember
in ~Naali times when they wanted 100 avatars and were working actively on
that goal with Intel if i remember right).

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Wed, May 15, 2013 at 7:32 AM, t...@playsign.net wrote:

 Just for info about where the Opensimulator side is with regards to
 scalability and stability for meetings now,

 and this particular point about sitting as a way to optimize is I think
 very clever and something that we could apply with avatars on realXtend
 too, no? just disable physics when sitting disables movement. IIRC also
 with Tundra and rexmeshmoon AV apps physics has been a bottleneck. I think
 Opensim adopted this from SL.

 sitting-at-an-airportly yours,
 ~Toni

 *From:* Diva Canto
 *Sent:* Wednesday, May 15, 2013 2:34 AM
 *To:* opensim-...@lists.berlios.de

 Thanks everyone who came to the load test today. We hit 121 people
 (actual viewers) spread through 4 neighboring regions joined at a
 corner, running on the same server, with practically no chat lag and no
 sim crashes! People were chatting all the way through for 90 minutes.

 The goal of these tests is to find out how many people can fit in a
 virtual gathering scenario, so we ask everyone to sit down instead of
 running around. Sitting down not only captures the scenario well, but,
 technically speaking, the avatars are removed from physics, which makes
 the sims not have to work so hard.

 The test grid was running the latest code from the dev branch, with no
 additional improvements.There were a few quirks here and there; we'll be
 analyzing the logs in the next few days.

 We'll be making a few more of these load tests in the next few months.
 Next time, we'll announce it in advance and more widely.
 We would like to reach the 200 people mark soon!

 Diva
 ___
 Opensim-dev mailing list
 opensim-...@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev

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Re: [realXtend] Avatar scene

2013-05-02 Thread Jonne Nauha
Hey,

Looking at the .txml and script files quickly it seems that its built with
relative asset references. Like fish.mesh which only points to a file,
not a particular path on the disk or the web. This file will be first
looked in the default storage, and the default storage depends on the
--file or --storage input parameters. So the default is to make the default
storage the path where the --file txml was loaded, it can be a local disk
path or a web path.

Looks like it should work without any txml or script modifications when you
just load the --txml from a web url. So copy the whole scene/Avatar
directory to your dropbox as is. Then start

*TundraConsole --server --headless --file
http://my.dropboxurl.com/jlkasjdlk/Avatar/scene.txml*
*
*
With this AssetAPI should resolve *fish.mesh* to *
http://my.dropboxurl.com/jlkasjdlk/Avatar/fish.mesh* with the default
storage. You can also write assets console command on the serve to verify
which storage is default (the name is in bold font)
*
*
If it does not work, report back what the console log tells your. Look for
any error lines (they are red if you are on windows).

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Thu, May 2, 2013 at 9:07 PM, Remy Cucui rem...@gmail.com wrote:

 Hello!

  I'm trying to get the avatar scene working. When I right click the
 .txml file and click Host in Tundra Server (UDP 2345) and then connect
 with a client on the same machine, it works great, no problems.

  However, when I try connecting to the server I actually intend to
 use, and import the content (I've edited all the file paths that I could
 find in all the files to link to my dropbox) everything appears, but I'm
 stuck in the default camera and there's no avatar generated. I disconnected
 and reconnected with no improvement, and tried closing and starting the
 client back up again. No dice.

  I decided I'd try running the server with the --file parameter and
 just start it with that .txml off the bat, but the results are the same.
 Everything's there except for the avatar and I'm in the default camera mode
 that comes with Tundra.

  Does anyone have any ideas? I appreciate any input you might have!

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Re: [realXtend] Re: Avatar scene

2013-05-02 Thread Jonne Nauha
Remy: That is quite old Tundra. If you dont have any work (scripts) that
you have been coding against that release versionsin I suggest you update
tho the latest 2.5 from
https://code.google.com/p/realxtend-naali/downloads/list

I only looked the avatar scene on the latest repo. So there might be other
issues with it in 2.4.1 release.

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Thu, May 2, 2013 at 9:22 PM, Remy Cucui rem...@gmail.com wrote:

 I forgot to mention, my client and server are on Tundra 2.4.1

 On Thursday, May 2, 2013 2:07:43 PM UTC-4, Remy Cucui wrote:

 Hello!

  I'm trying to get the avatar scene working. When I right click the
 .txml file and click Host in Tundra Server (UDP 2345) and then connect
 with a client on the same machine, it works great, no problems.

  However, when I try connecting to the server I actually intend to
 use, and import the content (I've edited all the file paths that I could
 find in all the files to link to my dropbox) everything appears, but I'm
 stuck in the default camera and there's no avatar generated. I disconnected
 and reconnected with no improvement, and tried closing and starting the
 client back up again. No dice.

  I decided I'd try running the server with the --file parameter and
 just start it with that .txml off the bat, but the results are the same.
 Everything's there except for the avatar and I'm in the default camera mode
 that comes with Tundra.

  Does anyone have any ideas? I appreciate any input you might have!

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Re: [realXtend] Re: Avatar scene

2013-05-02 Thread Jonne Nauha
I'm confused. Your own log shows linux paths but you downloaded a binary
thats only available on mac and windows. I assume then you are on mac?

The avatar asset warning on the server is normal, it should be fixed not to
give that warning but it does every time. I'd be more interested in the
warnings/errors in the client side, thats where the scripts fail to load if
you are left to the default Tundra camera. I suspect 2.4.1 has problems
with the relative refs OR relative refs do not work somehow in scripts
fully. I suspect either the // !ref: are failing or
engine.IncludeFile(relRefl); is.

If the realXtend mac binaries do now work you could try our builds. We
don't ship the example scenes with Meshmoon but you can use them from the
rex installer.

Windows: http://download.meshmoon.com/clients/Meshmoon-Rocket-win32.msi
Mac: http://download.meshmoon.com/clients/Meshmoon-Rocket-mac.pkg

Meshmoon Rocket is basically Tundra with some stuff from us on top :) We
ship everything so you can just use it as normal tundra. You can find the
Tundra executable to run your server. You can even user Tundra --config
viewer-admino.xml to run the client. Session application menu will have
Direct Login that you can use to connect to any ip:port combo with Rocket.

I'm not trying to pimp our stuff out too much, I
just thought our installers might help. The second option is to report the
bug that you are experiencing and wait for the next release. Or you clone
the Tundra repo and start building stuff yourself :)
https://github.com/realXtend/naali


Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Thu, May 2, 2013 at 10:19 PM, Remy Cucui rem...@gmail.com wrote:

 So build it from scratch basically. I just downloaded the binary at
 http://code.google.com/p/realxtend-naali/downloads/list


 On Thursday, May 2, 2013 2:07:43 PM UTC-4, Remy Cucui wrote:

 Hello!

  I'm trying to get the avatar scene working. When I right click the
 .txml file and click Host in Tundra Server (UDP 2345) and then connect
 with a client on the same machine, it works great, no problems.

  However, when I try connecting to the server I actually intend to
 use, and import the content (I've edited all the file paths that I could
 find in all the files to link to my dropbox) everything appears, but I'm
 stuck in the default camera and there's no avatar generated. I disconnected
 and reconnected with no improvement, and tried closing and starting the
 client back up again. No dice.

  I decided I'd try running the server with the --file parameter and
 just start it with that .txml off the bat, but the results are the same.
 Everything's there except for the avatar and I'm in the default camera mode
 that comes with Tundra.

  Does anyone have any ideas? I appreciate any input you might have!

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Re: [realXtend] Re: Once Again...Marketing ?

2013-03-28 Thread Jonne Nauha
Hmm yes, if the top menu says File its probably not started with the proper
config. Rocket actually removes the File menu and replaces it with
Session, so that tells already a lot. Additionally if all you see is
black, I suspect you double clicked Tundra.exe from the install directory,
this would load no UI plugins and you would be left looking at a black
empty scene :)

We provide Meshmoon Rocket desktop shortcut and Windows start menu items
under Meshmoon Rocket. Try starting with those shortcuts. If you still see
the same problem, as Ali suggested hit F1 to see the console. Copy paste
all its contents and send it to my email jo...@adminotech.com. If you are
using Rocket shortcuts and you have a black screen it might be a directx
context creation problem from Ogre. However this would not explain why the
top menu items are inconsistent of what you should be seeing in Rocket.

Very strange indeed :)

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Thu, Mar 28, 2013 at 11:08 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 Maria,

 How do you start Meshmoon Rocket? From the desktop/star menu shortcut? Can
 you see how the console output looks like (hit F1)? Any errors there?


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[realXtend] Meshmoon Rocket 2.5 release and launch of browser based Web Rocket

2013-03-27 Thread Jonne Nauha
.
  - Coming up *Simple Building:* Tundra is great when you have 3D
  content in a modelling software and just want to import that. The problem
  is that most people don't have the know how to use these 3rd
party software
  or they want something simpler. As its familiar to most in
second life and
  opensim they have prims. Set of primitive shapes that anyone can build
  anything out of inside the client. We will be adding something
similar that
  gets adjusted into our Ogre 3D engine. Back in the day when Tundra
  connected to OpenSim we already had primitive components so we know
  somewhat how to start working on this. This feature will come
later to the
  curret build editor, once its ready enough for mainstream testing.
   - *Meshmoon Scene Storage*
  - Added a filter widget so you can easily find existing files in your
  storage.
  - Added support for .txml drag and drop content import to storage
  subfolders. This makes it a lot easier to manage chunks of your scene if
  you have splitted it up to multiple export from blender etc. Also
  conflicting file names wont anymore be a problem. To use this
navigate to a
  existing subfolder or create a new one, then drag your txml into the
  storage file list area and follow the import dialogs like usual.
  - *Meshmoon Cave and 3D support: *The realXtend Tundra core plugin
   for cave and 3D rendering has been unmaintained for a long long time. It
   has severe crash bugs and the usability of the user interface was horrible
   :) We decided to rewrite the logic as a Rocket feature.
  - Our completely rewritten CAVE functionality is meant for real
  professional setups that have enabled Nvidia Surround Desktop or AMD
  Eyefinity. This makes the operating system see a single big resolution
  display. Having multiple monitors in normal mode won't work with our CAVE
  technique.
  - 3D stereo has been tested with Nvidia 3D vision. You can use the
  default nvidia shortcuts to enabled/disable 3D stereo rendering.
This is a
  bit trickier to enable, you'll have to add startup parameters
  --fullscreen and --ogrecapturetopwindow for it to work. We will fix
  this in the next release by making a new Rocket shortcut that
will start it
  with the proper parameters.
  - We are planning to add body gesture controls to the CAVE
  funtionality in the near future.
   - *EC_MeshmoonTeleport*
  - Teleport component that support click and proximity teleporting
  with optional UI confirmation from the user. Supports teleports
in your own
  scene or a teleport to other Meshmoon hosted scenes. Permission
validations
  when teleport destination is a private scene.
  - We will be adding functionality to the *Build Mode* tools to add
  teleports later. But for now you can add the component by hand with EC
  editor. If attribute Destination Scene is empty it will use the current
  scene, if it is a URL to another meshmoon world it will teleport
there. You
  can get the full scene url from the top of meshmoon.com admin panels
  - space settings.
   - *Tundra core editors undo/redo capabilities*
  - This was a feature made with the realXtend assosiation sponsored
  development money. All editors now support a undo/redo history stack. The
  widgets can be found from the top of the editor widgets.


P.S. Out latest
newsletterhttp://us6.campaign-archive2.com/?u=513d1a2ca9ad624a767fd335did=0571df357b
has
more information about 2.5 and Web Rocket.

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com

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[realXtend] Re: [realXtend-dev] Change of watch

2013-03-26 Thread Jonne Nauha
Great work from Lasse so far, lots of code review, issue tracker action and
pull requests starting to get pulled in quite quick. All of them were
addressed, now we sent a couple of more from the Adminotech/Meshmoon team
your way so you don't get bored :)

I'd like to mention that we tried to contact you when we were thinking what
version should our next release be. We decided to jump to 2.5.0.0 just on
the fact that the wire protocol had this quite major change, not code wise,
but its impact is big at least for us. We were trying to consult so we
could sync up the Meshmoon release with the next realXtend release version
numbering. Hopefully you feel there is a justification to call the next one
2.5.0.0, ofc it can include lots of other things still before that is done,
but that would keep it about in sync with us.

All the latest Tundra code and our bugfixes pull request is in todays
released Meshmoon Rocket 2.5 (hit check for updates on your client). I will
send a separate post telling people a bit more about it later.

Keep up the good work Lasse, all hail the new king :)

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Tue, Mar 26, 2013 at 4:35 PM, Lasse Öörni lasse.oo...@ludocraft.comwrote:

 Hi all,
 this post is kind of overdue, but better late than never. I'm Lasse Öörni
 from LudoCraft, and for roughly a month I've been continuing Jukka's work
 as the lead architect and mergemaster for realXtend Tundra, taking care of
 merging pull requests to the codebase and coordinating the core
 development.

 In addition to the several bugfixes and improvements contributed by
 Stinkfist, cvetan, th3flyboy et al., some of the work already done this
 winter/spring has to do with the Tundra network protocol: from the next
 release onward (release date not set yet) it will be possible to add
 attributes to the Entity-Components without breaking wire protocol
 compatibility. Unfortunately Tundra 2.4.x and earlier will not understand
 this and need to be upgraded to be compatible.

 My personal plan is to continue to tackle the bug, performance and
 scalability issues in Tundra where possible, as well as to continue the
 experimental AngelScript integration work started by Jukka. The Tundra
 Android port also needs further attention to become truly usable (for
 reference, see issues labeled Android at
 https://github.com/realXtend/naali/issues)

 Whenever I'm working on Tundra, I'll also be hanging out at #realxtend-dev
 on freenode (look for nick cadaver).

 Regards,

 Lasse


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Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-10 Thread Jonne Nauha
We have done some more documentation for Meshmoon. It's not exactly
realXtend Tundra but most of the things in the tutorial videos etc. are the
same as you would do them with a basic Tundra.

Docs: http://doc.meshmoon.com/
Developer doxygen (applicable to Tundra): http://doc.meshmoon.com/doxygen/
Tutorial videos: http://www.youtube.com/user/Adminomedia

Just as a hint if you are looking into this now. Unfortunately I doubt
we'll get anything concrete on rex documentation side in a while :I

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jan 10, 2013 at 8:15 PM, Nexii nex...@gmail.com wrote:

 Hi,

 Been following this conversation with some interest as I am one of those
 people waiting until documentation (and fancy editors) catch up.

 Recently came across this useful article on open source efforts for
 documentation and developer/user engagement:
 http://coding.smashingmagazine.com/2013/01/03/starting-open-source-project/

 Hope it helps sharpen direction just as it has done to me.


 Regards,

 Nexii Malthus


 On 10 Jan 2013, at 16:45, t...@playsign.net wrote:

 Hi, just for info that I edited the notes from the meeting to be clearer,
 structured a bit and set headings for sections etc. - also added the note
 about focus on game dev which was discussed here.

 Separated background discussion etc. from actual decisions more clearly.

 ~Toni

  The full notes with some additional points are in

 https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit

 --
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Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Jonne Nauha
This Torque seems nice, I guess. The repo is very weirdly structured for
me, very hard to find the actual code. Seems they don't use a lot of
dependencies, which is good i guess. Seems to implement their own window
managers etc. for each platform, seems crazy to me but gets you the most
control :)

Yeah it looks nice and all, but why exactly should we start porting
features from it to Tundra? It seems to have a very different use, as in
having a flexible gui editor to create projects in click here and here to
make a game kind of way. Is this networked at all or a make single player
games framework? I dont even know exactly what it is, just by reading the
readme from github it still leaves me puzzled. Can you be
more specific what would you like to see in Tundra from this? Can you point
to code/sceenshots to get some kind of idea? I doubt there is any porting
to be done, its a completely different beast without all of our
dependencies/libraries/frameworks. Features/ideas can be copied (if they
apply to the Tundra idelogy) but they will probably need to be rewritten
from scratch.

I think we can however agree rex project should focus on documentation and
examples (both c++ and javascript). Content creation tools can also be on
the table, but as we have talked numerous times (in the issue tracker)
Peter it might not be in the Tundra SDK scope to have fancy editors and
ship certain kinds of 3D assets with it. Maybe we need to adjust that
purity goal, I don't know. I would like to see the assets at least in a
different repo if this happens and move /bin/scenes and parts of /bin/media
there too.

I think many of the end user problems with Tundra come from that we are a
very programmer oriented thing. You can't do much with Tundra if you don't
know how to code or are willing to look at some headers. This can partly be
solved with documentation, but at the end of the day if you want to make
things move and pop (like a game), you need to write some code either with
javascript and/or c++ code.

Tundra is a more of a developer SDK with some examples to get you started,
not a full click a button on a editor to make a game kind of thing, I
guess that is a quite nice dream to have. We could make this kind of
editor, maybe utilizing ogitor or just build our own, but we would need to
move our focus out from Tundra core. I suspect that this Torque was not
made in a couple of months but there is some serious money and effort
behind it before made open source.

Btw. We have it on our todo list to make most of these things to Meshmoon.
Nice(r) editors, easy primitive building, scripting templates and drag
and drop content libraries. We need to make usage and building easier for
our end users, I just think it might be more in Meshmoons scope that Tundra
cores, hard to say. I know for a fact that if I implement these in Meshmoon
I can make it just the way we like. If I'm doing it it Tundra core I need
to ask for acceptance, deal with merge politics, go with cores UI style and
in many cases dump down or limit the implementation so that it is generic
enough and usable everywhere.

*TL;DR +1 for documentation and modeling/scripting examples :)*

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Jan 9, 2013 at 9:24 PM, Peter C. th3fly...@gmail.com wrote:

 They open sourced the whole of Torque3D:
 https://github.com/GarageGames/Torque3D

 It only runs on Windows for now, but they are pushing for Mac and Linux
 support. They are also planning on open sourcing Torque2D. I think that
 for inter-op it would be best to start by porting functionality Torque
 has that Tundra does not to Tundra, and then figuring out ways to
 convert content/scripts from Torque to Tundra. I was looking at Torque,
 and the source code it self is really heavily interconnected; it would
 take a complete overhaul to move it to a modern entity-component system.
 I personally would rather just implement the missing functionality in
 Tundra and make it easy to port from Torque to Tundra.

 On 01/09/2013 01:42 PM, Toni Alatalo wrote:
  On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
  In regards to the game dev aspect: I'm sorry if that came off the wrong
  way, it was just the google doc read a little more like this is an
  academic project, the focus is on professional use and not games, end of
  story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
  Right, well it's me who has to be sorry for writing it too unclearly
  there I'm afraid.
 
  Actually the strategy we hope to drive now in the research cooperation
  with the university here etc. is that out of the academic work we would
  get concrete improvements to the tech which would really help e.g. game
  creation.
 
  was thinking more build some sort of plug-in that would allow for using
  Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
  Right, that's what I was also wondering early on -- especially because
  also Ogitor uses Qt like Tundra does, might

Re: [realXtend] RealXtend Tundra 2.4-RC1 is out!

2012-11-16 Thread Jonne Nauha
Holy crap that is a lot of commits/code :)

Showing *303 changed files* with *17,813 additions* and *30,906 deletions*.


Lots of nice features and bug fixes, if fact so many that Jukka might have
a hard time constructing a sensible changelog. Maybe making the changelog
mention the biggest changes and then have a full link list to the pull
requests that were merged. Usually those have nice descriptions for example
one of mine (thats in this release):
https://github.com/realXtend/naali/pull/508

I know it takes hours and hours to build the changelog by just looking at
the commits even if you remember most of the bigger things. Just an idea.

Are there any pull requests that might be merged before final?

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Nov 16, 2012 at 7:18 PM, Jukka Jylänki
jukka.jyla...@ludocraft.comwrote:

 Hi everyone,

it's a grand update time for Tundra! The newest and latest version is
 coming out, and due to the changes aplenty, it deserves an up-front Release
 Candidate version so that everyone can test its functionality.

 Avoid having a boring weekend and download the RC1 for Windows from here:
 http://code.google.com/p/**realxtend-naali/downloads/listhttp://code.google.com/p/realxtend-naali/downloads/list

 Unfortunately there isn't yet a build for OSX, due to some last-minute
 build problems creeping into the repository, but those will be resolved
 before the 2.4 release.

 For a (technical) full list of changes, see

 https://github.com/realXtend/**naali/compare/tundra2.3.3.1...**LudoCraft:*
 *ffb9cceefa4dcad95740032aa27317**161d76a0d6https://github.com/realXtend/naali/compare/tundra2.3.3.1...LudoCraft:ffb9cceefa4dcad95740032aa27317161d76a0d6

 Have a nice weekend!

jj

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Re: [realXtend] Re: Tundra 2.4 release.

2012-11-05 Thread Jonne Nauha
I'm sure that can be done, not sure about this release. I don't know
details when this release should be out. We also have some pull requests
that might be nice to include on this release like the bugfixes branch that
our guys have been working on for a while with the
realXtend association funds.

Jukka do you have any details on the schedule and are you willing to check
out more pull request before it or are the sources now locked for 2.4?

Best regards,
Jonne Nauha
Adminotech developer


On Mon, Nov 5, 2012 at 7:03 PM, Peter C. th3fly...@gmail.com wrote:

 Out of curiosity, do you guys think you'll be able to implement a smaller
 version of the buildfixes pull request before 2.4 that only adds/fixes
 linux mint compiliation? Since it looks like the bigger build improvements
 pull request is out of the question for now, I'm working on a smaller
 version that should add mint support without changing all the extdeps at
 the same time.

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Re: [realXtend] SkyX seems to be crashing SimpleAvatar.js

2012-10-04 Thread Jonne Nauha
Linux and they are using this pull requests branch
https://github.com/realXtend/naali/pull/531 if I understood correctly. This
is the one that changed a lot of deps.

I would start by verifying on glenalecs end that this happens in
rex/tundra2 also, but this might prove to be problematic as they made the
branch so that everything would build on their linux distros :P So if
tundra2 does not build on their system we have a bit of a problem verifying
the bug :)

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Oct 4, 2012 at 2:16 PM, Jukka Jylänki juj...@gmail.com wrote:

 What OS does this occur on? If you haven't yet added a bug tracker
 issue about this, please do so. You did some mods to the Avatar scene
 to show the crash. Can you e.g. zip it up and dropbox the full scene
 with step-by-step instructions? Other people can then check if it
 occurs on their systems and other operating systems as well.

 2012/10/4 glenalec glena...@exemail.com.au:
  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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Re: [realXtend] Question regarding entity components and arrays of groups of properties

2012-09-27 Thread Jonne Nauha
I would actually use EC_DynamicComponent. With this you can create a
component, define it all kinds of attributes on the fly and set their
values. Its kind of a neat I'll just put my data hear component, it will
save to txml so the data is persistent.

You can add/edit/remove the attributes from the entity editor by right
clicking the component or from javascript code:

var dataComp = someEntity.GetOrCreateComponent(EC_DynamicComponent,
MyData);

if (!dataComp.HasAttribute(materialList))
dataComp.CreateAttribute(qvariantlist, materialList);
if (!dataComp.HasAttribute(materialList))
dataComp.CreateAttribute(real, targetDistance);
if (!dataComp.HasAttribute(logicEnabled))
dataComp.CreateAttribute(bool, logicEnabled);
if (!dataComp.HasAttribute(targetOffset))
dataComp.CreateAttribute(float3, targetOffset);

var targetDist = 12 * x / 2;

dataComp.SetAttribute(materialList, [ my.material, whee  whoo, 
http://assets.com/second.material;]);
dataComp.SetAttribute(materialList, targetDist);
dataComp.SetAttribute(logicEnabled, (targetDist  1 ? true : false));
dataComp.SetAttribute(targetOffset, new float3(10, 5, -1.33));

// Later in the code using it

var dataComp = someEntity.GetOrCreateComponent(EC_DynamicComponent,
MyData);
if (dataComp.GetAttribute(logicEnabled))
{
targetEnt.placeable.WorldPosition().Add(dataComp.GetAttribute(
targetOffset));
// etc...
}

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Sep 26, 2012 at 10:03 PM, Toni Alatalo t...@playsign.net wrote:

 On Sep 26, 2012, at 9:08 PM, Peter C. wrote:

 I was wondering if anyone had any knowledge of how to implement a entity
 component with an array of groups of properties. I'm trying to implement an
 ogre terrain entity component, however in order to properly implement it, I
 need to implement an array that can be expanded as needed of groups of
 textures/materials. I was wondering if A. this functionality was possible
 in RealXtend,


 EC_Mesh has an array of materials in the attributes,
 in
 https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/EC_Mesh.h#L161

 /// Mesh material asset reference list, material requests are handled 
 automatically.
 Q_PROPERTY(AssetReferenceList meshMaterial READ getmeshMaterial WRITE 
 setmeshMaterial);
 DEFINE_QPROPERTY_ATTRIBUTE(AssetReferenceList, meshMaterial);


 Peter


 ~Toni

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Re: [realXtend] Question regarding entity components and arrays of groups of properties

2012-09-27 Thread Jonne Nauha
Check
https://github.com/realXtend/naali/blob/tundra2/src/Core/Scene/EC_DynamicComponent.h


Our example avatar app also has good example how to use it
https://github.com/realXtend/naali/blob/tundra2/bin/scenes/Avatar/simpleavatar.js#L110

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Sep 27, 2012 at 3:53 PM, Jonne Nauha jo...@adminotech.com wrote:

 I would actually use EC_DynamicComponent. With this you can create a
 component, define it all kinds of attributes on the fly and set their
 values. Its kind of a neat I'll just put my data hear component, it will
 save to txml so the data is persistent.

 You can add/edit/remove the attributes from the entity editor by right
 clicking the component or from javascript code:

 var dataComp = someEntity.GetOrCreateComponent(EC_DynamicComponent,
 MyData);

 if (!dataComp.HasAttribute(materialList))
 dataComp.CreateAttribute(qvariantlist, materialList);
 if (!dataComp.HasAttribute(materialList))
 dataComp.CreateAttribute(real, targetDistance);
 if (!dataComp.HasAttribute(logicEnabled))
 dataComp.CreateAttribute(bool, logicEnabled);
 if (!dataComp.HasAttribute(targetOffset))
 dataComp.CreateAttribute(float3, targetOffset);

 var targetDist = 12 * x / 2;

 dataComp.SetAttribute(materialList, [ my.material, whee  whoo, 
 http://assets.com/second.material;]);
 dataComp.SetAttribute(materialList, targetDist);
 dataComp.SetAttribute(logicEnabled, (targetDist  1 ? true : false));
 dataComp.SetAttribute(targetOffset, new float3(10, 5, -1.33));

 // Later in the code using it

 var dataComp = someEntity.GetOrCreateComponent(EC_DynamicComponent,
 MyData);
 if (dataComp.GetAttribute(logicEnabled))
 {
 targetEnt.placeable.WorldPosition().Add(dataComp.GetAttribute(
 targetOffset));
 // etc...
 }

 Best regards,
 Jonne Nauha
 Adminotech developer



 On Wed, Sep 26, 2012 at 10:03 PM, Toni Alatalo t...@playsign.net wrote:

 On Sep 26, 2012, at 9:08 PM, Peter C. wrote:

 I was wondering if anyone had any knowledge of how to implement a entity
 component with an array of groups of properties. I'm trying to implement an
 ogre terrain entity component, however in order to properly implement it, I
 need to implement an array that can be expanded as needed of groups of
 textures/materials. I was wondering if A. this functionality was possible
 in RealXtend,


 EC_Mesh has an array of materials in the attributes,
 in
 https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/EC_Mesh.h#L161


 /// Mesh material asset reference list, material requests are handled 
 automatically.

 Q_PROPERTY(AssetReferenceList meshMaterial READ getmeshMaterial WRITE 
 setmeshMaterial);

 DEFINE_QPROPERTY_ATTRIBUTE(AssetReferenceList, meshMaterial);


 Peter


 ~Toni

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Re: [realXtend] Re: new @ tundra

2012-09-05 Thread Jonne Nauha
If you use local://name.png that name.png must be in one of the local
storages you can see from shift+A or assets cmd in console.

Also if you server is headless it will not fetch textures in any case to
save memory, as it cant render anything. Only thing for ogre assets it
loads meshes for physics collisions. Where are you trying to put this file?
In a EC_Terrain heightmap? Afaik that is forced as a binary asset so that
server can load it also and create the terrain mesh. We have very few
places where you can directly use image refs. For Meshes you need Ogre
.material files that inside of them ref to textures.

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Sep 5, 2012 at 9:27 AM, geek121 ankurjain2...@gmail.com wrote:

 I wanted to know if I can add a .png file as a component because i get(on
 server side) a warning : AssetRefListener::HandleAssetRegChange: Asset
 request for asset local://name.png failed.

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Re: [realXtend] new @ tundra

2012-09-04 Thread Jonne Nauha
When you use --server --file path_to_txml the server marks the folder (if
local) or base url (if http url) of the txml asset as main storage. You
can verify this from the console or by running assets console command on
the server.

Now when you start a client and connect to your server, the server should
send you the storages it has, so that you find the relative my.mesh or
local local://my.mesh assets. Relative refs are directly queried from the
default storage (bold in assets window) and local:// are recursively looked
from each storage that points to the hard drive. You can again after
connecting to the server, do the above assets command to see the
storages. If the storage is missing its a bug in Tundra. This is the only
reason i can think of why the assets would not be found.

Can you reply with exact commands you start client and server. Or are you
double clicking the txml file on disk?

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Sep 4, 2012 at 12:56 PM, geek121 ankurjain2...@gmail.com wrote:

 I have installed tundra, my server is running and sample scenes are
 running but when i run the same scene in client mode it gives an error
 cant read local assets  and error in transfer of local assets.
 Also I would like to know if there is any documentation about how to
 create a new scene using tundra. I am trying to create a terrain component
 and I am not able to put heightmap for it(gives the same error cant access
 local assets).

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Re: [realXtend] Re: new @ tundra

2012-09-04 Thread Jonne Nauha
The read only for storages is Tundras property, its not read from the
operating system. It just means we can only look for local:// assets from
there but cannot put anything there. It is made to protect the
installdir/data/assets folder.

tundra --server --headless --file C:/path/to/my.txml

tundra --config viewer.xml --storage C:/path/to/ --login
tundra://localhost:2345/?username=test

Try the client first without --storage. As the server surely should send
you that storage once you connect. Also *Error : Transfer of asset
assetname name filepath *seems to suggest the actualy txml has asset
ref of assetname or filepath, that does not seem like its correct, what
shipped txml file are you trying to use, or are you using something you
made yourself?

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Sep 4, 2012 at 1:09 PM, geek121 ankurjain2...@gmail.com wrote:

 My server is running the sample txmls but my client seem to be giving an
 error when i try to load a scene in it. Error : Transfer of asset
 assetname name filepath Reason :  Failed to find local asset with file
 name assetpath. When I drag drop a scene txml it shows the components but
 i cant upload assets because my asset dir is read-only. I have checked
 everything in windows it is not read-only.

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Re: [realXtend] Debian/testing compile fail.

2012-08-26 Thread Jonne Nauha
Here is the quick steps to make a branch to your own repo that has his
changes. This is a better alternative than cloning his repo to a differenct
directory if you possibly want to send some changes as a pull request (well
its easier this way, not impossible to send it from a clean clone, youll
just have to do these steps at some point). Additionally you will get a
branch with his changes and can use that from now on if you want, its
stored in your repo for good.

cd /your/tundra-clone
# git:// means you have pull but not push permissions to this repo.
# If he adds you as a contributor you would use the git @ url and you could
then push also.
git remote add theflyboy git://github.com/th3flyboy/naali.git

# Fetch all branch updates from this repo. Does not do anything with them
yet, just an update.
git fetch theflyboy

# 1) Make a new local branch (-b) to your repo and set it tracking his fix
branch.
# You can skip -b and the last tracking param to make a new branch see #2.
git checkout -b linux-build-fixes theflyboy/th3flyboy-linuxmint
# 2) If you dont want to make a new branch but merge his work on top of
your existing branch.
# Don't do this if you did #1, its an alternative path.
git cheackout my-existing-branch
git merge theflyboy/th3flyboy-linuxmint

# Now you have a branch with his stuff in your repo. Lets do some changes...
git commit -a -m Fixed the thing i mentioned in the mailing lists for you.

# 1) Pushing to your own repo into a new branch that you can make nice pull
request to him.
# Note that origin is used here, thats the default and you can use it if
you havent renamed
# your origin remote where you cloned the repo.
# git push repo my-local-branch-name[OPTIONAL :remote-branch-name}
# usually you want to define at least the first param so it wont push all
the local branches like a mad man :)
#
# After, go to the github site, go to the branch page, hit pull request on
top. There are pull down menus for the
# target, select th3flyboy and his branch th3flyboy-linuxmint. Actually
this is all automatic if you defined the
# last tracking in 'git checkout -b' earlier, github should already know
where to send the pull request.
git push origin  linux-build-fixes:linux-build-fixes

# 2) If you would have collaborator right in another fork, let say th3flyboys
repo.
# Note that you cannot do this now, but just want to cover both the use
cases.
# This would push directly to his repo, from your linux-build-fixes into
his th3flyboy-linuxmint
# Its a nice way of working for smaller projects, but for example in Tundra
we decided to start using
# pull requests instead of people directly pushing stuff to our main repo
git://github.com/realXtend/naali.git
git remote add theflyboys-repo g...@github.com/th3flyboy/naali.git
git push  theflyboys-repo  linux-build-fixes:th3flyboy-linuxmint

Git is not too hard, just knowing a few commands will get you far :)

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Aug 26, 2012 at 9:32 AM, glenalec glena...@exemail.com.au wrote:

 That's got it!
 Thanks.
 (I'm slowly getting the hang of this :-D )


 On Sunday, 26 August 2012 16:00:11 UTC+10, Peter C. wrote:

 That was a direct link to the github page for the branch, not a checkout
 url. I have to push some stuff later to shift a few cmake changes around,
 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.

 glenalec glen...@exemail.com.au wrote:

 Thanks Toni. Will try that.

 ...

 Oops. Does this mean Peter has to do something his end?:

 $ git clone https://github.com/th3flyboy/**
 naali/tree/th3flyboy-linuxminthttps://github.com/th3flyboy/naali/tree/th3flyboy-linuxmint
 **
 Cloning into 'th3flyboy-linuxmint'...
 fatal: https://github.com/th3flyboy/**naali/tree/th3flyboy-**
 linuxmint/info/refshttps://github.com/th3flyboy/naali/tree/th3flyboy-linuxmint/info/refsnot
  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
  a Windows system at work during the week, but it will be nice to have
  a version running at home for evenings/weekends).

 Thanks indeed -- my situation is similar, have windows boxes for Tundra
 at the studio, but usually use Linux only at home (for work) and for
 quite long exclusively for Tundra dev actually (on Ubuntu).

 One remark: there's a bit of queue of pull requests, and at least I'll
 be very busy working towards an article deadline next week, so is
 possible that testing linux build things takes a while (though there
 are
 many at chiru.cie.fi etc. who build Tundra on Linux daily who may
 check
 that out).

 My point finally: It can be helpful if you don't wait

Re: [realXtend] Physics/Collision bug in the Avatar scene?

2012-07-01 Thread Jonne Nauha
Yes, setting 0 mass is correct if you don't want it to move. Also note that
using TriMesh and ConvexHull shape types cannot be pushed/have movement
even if they have mass. They are static shape types. If you want movement
you have to use some of the basic shape types like the av or the fish has
there.

The bug where you go inside the object is in fact a bug and it should not
happen. I started noticing it at the time when we got the new optimized
network code in that is tied to the physics (as it optimized networking for
objects with EC_RigidBody). My hunch is that its tied somehow to the client
side interpolation/dead reckoning etc. Am not a real expert on that
particular field so, I'll let others answer better. But just wanted to say
its a bug an afaik that should not happen in a proper simulation, that
would be weird, you could help by submitting a bug report to issue tracker
:) You already have all the info there that you need to describe the bug
very well. https://github.com/realXtend/naali/issues

Let us know if you have anything else. Cool that you are giving Tundra a
spin!

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Jul 1, 2012 at 4:44 PM, Cale Vinson cale.vin...@internode.on.netwrote:

 Hi.

 I was trying to get to grips with the Tundra framework by playing around
 with the very simple Avatar scene, and in the course of that
 experimentation I observed something odd. Or at least something that seemed
 odd to me. :-)

 In the un-modified Avatar scene, the fish has a non-zero mass, and so if
 the
 avatar (AV) walks into it, the fish is pushed away. Am I correct in
 believing that if you wanted the fish to be a stationary obstacle (maybe a
 statue or something), the way to achieve this is to set its mass to zero?
 Because when I tried that, aside from  the one issue below, it seemed to
 have the desired effect.

 Once the mass was set to zero, if I walked my AV into the fish at an angle
 (say 45 degrees), the collision/physics was fine - my AV did not penetrate
 the fish, and just slid along parallel to it. However, if I walked my AV
 into the fish and carefully chose my direction so that I was hitting the
 fish at right-angles (hence not sliding to the left or right), and kept the
 walk key down, then, intermittently,  my AV would start *walking
 backwards
 away from the fish* (and to a considerable distance too) until I released
 the walk key, whereupon the AV snapped back into the correct position
 next
 to the fish.

 Is this a recognised bug with either the Tundra core physics/collision, or
 the sample avatar control/motion scripts in the Avatar scene? Or am I
 doing something silly at my end?

 Cale.





 My PC specs:
 Processor Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz Memory (RAM) 4.00 GB
 Graphics NVIDIA GeForce 8800 GT Windows Vista (TM) Home Premium

 Experimentation using Tundra 2.3.3.1, running both the server and viewer on
 the same PC.

 cale.vin...@internode.on.net


 --
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 http://www.realxtend.org


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Re: [realXtend] Re: Belnder-Tundra integration

2012-06-29 Thread Jonne Nauha
I think those issues were only in the initial windows full build script as
it had qt 4.8. The py deps should build ok now that we reverted to 4.7.4.
Just a matter o  enabling it to the script. The real problem is that the py
module has no active maintainer. Toni (the inactive maintainer :) said he
will fix the deps build 2-3 months ago, I guess he is busy.

The deps and module is enabled and working in the linux build script, its
incomplete only in the windows script.

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Re: [realXtend] Belnder-Tundra integration

2012-06-27 Thread Jonne Nauha
I'm not sure what Toni has shown so hard to say, maybe he can answer more
on that :)

Anyways the thing most people use with Tundra is blender2ogre
http://code.google.com/p/blender2ogre/ blender plugin. There seems to be a
nice install wiki page there and all the relevant info how to get it going.
If you need help with Tundra itself, you can post your questions here as
the doxygen pages that have most of the help for people are still not up
(after our web page meltdown that we are trying to recover from :)

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jun 28, 2012 at 12:01 AM, Tom Bomfim haylt...@gmail.com wrote:

 Does anyone have a step by step how to install the plugin for
 Blender-Tundra (win and Mac if possible) with that magic button that Toni
 has shown in the bconf 2011?

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
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http://www.realxtend.org

Re: [realXtend] Belnder-Tundra integration

2012-06-27 Thread Jonne Nauha
You should post issues to the page there if you have problems with the
plugin. We know the guy who devs that in his free time and sometimes with
money commissioned from us (Adminotech) for example, but we don't have
direct involvement in the development, so we can't do bug fixes/features to
it. Though there are people here that know how to use it so we can probably
help out here as well. For me the setup has always been really easy and
I've got it to work 100% of the time when I have followed the install
instructions carefully.

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jun 28, 2012 at 12:43 AM, Bill gfxg...@gmail.com wrote:

 I've tried it a couple times and was unable to get it to work correctly.


 On Wed, Jun 27, 2012 at 5:39 PM, Jonne Nauha jo...@adminotech.com wrote:

 I'm not sure what Toni has shown so hard to say, maybe he can answer more
 on that :)

 Anyways the thing most people use with Tundra is blender2ogre
 http://code.google.com/p/blender2ogre/ blender plugin. There seems to be
 a nice install wiki page there and all the relevant info how to get it
 going. If you need help with Tundra itself, you can post your questions
 here as the doxygen pages that have most of the help for people are still
 not up (after our web page meltdown that we are trying to recover from :)

 Best regards,
 Jonne Nauha
 Adminotech developer



 On Thu, Jun 28, 2012 at 12:01 AM, Tom Bomfim haylt...@gmail.com wrote:

 Does anyone have a step by step how to install the plugin for
 Blender-Tundra (win and Mac if possible) with that magic button that Toni
 has shown in the bconf 2011?

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


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Re: [realXtend] realXtend Tundra 2.3.3 is released!

2012-05-28 Thread Jonne Nauha

 The newest and greatest version of the de facto standard for 3D internet
 is here, much better than the previous shipped version of the standard 3D
 internet standard.


That made me giggle a bit :) Thank you for the effort to push this release
out the door with all the merge work, code review etc. that you do every
time.

We'll follow with Admino releases that get in sync with this one tomorrow +
some fixes/features to the new Admino Tundra login extravaganza.

Best regards,
Jonne Nauha
Adminotech developer

-- 
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http://www.realxtend.org

Re: [realXtend] Re: New Adminotech Tundra release is out with some exiting features

2012-05-24 Thread Jonne Nauha
Sorry for that typo, hehe. Not being a native speaker has its downsides :)

Best regards,
Jonne Nauha
Adminotech developer


On Fri, May 25, 2012 at 12:26 AM, Lord lords...@gmail.com wrote:

 LOL, I was just curious what an 'exiting' thing was...as in 'ending' or
 'leaving' and then realized it was a translation error and that in fact you
 meant 'exciting' as in 'very interesting' ...Thank you for the exciting
 improvements you have made !



  --
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 http://www.realxtend.org


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[realXtend] New Adminotech Tundra release is out with some exiting features

2012-05-23 Thread Jonne Nauha
 as i have the full ~60 scenes it sure comes handy :)

*Download and try it*
*
*
Our client is available for both mac and windows. Mac now has a nicer pkg
installer, props to Cvetan for that. It will give you a more classic
next-next-finish kind of install UI. It will also do checks that your OS is
new enough to run Tundra etc.

Auto update is live for both Adminotech Tundra windows and mac as usual.
Additionally all web login portal client download links are also up to date
and point to the latest installers, so if you'd prefer you can use those.

Windows installer:
https://github.com/downloads/Adminotech/tundra/Adminotech-Tundra-2.3.2.6.msi
Mac installer:
https://github.com/downloads/Adminotech/tundra/Adminotech-Tundra-2.3.2.6.pkg

*Login portal future*
*
*
All login portals will remain working, this client will work well with web
initiated logins as well. We will evaluate later if we want to fade out the
web portals at some points, but right now there is no reason for that. They
have many uses still and people have gotten used to those, it will take
time to win people to the new way of doing things :) Also we need more
features to the Tundra login portal for it to replace web logins for good
(anonymous login etc.)

*Tundra contributions*
*
*
One big thing that we focused was making multiple logins with one Tundra
instance. The norm nowadays is to visit a world, close the client, then
login to another. That seems like a ass backwards way of doing things, and
its slow with booting up the client all the time. I've hunted some (crash)
bugs from the Tundra core that prevented us from simply logging out and
connecting to another view. With the new Tundra, you can keep tundra
running as long as you want :) This includes some threaded ogre asset load
crash fixes, cleaning the asset memory when you disconnect or eventually
your memory would end, some AssetAPI fixes to properly abort ongoing asset
transfers if disconnected etc. All these ill be putting into a pull request
in the upcoming days and send it to main Tundra.

*Adminotech hosting*
*
*
We have also made major improvements to our backend and we have more in the
pipes. Soon our clients will be able to create new scenes, mark down
applications from a web admin UI into that scene and the apps will be
running next time you login :) This might be exiting for you SL/OpenSim
type of folks that want the basic virtual worlds experience: avatar, chat,
voip and terrain (possibly giving a height map to the admin web page etc.)
with a click of a button. Then you can start building your worlds from
there, we accommodate cloud hosting space for your scenes and assets. Now
relative refs also work perfectly in our scenes so you don't have to work
with cumbersome long URL to make things. This is not a company view (yet?
:) but I'm dreaming of making solid primitive building tools to top the
thing off, for ease of use for users that don't have 3D modeling
experience, or just no need to make complicated meshes but are happy
building with the good old prims. Who knows maybe someone in Tundra core
beats me to it.

If your company/organisation/project/etc. is interested in Tundra hosting
please contact us admino (at) adminotech.com / http://www.adminotech.com. We
don't offer anything official for individual people yet, but we will be
working on that for the future. Individuals of course can also be in touch
and let us know if you are interested.

*Long rant...*
*
*
Well it was, congrats if you read it to the end :) We will be making new
features and develop this client UI further. Like allowing a manual login
with ip+port+username to be done, people/devs need it, just didnt have time
to put it in to the first release. Anyhow please let us know what you think
and report bugs here or to our issue tracker
https://github.com/Adminotech/tundra/issues

Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Re: New Adminotech Tundra release is out with some exiting features

2012-05-23 Thread Jonne Nauha
Few things that forgot to mention

   - The release also has latest realXtend Tundra repository code. Which
   means months worth of features and bug fixes. I'm expecting rex to make
   their next release this/next week, depends when Jukka has time for it of
   course.
   - You can still do manua login (host+username) with the other client
   UIs. I made shortcuts to the installation for easy access: Start menu -
   Adminotech Tundra - Extras - Tundra Browser Client and Tundra Classic
   Client. I will also make this available to our next release into the
   fancies UI :)
   - Screenshots don't do justice to the UI (subtle transition animations
   etc.), try it out!

Best regards,
Jonne Nauha
Adminotech developer


On Thu, May 24, 2012 at 12:54 AM, Jonne Nauha jo...@adminotech.com wrote:

 *Whats up?*
 *
 *
 After the Virtual Gallery Weekend Berlin event was over, we got back to
 Tundra client experience and our server hosting service development. We've
 done some exiting things, so I figured to post something about them.

 Our Tundra hosting has been developed now for a long time. One big problem
 for me was that it was really hard to find Tundra worlds even if they
 existed somewhere on the web. Our initial logins to Tundra scenes was
 always done via a web portal like we like to call them. A good example
 for this is http://login.realxtend.org/ that we host for the realXtend
 foundation to have some demo and sandbox scenes. The problem with this is
 that the end users needs to know the URL to that login portal or they will
 never end up there, sure we advertised that login portal on the mailing
 lists here every now and then, but its still too hard. Additionally the
 flow to visit a world is not very good when you first have to authenticate
 yourself to a web page, then your main application start. Why cant the
 client do this?

 Well now it can. We have made a new client user interface/experience from
 scratch. This login portal inside Tundra is only shipped in Adminotech
 client releases. You need to keep in mind everything we do with Tundra is
 open sourced via pull requests and the main Tundra benefits from virtually
 everything we do with Tundra. Good example of this is the rewritten
 MumblePlugin that we made, that finally got us working fully open source
 VOIP to Tundra. My point here is, the login UI we have made
 to accommodate simpler access to Adminotech hosted Tundra servers is not
 something that belongs to the core. Not in my or any other devs opinion.
 Adminotech hosted servers have nothing to do with the core Tundra, we just
 ship a different looking login UI than the classic write your IP:PORT and
 username here :)

 *Get started*
 *
 *

 http://tundra-adminotech.s3.amazonaws.com/post-images/admino-tundra-auth.png.

 *
 *
 Enough of that for now then, lets get to the features. When you install
 and run Adminotech Tundra (version where this feature ships is 2.3.2.6 to
 be exact) you will land to a authentication page. Here you authenticate
 yourself with facebook (more 3rd party auths coming, like gmail) or with a
 Adminotech account. If you are skeptic about giving facebook auth, as I
 know some are, you can create a new adminotech account from the same UI.
 There is nothing to be scared about the facebook authentication though, we
 only request your email and your public profile picture (that is always
 public, even on your web profile). Facebook password is never given to us
 (of course right? :), it uses OAuth and takes a small trip on facebook own
 login page to verify who you are. Once you are logged in you will be
 remembered for as long as you click the logout link below your profile
 picture or if you auth to any web login portals, your Tundra login will be
 expired and you need to relogin.

 *Selecting a Tundra scene and login*
 *
 *

 http://tundra-adminotech.s3.amazonaws.com/post-images/admino-tundra-login-lobby.png

 Next you will land to a view that will show you all the public servers in
 our hosting. Public means the client is ok with giving public visibility
 and login access to their scene. Currently there are 9 public scenes, but
 as you can see from the bottom right corner stats we have about 60 scenes
 hosted total, so we expect the public visibility to grow in the future. The
 top part of the view is reserved for promoted servers. Currently Ludocraft
 Circus, rex/ensad RMP and Virtual Gallery Weekend Berlin are shown there to
 give people the idea. Basically its a nice place to highlight new scene or
 ongoing virtual events. The promotions and the servers listings are of
 course always fetched live from our backend, no client releases needed for
 updates :)


 http://tundra-adminotech.s3.amazonaws.com/post-images/admino-tundra-server-info.png

 Clicking a promotion image or server in the grid view will take you to a
 focus view. If the server is promoted it will show custom graphics that
 will tell you more about the scene or anything the client wants to relay

Re: [realXtend] realxtend.org server is down.

2012-05-21 Thread Jonne Nauha
I guess Tommi was right then in suspecting its the DNS :) That is where
realxtend.org should redirect afaik, and if its up...

I heard from Jarkko that Jani will be around tomorrow, hopefully he can
sort it out asap.

Best regards,
Jonne Nauha
Adminotech developer


On Mon, May 21, 2012 at 3:55 PM, Antti Ilomäki antti.ilom...@gmail.comwrote:

 Also note that http://realxtend.wordpress.com/ still works.

 2012/5/20  jukka.jyla...@ludocraft.com:
  The web server http://www.realxtend.org/ seems to be down. We are aware
 of
  the situation and are trying to contact the relevant web admin people to
  investigate the issue.
 
  (realXtend itself did not disappear anywhere ;)
 
Jukka
 
 
  --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org

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Re: [realXtend] Re: Virtual Berlin Gallery Weekend

2012-05-08 Thread Jonne Nauha
Shame he didn't get the full client to work. At the end of the days we were
quite pleased how few actually problems with the Tundra client. The bulk of
those were lower end macs like older version macbook airs and mac minis. On
the windows side im not sure if I remember any issues running it, but as he
mentions there directx he surely had problems on windows.

If he still wants to try it, maybe he could post and describe here how it
was not working and what happened. Him saying its a firewall issue seems
weird to me if he was visiting from home, from company offices where UDP
might be restricted on other than some widely used ports it is quite likely
(this has been reported many times from Nokia folks etc.). I assume he got
the viewer up from the portal login if he suspected firewall issues. The F1
console log at least shows you if it tried connecting :)

Happy to see some SL/OS people giving it a try. I actually talked to
multiple during the event inworld.

Btw. I'm not sure if this will kill his/your enthusiasm on the thing, but
the flash based client was not actually connected to a Tundra server (not
the same ones where Tundra clients connected, or to its own). It did share
the scene, assets and the data that populated the scene with the actual
Tundra world. Connecting to a Tundra server is quite easily doable though,
as that flash thing can do (afaik) raw UDP connections. It was just no in
scope of this particular project to implement the protocol etc. to the
flash one. Playsign (who made the browser part) have already done webgl
clients that connected to an actual Tundra server via websockets and have
avatars mixed in with full Tundra clients in the scene. Hopefully I'm not
talking too much out of my ass here, Toni can correct me if I misspoke :)

Best regards,
Jonne Nauha
Adminotech developer


On Wed, May 9, 2012 at 2:49 AM, Lord lords...@gmail.com wrote:

 Ener Hax of iLiveSL and Sim On A Stick fame did a small write-up about
 experiencing this :  http://iliveisl.com/pseudo-3d-art-exhibit/

 I, for one, was pleasantly surprised at how well the browser based viewer
 worked..although I didn't quite understand the eyeballs thing.


 On Monday, May 7, 2012 5:05:39 AM UTC-4, antont wrote:

 Is publicly open for anyone to visit, more info in
 http://realxtend.wordpress.**com/2012/05/07/51-exhibitions-**
 in-berlin-and-realxtend/http://realxtend.wordpress.com/2012/05/07/51-exhibitions-in-berlin-and-realxtend/

 Direct link to login buttons -- both Tundra and the browser based
 version:
 http://vgwb.spinningwire.com/

 Cheers,
 ~Toni

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


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Re: [realXtend] Virtual Berlin Gallery Weekend

2012-05-07 Thread Jonne Nauha
I would like to add that you will be best off with the Adminotech Tundra
client (that can be downloaded from the link in the site). Any 2.3 rex
client will also work but as it does not have AssetInterestPlugin enabled,
the assets of galleries you are leaving wont be unloaded from memory. So
with rex client you can get in and all that, but will probably crash after
visiting some galleries for out of memory issues :)

Adminotech has put AssetInterestPlugin to reaXtend main repo, it is just
not enabled by default in the build and there for not shipped. There are
also some advances for mumble voice plugin that we are contributing to the
rex main repo as well (actually seems they were merged today :)

There is no custom business done in the Tundra client expect one more open
source plugin enabled that makes quite the difference in this particular
scene as it is a bit heavy on the asset side. Please do ask if something
comes to mind on the Tundra version, I'll be happy to reply.

Best regards,
Jonne Nauha
Adminotech developer


On Mon, May 7, 2012 at 12:05 PM, Toni Alatalo t...@playsign.net wrote:

 Is publicly open for anyone to visit, more info in
 http://realxtend.wordpress.com/2012/05/07/51-exhibitions-in-berlin-and-realxtend/

 Direct link to login buttons -- both Tundra and the browser based version:
 http://vgwb.spinningwire.com/

 Cheers,
 ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Growing support for OpenSim compatible viewer.

2012-04-29 Thread Jonne Nauha
I think we reX devs have all at least tinkered with the idea to make some
kind of OpenSim support in our heads, and shortly at times on our IRC
channel when the subject comes up. The idea is fun, and as we all worked on
Naali before we know how it can be done. For me, this however should not
touch the basic core of Tundra in any way. As Toni said Tundra is now a
generic 3D application framework/engine that has its own thing. The code
base and the framework/coreapi/application separation is much nicer, I
could say its at least 100x nicer codebase to work on than what Naali was :)

This being said, I believe the Tundra framework/core apis are in fact so
nice that OpenSim support could be done in a separate OpenSimModule that
just _does it all_ and would not touch other parts of Tundra, if this can
be done, its clean and we would have a non trivial testimonial that Tundra
core itself is quite nice :)

For logging in to OpenSim and getting the basic scene to render could be
the first step. For this the OpenSimModule would need to do the following:

   1. Do the login with xml-rpc (utilise code from Naali
   OpenSimProtocolModule, rewrite the somewhat ugly login code though and find
   nicer xmlrpc lib)
   2. Create a new client scene with SceneAPI.
   3. Handle the incoming LLUDP message (utilise code from Naali
   RexLogicModule). This would include making a translation layer for the
   scene coordinate system as we moved Tundra to Ogres system.
   4. Translate the object messages into Tundra
   Entities/Components/Attributes. This would leverage our existing
   EC_Placeable + OpenSimModule would reintroduce EC_OpenSimPrim from naali
   codebase in some way).
   5. Render the OpenSim scene, wohoo o/

I actually think this would not even be too much work. I think more work
would be to do the avatar and after that finally syncing scene changes back
to the OpenSim server. Not to mention inventory, opensim chat etc. to get a
fully featured opensim client out of Tundra.

I would also recon we would do it a bit differently this time with client
side scripting support like Toni suggested also. The OpenSimModule should
handle all the messaging and construct the scene for rendering it and all
that basic stuff. I think how we went partly wrong in Naali was that all
the UI for example was hardcoded in to the c++ code. Tundra basically has
no UI when you log in to a world, the scripts from the scene define the UI
of that particular server. I think even if we know OpenSim has chat and
inventory etc widgets, we should handle those things in OpenSimModule emit
some related Qt signals and make the ui in scripts (local in this case).
People then could modify how their UI looks locally, make nice mods and
share those scripts with other clients. Anyways the point is, imo we should
not hardcode UI into the OpenSimModule, if something requires that emit the
data to a scripting layer (if feasible, it is always not, but eg. for chat
and inventory it would work great).

That all being said, this is the for me at least still that tinkering in
our heads kind of stuff :) Its fun to think for a coding challenge how to
do it, but actually doing even the simple OpenSim scene rendering takes
some serious works hours. Of course it would help if you get us reX devs on
board, for a novice to Tundra/Naali/rex tech/C++ it might be a lot more
work.

So I guess I might ask a question too. Are you willing to put some effort
into this by the OpenSim dev community or are you just asking will you do
this for us?. If it is the latter, at least speaking from
our company perspective (don't want to but any words to other rex involved
companies!) we are very happy with Tundra and OpenSim as a server is not in
our roadmap. If you ask me personally I would be happy to chip in on my
free time if this effort materializes :)

It is easy as peanuts to fork Tundra and just get to work. But if we want
the module to integrate cleanly into Tundra as an optional module, we
should have some talks how we can accommodate this and what would be the
best approach. I mean if someone starts working on this for two months then
send a pull request that has added hacks around the core APIs to just get
it work it would be swiftly rejected and no one wants that.

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Apr 29, 2012 at 5:47 AM, Toni Alatalo t...@playsign.net wrote:

 On Apr 28, 2012, at 11:30 PM, Lord wrote:

 Recently, Linden Labs/Research announced an upcoming move (Havok AI
 sublicensing) that seemed to indicate that they were going to develop their
 Second Life(tm) viewer without further consideration of the Open Source
 community.


 I wonder what motivated that statement, seems a bit weird: Sublicensee
 must require the Third Party Viewer to connect only to servers owned or
 operated by the Company [Linden Lab].”

 Is it perhaps because Linden has only paid for a license to use it for
 their service?

 There are some who believe that they will just fork

Re: [realXtend] Mumble record voice

2012-04-26 Thread Jonne Nauha
Tundra audio api lets you record a microphone into memory, which can be
stored then to a file after processing it your desired format. We don't
have anything to record the current output audio that is played with
Tundra. Additionally as far as I understand the audio api code only one
source can query the microphone audio at a time (once its fetched it is
removed from the openal buffer), with Mumble, as I already do this your
code would could get some frames but it would interrupt my mic reads and
cut the voice that is sent to the murmur server.

The MumblePlugin does not have recording functionality at the moment, I do
know that Mumble has this as it does many other features that I haven't
implemented (yet?). The purpose of the module is to provide a good Mumble
client with basic features. Besides the basics of handling the protocol
messages and in/out audio streaming I also added some voice processing that
is pretty close to the real Mumble clients implementation (except echo
cancellation).

What you are trying to do would need someone to write additional (c++) code
to mumble plugin itself or to make a new module that would do all this.
Then make a nice script API that your js could do all the things you want.
Currently I don't have any plans to add recording capabilities but its open
source, I will be happy to review and accept pull requests :) I don't know
of any plans to support recording output audio via audio api either.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Apr 27, 2012 at 2:47 AM, Toni Alatalo t...@playsign.net wrote:

 On Apr 27, 2012, at 12:58 AM, Carlos wrote:
  I'm trying to record the voice of a mumble conversation with javascript
 code. I was seeing MumbleApplication.js and Mumble scene but I don´t find a
 Record function like mumble native client. Furthermore the mumble client
 converts recorded audio to different formats. I would need flac format. Is
 possible?

 Do you need to record from Tundra?

 Is also possible to connect to the same server with the standalone Mumble
 client and use that to record.

 Possibly the non-gui library version of Mumble used with Tundra now (Jonne
 ported the audio code over from the mumble client to a lib) doesn't have
 recording code now.

  Carlos

 ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


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Re: [realXtend] RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Jonne Nauha
I have seen this too, I think it might have something to do with out quite
new physics network messages and the local interpolation. It at least
seemed to start at the same time we did the optimization. It will let you
go bit by bit inside the wall and at some point the server will step you
back to the correct position. I dont know if there is a solid fix end users
can do atm, I havent looked into it that much.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Apr 10, 2012 at 5:54 PM, Vik vyetr...@gmail.com wrote:

 I made a simple scene with a wall and a door and sstablished RigidBody
 for them.  But the avatar partially gets through a wall and can see
 that is behind it. I tried all ShapeType options. How to make a
 RigidBody body really firm and to forbid an avatar to get through a
 wall?
 Thanks.
 Vik.

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Re: [realXtend] Re: Ran out of memory error

2012-03-31 Thread Jonne Nauha
The only difference between local and http assets is that mesh, skeleton
and texture assets will be loaded asynchronously, meaning we pass the file
path to our asset cache for the file to Ogre and let its background worker
(separate thread) load the asset and inform us once its done.

I think the threaded way might be more prone to crash when you are close to
running out of memory. You can disable this threaded loading completely
with startup parameter  --no_async_asset_load as you can see here
https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/TextureAsset.cpp#L73

local:// refs are never loaded with the thread as their disk source can be
from anywhere. And we would need to add every local storage path and
recursively all of its sub folders into ogre as a asset location. At the
time of implementing this I saw this not to be important and it would make
messy code. We could inspect if ogre knows to search sub dirs in locations,
meaning that we would only need to pass the root for all local storages and
then use threaded loading with the disk source filename. It would be nice
to get the loading path exactly the same for all storage assets, so we
could detect bugs like you have here (local not crashing, same web assets
crashing).

Anyway, profiler is your friend! View - Profiler or 'prof' in console.
This thing will tell you everything you need and more. Ogre tab shows
totals of used memory. Textures can sort you the biggest memory spenders so
you know what textures you should optimize. Prefer making your textures
.dds DXT1 when you dont need alpha and DXT3 if you need alpha. There are
plugins to photoshop and others to convert other formats to dds. Microsoft
DirextX SDK gives you texconv.exe command line tool and Ludocraft has
written this
https://github.com/realXtend/naali/tree/tundra2/tools/TextureTool it is
located in tundra source repo /tools/TextureTool just go there and build
it. Seems like once its done you can use this
https://github.com/realXtend/naali/blob/tundra2/tools/TextureTool/ConvertAll.cmd
read
instructions there.

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Mar 31, 2012 at 6:17 PM, Vik vyetr...@gmail.com wrote:

 Hi,
 When i saw this message, I just lowered resolution of some textures
 (some *.png was as 2000x1000)...
 But if this on same machine and same video-card, only from different
 repository, It is strange...
 Vik.

 On Mar 31, 3:19 am, Vaibhav Vaidya vaibhav.vaidy...@gmail.com wrote:
  Hii all,
 
  I have created a scene using a few 3D models. Earlier I had a local
  repository and client was loading all the models with textures but now I
  have setup a web server and hosted all the assets to the server. Now,
 when
  I launch the client, it loads few assets and then I see the following
 error
  multiple times on the console:
 
  Error: OGRE EXCEPTION(3:RenderingAPIException): Error creating texture:
 Ran
  out of memory in D3D9Texture::_createNormTex at .\src\OgreD3D9Texture.cpp
  (line 1109)
 
  How can this be rectified?
 
  ~Vaibhav

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Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?

2012-03-30 Thread Jonne Nauha
Yes you will want live realoding. You will go crazy if you need to restart
client/server all the time when you save file. Script live reloading is the
best feature Tundra has for devs :)

This other approach that simpleavatar.js uses gives you the same kind of 
this.me == entity the script is attached to feeling (you need to assign
this.me as youll see in simpleavatar.js ctor). Without running huge number
of script engines. So really, its how you like to program. I like to make
more these separate apps that run in their own entities and keep their data
component (EC_DynamicComponent) in the script entity. Then internal logic
modifies/creates/removes entities/component how it needs. So I'm used to
going me.something only for my data component, and for that I always make
getter inside the app this.DataComponent(); :P

Another neat thing if you want real object in your scripts is class.js
that ships with Tundra. I basically use this in all my scripts. I haven't
used it in the example scenes I've made as they should be kept simple. But
the browser ui js I made shows this quite well. This also has some advanced
UI stuff if you want to learn that :)

Defining class
https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/browserui/LoginBrowser.js#L26.
You define init: function() that gets called when the class is new'ed, its
little bit like python __init__. Main intance owns other objects
https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/browserui/LoginBrowser.js#L36.
Booting up the app
https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/browserui/LoginBrowser.js#L1956

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 30, 2012 at 9:02 AM, Toni Alatalo t...@playsign.net wrote:

 On Thu, 2012-03-29 at 11:57 -0700, Vik wrote:
  I will go with single EC_Script ( normal programming :) )
  Even if ScriptEngine is performant, load  hundreds of EC_Script may be
  painful ( as Jukka said in issue 439
 https://github.com/realXtend/naali/issues/439

 No the point was that using the Script *Application* mechanism with
 multiple EC_Scripts is performant -- then you again only get a single
 engine. The same thing that Jonne mentioned and indeed the reference
 Avatar app uses.

 But yep I think a single EC_Script can still be nice.

  And I don't think in this case live reloading  will be useful...

 I think it's always useful when developing :)

 And you do get that with a single Script component too, it just resets
 the whole app then.

  Vik.

 ~Toni

  On Mar 29, 1:49 pm, Toni Alatalo t...@playsign.net wrote:
   On Thu, 2012-03-29 at 09:41 -0700, Vik wrote:
001,...door.099), i can attach to each object javascript for actions
(say OpenDoor). Or I can attach one script to scene and in this
script distinguish door by name at run time.
Which solution is better. I mean 'better  from architectural point
of  view of Tundra  in terms of performance  and memory consumption.
  
   I tend to make with one master JS and one EC_Script for the whole
   application. I like normal programming, and also that used to be way to
   make it efficiently (minimal mem use as there's only one ScriptEngine).
   Have that in an invisible entity called MyGame or so.
  
   The system is however made so that using a Script component in each
   scripted entity can be nice. For example for a non-programming level
   designer to put a script to an object. And nowadays there's the
   ScriptApplication system, which basically allows you to make several
   script components to be executed with a single engine, so you get the
   same optimally minimal memory usage. I think it's well suited for
   instanciating several entities that use the same script, basically
   declaring a class in JS and then marking entities in the scene as
   instances of that. Similar to the RexScript IronPython system in old
   realXtend with Linden based viewer and Opensim which is there in
 ModRex.
  
   One cool upside of using several EC_Scripts can perhaps be that the
 live
   reloading may work less instrusively as only one script engine is
   reseted and not the whole app. For example if you make AI for a
 predator
   and it's prey, can modify either code, just save the file so it gets
   reloaded in Tundra, and at least the other animal keeps working cleanly
   from the old state as it was untouched. It's possible to make a main
 app
   support restart too, quite easy perhaps even if keep the data in EC
   attributes (script's can create their own so-called DynamicComponents
   for custom data). The attribute values are ofc untouched when the
 script
   engine is reseted, so that state can always stay (position of the
   objects etc., but if you put e.g. some AI mode or tracking target in
 own
   DynamicComponent, that stays too.)
  
Vik.
  
   ~Toni
 


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Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?

2012-03-30 Thread Jonne Nauha
Hi, good looking scripts you have there. I can give you some tips, i'll do
it via pastebin with code comments, this might be most clear way of doing
it. But first:

Adding 10x10 fish is ok by two method. But adding 20x20 fish with
 Fish.js (many instance of javascript) will fail with error Could not
 allocate register file N where N is different 2, 33.
 I would like to know what this mean?


I have seen this couple of times myself. I am 99% sure its due to out of
memory. 20x20 script engines = 400, lets say one takes up 2 megs of memory
(I don't know the actual figures, might even take more) would be 800 megs
of mem. I usually see catastrofic failure on Tundra.exe at around 1,3
gigs of memory usage for the process, and out of memory exceptions start to
pop from Tundra or from Ogre. Basically you will dump. Did you btw get a
dump dialog or did it continue to run happily?

I think Jukka is referring to the same engine register file issue here
https://github.com/realXtend/naali/issues/444 often inside QScriptEngine
register file allocation code, this would also indicate out of memory
situation. So as we knew and see here clearly this amount of script engines
is a very bad approach for your problem and the single engine is excellent.
The less engines you have the better. But id say in a moderately heavy
scene you can still have 10-15 engines doing their own things, but 400 (or
50x50=2500) is clearly too much.

I have also question about how to know when scene is ready for
 manipulation.  I used some sort of tentative every 1 sec... It is
 correct or i can use more clean approach?


I will go over this and some other stuff that popped to me while reading
you scripts. I prefer paste.pocoo.org for code pastes, easier to read than
pastebin because its wider.

   - *add_dyn.js* http://paste.pocoo.org/show/573825/ (see the original
   AddRigidBodyToEntities() implementation, i added some useful info)
   - The other scripts look fine to me. You got the idea how to do it with
   both ways :) Looks good to me. You are correctly only doing the rotation on
   the server which is important so client and server wont do it. And if you
   would manipulate rigidbody like avatar app does, it has to be done on the
   server as only it has the authority to do it.

One this is that you might want to move away from --run parameter. Its fine
for you to test out things of couse if you prefer it that way. But for you
app here, I would make a txml that has only add_dyn.js as a server side
script + avatar application ready to go, here is a example of it (you can
copy this to your data/assets or where you'd like as a txml).

Scene http://paste.pocoo.org/show/573829/ *Save this as
/bin/data/assets/fishes.txml*
add_dyn.js for this kind of usage http://paste.pocoo.org/show/573834/ this
is short and cleaned version of you script, same outcome. *Save this as
/bin/data/assets/add_dyn.js*

No open cmd prompt to and run these:

Tundra.exe --server --headless --console --file data/assets/fishes.txml
Tundra.exe --config viewer.xml --login tundra://localhost/?username=Vik

Ask if you have any questions. I don't know if I went a bit overboard here
:P

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 30, 2012 at 11:00 PM, Vik vyetr...@gmail.com wrote:

 Thanks for all your comments,
 I made some test for compare single vs. multiple.

 This test add some hundreds of fishes to Avatar's scene, using two
 techniques discussed here.
  add_dyn.js   ( http://pastebin.com/knpit5H3 ), Fish.js (
 http://pastebin.com/8AnFdB9p ), and GlobalFish.js (
 http://pastebin.com/RhNB9jLe
 )
 You can change technique in line 3 of add_dyn.js. Change  How many
 fiches add by line 2  (n*n fish will be added) . Using scene.txml from
 Avatar examlple, some fiche will fall (need to make bigger floor).
 Added second avatar for demo purposes.
 Start Tundra in  command line with param --run add_dyn.js. Or use
 console...

 Some observation:
 Adding 10x10 fish is ok by two method. But adding 20x20 fish with
 Fish.js (many instance of javascript) will fail with error Could not
 allocate register file N where N is different 2, 33.
 I would like to know what this mean?
 Using GlobalFish.js - we add single js, but instantiate many instance
 by EC_SCRIPT,   as Jonne explained. This method permit add as many as
 50x50 fish without problems...

 I have also question about how to know when scene is ready for
 manipulation.  I used some sort of tentative every 1 sec... It is
 correct or i can use more clean approach?

 Thanks.
 Vik
 Vik



 On Mar 30, 2:18 am, Jonne Nauha jo...@adminotech.com wrote:
  Yes you will want live realoding. You will go crazy if you need to
 restart
  client/server all the time when you save file. Script live reloading is
 the
  best feature Tundra has for devs :)
 
  This other approach that simpleavatar.js uses gives you the same kind of
 
  this.me == entity the script is attached to feeling (you need to assign
  this.me as youll see

Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?

2012-03-30 Thread Jonne Nauha
Had some typos there, I'm sure the point goes across anyways.

One correction/addition. If you don't want to copy paste all files from
scenes/Avatar to where your txml is (so local://simpleavatar.js etc will be
found, you can do this. This will add and additional asset storage so the
assets will be found from there when the scene is loaded. I actually think
you dont even need it to the client configure because Tundra server always
replicates its storage information to the client during login procedures
(you cant test to leave it out if you want).

Tundra.exe --server --headless --console *--storage scenes/Avatar* --file
data/assets/fishes.txml
Tundra.exe --config viewer.xml *--storage scenes/Avatar* --login
tundra://localhost/?username=Vik

Best regards,
Jonne Nauha
Adminotech developer

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Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?

2012-03-30 Thread Jonne Nauha

 About parameter --run and AddRigidBody. This is due to the fact that I
 have exported scene from some works in a blender. This export do not
 add RigidBody, so I decided to add  it for some element at startup in
 JavaScript. Another reason - this script will change the scene on the
 server, and thus, the client should not know about this JS. If I added
 it to the scene, as you say, I have to give it to the client as well.


You will get the same effect inside the txml by setting the scripts entity
as Local entity (and its components). Run the headless server, run console
commans 'scenestruct', right click on the script entity - Convert To
Local. Then right click somewhere in the editor - Save scene as... and
overwrite the fishes.txml or just makea copy. Close the server and run this
new txml, connect a client and you should see that entity never gets
replicated to the client. This is what you wanted right?

About --storage options - I use it, and I have a question about this.
 When I start Tundra server in the remote real server machine, I run
 the client with option  --storage src=http://someserver.com/webdav. In
 this case, I need to replace all assets references 'local://somefile'
 with simple 'somefile', if not, this 'somefile' refuse  to the auto-
 download from server ... I have other solutions for the local://
 thing?


Yes, but you need to give a bit longer version of --storage. It goes
something like this *--storage name=ViksWebStorage;src=
http://someserver.com/webdav/;type=HttpAssetStorage;trusted;default;*
This should give you the desired effect so yes, whenever you have a
relative asset ref (mesh, script, material, whatever) as myfish.mesh
without local:// or http:// it will go to the default storage (marked with
default; in the --storage param) it will try to fetch it from
http://someserver.com/webdav/myfish.mesh. And you should only need to set
this --storage of course on the server and it will replicate the storage to
clients. Someone who knows could answer what happens if you have
scripts/add_finshes.js as a ref, will it go to
http://someserver.com/webdav/scripts/add_finshes.js. I havent used the
default storage + relative ref combo a lot myself. I would assume that is
what happens and its quite easy for you to test. If not then everything
needs to be kept in the same web directory.

But I want to put some validation for UserConnection (check username
 and password). I did this already in Python (as well using command
 line option  --python filename.py). But in the latest version, Python
 has been temporarily removed, and I thought about validating users in
 the same JS script  through qt.webkit as Tony pointed me in another
 thread.


Yes Python is disabled for now on windows releases until the dependencies
build are automated by the module authors. But python is kind of a heavy
hitter, it depends on how you going to authenticate the users really. If
you have some database backend that is easy to access with some nice python
lib then its probably the way.

If you have simple needs like a global password that every user mush know
to get in it is simply ~10 lines of javascript, and you can have similar
Local entity on server that never goes to clients (so they cant snoop the
file and read the password. Or you can have user database in the file if
you dont have many users.

One thing JS does very well is HTTP requests, so if you have a backend
where you can query is this guys password correct you simply do something
like 'var transfer = asset.RequestAsset(
http://someserver.com/auth?username=usernamepassword=pwd);' Make that
transfer not cache and once completes read the HTTP response body in JS.

So it depends hugely what is your intent and backend for authentication. If
you can provide some more info for me I can help you make the auth JS. Hope
I can get account too so I can check you fishworld :)

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Mar 31, 2012 at 3:31 AM, Vik vyetr...@gmail.com wrote:


 Thank you Jonne for your comments - they are really helpful.
 For example, I never thought to put sturtup()  at the end of the file
 - for me it was more clearly put in front :) Also lot of unnecessary
 GetComponent(EC_Name)...
 About parameter --run and AddRigidBody. This is due to the fact that I
 have exported scene from some works in a blender. This export do not
 add RigidBody, so I decided to add  it for some element at startup in
 JavaScript. Another reason - this script will change the scene on the
 server, and thus, the client should not know about this JS. If I added
 it to the scene, as you say, I have to give it to the client as well.
 But I want to put some validation for UserConnection (check username
 and password). I did this already in Python (as well using command
 line option  --python filename.py). But in the latest version, Python
 has been temporarily removed, and I thought about validating users in
 the same JS script  through qt.webkit as Tony pointed me

Re: [realXtend] Javascript. What is better 'global action' or hundred small 'actions'?

2012-03-29 Thread Jonne Nauha
Single EC_Script absolutely, much more efficient speed and memory wise. Our 
script engines are not particularly cheap.

Another option is to use the app name and app class in EC_Script, this way you 
can have the component in all of the doors but they share the same script 
engine. With this tech me in the script refers to the entity that has the 
actual scriptRef set. But every instance will get a conatructor call that 
passes the real me entity. This might sound complicated but it's really not, 
check out scenes/Avatar script files. At least simpleavatar.js uses this tech.

Best Regards,
Jonne Nauha
Adminotech developer

On 29.3.2012, at 19.41, Vik vyetr...@gmail.com wrote:

 Hi,
 If I have in scene hundred of similar objects (for example door.
 001,...door.099), i can attach to each object javascript for actions
 (say OpenDoor). Or I can attach one script to scene and in this
 script distinguish door by name at run time.
 Which solution is better. I mean 'better  from architectural point
 of  view of Tundra  in terms of performance  and memory consumption.
 Thanks
 Vik.
 
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 http://www.realxtend.org

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Re: [realXtend] Re: Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics

2012-03-28 Thread Jonne Nauha
You think that was no polite? I guess I'm sorry then. And yes I'm writing
most of these replies on this mailing list just because I want to help
people here on my free time.

I gave a blunt answer for a short and not very descriptive question. You
didn't understand the answer or why do you think I was being rude or
something?

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Mar 28, 2012 at 8:04 PM, Carlos carlos...@gmail.com wrote:

 Sir Jonne, only one question: Why must we always read your  answers
 especially on bad days?
 I'm sure that you are a polite and friendly man when you don't
 dedicate your time to helping others.
 Regards
 Carlos M. Lorenzo

 On 28 mar, 02:14, Jonne Nauha jo...@adminotech.com wrote:
  You are really have to be a bit more specific if you want detailed
 answers.
  How do I make X (or include it in Tundra) is really a weird question,
 are
  you asking from us how it should be implemented? That is the
  programmers/designers/architects decision when he makes the code.
 
  I can give you a generic answer how features are implemented in Tundra:
 
  In Tundra you make bigger features and functionality as C++
  plugins/modules. For example if you use other C++ libraries to implement
  it. And then you would compliment that with exposing your C++ code to
  scripting for the application layer to leverage those plugin features.
  That basically it. If you are a programmer and look at Tundra code a bit,
  how modules are made, registered, loaded etc. its really simple to make
 one
  and get it running. It ridiculously easy to expose your C++ functionality
  to javascript engines too, just get Tundra source code and start reading.
 
  Best regards,
  Jonne Nauha
  Adminotech developer
 
 
 
 
 
 
 
  On Tue, Mar 27, 2012 at 9:06 PM, Carlos carlos...@gmail.com wrote:
   Please, any idea about how can I include a conversation agent with
 natural
   languages capabilities in a Tundra scene?
   Thanks in advance
   Carlos M Lorenzo
 
   El 27 de marzo de 2012 17:49, realxtend@googlegroups.com escribió:
 
 Today's Topic Summary
 
   Group:http://groups.google.com/group/realxtend/topics
 
  - Script for a character in
 Tundra#1365556df1c6b6e3_13654d8a094654c6_group_thread_0[2 Updates]
  - Tundra Script
 #1365556df1c6b6e3_13654d8a094654c6_group_thread_1[7 Updates]
 
 Script for a character in Tundra
 http://groups.google.com/group/realxtend/t/3f14570d68fae36c
 
  Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:50PM +0530
 
  Hii all,
 
  I am new to Tundra. I have created a scene. I want to attach a
 script
  to a
  character. I tried hard to write a simple script which moves the
  character
  to-and-fro when the client logs in, but got stuck.
  Can anybody suggest a sample script for above mentioned purpose??
  The entity name is UrbanFemale and it has only one animation
 Walk,
  animation controller name is UrbanFemaleAnimation.
 
  ~Vaibhav
 
  Ali Kämäräinen stinkfi...@gmail.com Mar 27 04:30PM +0300
 
  Hi,
 
  Could you try to stick in one thread, instead of creating multiple
  threads
  for the same issue?
 
  Grey skies,
  Ali Kämäräinen
 
 Tundra Script
 http://groups.google.com/group/realxtend/t/c79a86e0ad50d85c
 
  Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:17PM +0530
 
  Hii all,
 
  var entityNameToFind = UrbanFemale.;
 
  function ShowAnimation()
  {
  var objectToAnimate = scene.GetEntityByName(entityNameToFind);
  console.LogInfo(Hey great, I found  + entityNameToFind +
 Starting
  animation);
  var availableAnims =
  objectToAnimate.animationcontroller.GetAvailableAnimations();
  console.LogInfo(availableAnims);
  }
  else
  {
  console.LogWarning(Entity  + entityNameToFind +  was not found
 or
  animation controller component is not there! Trying again in 1
  second.);
  frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
  }
  }
 
  // Only run on client. One time animation enabling.
  if (!server.IsRunning()  !framework.IsHeadless())
  {
  StartAnimation();
  }
 
  Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:29PM +0530
 
  Hii all,
 
  I have written the following script. I checked Run on load to
 true.
  When
  I launch the client see the message:
  Hey great, I found UrbanFemale. but do not see the available
  animation.
 
  But when i go to view - scene - UrbanFemale. -
 AnimationController
  -
  functions - GetAvailableAnimations()
  It shows me the animation Walk.
 
  var entityNameToFind = UrbanFemale.;
 
  function ShowAnimation()
  {
  var objectToAnimate = scene.GetEntityByName(entityNameToFind);
 
  console.LogInfo(Hey great, I found  + entityNameToFind );
 
  var availableAnims =
  objectToAnimate.animationcontroller.GetAvailableAnimations();
  console.LogInfo

Re: natural language processing (Re: [realXtend] Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics)

2012-03-28 Thread Jonne Nauha
If you are looking to implement some kind of communications like this you
should check out MumblePlugin that I wrote. That should give you a pretty
good idea about the C++ linking to your libs, building a plugin to
implement the things you need and how to expose and interact it to/with
Tundra javascript engines to expose the features to the application layer.

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Mar 28, 2012 at 9:52 PM, Toni Alatalo t...@playsign.net wrote:

 On Wed, 2012-03-28 at 10:13 -0700, Carlos wrote:
  Hi Toni, thanks for your answers and your good humor ;-)
  I like to know about how we can integrate scripting languages for
  conversational agents like AIML or MPML3D. Has Tundra just implemented
  a config and protocol similar to OpenSim or SL?

 Yes one of the Javascript example / reference apps is chat. That's what
 I called 'in-world chat'.

 AIML seems to have implementations in e.g. C++, Python, Java etc. Of
 these you can use C++ or Python directly in Tundra, so could write some
 kind of a NLPPlugin or AIMLPlugin.

 There's two options:

 a) Tundra plugin which uses the e.g. AIML lib of your choice, listens to
 events from the Javascript-written Tundra/reX simple Chat Application

 b) a relay of the Tundra chat to e.g. XMPP, and then making a simple
 XMPP bot which uses the lib. Connect those to the same server, or even
 just use IM (the XMPP bridge (client) in Tundra can just send the
 messages to e.g. your / the bots Google talk account or whatever).

 This code basically has what both of those options need:

 https://github.com/realXtend/naali/blob/tundra/bin/pymodules/irc/serverrelay.py

 That is: a) connecting to the Chat App qt signals in Python, and
 listening to  receiving messages, which you could respond to here if
 using the NLP lib directly, but in the case of this example it b) relays
 them to an IRC channel (i've used it to monitor servers and to be able
 to chat to inworld folks from irc) .. so if you'd go the XMPP route,
 would just forward there similarily. I've been now devving stuff with
 XMPP and also py written XMPP bots (to simulate kind of WebNaali clients
 actually, for movement sync stress tests :) -- jabberbot
 (pythonjabberbot in google code) makes it quite nice and easy, uses the
 xmpppy library.

 Here is was mostly assuming you want bots to the scene that participate
 in the in-world chat. SL also has group chat. I would use something
 existing for that with Tundra, probably XMPP. We already had a module
 using that in the Naali 0.x versions, worked with google talk and
 facebook chat and such. It is also possible to do groups etc. with the
 own Tundra chat app, but the characteristics of SL group chat is that
 it's not connected to the sims / regions. Just like a IM thing for
 friends and groups.

 ~Toni

  More thanks
  Carlos M. Lorenzo
 
  On 28 mar, 11:14, Toni Alatalo t...@playsign.net wrote:
   On Mar 28, 2012, at 3:14 AM, Jonne Nauha wrote:
  
You are really have to be a bit more specific if you want detailed
 answers. How do I make X (or include it in Tundra)
  
   Yes, it all depends on the details.
  
   What do you want to do with it, and how? For what data, with what
 perhaps existing software? Some natural lang lib that you already use? Or
 suggestions of natural language processing tools?
  
   If you want to e.g. have some system listen to the in-world chat, you
 can just integrate with that somehow. It is written in Javascript with the
 Tundra API (the chat messages are sent with entity-actions).
  
   Or if you for example have some existing service for the NLP which
 uses XMPP transport, you can connect Tundra to that.
  
In Tundra you make bigger features and functionality as C++
 plugins/modules. For example if you use other C++ libraries to
  
   Or in Javascript or Python -- as for example the avatar and chat
 functionalities are in JS. And system things like IRC relay and and the
 Blender integration in Python .
  
   Relaying chat messages to some service does not need C++, but if you
 plan to use some existing C/C++ nature language processing lib, then it can
 be nice to integrate it as a native Tundra plugin (which Jonne basically
 described).
  
Jonne Nauha
  
   ~Toni
  
  
  
  
  
  
  
On Tue, Mar 27, 2012 at 9:06 PM, Carlos carlos...@gmail.com wrote:
Please, any idea about how can I include a conversation agent with
 natural languages capabilities in a Tundra scene?
Thanks in advance
Carlos M Lorenzo
  
El 27 de marzo de 2012 17:49, realxtend@googlegroups.com escribió:
  Today's Topic Summary
Group:http://groups.google.com/group/realxtend/topics
  
Script for a character in Tundra [2 Updates]
Tundra Script [7 Updates]
 Script for a character in Tundra
Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:50PM +0530
  
Hii all,
  
I am new to Tundra. I have created a scene. I want to attach a
 script to a
character. I tried hard to write

Re: [realXtend] Re: Tundra Script

2012-03-27 Thread Jonne Nauha
The reason why you get a empty list with Run On Load is probably because
the skeleton asset has not been inspected yet for the animation names. Also
i think you cannot start them if that is the case. This is why later when y
ou run the script it responds with the proper anim names.

Seems that there is no proper way to ask ent.animationctonroller.IsReady()
or IsDetected() etc. So you can just assume to try again in 1 second if the
animation name list is empty like so:

if (availableAnims.length =  0)
  frame.DelayedExecute(1.0) etc

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Mar 27, 2012 at 2:41 PM, Vaibhav Vaidya
vaibhav.vaidy...@gmail.comwrote:

 @Ali :

 I tried this also but I see the same results.


 On Tue, Mar 27, 2012 at 5:02 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 GetAvailableAnimations() returns a list so you need to print each element:

 var availableAnims =
 objectToAnimate.animationcontroller.GetAvailableAnimations();
 for(var i = 0; i   availableAnims.length; ++i)
 console:LogInfo(availableAnims [i]);

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Script for a character in Tundra

2012-03-27 Thread Jonne Nauha
Man we practically coded the script for you on the other thread. With that
and the avatar example shipped with Tundra you are perfectly able to solve
this problem. Also as Ali said keep one topic in one thread, we don't want
spam with different working on the mailing list.

No one here is going to write you the script fully. You need to know how to
program a little bit and read examples/documentation and you figure it out.
We've shown you how to do it already in the other thread. I took the time
from my busy day to write a pretty much working example and even explained
in some details why you had bugs, now do the work!

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Mar 27, 2012 at 4:30 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 Hi,

 Could you try to stick in one thread, instead of creating multiple threads
 for the same issue?

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics

2012-03-27 Thread Jonne Nauha
You are really have to be a bit more specific if you want detailed answers.
How do I make X (or include it in Tundra) is really a weird question, are
you asking from us how it should be implemented? That is the
programmers/designers/architects decision when he makes the code.

I can give you a generic answer how features are implemented in Tundra:

In Tundra you make bigger features and functionality as C++
plugins/modules. For example if you use other C++ libraries to implement
it. And then you would compliment that with exposing your C++ code to
scripting for the application layer to leverage those plugin features.
That basically it. If you are a programmer and look at Tundra code a bit,
how modules are made, registered, loaded etc. its really simple to make one
and get it running. It ridiculously easy to expose your C++ functionality
to javascript engines too, just get Tundra source code and start reading.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Mar 27, 2012 at 9:06 PM, Carlos carlos...@gmail.com wrote:

 Please, any idea about how can I include a conversation agent with natural
 languages capabilities in a Tundra scene?
 Thanks in advance
 Carlos M Lorenzo

 El 27 de marzo de 2012 17:49, realxtend@googlegroups.com escribió:

   Today's Topic Summary

 Group: http://groups.google.com/group/realxtend/topics

- Script for a character in 
 Tundra#1365556df1c6b6e3_13654d8a094654c6_group_thread_0[2 Updates]
- Tundra Script #1365556df1c6b6e3_13654d8a094654c6_group_thread_1[7 
 Updates]

   Script for a character in 
 Tundrahttp://groups.google.com/group/realxtend/t/3f14570d68fae36c

Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:50PM +0530

Hii all,

I am new to Tundra. I have created a scene. I want to attach a script
to a
character. I tried hard to write a simple script which moves the
character
to-and-fro when the client logs in, but got stuck.
Can anybody suggest a sample script for above mentioned purpose??
The entity name is UrbanFemale and it has only one animation Walk,
animation controller name is UrbanFemaleAnimation.

~Vaibhav




Ali Kämäräinen stinkfi...@gmail.com Mar 27 04:30PM +0300

Hi,

Could you try to stick in one thread, instead of creating multiple
threads
for the same issue?

Grey skies,
Ali Kämäräinen



   Tundra Scripthttp://groups.google.com/group/realxtend/t/c79a86e0ad50d85c

Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:17PM +0530

Hii all,

var entityNameToFind = UrbanFemale.;

function ShowAnimation()
{
var objectToAnimate = scene.GetEntityByName(entityNameToFind);
console.LogInfo(Hey great, I found  + entityNameToFind + Starting
animation);
var availableAnims =
objectToAnimate.animationcontroller.GetAvailableAnimations();
console.LogInfo(availableAnims);
}
else
{
console.LogWarning(Entity  + entityNameToFind +  was not found or
animation controller component is not there! Trying again in 1
second.);
frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
}
}

// Only run on client. One time animation enabling.
if (!server.IsRunning()  !framework.IsHeadless())
{
StartAnimation();
}




Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:29PM +0530

Hii all,

I have written the following script. I checked Run on load to true.
When
I launch the client see the message:
Hey great, I found UrbanFemale. but do not see the available
animation.

But when i go to view - scene - UrbanFemale. - AnimationController
-
functions - GetAvailableAnimations()
It shows me the animation Walk.

var entityNameToFind = UrbanFemale.;

function ShowAnimation()
{
var objectToAnimate = scene.GetEntityByName(entityNameToFind);

console.LogInfo(Hey great, I found  + entityNameToFind );

var availableAnims =
objectToAnimate.animationcontroller.GetAvailableAnimations();
console.LogInfo(availableAnims);
}

if (!server.IsRunning()  !framework.IsHeadless())
{
StartAnimation();
}


Also, when i run the script view - scene - UrbanFemale. - Script
- Run()
This runs the script and shows the message:

Hey great, I found UrbanFemale.
Walk

Am I missing anything??

~Vaibhav




Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:30PM +0530

Please ignore the previous part..


On Tue, Mar 27, 2012 at 3:29 PM, Vaibhav Vaidya




Ali Kämäräinen stinkfi...@gmail.com Mar 27 02:32PM +0300

GetAvailableAnimations() returns a list so you need to print each
element:

var availableAnims =
objectToAnimate.animationcontroller.GetAvailableAnimations();
for(var i = 0; i  availableAnims.length; ++i)
console:LogInfo(availableAnims [i]);

Grey skies,
Ali Kämäräinen




Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:11PM +0530

@Ali :

I

Re: [realXtend] RigidBody component in Terrain entity in Tundra

2012-03-26 Thread Jonne Nauha
Change the rigidbody shapetype. Seems to be 0 witch is Box i believe.
Change to Trimesh or maybe for EC_Terrain the Heightmap might work too. Try
them all out while having the  attribute value=false name=Draw Debug/
to true. That is the best way to see how the physics are configured!

Best regards,
Jonne Nauha
Adminotech developer


On Mon, Mar 26, 2012 at 3:47 PM, Vaibhav Vaidya
vaibhav.vaidy...@gmail.comwrote:

 Hii all,

 I have a terrain entity in my scene. I have created RigidBody component in
 Terrain entity. I have added an avatar-app to my scene but my avatar falls
 from the terrain.
 This is how my Terrain entity looks like in .txml file:


 entity id=11 sync=1
   component type=EC_Name sync=1
attribute value=Terrain name=name/
attribute value= name=description/
   /component
   component type=EC_Terrain sync=1 name=Terrain
attribute
 value=-500.00,-20.00,0.00,0.00,0.00,0.00,10.00,10.00,10.00
 name=Transform/
attribute value=75 name=Grid Width/
attribute value=75 name=Grid Height/
attribute value=0.12995 name=Tex. U scale/
attribute value=0.12995 name=Tex. V scale/
attribute value=RexTerrainPCF.material name=Material/
attribute value=terrain.tif name=Heightmap/
   /component
   component type=EC_RigidBody sync=1
attribute value=0 name=Mass/
attribute value=0 name=Shape type/
attribute value=1.00 0.20 1.00 name=Size/
attribute value= name=Collision mesh ref/
attribute value=0.5 name=Friction/
attribute value=0 name=Restitution/
attribute value=0 name=Linear damping/
attribute value=0 name=Angular damping/
attribute value=1.00 1.00 1.00 name=Linear factor/
attribute value=1.00 1.00 1.00 name=Angular factor/
attribute value=false name=Kinematic/
attribute value=false name=Phantom/
attribute value=false name=Draw Debug/
attribute value=0.00 0.00 0.00 name=Linear velocity/
attribute value=0.00 0.00 0.00 name=Angular velocity/
attribute value=-1 name=Collision Layer/
attribute value=-1 name=Collision Mask/
   /component
  /entity

 Am I missing anything?? What can be the reason behind this?
 Please help..

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] newbie question

2012-03-23 Thread Jonne Nauha
I think this is a reasonably understandable feeling when you jump from
opensim etc. to Tundra. Let me try to clarify a bit for you, hopefully I
can help.

Yes Tundra is both server and a client at the same time. Tundras modular
architecture is designed so that both client and servers can load same
plugins and utilize the same code. Depending on what the plugin does it
might detect from your start parameters if you are running as server or
client. When you run Tundra executable with --server you are running a
server, thats all you need to do.

The confusing part for you seems to be the client user interface. Now you
need to realize that Tundra (the SDK, the engine, how you like to think if
it) part in itself does not really make any assumptions what the client
user interface will look like. In fact if you start the Tundra executable
you are then looking at a fully black screen with the default plugins.xml
loaded modules, its the bare bone client :) Your mac installed Tundra has
shortcuts to run tundra with Tundra --config viewer-browser.xml which
enables the browser UI.

The browser UI is only really handy for when you login to certain worlds.
You can login to Tundra worlds at http://login.realxtend.org/, once you
have installed tundra (like you have), just write a username and hit on one
of the avatars. When the client launches you should see the benefits on the
browser UI as it is a placeholder for inworld application icons. They
will appear in the top right of the browser UI.

Anyways lets not get sidetracked. If you are familiar with opensim you
probably are looking to host your own world. While we continue to make the
docs better, help like this is pretty hard to find still. There are
something in the doxygen but surely not in very fine detail. Lets
continue... Find your install directory (I have no idea what this is in
mac, hopefully you can find it :)

Anyways find the Tundra executable and with that you can run the examples.
Tundra --help will tell you all the available commands. *Tundra --server
--headless --file scenes/Avatar/scene.txml *will run the Avatar example
server. Then you need a client to connect into it, now you can use your
shortcut to open the browser ui client or run *Tundra --config viewer.xml
*or to auto connect from command line *Tundra --config viewer.xml --login
tundra://localhost:2345/username=luthien*
*
*
You can also make your own startup configs. Just read a bit whats going on
in the plugins.xml (default if --config is not defined), viewer.xml and
viewer-browser.xml. The startup config can define: c++ plugins, startup
javascript apps, local python plugins and also additional command line
parameters (so you dont have to type them each time). In fact the main
difference between viewer.xml and viewer-browser.xml is the different login
user interface loading. All the client user interfaces are implemented in
javascript (see installdir/jsmodules), this is why when you start Tundra
executable as is (uses default plugins.xml) it is black because there is no
javascript UI startup.

You can find the shipped scene examples in installdir/scenes. Go into the
subfolders, they should have a readme file that tells you how to run the
example. Some examples require a server and a client, some only a client
Tundra. You can always try and find out. Tundra --file
scenes/scene/scene.txml. Mac might (it should!) also assosiate txml files
to open with Tundra, so double clicking the txml will open the scene for
you.

Let us know if you have more question! Welcome to the Tundra era of virtual
worlds :D hehe

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 1:18 AM, Lúthien luthien.meri...@gmail.com wrote:

 Hi,

 I'm interested in RealXtend and curious how it compares to OpenSim.
 Therefore I downloaded Tundra (for mac) today and well, tried to get
 it running. Since my experience is until now limited to Opensim I
 assumed that there is also a server and a viewer involved, but if
 I understand it correctly the Tundra application is both at the same
 time.

 I've looked on the Wiki, the doxygen documentation and whatever I
 could find to guide me on these first steps ... and I'm very sorry: I
 am obviously missing some basic concept because it makes no sense to
 me at all. I cannot figure out what to do with it.
 When I run the Tundra app it shows a kind of browser window, with two
 tabs in it.
 One says login, the other login.realxtend.org. The first one has
 three fields: one for server address, one for user and one for
 password - plus a radiobutton for choosing either UTP or TCP.
 But I thought that Tundra *is* a server, too? What should I then enter
 her to connect to itself?
 And also: how can I create an account on that server for me to use -
 if I can't login to - say - even create an account?
 If I try to connect with localhost filled in and my local username -
 just to try something - it says Could not connect to host localhost:
 2345 with TCP

 So indeed, I am

Re: [realXtend] newbie question

2012-03-23 Thread Jonne Nauha
Ah yes as Vaibhav said, there are not accounts or anything like that. That
is the way of opensim/sl thinking. Tundra servers behaviour is defined by
the scripts that are in the scene. If you want a avatar for your connected
clients, you put a avatar application to you server. If you want chat, you
put chat application to the server. If you want x you just make a
application for it :)

The scripting part is the most powerful feature of Tundra compared to
opensim/sl. By default a client will spawn a local free fly camera when you
connect, thats it. The rest if script defined and the sky is the limit. Be
sure to check out the example scenes on the realXtend login portal to see
some examples  http://login.realxtend.org/ Ludocrafts Circus is a pretty
good example of how far you can take it ;)

If you are a modeller, Tundra is gonna be good for you too. Install blender
and  http://code.google.com/p/blender2ogre/  plugins for it. This will
actually export you the correct ogre format assets and generate a Tundra
.txml scene for you! So after the export you just run the txml, add your
apps and publish the world. Of course its not as trivial as that without
good documentation but you can always ask help here. We should also
document the full artist pipeline at some point.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 8:04 AM, Jonne Nauha jo...@adminotech.com wrote:

 I think this is a reasonably understandable feeling when you jump from
 opensim etc. to Tundra. Let me try to clarify a bit for you, hopefully I
 can help.

 Yes Tundra is both server and a client at the same time. Tundras modular
 architecture is designed so that both client and servers can load same
 plugins and utilize the same code. Depending on what the plugin does it
 might detect from your start parameters if you are running as server or
 client. When you run Tundra executable with --server you are running a
 server, thats all you need to do.

 The confusing part for you seems to be the client user interface. Now
 you need to realize that Tundra (the SDK, the engine, how you like to think
 if it) part in itself does not really make any assumptions what the client
 user interface will look like. In fact if you start the Tundra executable
 you are then looking at a fully black screen with the default plugins.xml
 loaded modules, its the bare bone client :) Your mac installed Tundra has
 shortcuts to run tundra with Tundra --config viewer-browser.xml which
 enables the browser UI.

 The browser UI is only really handy for when you login to certain worlds.
 You can login to Tundra worlds at http://login.realxtend.org/, once you
 have installed tundra (like you have), just write a username and hit on one
 of the avatars. When the client launches you should see the benefits on the
 browser UI as it is a placeholder for inworld application icons. They
 will appear in the top right of the browser UI.

 Anyways lets not get sidetracked. If you are familiar with opensim you
 probably are looking to host your own world. While we continue to make the
 docs better, help like this is pretty hard to find still. There are
 something in the doxygen but surely not in very fine detail. Lets
 continue... Find your install directory (I have no idea what this is in
 mac, hopefully you can find it :)

 Anyways find the Tundra executable and with that you can run the examples.
 Tundra --help will tell you all the available commands. *Tundra --server
 --headless --file scenes/Avatar/scene.txml *will run the Avatar example
 server. Then you need a client to connect into it, now you can use your
 shortcut to open the browser ui client or run *Tundra --config
 viewer.xml *or to auto connect from command line *Tundra --config
 viewer.xml --login tundra://localhost:2345/username=luthien*
 *
 *
 You can also make your own startup configs. Just read a bit whats going on
 in the plugins.xml (default if --config is not defined), viewer.xml and
 viewer-browser.xml. The startup config can define: c++ plugins, startup
 javascript apps, local python plugins and also additional command line
 parameters (so you dont have to type them each time). In fact the main
 difference between viewer.xml and viewer-browser.xml is the different login
 user interface loading. All the client user interfaces are implemented in
 javascript (see installdir/jsmodules), this is why when you start Tundra
 executable as is (uses default plugins.xml) it is black because there is no
 javascript UI startup.

 You can find the shipped scene examples in installdir/scenes. Go into
 the subfolders, they should have a readme file that tells you how to run
 the example. Some examples require a server and a client, some only a
 client Tundra. You can always try and find out. Tundra --file
 scenes/scene/scene.txml. Mac might (it should!) also assosiate txml files
 to open with Tundra, so double clicking the txml will open the scene for
 you.

 Let us know if you have more question! Welcome

Re: [realXtend] newbie question

2012-03-23 Thread Jonne Nauha
On Fri, Mar 23, 2012 at 8:30 AM, Toni Alatalo t...@playsign.net wrote:

 On Mar 23, 2012, at 7:51 AM, Vaibhav Vaidya wrote:

 I am also a newbie to Tundra. I started using it from last couple of days.
 I also had the same questions when I first used Tundra.


 There is one old documentation page about these,
 http://www.realxtend.org/doxygen/_tundra_documentfiles.html

 It shows how those things are possible from GUI (windows explorer for
 example) too, commandline is not needed. Those screenshots are ancient,
 though (pre Tundra 1.0) -- i think a good documentation activity would be
 to take new screenshots of the windows explorer gui entries etc. and update
 that doxygen file by copy-pasting from Jonne's mail etc.

 And put a link to that doc to the 'documentation' section on the webpage.

 I can do something in this area at some point (probably not in a week
 though, plate full of programming things now) and as said Fred is working
 on docs .. perhaps you can do those updates?


One thing that we should maybe somehow fix is that our documentation like
that page you linked is located in our source repos. It's pretty damn hard
for technically novice people to clone the repo, make documentation fixes
and push a pull request to fix things. For this some kind of community wiki
would be nice. On the other had we probably dont want to have duplicates in
many places. Then they will just get out of sync with reality so much
faster :P



 ~Toni


Best regards,
Jonne Nauha
Adminotech developer



 By the way you need not create any account on the server. To launch the
 server, go to the Tundra install directory and run the following command
 Tundra --config plugins.xml --headless --server --port 2345 --protocol udp
 *
 *
 *Once you launch the server, run the client using following command
 *
 tundra --config viewer.xml

 Login using any credentials (you may leave the password field blank),
 choose UDP protocol over 2345 port.
 You should see a black screen (blank scene) once you login.
 Now, try creating a beautiful scene.

 Regards,
 Vaibhav


 On Fri, Mar 23, 2012 at 4:48 AM, Lúthien luthien.meri...@gmail.comwrote:

 Hi,

 I'm interested in RealXtend and curious how it compares to OpenSim.
 Therefore I downloaded Tundra (for mac) today and well, tried to get
 it running. Since my experience is until now limited to Opensim I
 assumed that there is also a server and a viewer involved, but if
 I understand it correctly the Tundra application is both at the same
 time.

 I've looked on the Wiki, the doxygen documentation and whatever I
 could find to guide me on these first steps ... and I'm very sorry: I
 am obviously missing some basic concept because it makes no sense to
 me at all. I cannot figure out what to do with it.
 When I run the Tundra app it shows a kind of browser window, with two
 tabs in it.
 One says login, the other login.realxtend.org. The first one has
 three fields: one for server address, one for user and one for
 password - plus a radiobutton for choosing either UTP or TCP.
 But I thought that Tundra *is* a server, too? What should I then enter
 her to connect to itself?
 And also: how can I create an account on that server for me to use -
 if I can't login to - say - even create an account?
 If I try to connect with localhost filled in and my local username -
 just to try something - it says Could not connect to host localhost:
 2345 with TCP

 So indeed, I am missing something very basic - but the thing is, I
 cannot find a basic primer in order to get these basic concepts of
 RealXtend clear. Could anyone point me where I can find this
 information? I'd really like to give this a try, because it looks very
 promising.

 Many thanks!
 Lúthien


 PS Also, when I first ran the app there was a popup saying that there
 was an update available, and I downloaded it. But that download
 disappeared once done: there was no installer, and neither can I find
 a downloaded update anywhere on my disk.

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org



 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Loading terrain in RealXtend Tundra

2012-03-23 Thread Jonne Nauha
Add AnimationController component once the mesh and skeleton are setup.
After that anim controller should auto detect the available animations. You
can then use scripting to play animations (eg.
ent.animationcontoller.PlayAnimation(walk, ...) etc. In the scene struct
windows expand your entity and right click the animation controller
component - hit Functions that give you ui to call PlayAnimation and
others from the ui, its pretty near for testing. There should be a a
function in the drop down list GetAvailableAnimations() or something,
that should print you what was found from the skeleton.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 9:38 AM, Vaibhav Vaidya
vaibhav.vaidy...@gmail.comwrote:

 @ Ali

 I need some help with animations. I have a 3D model (.mesh, .skeleton,
 .material files). I can see the 3D model in the scene but don't understand
 how to play animation over it.

 Thanks,
 Vaibhav


 On Mon, Mar 19, 2012 at 6:50 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 Also, couple additional step could be added:
 * Add RigidBody component to the entity in order the enable physics (use
 HeightField as the type for the RigidBody)
 * Convert the heightmap to a .ntf file, so that physics are guaranteed to
 work on headless server too (
 https://github.com/realXtend/naali/issues/412)
  - Right-click Terrain component - Functions
  - Choose SaveToFile and give a filename (remember to give a full path)
 C:\MyFolder\MyTerrain.ntf
  - Use MyTerrain.ntf instead of Heightmap.png as the heightmap for the
 Terrain component

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Scripts in Tundra

2012-03-23 Thread Jonne Nauha
I do one better from Ali. This script will find the entity from the scene,
you can attach it to any entity or of course to the entity you want to
animate.

As Ali said

   - Create EC_Script, open it up to edit the attributes.
   - Run mode: Client
   - Run on load: true
   - script ref: local://startanimation.js

Save the following text as statanimation.js to the folder where your scene
is (or a subfolder there).

You can also give --console param to the client so its easy to see syntax
errors and all the prints. When the whole thing is running you can edit the
script file live. Every time you hit save Tundra will reload and run the
script!

*Note: I did not run the script, it might have typo and what not. The idea
is there. Also define your entity name and animation name to the variables
on top!*

var entityNameToFind = VaibhavsAnimationEntity;
var animationNameToStart = Walk;

funtion StartAnimation()
{
var objectToAnimate = scene.GetEntityByName(entityNameToFind);
if (objectToAnimate != null  objectToAnimate.animationcontroller !=
null)
{
// See usage from
http://realxtend.org/doxygen/class_e_c___animation_controller.html
console.LogInfo(Hey great, I found  + entityNameToFind +.
Starting animation);
var availableAnims =
objectToAnimate.animationcontroller.GetAvailableAnimations();

var animFound = false;
for(var i=0; iavailableAnims.length; i++)
{
if (availableAnims[i] == animationNameToStart)
{
animFound = true;
break;
}
}
if (animFound)
{
//
http://realxtend.org/doxygen/class_e_c___animation_controller.html#a91684343e20c92509c973327d820827b

objectToAnimate.animationcontroller.EnableAnimation(animationNameToStart,
true);
}
else
console.LogError(Entity was found but it has no animation
named  + animationNameToStart + , cannot proceed!);
}
else
{
console.LogWarning(Entity  + entityNameToFind +  was not found
or animation controller component is not there! Trying again in 1 second.);
frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
}
}

// Only run on client. One time animation enabling.
if (!server.IsRunning()  !framework.IsHeadless())
{
StartAnimation();
}


Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 3:50 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 Assuming you have an entity in the scene with Mesh, Placeable et al,
 1) Create the script. For example:
 console.LogInfo(Hello, my name is  + me.name);
 2) Save as Test.js to the folder you're scene is.
 3) Add Script component to your entity, set Run on load true, set
  Test.js  to the Script ref
 4) Hit F1 to see the console, you should see the print there
 5) Continue from there, see avatar scripts for example

 Grey skies,
 Ali Kämäräinen

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Scripts in Tundra

2012-03-23 Thread Jonne Nauha
Ugh typos like this one  console.LogInfo(Hey great, I found  +
entityNameToFind +. Starting animation); shoud have  after the
entityNameToFind
+.

Having all those prints and the timer to retry are kind of extra, on a
clean production version you would know that the stuff is present and will
be found 100% so you could remove most of the code there to about 5 lines.
I added some error reporting for you just for fun.

Have fun, hope it works :)

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 4:00 PM, Jonne Nauha jo...@adminotech.com wrote:

 I do one better from Ali. This script will find the entity from the scene,
 you can attach it to any entity or of course to the entity you want to
 animate.

 As Ali said

- Create EC_Script, open it up to edit the attributes.
- Run mode: Client
- Run on load: true
- script ref: local://startanimation.js

 Save the following text as statanimation.js to the folder where your scene
 is (or a subfolder there).

 You can also give --console param to the client so its easy to see syntax
 errors and all the prints. When the whole thing is running you can edit the
 script file live. Every time you hit save Tundra will reload and run the
 script!

 *Note: I did not run the script, it might have typo and what not. The
 idea is there. Also define your entity name and animation name to the
 variables on top!*

 var entityNameToFind = VaibhavsAnimationEntity;
 var animationNameToStart = Walk;

 funtion StartAnimation()
 {
 var objectToAnimate = scene.GetEntityByName(entityNameToFind);
 if (objectToAnimate != null  objectToAnimate.animationcontroller !=
 null)
 {
 // See usage from
 http://realxtend.org/doxygen/class_e_c___animation_controller.html
 console.LogInfo(Hey great, I found  + entityNameToFind +.
 Starting animation);
 var availableAnims =
 objectToAnimate.animationcontroller.GetAvailableAnimations();

 var animFound = false;
 for(var i=0; iavailableAnims.length; i++)
 {
 if (availableAnims[i] == animationNameToStart)
 {
 animFound = true;
 break;
 }
 }
 if (animFound)
 {
 //
 http://realxtend.org/doxygen/class_e_c___animation_controller.html#a91684343e20c92509c973327d820827b

 objectToAnimate.animationcontroller.EnableAnimation(animationNameToStart,
 true);
 }
 else
 console.LogError(Entity was found but it has no animation
 named  + animationNameToStart + , cannot proceed!);
 }
 else
 {
 console.LogWarning(Entity  + entityNameToFind +  was not found
 or animation controller component is not there! Trying again in 1 second.);
 frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
 }
 }

 // Only run on client. One time animation enabling.
 if (!server.IsRunning()  !framework.IsHeadless())
 {
 StartAnimation();
 }


 Best regards,
 Jonne Nauha
 Adminotech developer



 On Fri, Mar 23, 2012 at 3:50 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 Assuming you have an entity in the scene with Mesh, Placeable et al,
 1) Create the script. For example:
 console.LogInfo(Hello, my name is  + me.name);
 2) Save as Test.js to the folder you're scene is.
 3) Add Script component to your entity, set Run on load true, set
  Test.js  to the Script ref
 4) Hit F1 to see the console, you should see the print there
 5) Continue from there, see avatar scripts for example

 Grey skies,
 Ali Kämäräinen

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org




-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Scripts in Tundra

2012-03-23 Thread Jonne Nauha
 at the end of the string too :D damn!

Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Scripts in Tundra

2012-03-23 Thread Jonne Nauha
funtion StartAnimation()
to
function StartAnimation()

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Mar 23, 2012 at 4:40 PM, Vaibhav Vaidya
vaibhav.vaidy...@gmail.comwrote:

 Hey Jonne,

 I have made the corrections related to string but getting following error
 on running the script :

 Error: Syntax error in script local://UrbanFemaleAI.js,4: Expected `;',
 `;'Error: In run/evaluate: SyntaxError: Parse error

 Error: anonymous()@local://UrbanFemaleAI.js:4

 Error: Line 4.

 Invoked function returned

 On Fri, Mar 23, 2012 at 7:33 PM, Jonne Nauha jo...@adminotech.com wrote:

  at the end of the string too :D damn!

 Best regards,
 Jonne Nauha
 Adminotech developer

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Adminotech Tundra 2.3 Releases - Win + Mac

2012-03-06 Thread Jonne Nauha
Adminotech Tundra 2.3 for Windows and Mac OSX are now out. Here is the
quick rundown.

*General*

   - All Adminotech pull request have been reviewed and passed in to the
   main realXtend Tundra code repository. These were the main difference
   between 2.2.x rex releases and 2.2.x Adminotech releases. Basically we had
   some additional features that we developed and wanted to ship in our
   releases before they were merged into the mainline Tundra.
   - We will probably continue to keep release pace quicker than the
   realXtend releases. This means shipping bug fixes, features and potential
   extra plugins quicker to the end users. Though I don't see any additional
   plugins that we might ship in the near future as AssetInterestPlugin was
   accepted into main Tundra codebase.

*Windows*

   - Dues to 2.3 jumping to 1.8 based Ogre some pretty severe OpenGL
   rendering bugs were discovered. In some cases this made the scenes look
   funny and in my opinion render them unusable (examples
   http://dl.dropbox.com/u/3589544/rmp-platform-mesh-artifact.png and
   http://dl.dropbox.com/u/3589544/rmp-platform-mesh-artifact2.png). So I
   decided to move Adminotech releases back to DirecX rendering, however its
   not linking to DirectX yet, that will enable some speedups in certain UI
   rendering operations, but this will be fixes in the next minor release.
   - Going back to DirectX (+ the pull requests were merged) makes
   Adminotech Windows release identical in features compared to the realXtend
   Windows .exe release. I'd like to add though that UpdateModule is enabled
   in our builds that will notify and install when you wish new releases
   automatically.
   - Auto update should work as expected and Adminotech hosting login
   portals should have up to date links. Direct download link
   https://github.com/downloads/Adminotech/tundra/Adminotech-Tundra-2.3.0.0.msi

*Mac*

   - This Mac release was a bit more painful. Cvetan (our mac guy) made
   several builds and hunted crash bugs. The main issue has been fixed in our
   2.3 Mac release but still persists in the Ogre fork we use from deps:
   https://github.com/realXtend/naali/issues/397, it was a quick fix of
   some sort and hopefully we can find the misbehaving part in Tundra and fix
   it properly in either Tundra or our Ogre fork.
   - Known issues: MumblePlugins audio wizard has some user interface bugs.
   UI bugs are one big thing that Mac is suffering from in many other places
   too.
   - Auto update should work as expected. Direct download link
   https://github.com/downloads/Adminotech/tundra/Adminotech-Tundra-2.3.0.0.dmg

*Adminotech Tundra Hosting*

   - All hosting has been updated to Tundra 2.3. I had a few problems on
   the servers also with the 1.8 based Ogre or the lack of the null rendering
   plugin to be specific. But I built it and after that everything was good.
   Total downtime was probably something around 10-15 minutes as was expected.

Let us know if you have problems with the login portals or the releases. If
it seems like a general bug in Tundra you can use the realXtend issue
tracked https://github.com/realXtend/naali/issues like normal.

 Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Re: [realXtend-dev] RealXtend Tundra 2.3.0 is released!

2012-02-28 Thread Jonne Nauha
Great write up for the changelog, must have taken hours to dig the git log
and put that together. I think that and looking at the
diffhttps://github.com/realXtend/naali/compare/tundra2.2.0...tundra2.3.0makes
it clear for everyone this is a major release for Tundra. 295
commits, 42000 line additions and 9600 line removals from the code base
since 2.2. That's pretty massive even if its not all code, at least about
25k of the additions were actually example scene txml files (but thats good
too!) :)

Also not mentioned there is the heaps of improvements done to the mac build
scripts and a new docs
pagehttp://realxtend.org/doxygen/_build_on_mac.html devoted
for mac build instructions. This is mainly thanks to Jukka, and as a result
of him working on mac we also got some pesky mac specific bugs ironed out.

I'd also like to mention that people have been updating (and cleaning out
rubbish from) the Tundra API docs at http://realxtend.org/doxygen/. We'd
love to hear how we could improve the docs, tell us whats missing via a issue
in github https://github.com/realXtend/naali/issues with the
Documentation tag applied.

Couple of the new pages in the docs:

   - Tundra security roundup
   http://realxtend.org/doxygen/_tundra_security.html
   - New mumble plugin docs
   http://realxtend.org/doxygen/_mumble_voip_setup.html
   - Build instructions for Mac OSX
   http://realxtend.org/doxygen/_build_on_mac.html

Thanks to everyone who were involved in the release from Adminotech also!
Keep your eyes peeled as more big things for Tundra are coming...

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Feb 28, 2012 at 9:51 PM, Jukka Jylänki
jukka.jyla...@ludocraft.comwrote:

   Good evening everyone,

 it's release time for Tundra 2.3.0! Get it from http://code.google.com/p/*
 *realxtend-naali/downloads/listhttp://code.google.com/p/realxtend-naali/downloads/list.

 Read the detailed changelog below. Very brief summary of major things:
  - new rigid body network protocol, which is heaps better.
  - rewritten Mumble VOIP plugin.
  - switched to using a more stable and secure fork of ogre,
 https://bitbucket.org/clb/**ogre-safe-nocrashes/overviewhttps://bitbucket.org/clb/ogre-safe-nocrashes/overview
  - tons of performance optimizations, and crash fixes.
  - tons of security fixes.

 I cannot stress enough how important it is for everyone to upgrade to this
 version. Seriously. Big thanks to everyone who contributed to this release.

 Compatibility with 2.2.0:
  - 2.3.0 clients can log in to 2.2.0 servers.
  - 2.2.0 clients cannot log in to 2.3.0 servers.
  - No known regressions/breakages with the scripting APIs.

 Known issues for this release:
  - 
 https://github.com/realXtend/**naali/issues/394https://github.com/realXtend/naali/issues/394
  - 
 https://github.com/realXtend/**naali/issues/393https://github.com/realXtend/naali/issues/393
  - 
 https://github.com/realXtend/**naali/issues/392https://github.com/realXtend/naali/issues/392
  - for other outstanding items, see https://github.com/realXtend/**
 naali/issues/ https://github.com/realXtend/naali/issues/

 A More Complete Changelog:
 Note: The numbers with # signs refer to github issue tracker numbers, e.g.
 #314 - 
 https://github.com/realXtend/**naali/issues/314https://github.com/realXtend/naali/issues/314.

  - Implemented a new path for streaming rigid bodies over the network.
 This allows a far larger number of concurrent clients on a server. (#314,
 #322, #354)
   - Comparative profile of the Physics demo scene:
 http://dl.dropbox.com/u/**40949268/Tundra/Tundra_**
 RigidBody_PhysicsScene.pnghttp://dl.dropbox.com/u/40949268/Tundra/Tundra_RigidBody_PhysicsScene.png
   - Old rigid body streaming code was about 70bytes/update:
 http://dl.dropbox.com/u/**40949268/Tundra/**OldRigidBodyStreaming_70b.pnghttp://dl.dropbox.com/u/40949268/Tundra/OldRigidBodyStreaming_70b.png
   - New code averages at about 11bytes/update: http://dl.dropbox.com/u/**
 40949268/Tundra/**NewRigidBodyPackets_11b.pnghttp://dl.dropbox.com/u/40949268/Tundra/NewRigidBodyPackets_11b.png
   - User counts as large as 64 users are doable, but largely depends on
 what is running in the scene: http://dl.dropbox.com/u/**40949268/Tundra/**
 kNetServer64users.pnghttp://dl.dropbox.com/u/40949268/Tundra/kNetServer64users.png
  - Updated Physics demo scene. Added a new Physics2 demo scene.
  - Fixed security issues in SyncManager sync action filter hooks.
  - Fix a crash that occurred with TransformEditor.
  - Fix a bug where the avatar mouse controls would not work at all on some
 scenes.
  - Add support for launching Tundra from a web browser using the tundra://
 protocol URL.
  - Limit local asset file loads to keep at least 30fps rendering rate, if
 possible.
  - Added a new loading screen script to display scene/asset loading
 status, for improved responsiveness. (#328, #330)
  - Fixed several UI issues with the Profiler display window.
  - Greatly improved scene loading performance for large scenes

[realXtend] Re: [realXtend-dev] RealXtend Tundra 2.3.0 is released!

2012-02-28 Thread Jonne Nauha
Oh also, if you are using Adminotech login portals to get into
your favorite Tundra scenes, the servers will be updated to 2.3 tomorrow.
But this will only be done once all the releases are out, like Adminotech
client update and mac 2.3 release, but I'm sure we can do all that during
tomorrow if nothing big comes up. As Jukkas mail explained you can login to
our 2.2 servers already with a 2.3 client, but once the servers are updated
2.2 clients are incompatible due to the new network optimizations, we might
even enforce this on the scripting level if its not already done by the
lower protocol level to keep our servers as stable as possible.

Ludocrafts circus is also now (among other scenes) hosted on the realXtend
login portal at http://login.realxtend.org/ if someone has missed it and
want to check it out!

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Feb 29, 2012 at 2:08 AM, Jonne Nauha jo...@adminotech.com wrote:

 Great write up for the changelog, must have taken hours to dig the git log
 and put that together. I think that and looking at the 
 diffhttps://github.com/realXtend/naali/compare/tundra2.2.0...tundra2.3.0makes
  it clear for everyone this is a major release for Tundra. 295
 commits, 42000 line additions and 9600 line removals from the code base
 since 2.2. That's pretty massive even if its not all code, at least about
 25k of the additions were actually example scene txml files (but thats good
 too!) :)

 Also not mentioned there is the heaps of improvements done to the mac
 build scripts and a new docs 
 pagehttp://realxtend.org/doxygen/_build_on_mac.html devoted
 for mac build instructions. This is mainly thanks to Jukka, and as a result
 of him working on mac we also got some pesky mac specific bugs ironed out.

 I'd also like to mention that people have been updating (and cleaning out
 rubbish from) the Tundra API docs at http://realxtend.org/doxygen/. We'd
 love to hear how we could improve the docs, tell us whats missing via a issue
 in github https://github.com/realXtend/naali/issues with the
 Documentation tag applied.

 Couple of the new pages in the docs:

- Tundra security roundup
http://realxtend.org/doxygen/_tundra_security.html
- New mumble plugin docs
http://realxtend.org/doxygen/_mumble_voip_setup.html
- Build instructions for Mac OSX
http://realxtend.org/doxygen/_build_on_mac.html

 Thanks to everyone who were involved in the release from Adminotech also!
 Keep your eyes peeled as more big things for Tundra are coming...

 Best regards,
 Jonne Nauha
 Adminotech developer



 On Tue, Feb 28, 2012 at 9:51 PM, Jukka Jylänki 
 jukka.jyla...@ludocraft.com wrote:

   Good evening everyone,

 it's release time for Tundra 2.3.0! Get it from http://code.google.com/p/
 **realxtend-naali/downloads/listhttp://code.google.com/p/realxtend-naali/downloads/list.

 Read the detailed changelog below. Very brief summary of major things:
  - new rigid body network protocol, which is heaps better.
  - rewritten Mumble VOIP plugin.
  - switched to using a more stable and secure fork of ogre,
 https://bitbucket.org/clb/**ogre-safe-nocrashes/overviewhttps://bitbucket.org/clb/ogre-safe-nocrashes/overview
  - tons of performance optimizations, and crash fixes.
  - tons of security fixes.

 I cannot stress enough how important it is for everyone to upgrade to
 this version. Seriously. Big thanks to everyone who contributed to this
 release.

 Compatibility with 2.2.0:
  - 2.3.0 clients can log in to 2.2.0 servers.
  - 2.2.0 clients cannot log in to 2.3.0 servers.
  - No known regressions/breakages with the scripting APIs.

 Known issues for this release:
  - 
 https://github.com/realXtend/**naali/issues/394https://github.com/realXtend/naali/issues/394
  - 
 https://github.com/realXtend/**naali/issues/393https://github.com/realXtend/naali/issues/393
  - 
 https://github.com/realXtend/**naali/issues/392https://github.com/realXtend/naali/issues/392
  - for other outstanding items, see https://github.com/realXtend/**
 naali/issues/ https://github.com/realXtend/naali/issues/

 A More Complete Changelog:
 Note: The numbers with # signs refer to github issue tracker numbers,
 e.g. #314 - 
 https://github.com/realXtend/**naali/issues/314https://github.com/realXtend/naali/issues/314.

  - Implemented a new path for streaming rigid bodies over the network.
 This allows a far larger number of concurrent clients on a server. (#314,
 #322, #354)
   - Comparative profile of the Physics demo scene:
 http://dl.dropbox.com/u/**40949268/Tundra/Tundra_**
 RigidBody_PhysicsScene.pnghttp://dl.dropbox.com/u/40949268/Tundra/Tundra_RigidBody_PhysicsScene.png
   - Old rigid body streaming code was about 70bytes/update:
 http://dl.dropbox.com/u/**40949268/Tundra/**OldRigidBodyStreaming_70b.pnghttp://dl.dropbox.com/u/40949268/Tundra/OldRigidBodyStreaming_70b.png
   - New code averages at about 11bytes/update: http://dl.dropbox.com/u/**
 40949268/Tundra/**NewRigidBodyPackets_11b.pnghttp

[realXtend] realXtend 2.2.0 and Adminotech 2.2.0 Windows MSI installers available + Admino hosting is now updated to 2.2.0

2012-02-03 Thread Jonne Nauha
*2.2.0 releases*

Last week we released the realXtend Tundra 2.2.0 version as and NSIS .exe
installer. Now I have packaged the MSI version of that release, the MSI has
been the default installer we have been doing in the Tundra 2.1.x series.
The MSI installer is exactly the same with additions of AutoUpdateModule
that handles the updating funtionality so that you get notified if a new
Tundra version is available, downloads it and installs it for you. In
addition the 2.2 NSIS .exe installer is missing tundra:// protocol
registration on windows, this means web browser launched tundra:// urls
wont properly open the Tundra client for you and connect to the world. This
is quite common nowadays at least in the Adminotech hosted Tundra login
portals (eg. http://login.realxtend.org, http://www.adminotech.com), so
people who want to login from portals need to get the MSI installer. Note
that the NSIS installer will also get this feature 2.2.1 as its already
fixed into the code base of Tundra, however NSIS installer wont get the
auto update feature or at least we would need to work on it a bit to get it
going.

At the same time I have made Adminotech Tundra 2.2.0 release. This is
identical to the realXtend Tundra 2.2.0 .msi installer but in addition it
has two features that are not yet present in the realXtend code base. The
code is pending approval and code review in our github
https://github.com/realXtend/naali/pull/337 and
https://github.com/realXtend/naali/pull/336. They (hopefully) eventually
land into the realXtend repo also and bring this functionality to everyone.
However even if its pending approval in the main rex repo, Adminotech has
shipped this feature since our 2.1.3.7 release and it has been tested to
work under real use cases. You can read more about then in the pull request
links.

So this 2.2 release is a nice welcome so that the realXtend 2.1.3.0 quite
old release has been now update to 2.2.0 and our hosting portals can allow
realXtend clients to come into our servers. The reason why our cloud
hosting needed to reject realXtend 2.1.3.0 clients previosly was due to
protocol level changes that broke scenes in the servers and in worst cases
crashed the server. We could not allow this to happen at that time and only
let the appropriate Adminotech clients into the server. This is now over
and realXtend Tundra is of course welcome to our servers now that it wont
do accidental malicious things :) This protocol level mismatch is also now
handled by our code so that even if a protocol mismatch clients comes to
the server it wont do any harm to it, but will be disconnected instead.

*2.2.0 Mac release*
*
*
Mac 2.2.0 release is being made today or latest on monday and Cvetan (our
mac guy :) will post the appropriate links here then.

*Hosting update and upcoming portal improvements*

As you might deduct from the above Adminotech Tundra hosting has been
updated to 2.2 versioning, which is a much welcome release on our server
side as well. We are currently working on updating our portals to a new and
better version. This will start the server you are requesting even faster
and return the tundra:// url even faster. This means less waiting and more
reliable logins for all you end users. Also the new login portals will have
facebook authentication, so you can login once, accept the portals facebook
app and the portal will remember you the next time. This brings cool
possibilities also to the inworld scene, as we have implemented your
profile picture to be shown in the avatars name tag and by clicking it you
can open the other avatars public facebook profile (the profile anyone can
see always anyways with a browser). Note though that this avatar tag
feature only works if the Adminotech avatar script is used but can be made
to work easily in your own custom avatar scripts too.

*Updating and testing*

Please do run the auto update on your existing realXtend 2.1.3.0 or
Adminotech 2.1.3.x or use the download links. And try the new Tundra out in
the realXtend login portal http://login.realxtend.org/ or our demo test
portal at http://adminotech.com/

   - realXtend Tundra 2.2.0 MSI
installerhttp://realxtend-naali.googlecode.com/files/realXtend-Tundra-2.2.0.msi
   - Adminotech Tundra 2.2.0 MSI
installerhttps://github.com/downloads/Adminotech/tundra/Adminotech-Tundra-2.2.0.0.msi

Remember to also check out Ludocrafts Circus scene that they are hosting
with the following info. It's quite an fun experience :)

Server address: tundra.ludocraft.com:8582
 Username: any name you want
 Password: empty
 Protocol: UDP


P.S. Let me know here if you have problems with either auto updating, with
the releases or with our login portals. I will be happy to help!

Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: blender conference talk video

2011-12-17 Thread Jonne Nauha
You can compare floats if you just round them first. I'm not sure if its
more efficient or not than querying eg. the distance from c++ math lib.
Here is what I have been using for situations like this and work well for
distances, just use 2-4 decimal precision.

function RoundFloat(num, decimals)
{
   var pow = Math.pow(10,decimals);
   return Math.round(num*pow)/pow;
}

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Dec 17, 2011 at 4:20 PM, 赵柏萱 zhaobox...@gmail.com wrote:

 Thank you for your hints~~ :)


 On Sat, Dec 17, 2011 at 5:50 AM, Jukka Jylänki juj...@gmail.com wrote:

 Two (non-Tundra-specific) hints for the code:

 1. Never compare floats using the built-in equality operator. Due to how
 IEEE-754 operates, it is possible that the equality operator is never true.
 Instead, use float3::Distance(float3), or float3::DistanceSq(float3).
 2. Instead of accumulating the coordinates per-component, you should
 vectorize your code to make it more compact (and faster as well). float3
 has a member function .Add(float3).

  2011/12/17 赵柏萱 zhaobox...@gmail.com

 Great! I'll try this, thank you Jonne!

 On Fri, Dec 16, 2011 at 6:42 PM, Jonne Nauha jo...@adminotech.comwrote:

 Fun to see you are learning Tundra scripting fast. And to answer your
 question yes this is one way of doing movement if we are talking about pos,
 rot, scale. You can make it a bit cleaner by just using the transform to
 assing new values and assign it back to the placeable like so:

 function updates()
 {
var t = me.placeable.transform;

if (tarpos.x != t.pos.x)
t.pos.x = tarpos.x  t.pos.x ? t.pos.x + moveSpeed : t.pos.x -
 moveSpeed;
if (tarpos.y != t.pos.y)
t.pos.y = tarpos.y  t.pos.y ? t.pos.y + moveSpeed : t.pos.y -
 moveSpeed;
if (tarpos.z != t.pos.z)
t.pos.z = tarpos.z  t.pos.z ? t.pos.z + moveSpeed : t.pos.z -
 moveSpeed;

same for rot, just use t.rot

whatever else logic you need

// Assign back to the full trasnform attribute, no need for new
 Transform(..)
me.placeable.transform = t;
 }

 Other option is to use the math library lerp and slerp functions, I
 have made some camera transition movement animations with them. float3 and
 Quat for example has them
 http://clb.demon.fi/MathGeoLib/docs/float3_Lerp.php For the t you can
 use eg. QTimeLine http://doc.trolltech.com/4.7/qtimeline.html with
 setting duration and range from 0.0 to 1.0 and connecting to the proper
 signal.

 For animations you need to have a EC_Mesh with a .mesh ref and a
 .skeleton ref set. Then you need EC_AnimationController component in the
 same entity. This will snoop the available animations from the .skeleton
 file in the EC_Mesh and you have various playback and stop functions for
 the animations, eg. me.animationcontroller.EnableExclusiveAnimation(walk,
 true); See doxygen for 
 morehttp://realxtend.org/doxygen/class_e_c___animation_controller.html
 .

 Hope that helps.

 Best regards,
 Jonne Nauha
 Adminotech developer



 On Fri, Dec 16, 2011 at 11:58 PM, Zhao Boxuan zhaobox...@gmail.comwrote:

 Great presentation!  It's very interesting when I see some animals
 walk around. It seems like blender makes the animation of animals, but
 can we use javascript to generate animation in real time(just
 movement)? Currently, I just connect an function using  
 frame.Updated.connect(updates); and define the updates function like
 below:

 function updates()
 {
var rot = me.placeable.transform.rot;
var scale = me.placeable.transform.scale;
var pos = me.placeable.transform.pos;

if (tarpos.x  pos.x)
pos.x = pos.x + moveSpeed;
else if(tarpos.x  pos.x)
pos.x = pos.x - moveSpeed;
if (tarpos.y  pos.y)
pos.y = pos.y + moveSpeed;
else if(tarpos.y  pos.y)
pos.y = pos.y - moveSpeed;
if (tarpos.z  pos.z)
pos.z = pos.z + moveSpeed;
else if(tarpos.z  pos.z)
pos.z = pos.z - moveSpeed;

if (tarRot.x  rot.x)
rot.x = rot.x + rotSpeed;
else if(tarRot.x  rot.x)
rot.x = rot.x - rotSpeed;
else if (tarRot.y  rot.y)
rot.y = rot.y + rotSpeed;
else if(tarRot.y  rot.y)
rot.y = rot.y - rotSpeed;
else if (tarRot.z  rot.z)
rot.z = rot.z + rotSpeed;
else if(tarRot.z  rot.z)
rot.z = rot.z - rotSpeed;

me.placeable.transform = new Transform(pos, rot, scale);

if(tarpos.Sub(pos).Length() = 0.1  tarRot.Sub(rot).Length() =
 0.3)
{
entity.placeable.transform = new Transform(tarpos, tarRot,
 scale);
}
 }

 Reset the object's transform every frame. seems not a good way to do
 that. :)  So, do we have some better way to make an movement?

 Thank you!

 Zhao

 On Dec 16, 6:07 am, Toni Alatalo t...@playsign.net wrote:
  is up on youtube, thanks for the bconf folks - i posted about it to
 thehttp://www.realxtend.org/blog ..
 http://realxtend.wordpress.com/2011/12/16/tundra-and-blender-integrat.
 ..
 
  will need to install blender2ogre on more computers

Re: [realXtend] Re: blender conference talk video

2011-12-16 Thread Jonne Nauha
Fun to see you are learning Tundra scripting fast. And to answer your
question yes this is one way of doing movement if we are talking about pos,
rot, scale. You can make it a bit cleaner by just using the transform to
assing new values and assign it back to the placeable like so:

function updates()
{
   var t = me.placeable.transform;

   if (tarpos.x != t.pos.x)
   t.pos.x = tarpos.x  t.pos.x ? t.pos.x + moveSpeed : t.pos.x -
moveSpeed;
   if (tarpos.y != t.pos.y)
   t.pos.y = tarpos.y  t.pos.y ? t.pos.y + moveSpeed : t.pos.y -
moveSpeed;
   if (tarpos.z != t.pos.z)
   t.pos.z = tarpos.z  t.pos.z ? t.pos.z + moveSpeed : t.pos.z -
moveSpeed;

   same for rot, just use t.rot

   whatever else logic you need

   // Assign back to the full trasnform attribute, no need for new
Transform(..)
   me.placeable.transform = t;
}

Other option is to use the math library lerp and slerp functions, I have
made some camera transition movement animations with them. float3 and Quat
for example has them http://clb.demon.fi/MathGeoLib/docs/float3_Lerp.php For
the t you can use eg. QTimeLine
http://doc.trolltech.com/4.7/qtimeline.html with
setting duration and range from 0.0 to 1.0 and connecting to the proper
signal.

For animations you need to have a EC_Mesh with a .mesh ref and a .skeleton
ref set. Then you need EC_AnimationController component in the same entity.
This will snoop the available animations from the .skeleton file in the
EC_Mesh and you have various playback and stop functions for the
animations, eg. me.animationcontroller.EnableExclusiveAnimation(walk,
true); See doxygen for
morehttp://realxtend.org/doxygen/class_e_c___animation_controller.html
.

Hope that helps.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Dec 16, 2011 at 11:58 PM, Zhao Boxuan zhaobox...@gmail.com wrote:

 Great presentation!  It's very interesting when I see some animals
 walk around. It seems like blender makes the animation of animals, but
 can we use javascript to generate animation in real time(just
 movement)? Currently, I just connect an function using  
 frame.Updated.connect(updates); and define the updates function like
 below:

 function updates()
 {
var rot = me.placeable.transform.rot;
var scale = me.placeable.transform.scale;
var pos = me.placeable.transform.pos;

if (tarpos.x  pos.x)
pos.x = pos.x + moveSpeed;
else if(tarpos.x  pos.x)
pos.x = pos.x - moveSpeed;
if (tarpos.y  pos.y)
pos.y = pos.y + moveSpeed;
else if(tarpos.y  pos.y)
pos.y = pos.y - moveSpeed;
if (tarpos.z  pos.z)
pos.z = pos.z + moveSpeed;
else if(tarpos.z  pos.z)
pos.z = pos.z - moveSpeed;

if (tarRot.x  rot.x)
rot.x = rot.x + rotSpeed;
else if(tarRot.x  rot.x)
rot.x = rot.x - rotSpeed;
else if (tarRot.y  rot.y)
rot.y = rot.y + rotSpeed;
else if(tarRot.y  rot.y)
rot.y = rot.y - rotSpeed;
else if (tarRot.z  rot.z)
rot.z = rot.z + rotSpeed;
else if(tarRot.z  rot.z)
rot.z = rot.z - rotSpeed;

me.placeable.transform = new Transform(pos, rot, scale);

if(tarpos.Sub(pos).Length() = 0.1  tarRot.Sub(rot).Length() =
 0.3)
{
entity.placeable.transform = new Transform(tarpos, tarRot,
 scale);
}
 }

 Reset the object's transform every frame. seems not a good way to do
 that. :)  So, do we have some better way to make an movement?

 Thank you!

 Zhao

 On Dec 16, 6:07 am, Toni Alatalo t...@playsign.net wrote:
  is up on youtube, thanks for the bconf folks - i posted about it to
 thehttp://www.realxtend.org/blog ..
 http://realxtend.wordpress.com/2011/12/16/tundra-and-blender-integrat...
 
  will need to install blender2ogre on more computers and configure it
 fully for the nice integration to work etc., has been really nice to have
 at hand -- thanks Brett for the work, and help with preparing the demo too!
 
  ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Avatar model

2011-11-24 Thread Jonne Nauha
Google code download section has this
http://code.google.com/p/realxtend-naali/downloads/detail?name=Naali-ExtraAvatars.zip
http://code.google.com/p/realxtend-naali/downloads/detail?name=Naali-ExtraAvatars.zip
Best regards,
Jonne Nauha
Adminotech developer


On Thu, Nov 24, 2011 at 3:04 PM, Teemu Siltanen teemu.silta...@gmail.comwrote:

 Hi,

 Is there anywhere downloadable version of the model used to create
 existing meshskeleton of avatar?
 With some googling it seems that it at least has been available at
 http://realxtend.org/page.php?pg=downloads under Additional files, but
 those links are broken now (I suppose that page shouldn't exist since there
 are no links leading to it anywhere on http://realxtend.wordpress.com/).

 -Teemu


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: Blender2Ogre 0.5.5 (with Tundra2 integration)

2011-10-22 Thread Jonne Nauha
There is a settings tab somewhere in Blender after you activate the plugin
that should let you define the paths to all sorts of things. Or open the .py
file and edit them there directly to the defaults or something.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Oct 21, 2011 at 11:13 PM, MasterJ djmat...@hotmail.com wrote:

 Hello,

 is that possible to test without programm installed on C:/ my main
 hard drive is full i can't install nothing more on it all Blender
 related stuff are on G:/

 because actually i have tested and i have lot of errors due to that i
 don't have installed stuff on C:/


 Greetings,

 MasterJ

 On 21 oct, 09:33, HartsAntler goatman...@gmail.com wrote:
  http://blender2ogre.googlecode.com/files/b2ogre-0.5.5-preview10.zip
 
  http://www.youtube.com/watch?v=3EpwEsB0_kk
 
  I am still working on getting animations to playback, hopefully this
  will be done today, or at the latest before BCon.
 
  Can anyone on Windows confirm that textures work when previewing?
 
  Enjoy Rex Users,
  -brett

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Tundra 2.1.3 released

2011-10-20 Thread Jonne Nauha
Hello short release email this time. Full commit log
https://github.com/realXtend/naali/compare/tundra2.1.2...tundra2.1.3 As
usual for windows users, check for updates to get the update, you can do
this from Startup menu - realXtend Tundra or inside Tundra from File menu.

*General*

   - Merged against the latest Ludocraft Tundra branch. See full commit log
   for features.

*Enhancements*

   -
   - CAVEStereoModule is now included in the installer. It loads to the
   default Tundra and the Browser UI client Tundra. The module does nothing if
   in headless mode, there is not overhead for headless servers.
   - SlideShow component now renders properly for the first slide, also
   shows informative textures is asset is empty ref, not a texture, null, still
   downloading or failed to load.
   - New --version parameter that shows API and Application version
   information. The version info will always be printed but not visible in the
   gui console. Windows spesific bug that you need to also pass --headless with
   --version if you want to see it, this will be addressed later.

*Links*

   - Installer
   http://realxtend-naali.googlecode.com/files/realXtend-Tundra-2.1.3.msi
   - Login portal: http://login.realxtend.org/


Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] realXtend server aborting on startup

2011-10-18 Thread Jonne Nauha
That gui message is just the thing in main.cpp that gets printed and it
spawns the cmd propmt for the --headless server. I think that message is a
bit weird and should be propably just removed all together. can be found
from
https://github.com/realXtend/naali/blob/tundra2/src/Core/Tundra/main.cpp#L160

Also the null render system should be always selected in windows when
--headless is in start params, should not matter if Direct3D9 is in the
plugin list or not. But it might crash though if you dont have directx
installed on the machine. Full log to pastebin or someting would help to
make better sense of the situation. Also remove option name=
--hide_benign_ogre_messages / from
https://github.com/realXtend/naali/blob/tundra2/bin/plugins.xml and add
--loglevel debug to your startup params to get more detailed logs.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Oct 18, 2011 at 5:46 PM, Toni Alatalo t...@playsign.net wrote:

 On Oct 18, 2011, at 5:22 PM, Warren wrote:
  start Tundra.exe --server --headless --protocol UDP  --file C:\tundra
  2. Fails after the following lines:
  Renderer: Initializing Ogre
  *-*-* Initializing Ogre
  *-*-* Version 1.7.3 (Cthugha)
  One of the output lines of code from Tundra reports we are trying to
  start Tundra as a Windows GUI and then proceeds to open a command
  prompt and then begins the startup.

 would using the nullrenderer help here?

 did it work just by editing Ogre's config, disabling the direct-x  opengl
 plugins? like this in plugins.cfg
 # Render systems
 Plugin=RenderSystem_Direct3D9
 Plugin=RenderSystem_GL
 Plugin=RenderSystem_NULL

 to:
 #Plugin=RenderSystem_Direct3D9
 #Plugin=RenderSystem_GL
 Plugin=RenderSystem_NULL

 i can test when am on windows at some point, now on a mac.

 i wonder what that 'start as Windows GUI' means exactly.

  Warren

 ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: Mouse look/rotation doesn't work on AvatarApp with too many entities in Tundra 2 scene

2011-10-16 Thread Jonne Nauha
Check out the details of the inputmapper
http://realxtend.org/doxygen/class_e_c___input_mapper.html#details

I don't think it has bugs like that in the mapper itself. The bugs come from
the using code. When you mix and match multiple input mappers + the main
input context of the InputAPI you easily get yourself into situations where
you stop getting events for certain contextes. Here is some tips and things
you want to check.

   - Check all scripts for EC_InputMappers. Always set
contextPriorityhttp://realxtend.org/doxygen/class_e_c___input_mapper.html#a33fb8dc4f7fac389d3024a684bde5155
to
   the order which is reasonable. Higher context gets the actions executed
   first.
   - Always set
takeKeyboardEventsOverQthttp://realxtend.org/doxygen/class_e_c___input_mapper.html#a1a54f846e2c178bf0653bb62d684dd45
and 
takeMouseEventsOverQthttp://realxtend.org/doxygen/class_e_c___input_mapper.html#a94447033036d169b439e0eef11fa6c60
to
   false if you really are only interested when your entities are clicked. You
   almost never want events over UI with input mapper, I suggest using
   input.MainInputContext().mouseEvent.connect(myhandler) etc. if you want to
   do that kind of logic (just my preference).
   - Always set
enabledhttp://realxtend.org/doxygen/class_e_c___input_mapper.html#a7c231a4906cc9c545b5f6d814c0e863d
attribute
   to false when you are not using the mapper. Good example is in the avatar
   demo scene where both avatar and freecam has own mappers. If your avatar
   camera is not active, you should also set its inputmapper to be disabled.

With inputmapper you have two options of usage. Either use entity actions or
using its input context directly with
http://realxtend.org/doxygen/class_e_c___input_mapper.html#ae4acb0a5309bc50dbe579a6556ce1107

If you want to be able to say inputEvent.handler = true; to make it not send
the event to lower priority contexts youll have to use the InputContext
signals that send the event object so you are able to do this. This can be
many times better if you find yourself in these buggy situations, to
explicitly mark events handled when you know you dont want them to trickle
down the context chain anymore. Unfortunately right now debugging input
context bugs is very hard, you basically have to have full control over the
scripts that have intpumappers and do prints in the handlers :P You will
find this issue in our tracker
https://github.com/realXtend/naali/issues/197 reg.
the problem.

In short: There are some pits you can fall into with complex/multiople input
context (via InputMapper entity actions especially) usage. It might be
confusing and hard to debug, but you can do it and the base mechanics in
EC_InputMapper are quite solid. I know couple of bugs in inputmapper but
those are spesical chars/modifier related things :) But your mind into it,
I'm sure you can find the bugs. If not please zip up a minimal .txml with
assets and scripts and post them here, describe how to reproduce the bugs
and I'll take a look.

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Oct 16, 2011 at 5:32 PM, Teemu Siltanen teemu.silta...@gmail.comwrote:

 Thanks for testing it. I might have given wrong impression of what
 doesn't work; I ment the problem you encountered too that rightbutton-
 drag stops working (other mousebuttons work, can't get debug prints
 from MouseMove events though).

 As a workaround I customized my avatar script by combining some parts
 of avatarscript in Tundra 1.0.8 with Tundra 2.1.1 script and got a
 script that works now.

 Still the rightbutton-bug exists: it looks like something takes that
 input so that any other inputmapper can't use it. I had one qt-widget
 where I wanted to use rightbutton for interaction, but couldn't use it
 because that mouse-event never reachs the widget. I made workaround by
 changing interaction to ctrl+leftbutton and it works fine (plain
 leftbutton would've worked too but it is in other use).

 I can stop using mouserightbutton everywhere, no problem with that,
 but I'm just saying if someone finds it to be some sort of bug
 somewhere which may need a fix.

 - Teemu

 On 15 loka, 03:28, Toni Alatalo t...@playsign.net wrote:
  On Oct 15, 2011, at 3:02 AM, Toni Alatalo wrote:
 
   Tundra 2.1.1 without any traces of old version and still I have some
 problem with Avatar-demo. It looks like the Avatar-entity loses
 mouse-inputmapper totally when its entitynumber is around 100 and up.
   was not able to repeat this. Did this on Tundra 2.0 on Mac OS X:
 
  oh I think something weird did happen to me too: mouse scroll (to move
 cam closer / further from av, the third person cam) continues to work, but
 looks as if doing the rotation with rightbutton-drag stops working.
 connected a mouse to the mac to be able to test better.
 
  will test on other platforms too later.
 
  as Jonne said there are scenes with hundreds of entities, which are used
 with av app, and we haven't been aware of probs .. i guess people do use
 mouse

Re: [realXtend] Re: Web Cam

2011-10-15 Thread Jonne Nauha
Try it out with normal VLC. If that doesn't work then it wont work in Tundra
either. Your next option then would be to make a web page that has the
streamed video somehow playing, then make a EC_WebView that points to that
page, then set render fps to 25. Also set the EC_WebView size as small as
you can (eg. just the video size). This will help keep performance good even
with 25 fps rendering rate. A full image blit from big web pages are very
expensive.

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Oct 15, 2011 at 7:54 PM, Evan cyber...@gmail.com wrote:

 Ah, I apologize Jonne, I forgot to mention that the mpeg4 media I am
 trying to stream is from a webcam.

 It's an AXIS camera that supports mjpg and mpeg-4.

 Thank you,

 Evan

 On Oct 15, 10:43 am, Jonne Nauha jo...@adminotech.com wrote:
  The MediaPlayer uses libVLC to play media. This means if you can open the
  file with the stand alone vlc playerhttp://www.videolan.org/vlc/itshould
  also be able to play it in Tundra. However note that not all media
 support
  streaming (codecs, containers etc, i dont know the tech side of it). This
 is
  why I made the allow streaming boolean attribute in the component.
 Another
  reason is to preload the whole media file for the client before playing,
  meaning you will not get buffering pauses while you play it, for me
 this
  makes for a smoother user experience at least for slow internet
 connections.
 
  I said to you to but streaming allowed true because you were talking
 about a
  web cam stream on web, this kind of media cannot be really downloaded,
 you
  need to stream it. But if you do have a normal video file on the web, I
  would suggest setting streaming allowed false and reconnect to the server
 to
  start the asset download. You should see Downloading media... text and
 a
  icon on the center of the objects submesh you are rendering the video.
 
  Keep me updated how it goes.
 
  Best regards,
  Jonne Nauha
  Adminotech developer
 
 
 
 
 
 
 
  On Sat, Oct 15, 2011 at 6:01 PM, Evan cyber...@gmail.com wrote:
   Hello Jonne!
 
   I got the xml files sorted and the media player into the scene.
 
   However, I'm trying to connect to a streaming mpeg4 using rtsp.
   When I hit play, the video doesn't appear, do I perhaps need to
   install the mpeg4 codec onto my server?
 
   Thank you,
 
   Evan
 
   On Oct 14, 3:35 pm, Jonne Nauha jo...@adminotech.com wrote:
You need to have the plugin loaded also on the server. I think
 recently
   the
xml configs got nuked and its propably not in the default server
 plugin
   xml
anymore (plugin.xml is loaded if you dont pass --config option). Add
 the
VlcPlugin to the server config also and you should be fine. You can
 see
   and
copy the exact line from viewer-browser.xml.
 
Best regards,
Jonne Nauha
Adminotech developer
 
On Fri, Oct 14, 2011 at 8:22 PM, Evan cyber...@gmail.com wrote:
 Hi Toni,
 
 I put in the components via the client and saved the scene.
 
 I then ran the new scene and got the errors:
   Error: Cannot create component for type EC_MediaPlayer - no
 factory exists!
   Error: Failed to create a component of type EC_MediaPlayer and
 name  to Entity MediaPlayer (ID: 7)
 
 Below is the snippet from the .txml with http:// locations
 omitted:
 
 entity id=7 sync=1
  component type=EC_Name sync=1
   attribute value=MediaPlayer name=name/
   attribute value= name=description/
  /component
  component type=EC_Placeable sync=1
   attribute value=0,0,0,0,0,0,1,1,1 name=Transform/
   attribute value=false name=Show bounding box/
   attribute value=true name=Visible/
   attribute value=1 name=Selection layer/
   attribute value= name=Parent entity ref/
   attribute value= name=Parent bone name/
  /component
  component type=EC_Mesh sync=1
   attribute value=0,0,0,0,0,0,1,1,1 name=Transform/
   attribute value=http://; name=Mesh ref/
   attribute value= name=Skeleton ref/
   attribute value= name=Mesh materials/
   attribute value=0 name=Draw distance/
   attribute value=false name=Cast shadows/
  /component
  component type=EC_MediaPlayer sync=1
   attribute value=http://; name=Media Source/
   attribute value=0 name=Render Submesh/
   attribute value=true name=Enabled/
   attribute value=true name=Illuminating/
   attribute value=true name=Interactive/
   attribute value=true name=Streaming Allowed/
  /component
  /entity
 
 The Media Source is a streaming mjpg if that makes a difference.
 
 Thank you very much,
 
 Evan
 
 On Oct 14, 11:57 am, Toni Alatalo t...@playsign.net wrote:
  On Oct 14, 2011, at 7:17 PM, Evan wrote:
 
   possibly help me with the syntax for the Entity, Component and
   Attributes for implementing the EC_MediaPlayer into the .txml
 file?
 
  You don't usually edit the XML by hand - instead, use the scene

Re: [realXtend] Web Cam

2011-10-14 Thread Jonne Nauha
That webcam module I made wont help you get image from web or share you
webcam to others. It was only meant for local viewing of webcam, which is
not very useful tbh.

We do however have EC_MediaPlayer that can play video streams. So just get
the webcams stream url and put it to the ECs media ref and hit play, see
what happens. Remember to keep the streaming allowed boolean true (the
default). Make some mesh, then apply EC_MediaPlayer to the same entity.
Check interactive true, youll get a menu when you click the screen to
play/pause/show 2D player widget.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Oct 14, 2011 at 3:21 PM, Evan cyber...@gmail.com wrote:

 Heyall,

 I see mention of a web cam at
 http://wiki.realxtend.org/index.php/Getting_Started_with_Tundra
 under 1.0.6 features and am wondering if there's a way to implement it
 in Tundra 2.1.1.

 I'd like to be able to view a webcam I have setup remotely.


 Thank you ever again,

 Evan

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Re: Web Cam

2011-10-14 Thread Jonne Nauha
You need to have the plugin loaded also on the server. I think recently the
xml configs got nuked and its propably not in the default server plugin xml
anymore (plugin.xml is loaded if you dont pass --config option). Add the
VlcPlugin to the server config also and you should be fine. You can see and
copy the exact line from viewer-browser.xml.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Oct 14, 2011 at 8:22 PM, Evan cyber...@gmail.com wrote:

 Hi Toni,

 I put in the components via the client and saved the scene.

 I then ran the new scene and got the errors:
   Error: Cannot create component for type EC_MediaPlayer - no
 factory exists!
   Error: Failed to create a component of type EC_MediaPlayer and
 name  to Entity MediaPlayer (ID: 7)

 Below is the snippet from the .txml with http:// locations omitted:

 entity id=7 sync=1
  component type=EC_Name sync=1
   attribute value=MediaPlayer name=name/
   attribute value= name=description/
  /component
  component type=EC_Placeable sync=1
   attribute value=0,0,0,0,0,0,1,1,1 name=Transform/
   attribute value=false name=Show bounding box/
   attribute value=true name=Visible/
   attribute value=1 name=Selection layer/
   attribute value= name=Parent entity ref/
   attribute value= name=Parent bone name/
  /component
  component type=EC_Mesh sync=1
   attribute value=0,0,0,0,0,0,1,1,1 name=Transform/
   attribute value=http://; name=Mesh ref/
   attribute value= name=Skeleton ref/
   attribute value= name=Mesh materials/
   attribute value=0 name=Draw distance/
   attribute value=false name=Cast shadows/
  /component
  component type=EC_MediaPlayer sync=1
   attribute value=http://; name=Media Source/
   attribute value=0 name=Render Submesh/
   attribute value=true name=Enabled/
   attribute value=true name=Illuminating/
   attribute value=true name=Interactive/
   attribute value=true name=Streaming Allowed/
  /component
  /entity

 The Media Source is a streaming mjpg if that makes a difference.

 Thank you very much,

 Evan

 On Oct 14, 11:57 am, Toni Alatalo t...@playsign.net wrote:
  On Oct 14, 2011, at 7:17 PM, Evan wrote:
 
   possibly help me with the syntax for the Entity, Component and
   Attributes for implementing the EC_MediaPlayer into the .txml file?
 
  You don't usually edit the XML by hand - instead, use the scene  entity
 editing GUI, for example:
 
  - open scenestruct (shift-s or menu - view - scene)
  - right-click on the entity where you want to show a video stream
  - choose 'add component'
  - select MediaPlayer in the dropdown dialog
  - after adding the component, doubleclick on the entity to get it open in
 EC-editor and set the params
   * they are update live, not only to you but to only clients
  - save the scene from scene-window - rightclick - 'save scene as' when
 done.
 
   Evan
 
  ~Toni
 
 
 
 
 
 
 
   On Oct 14, 10:40 am, Jonne Nauha jo...@adminotech.com wrote:
   That webcam module I made wont help you get image from web or share
 you
   webcam to others. It was only meant for local viewing of webcam, which
 is
   not very useful tbh.
 
   We do however have EC_MediaPlayer that can play video streams. So just
 get
   the webcams stream url and put it to the ECs media ref and hit play,
 see
   what happens. Remember to keep the streaming allowed boolean true (the
   default). Make some mesh, then apply EC_MediaPlayer to the same
 entity.
   Check interactive true, youll get a menu when you click the screen to
   play/pause/show 2D player widget.
 
   Best regards,
   Jonne Nauha
   Adminotech developer
 
   On Fri, Oct 14, 2011 at 3:21 PM, Evan cyber...@gmail.com wrote:
   Heyall,
 
   I see mention of a web cam at
  http://wiki.realxtend.org/index.php/Getting_Started_with_Tundra
   under 1.0.6 features and am wondering if there's a way to implement
 it
   in Tundra 2.1.1.
 
   I'd like to be able to view a webcam I have setup remotely.
 
   Thank you ever again,
 
   Evan
 
   --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org
 
   --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Avatar in avatar scene do not move

2011-10-12 Thread Jonne Nauha
If camera moves but not the avatar you are propably in the free camera. The
init code probably died before the av camera is created, so you are stuck
with free cam only.

As toni said you have quite old av script if you see those errors. Otherwise
seems ok, start your server with (open cmd prompt and go to install dir)
Tundra.exe --server --headless --file scenes/Avatar/avatar.txml that should
be the latest that we ship. Or start one and connect with client and drag
and drop the av txml scene into the 3D scene. If you get errors/crash on
adding the dropped scene, you might wanna install Tundra to C:\Tundra or
something to not have non-admin run issues that few people are having here.

Let us know how it goes.

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Oct 12, 2011 at 1:23 PM, Toni Alatalo t...@playsign.net wrote:

 On Oct 12, 2011, at 11:53 AM, Daniele Zanni wrote:

 I am new here. I was trying during these days the realXtend Tundra
 environment (2.1.1). Anyhow, launching the Avatar demo I get a *Error:
 TypeError: Result of expression 'scene.EmitEntityCreatedRaw' [undefined]*
 *Error: anonymous()@local://avatarapplication.js:113*


 The *Raw in the function name suggests this version of the av app would be
 old.

 Is it from the release?

 Current avatarapplication.js in my dev env doesn't have 'Raw' anywhere. Is
 unchanged since 2.1.* releases, so just using the js from the release should
 work.

 *Raw was a workaround we needed in Tundra1 which has been removed since,
 the kind of syntactical javascript changes that the conversion tool in
 tools/tundra1-js-to-tundra2.py handles .. apparently doesn't have this emit
 thing there though.

 Daniele Zanni


 ~Toni

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Avatar in avatar scene do not move

2011-10-12 Thread Jonne Nauha
Whats the point if its read only when we ship the folder as empty? Just
means user can throw stuff there manually if he wants? I would think a
better solution would be to do appdata/assets and make it normal local
storage where upload aka file copy would work. This would also preserver
your work between installing different versions or updating client nicely.
Is there now any option that user can select in the storage combo box that
actually will receive the assets by default? Seems odd that the user would
need to spesify --storage to some nice dir to get a simple/basic thing like
that working.

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Oct 12, 2011 at 3:02 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 FYI, the bin/data/asset System storage is nowadays read-only storage, so
 it should not be possible to upload assets to this folder at least via
 Tundra codepaths.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Content not loading on Localhost

2011-10-11 Thread Jonne Nauha
You dont need to be admin on linux, of course if the deb has been made
correctly (or I dont even think you need to think about this stuff even in a
deb). If you work with a local dev build, not ofc you dont need to worry
about it. For windows these kind of things unfortunately needs to be taken
into consideration. We should never in the first place try to create/modify
files in the install directory. This is problematic on windows as program
files write access is limited for a normal user (hence saying you should run
as admin). We had this same problem back in Naali, many people complained
about the app crashing on starup (we wrote some stupid config files to the
working directory). I can tell you that if my msi installers would not grant
full write to installdir/data/assets for all users you would never be able
to drag and drop and copy assets in there without running as admin in
vista/win7, as said i dont know how XP really works in that sense. I have
done this write permissions since Tundra 1.x and will continue to do so
until we move all writes from the install dir. This would not include cases
when the user explicitly wants to do --storage there, that is his choice
then and he needs to know the write access to the folder he is using. But as
long as we default to installdir/data/assets as the local storage things
are more complicated as you can see from the reports we get now here.

As said you should install to C:\ root or something to prevent these kind of
issues from coming up, untill we fix it. I can just smell a windows write
permission denied crash here (the bug that was reported my OP) very very
strongly :) Cant really verify just gave my tips to try and go around it for
now.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Oct 11, 2011 at 9:42 AM, Toni Alatalo t...@playsign.net wrote:

 On Oct 11, 2011, at 9:34 AM, Jonne Nauha wrote:

 Tundra.exe --server --headless --protocol udp --file
 E:/RealXtend/OgreMeshTests/yours.txml
 Tundra.exe --config viewer-browser.xml
 As Toni said the storages should be trasferred to your client from the
 server. If not and you get could not request asset errors. Try


 ok so the storage config transmit from server to client just works, as you
 don't need --storage for your viewer start? goodie, thanks for info!

 It's a little bit of a problem always to write in the install dir, we
 should not do it. But if you install Tundra with the idea you are going to
 host stuff you should be a admin or know how to run stuff as admin so you
 wont get things like this. We should propably move the default


 i don't think running as admin is needed really, at least on linux never do
 that when hosting servers :p (nor on windows for that matter)

 a hard time you can try to install to eg root of C:\ as its the not
 governed by windows as program files might be. Again I dont really remember
 how XP works that well and the rex devs dont really regularly test things on
 XP.


 i actually always test at least releases with XP at home (on an ancient
 celeron laptop with integrated intel gfx -- my measure for 'if it runs here,
 it runs everwhere' .. and tundra does :)

 Jonne Nauha


 ~Toni

 On Tue, Oct 11, 2011 at 8:42 AM, Toni Alatalo t...@playsign.net wrote:

 On Oct 11, 2011, at 6:11 AM, Evan wrote:

 In CMD I do:  Tundra.exe --headless --server --ogrecapturetopwindow
 I run the client from Start Menu and connect to 127.0.0.1:2345 and I
 get the black screen, no problem.

 I then take my .txml file (at E:\RealXtend\OgreMeshTests\) and drag
 and drop and go through the motions to add the object.


 When working locally, I usually do this a bit diffently:

 1) have a dir with my project, with the scene txml
 2) open the server by specifying that txml, either:
  a) doubleclick the txml
  b) do Tundra --file d:\myproj\myscene.txml

 Then if need to connect to it in client mode too, start a client with
 --storage d:\myproj\ option.

 Nowadays the server can also communicate this storage conf to the client,
 but iirc it requires setting some additional param to the server. Ali gave
 the instructions once on irc, --help doesn't seem to doc that, we need to
 add it there and in some docs I figure.

 When I click Add Content it just hangs and in the server window I
 get a message in yellow Warning: Server specified the client to use
 the storage System as default, but it is not a replicated storage!


 The procedure above sets d:\myproj\ as the default storage on the server.

 If you just do plain Tundra.exe without --file or --storage, it uses
 'System' storage, which IIRC is the data folder in the program files or your
 windows appdata or somewhere, not usually the thing that you want anyway.

 With the way described here, dragdropping meshes or txml snippets etc.
 adds the referenced assets (materials, textures) etc. to your project
 directory automatically. For just building a scene you don't need separate
 server and client, but can just run Tundra (as what I call

Re: [realXtend] Content not loading on Localhost

2011-10-11 Thread Jonne Nauha
If you are headless and in windows it will pick null renderer instead of
dx9. It prints the selected plugin to the console too, so you can be sure.
We use same server OS and null renderer and it works fine. The machines we
are using dont have graphics cards and you dont need a proper GPU.

Just be sure latest directx 9 is installed (the msi installer should have
suggested it if you dont). You still need directx installed even if null
renderer is used, heck even if you dont load dx9 plugin at all. This is
because we link  to it in OgreRenderingModule for the dx blitting, its kind
of unfortunate. If you want to build non-dx requiring Tundra, you can switch
DIRECTX_ENABLED to 0 in the main CMakeLists.txt before building.

Also if you are --headless meshes should not even be loaded to ogre at all.
They get null factories assigned to them and they are just ignored after
the asset download is completed. So I dont know how meshes could cause the
crash. Null renderer also fakes ogres rendering plugin system in a way that
(afaik... hmm) it never puts anything to the GPU, just reserves and frees
memory blocks (not in the gpu) when asked.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Oct 11, 2011 at 5:07 PM, Toni Alatalo t...@playsign.net wrote:

 On Oct 11, 2011, at 4:43 PM, Warren Sheaffer wrote:

 When installing Tundra on a Windows 2008 server with a very marginal
 (on-board) graphics card we hang-up. I was wondering if the server needed a
 graphics card when starting Tundra  in headless mode. It appears that it
 does due to issues we have with it hanging when attempting to load an Ogre
 mesh.


 You could test what happens with the NullRendering plugin.

 I suppose you are already running with --headless?

 The Ogre rendering plugin used can be configured in Ogre's plugins.cfg,
 which by default apparently looks like this:
 Plugin=RenderSystem_Direct3D9
 #Plugin=RenderSystem_Direct3D10
 #Plugin=RenderSystem_Direct3D11
 Plugin=RenderSystem_GL
 Plugin=RenderSystem_NULL

 Perhaps commenting out others and leaving just NULL will make it use that.
 The null plugin has basically just stubs for the Ogre things so doesn't do
 (much) with gpu. I'm on mac now where don't have it built so can't test, I
 think the Admino hosting system (used e.g. for the public
 www.realxtend.org demo) uses the null renderer (Jonne has configured
 that).

 Warren


 ~Toni

 On Tue, Oct 11, 2011 at 1:34 AM, Jonne Nauha jo...@adminotech.com wrote:

 This is how I usually work with Tundra. I usually use both server
 (headless) and client as I most of the time need them both to make stuff :)

 Open cmd prompt and go to your install location.

 Tundra.exe --server --headless --protocol udp --file
 E:/RealXtend/OgreMeshTests/yours.txml
 Tundra.exe --config viewer-browser.xml

 Host: localhost:2345
 Name: something
 Check UPD

 As Toni said the storages should be trasferred to your client from the
 server. If not and you get could not request asset errors. Try running the
 client with added --storage E:/RealXtend/OgreMeshTests.

 For the original problem if it hangs after you try to add your txml
 content it must be hanging when copying the assets under
 installdir/data/assets (you could look if it copied anything there
 successfully). I dont recall the security model for XP but I make the
 default local storage installdir/data/assets writable for all users to
 avoid this kind of thing from happening to everyone on vista/win7. It's a
 little bit of a problem always to write in the install dir, we should not do
 it. But if you install Tundra with the idea you are going to host stuff you
 should be a admin or know how to run stuff as admin so you wont get things
 like this. We should propably move the default asset storage to
 %appdata%/Tundra/assets imo and we propably will in some future release. In
 the meanwhile if windows is giving you a hard time you can try to install to
 eg root of C:\ as its the not governed by windows as program files might be.
 Again I dont really remember how XP works that well and the rex devs dont
 really regularly test things on XP.

 Keep us posted how it goes.

 Best regards,
 Jonne Nauha
 Adminotech developer



 On Tue, Oct 11, 2011 at 8:42 AM, Toni Alatalo t...@playsign.net wrote:

 On Oct 11, 2011, at 6:11 AM, Evan wrote:

 In CMD I do:  Tundra.exe --headless --server --ogrecapturetopwindow
 I run the client from Start Menu and connect to 127.0.0.1:2345 and I
 get the black screen, no problem.

 I then take my .txml file (at E:\RealXtend\OgreMeshTests\) and drag
 and drop and go through the motions to add the object.


 When working locally, I usually do this a bit diffently:

 1) have a dir with my project, with the scene txml
 2) open the server by specifying that txml, either:
  a) doubleclick the txml
  b) do Tundra --file d:\myproj\myscene.txml

  Then if need to connect to it in client mode too, start a client with
 --storage d:\myproj\ option.

 Nowadays the server can also communicate

Re: [realXtend] need help about publish tundra content to web with xammp

2011-10-08 Thread Jonne Nauha
I think you need to enable way more modules from the default xampp
installation. Find the logs folder in xampp and after trying to startup read
the logs what was the error, try to fix it, restart. Try the path with
native windows \ separators too, you never know how programs expect to get
those or handle them poorly.

I've gotten this to work fine on my xampp at work so its doable, just power
through the errors :)

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Oct 8, 2011 at 11:34 AM, chatpakorn prasertsung
jaja...@gmail.comwrote:

 Hi guys
 I have some trouble try to publishing a scene with Tundra to web.
 I try to following this tutorial

 http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-realxtend-tundra/
 I try with xampp
 So, first I go to  “C:\xampp\apache\conf”  then I open “httpd.conf”
 with notepad++
 Then I uncomment
 #LoadModule dav_module modules/mod_dav.so
 #Include “conf/extra/httpd-dav.conf”
 Until this point if I run xampp … apache and mysql run just fine … so
 I continue
 I put this

 Directory C:/xampp/htdocs/assets
Dav On
Order Allow,Deny
Allow from all
 /Directory

 In the last line of  httpd.conf
 Then I restart xampp ….
 Mysql run just fine But apache is not running. I click start but it
 still keep not running.
 If I comment the “Directory part” that I just add . the apache is run
 just fine…
 I think I might misunderstand some part or do some thing wrong.

 Sorry for newbie question …

 Regards

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Mouse look/rotation doesn't work on AvatarApp with too many entities in Tundra 2 scene

2011-09-21 Thread Jonne Nauha
We have working scenes that have way more than 100 entities. The only reason
why mouse would not work in that higher priority input context is handling
the mouse events before they get to your av app. Do you have any scripts in
the scene that might do this? Also put prints console.LogInfo(whee); in
the simpleavatar.js where the mouse stuff is done and see if they even get
there.

Also if you right click on top of a scene widget i think the mouse wont be
handled in the av scripts. Do you have some full screen or otherwise big ui
elements in the ui scene?

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Sep 21, 2011 at 2:57 PM, Teemu Siltanen teemu.silta...@gmail.comwrote:

 Hi,

 I noticed in my scene, which has over 100 entities in a txml (mostly
 meshes), that I can't use mouse to rotate my Avatar (I'm using the
 avatar script from the example). To find out where the problem might
 be, I added to avatardemo's avatar.txml multiple dummy entities with
 only a name on them and found out that the mouse works fine when txml-
 file has less than 99 entities on it. If it has 99 entities, mouse
 won't work. Avatar moves/rotates fine with keyboard though. Any ideas
 how to fix this problem?

 (In my original scene this also prevents some actions I have in
 QWidgets using right click -actions from mouse. Those and avatar
 worked fine in Tundra 1.0.8 but have these problems in 2.0.)

 - Teemu

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-12 Thread Jonne Nauha
Hey glenalec,

The code in Ludocraft github will not build on linux. We have taken that and
made it compile on linux (and added loads of other stuff too), also the
tools/build-ubuntu*.sh has been updated as the dependencies are quite
different now. You should add the ppa for Ogre 1.7.2 before running the
script! 1.6.x can work but we havent done the work to ifdef things out if
version is 1.6.x

So add ppa:andrewfenn/ogredev before running the script. Code can be found
from https://github.com/realXtend/naali/tree/tundra2 so essentially cloning
our naali repo and checkout -b tundra2 origin/tundra2 to get to the correct
branch.

I am sad to tell you that rendering is broken on linux, we would need help
to figure it out, maybe you can help? Tundra 2 builds, loads and runs ok on
linux but will not render anything that you add to the scene :(
https://github.com/realXtend/naali/tree/tundra2
Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-12 Thread Jonne Nauha
Btw if you are looking for ilikias commit for python, they are not yet in
our main repo. But will be added at some point when someone has time. but
you can manually add them on top of our thing, should work ok.

Best regards,
Jonne Nauha
Adminotech developer

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-02 Thread Jonne Nauha
Ilikia, I just landed fix for the python crash last night (was a looong
night debugging :)
https://github.com/realXtend/naali/commit/49e2db22d37f5e29b3e2700d16b42b91d1f9e517

Pull head again to your clone, run the update deps bat and you should have
it :) It needed a custom PythonQt that I have put into VC9 and VC10 prebuild
deps now, also the sources are there in sources branch.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Aug 2, 2011 at 2:17 PM, ilikia t...@ee.oulu.fi wrote:

 Well, at some point I'll have to start committing. I've done it with
 svn, for a real company, albeit only on hourly basis. But I thought
 I'll write some more of them, basically like they used to be in
 Vector3dfDecorator and TransformDecorator, and do some testing first.

 On Aug 2, 2:04 pm, Toni Alatalo t...@playsign.net wrote:
  On Aug 2, 2011, at 1:29 PM, ilikia wrote:
 
   All right, figured out the metatype thingy. Added this to
   TundraWrapper.cpp before my functions:
   int id = qRegisterMetaTypefloat3(float3);
   Now they work.
 
  Great!
 
   If you want my code, just tell me where to paste it.
 
  If you wanna learn GIT, you can make an account on github, clone the repo
 there, and push your changes to your copy of it.
 
  Then you can make a pull request using github's web UI.  And applying it
 to the central repo is just a push of a button. You can also skip that and
 just say where pushed, so we can go take a look and get it over.
 
  We can also just give access to the repo, but also for that you need to
 make the account, so basically the same to do the above anyway. Having the
 own copy there is a nice way to test the commands etc. to see what happens
 e.g. when you push.
 
  If you don't wanna bother with git now, you can e.g. just mail the code
 to the -dev list or put to somewhere on the web .. or submit a patch to the
 issue tracker (I've sometimes used the file attachment thingie in the google
 code repo, i suppose github has that too).
 
  ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Re: tundra addons suggestion/ request

2011-08-02 Thread Jonne Nauha
I'm sure ogitor is compatible as long as it has the .scene file in the same
folder with the meshes that are referenced in the .scene file. It should not
matter what produced the .scene file as long as it sticks to the spec. But
you need to have the meshes in the same folder (afaik) for tundra to find
the actual assets referenced in the .scene file.

Hydrax and skyx will not work like this, I dont even know how that would be
described in the .scene (i think it only tells where mesh nodes should be
etc.).
And either way our hydrax and skyx support is via ECs. Make a new entity and
add skyx and hydrax components to it and you are done, there is nothing
magical about them.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Aug 2, 2011 at 9:22 PM, MasterJ djmat...@hotmail.com wrote:

 Good evening,

 I have  found a great ogre editor named Ogitor.
 it's really good to use it and can export the scene as .scene
 file.
 actually if i drag and drop this famous .scene file created with
 Ogitor it's appear blank on Tundra 1.0.8 or 2
 it's totaly okay because i simply  put hydrax and skyx with settings
 on Ogitor. so for tundra 1.0.8 it's can not work but for tundra 2.0 i
 don't exactly know how to made it work.
 logicaly i must drop meshes and .material on the same folder as
 the .scene file is problem is for hydrax and skyx i ... of course...
 have nothing like  that probably i must put the /media/ folder of
 hydrax and skyx into the smae directory as  the .scene file.

 But it's just because actually Ogitor is not compatible with Tundra,
 simply,

 what you think about is that possible to made it work with tundra?
 then we have our building tool ;).

 source  code and download is here :
 http://www.ogitor.org/Ogitor+0.4.4

 more info on the wiki:
 http://www.ogitor.org/HomePage


 On 17 juil, 13:39, MasterJ djmat...@hotmail.com wrote:
  hello to all i want to load a new module on tundra 1.0.8 at startup.
  example hydrax.dll
 
  wich file must i need to mdoify for load hydrax at startup? then i can
  test if it's work this time.
 
  On 6 juil, 21:35, MasterJ djmat...@hotmail.com wrote:
 
   Hello to all i want to know what you think about that :
   adding some addons(integrate them?) as building tools like :
 
   ofusion:http://www.ofusiontechnologies.com/oFusion.html
 
   i have searched a few for Ogre Forests (made forests) but i can't
   found any picture i can only found this addon inside:
   python-ogre package and i 'm extremly lost with that (possible i must
   compile that )

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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-01 Thread Jonne Nauha
Good work, when you are done adding stuff please give me a
pastebin.compaste of the header and cpp and i will put them to the
repo! Or just attach
the files, or we can give you git access if you can handle git commits.

The exit crash is still a bit open, it is because we kill the py objects,
then the one that is sending the signals gets killed and we guess (with
toni) that it goes and pokes the dead py ptrs somehow. Its kind of weird why
qt would do that but it propably fails somewhere there. This is propably one
reason why python was not uninitialized properly in the previous python
module. disconnecting should be similar obj.diconnect(sameSignal(),
receiverCallable) if it goes wrong the py will print suggestions for you.

Best regards,
Jonne Nauha
Adminotech developer


On Mon, Aug 1, 2011 at 4:41 PM, ilikia t...@ee.oulu.fi wrote:


 OK, I've got more fun for you guys. I added these functions into
 PythonScriptModule/TundraWrapper class:

 in the header:

 //getters for float3 x, y and z coordinates
float x(float3* self);
float y(float3* self);
float z(float3* self);

 in the source:

 float TundraDecorator::x(float3* self)
{
return self-x;
}

float TundraDecorator::y(float3* self)
{
return self-y;
}

float TundraDecorator::z(float3* self)
{
return self-z;
}

 and ran it in py like this:

 import tundra as tundra

 class CameraTest:

def __init__(self):

tundra.LogInfo(* Python CameraTest starting *)
 tundra.Frame().connect(Updated(float), self.update)

def update(self, frametime):

print

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().x()
print

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().y()
print

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().z()

 = = = = =
 It works, hooray. But my efforts to do the same with the rotation
 haven't so far. Tried something like this:

 float3 TundraDecorator::rotation(Quat* self)
{
return self-ToEulerZYX;
}
 Which compiles, but crashes at runtime, if I try this:

 print

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Orientation().rotation().z()

 same thing with this:

 float3 TundraDecorator::rot(Transform* self)
{
return self-rot;
}

 and in py

 print

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).transform.rot().z()

 Crashes.

 Ahh, one more stupid question: should probably add a graceful exit
 function of some kind, because the line at init

 tundra.Frame().connect(Updated(float), self.update)

 causes a crashdump at Tundra exit. A hint on disconnecting gracefully?

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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-29 Thread Jonne Nauha
tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable)
would do the trick, without raw its a boost::shated_ptrIComponent and
python has no idea what that is.

Here is the code you are actually calling
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/TundraWrapper.cpp#L20
we
will fill those classes with more nice stuff. Like so you could do ent.mesh
to get the mesh component, I think its doable with a wrapper factory i have
been talking here before.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 29, 2011 at 3:50 PM, ilikia t...@ee.oulu.fi wrote:

 Ok gentlemen,

 I managed to open the python console in 2.0, and this command

 print
 tundra._pythonscriptmodule.GetActiveCamera().GetComponent(EC_Placeable)

 returns PythonScriptModule: ComponentPtr (C++ Object 0x179DF428) .
 Hooray! And this

  print tundra._pythonscriptmodule.GetActiveCamera().Name()  produces

 FreeLookCamera

 Great.

 But then if I try to add .Transform() or .Position() or .transform
 or .transform.position after that, I always get 'Error:
 PythonScriptModule: ComponentPtr has no attribute named ...' The
 EC_Placeable class seems to have the position and orientation getters
 and setters as public slots, and the EC_Placeable component in
 FreeLookCamera entity has the Transform attribute if I open it in View-
 Scene. Maybe there is just a new way to access it?

 And after reading the PythonScriptModule C++ code I found out that the
 Circuits Module Manager part is commented out, and won't compile if I
 include it. But I would need the old 'def update' or something like
 that, so that code would be run every time OgreRenderingModule
 updates.

 Well, this is progress. Nice weekend and holidays to everybody.




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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-29 Thread Jonne Nauha
We removed circuits as its no longer needed. It was used to relay the old
even system data to python and to pump the updates in py. But now everything
is signals that you can access without circuits. Here is how to get main
loop updates to python code:

tundra.Frame().connect(Updated(float), self.update)

def update(self, frametime):
   print frametime

Please read the documentation for all the *API classes you find, they are
all exposed to python and js now. If you want to know what you can do start
reading the documentation :) http://realxtend.org/doxygen

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 29, 2011 at 4:20 PM, Jonne Nauha jo...@adminotech.com wrote:

 tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable)
 would do the trick, without raw its a boost::shated_ptrIComponent and
 python has no idea what that is.

 Here is the code you are actually calling
 https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/TundraWrapper.cpp#L20
  we
 will fill those classes with more nice stuff. Like so you could do ent.mesh
 to get the mesh component, I think its doable with a wrapper factory i have
 been talking here before.

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Fri, Jul 29, 2011 at 3:50 PM, ilikia t...@ee.oulu.fi wrote:

 Ok gentlemen,

 I managed to open the python console in 2.0, and this command

 print
 tundra._pythonscriptmodule.GetActiveCamera().GetComponent(EC_Placeable)

 returns PythonScriptModule: ComponentPtr (C++ Object 0x179DF428) .
 Hooray! And this

  print tundra._pythonscriptmodule.GetActiveCamera().Name()  produces

 FreeLookCamera

 Great.

 But then if I try to add .Transform() or .Position() or .transform
 or .transform.position after that, I always get 'Error:
 PythonScriptModule: ComponentPtr has no attribute named ...' The
 EC_Placeable class seems to have the position and orientation getters
 and setters as public slots, and the EC_Placeable component in
 FreeLookCamera entity has the Transform attribute if I open it in View-
 Scene. Maybe there is just a new way to access it?

 And after reading the PythonScriptModule C++ code I found out that the
 Circuits Module Manager part is commented out, and won't compile if I
 include it. But I would need the old 'def update' or something like
 that, so that code would be run every time OgreRenderingModule
 updates.

 Well, this is progress. Nice weekend and holidays to everybody.




 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org




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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-25 Thread Jonne Nauha
First of all I'm not sure if you peeked at the code (propably not, you are
on holiday after all :) but I have reimplemented PythonScriptModule
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/PythonScriptModule.cppand
made a new TundraInstanceDecorator
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/TundraWrapper.h#L10and
TundraDecoratorhttps://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/TundraWrapper.h#L30.
The instance decorator is there for making new functions into any Tundra
QObject, we did not use this before but I think its the way to go. This way
we can remove all *Raw() getters/setters/emitters from eg. Scene.h but still
have them present in python so they are callable. The fact is I dont think
we can live without *Raw() in python as I did not find a way to do a generic
function for boost::shared_ptr, but maybe it is possible. You can do cast
functions for ComponentPtr and return back a QObject, that could be one
way, but I could not make the C++ casts work from the void* it provides, but
it might be possible still.

This requires a wrapper factory for PythonQt:

class TundraWrapperFactory : public PythonQtCppWrapperFactory
{
...
QObject* TundraWrapperFactory::create(const QByteArray  name, void
*ptr)
{
if (name == ComponentPtr)
{
// Cast the void* to boost::shared_ptrIComponent and return
the .get() IComponent* (which is QObjcet*)
}
}
};

As said I already tried this but could not get the casts to work. But maybe
someone smarter than me can get it working.

On Mon, Jul 25, 2011 at 2:26 PM, Toni Alatalo t...@playsign.net wrote:

 On Jul 23, 2011, at 5:06 AM, Jonne Nauha wrote:

 The python side is now missing the modulemanager.py implementation (the
 circuits one), but that seemed to be full of legacy things as well. I think
 we will see how we implement that in the new things. I guess many people
 liked doing those Circuits.Component or did they? I mean now that we have
 the FrameAPI you can get frame updates without the whole
 modulemanager/circuits doing it for us. I think it could be


 Yep Circuits was put there basically to expose the old event system to py -
 module updates, and then internal events which we used to have for keyboard
  mouse input, network messages etc. before Qt. Also much of the C++ code in
 the Py support module was to forward those events, and then some utilities
 old rex stuff.

 Circuits is a nice system for making even large applications with clean
 components that send events to each other, but not something that is
 required by our default distribution in the future necessarily. Exactly
 because Qt now gives the frame updates, but not only those but also all the
 other things like mouse  kb input, info about incoming network client
 connections .. and of course our internal scene EC attribute changes etc.
 (also for that there used to be Naali events).

 If someone, like Ilikia, likes Circuits and wants to keep using it for his
 own UDP server etc, he can easily just either install it to the system or
 put the dir in his Naali/Tundra py lib dir. I can help with that, but it's
 really trivial.


Circuits module manager is implemented and tested to work, with
pyplugins.ini saying what things to auto start. But I found it nicer to have
pyplugins in config.xml and have the c++ thing boot them up on startup, I
also implemented this already, the circuits module manager is committed also
but its startup is currently commented out from the C++ with
noteshttps://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/PythonScriptModule.cpp#L424
as
I think we dont really need it. But as I made the effort to rewrite is all
from scratch basically I decided to commit it to the repo if we would need
it some day, but when the decision is made we can remove the code.



 enough if we just implemented a thing that loads startup .py plugins just
 like the js ones are defined now aswell in the startup config (see here
 https://github.com/realXtend/naali/blob/tundra2/bin/viewer.xml) Imo we
 should just make python script loading with the same system and forget all
 the rest. We will see what toni thinks when he gets back from holiday.


 Yah the .ini with all the parts seemed nice, no need to differentiate c++ /
 js / py in configs but unified is best. Originally they had to be separate
 as semantics of c++ and py modules were so different, but with the new
 plugin concept unification seems simple indeed.


This is now done in
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/PythonScriptModule.cpp#L243
and
is called as the last thing in PostInitialize() when all things should be
ready for py scripts to run.




- Expose new math lib to python (at least what EC_Mesh, EC_Placeable
etc require for full functionality).
- Possibly make a system for exposing classes outside

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-25 Thread Jonne Nauha
*Ilikia:* I think our ogre log level is just too high at the moment, that is
why you see all those warning and errors. I'm guessing the exact same prints
have always been there in ogre when creating eg. a EC_Mesh but we just
haven't printed them out as the log level has been on LOW. I'm guessing ludo
has but it up while developing so they can see em. Making a thing like to
said to port the script automatically is propably possible and should be
possible also to make a txml converted. The biggest nuisance is that if an
attribute name has changed, it will kill the whole component creation. Lets
say EC_Mesh attribute name meshRef has been changed to MeshRef it will
not create the component and you scene txml is basically worthless. But if
we just check what the differences are we should be able to make some
trivial py script to search and replace things to the new form. If
attributes are missing from the txml that does not matter, the EC will just
set them to their default values in the ctor.

Best regards,
Jonne Nauha
Adminotech developer

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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-24 Thread Jonne Nauha
https://github.com/realXtend/naali/blob/tundra2/README.md

Please read the updated readme. For VC2008 deps please us the provided bat,
as I have tried to automate the deps process so its easier to use for you.
(The zipped deps that Jukka gave works as well, but then you have to fiddle
around with TUNDRA_DEP_PATH when its really not neccesary if you are not
using your own custom deps).

VC2010 deps are not yet there for tundra2, so dont try to use it yet if you
are not ready to get your hand dirty and build some stuff your self. They
are basically missing libtheora that is a new dependency in tundra2 plus I
havent pushed them to the new git dependency repo that I made for the git
submodule stuff. Wait for when i update/create win_update_deps_vs2010.bat
and win_cmake_vs2010.bat so they are automated for you :)

Quick steps as said in the readme, but with bit more info:

   - Install CMake = 2.8
   - git clone g...@github.com:realXtend/naali.git tundra2
   - cd tundra2
   - git checkout -b tundra2 origin/tundra2
   - open cmd prompt: SET PATH=%PATH%;path_to_git/bin; (or go and add it
   permanently to path so you dont have to do this all the time)
   - run win_update_deps_vs2008.bat (if you get errors, open the file and
   read the help there, you might have too old git or you might need to
   configure SLL certs for it!)
   - run win_cmake_vs2008.bat
   - open tundra.sln and build. You may edit CMakeBuildConfig.txt and run
   win_cmake_vs2008.bat again to make the changes stick.

*Ilikia:* it seems it is not linking to the ogre dx9 rendering plugin (I
guess its a bit hard to say from that). Could you try the automated deps
that I said above and report back if you have the same problem. You dont
have to do another checkout if you  already have deps somewhere. Just run
the deps update bat and remove your TUNDRA_DEP_PATH before running
wind_cmake_vc2008.bat again, you can do this with comman prompt before
running the bat (in the same prompt ofc) SET TUNDRA_DEP_PATH=. Also remove
your CMakeCache.txt.

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Jul 24, 2011 at 7:38 PM, Bill gfxg...@gmail.com wrote:

 Can someone please give me compile instructions for Tundra2.0 preview? I've
 tried everything I know of to get it to compile with VS2008 and VS2010.
 Actually if I could find the  instructions for compiling 1.08 that would be
 great.

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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-24 Thread Jonne Nauha
On a second thought the zipped deps that Jukka gave will not work anymore as
they don't provide PythonQt and my deps git submodule will. So they will
work if you just comment out python module and *_package_pythonqt() in
CMakeLists.txt.

Best regards,
Jonne Nauha
Adminotech developer


On Sun, Jul 24, 2011 at 8:37 PM, Jonne Nauha jo...@adminotech.com wrote:

 https://github.com/realXtend/naali/blob/tundra2/README.md

 Please read the updated readme. For VC2008 deps please us the provided bat,
 as I have tried to automate the deps process so its easier to use for you.
 (The zipped deps that Jukka gave works as well, but then you have to fiddle
 around with TUNDRA_DEP_PATH when its really not neccesary if you are not
 using your own custom deps).

 VC2010 deps are not yet there for tundra2, so dont try to use it yet if you
 are not ready to get your hand dirty and build some stuff your self. They
 are basically missing libtheora that is a new dependency in tundra2 plus I
 havent pushed them to the new git dependency repo that I made for the git
 submodule stuff. Wait for when i update/create win_update_deps_vs2010.bat
 and win_cmake_vs2010.bat so they are automated for you :)

 Quick steps as said in the readme, but with bit more info:

- Install CMake = 2.8
- git clone g...@github.com:realXtend/naali.git tundra2
- cd tundra2
- git checkout -b tundra2 origin/tundra2
- open cmd prompt: SET PATH=%PATH%;path_to_git/bin; (or go and add
it permanently to path so you dont have to do this all the time)
- run win_update_deps_vs2008.bat (if you get errors, open the file and
read the help there, you might have too old git or you might need to
configure SLL certs for it!)
- run win_cmake_vs2008.bat
- open tundra.sln and build. You may edit CMakeBuildConfig.txt and run
win_cmake_vs2008.bat again to make the changes stick.

 *Ilikia:* it seems it is not linking to the ogre dx9 rendering plugin (I
 guess its a bit hard to say from that). Could you try the automated deps
 that I said above and report back if you have the same problem. You dont
 have to do another checkout if you  already have deps somewhere. Just run
 the deps update bat and remove your TUNDRA_DEP_PATH before running
 wind_cmake_vc2008.bat again, you can do this with comman prompt before
 running the bat (in the same prompt ofc) SET TUNDRA_DEP_PATH=. Also remove
 your CMakeCache.txt.

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Sun, Jul 24, 2011 at 7:38 PM, Bill gfxg...@gmail.com wrote:

 Can someone please give me compile instructions for Tundra2.0 preview?
 I've tried everything I know of to get it to compile with VS2008 and VS2010.
 Actually if I could find the  instructions for compiling 1.08 that would be
 great.

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org




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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Hi Ilikia,

Sorry that I havent been more vocal here on the mailing list since getting
back to work on monday. I have done some big efforts for the Tundra2
codebase since then. We are now working in the realXtend naali repo under
tundra2 branch. I have made things build again like cave module. Python is
still not done but I will get to it at some point. I would not use too much
time for that yourself.

I have enhanced our cmake system and how windows finds dependencies. I
automated fetching deps so you dont have to do a manual svn checkout
anymore, and no manual copying of files into /bin. Last night I made a make
install step for Tundra2 that you can (later at least) pass a prefix and
you can install your build there with /lib /bin /include stuff like normal.
erno aka e` is working on the linux build for tundra2.

Quick steps to get going

   1. Clone Branch located at
   https://github.com/realXtend/naali/tree/tundra2
   2. Have git.exe in your path and run
win_update_deps_vs2008.bathttps://github.com/realXtend/naali/blob/tundra2/win_update_deps_vs2008.bat
   3. Then run 
win_cmake_vs2008.bathttps://github.com/realXtend/naali/blob/tundra2/win_cmake_vs2008.bat
as
   usual

You don't anymore need to have TUNDRA_DEP_PATH or similar in your system env
variables. The scripst will take care you have the latest deps, copy them to
bin for you and when you run cmake the deps path is cached so you never have
to pass it again (unless you really want to change it). If you want to
forget the dep path + all the found deps ofc you can delete CMakeCache.txt.
win_update_deps_*.bat does this for you so you wont get strange results
after updating deps.

Source code has been moved under /src and there is some subdir separations
SDK vs application level. This structure is not final but prepares us for
the future and makes us look like a proper project with an actual src dir ;)
I made static libs build under /lib. I modified the cmake system quite much
to make it nicer and adding cmake/TundraInstall.cmake for make install
macros (for all platform, on visual studio right click INSTALL project and
select Build!).

I'll keep you posted on python (at least i promise to try and remember :).
The situation there is that we need to remove a lot of dead code. How SDK
gets exposed to .py code and so forth probably stays as is and is not really
hard to make build.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 3:24 PM, ilikia t...@ee.oulu.fi wrote:

 Hi again Ali, hope you had a nice festival weekend a week ago. Sielun
 Veljet... would have been nice to see them again after all these
 years.

 OK, I managed to make CAVE functionality work in Tundra 2.0, thanks a
 lot for the instructions. I've fiddled with the remake of the
 PythonScriptModule now and then, but I am just not up to it. It is
 just too full of references to the old modules and to the old way to
 define scenes and math. Errors after error... And I don't know how to
 to rewrite the code, even if I commented out all the compiler errors.

 Adding PythonQt to the deps seemed to work, though, by copying the
 PythonQt directory from NaaliDeps to Tundra2deps, and by adding the
 line 'configure_python_qt()' to the upper level CMakeLists.txt. At
 least vs2008 does not complain about '#include PythonQt.h'.

 Does anybody else need PythonScriptModule in Tundra2? I have to have
 it to make my own code work. I'd really appreciate it if any of you
 gurus would have the time to give me advice on how to port the
 PythonScriptModule to Tundra2.

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Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
How are the new math lib classes exposed to py? I did see that there were
generated converter functions spesificly for the QScriptEngine. Are they
QObjects? I mean if not we still need to make Qt based Decorators like that
to feed them into PythonQt. At least i think so. I am under the impression
that you need to feed qobject classes to the PythonQt. But I might actually
be wrong, will have to ask toni next week when I see him.

Either way, yah I'm cleaning out the module quite a bit. File and source
wise, its in quite bad shape. The maintainers have been just commenting
completely dead code for a long time so its a freaking mess :I I'll try to
get it closer to our standards but not into fulling state today. Need to
expose the math lib somehow at some point. At least things that get exposed
over from EC_Placeable so its usable from py.

Ali any comments on moving stuff under /src? I'd like to hear your ideas
about how to structure the sources to get this SDK vs. application layers
going. I think its already quite nice. My next big move would be to remove
/bin from the repo all together and make it generate itself during the
build. Moving all the data that is there currently will be quite easy to
move under /src/ where the corresponding project is. As I did with my cmake
install support thingie with the macros:
https://github.com/realXtend/naali/commit/b528d36d13a61d39ecb6eb14c27e93f6319a81f8

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 5:43 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 ilikia,

 Festivals - a great opportunity to miss bands...

 But to the business: you can delete Vector3dfDecorator.hcpp,
 QuaternionDecorator.hcpp and TransformDecorator.hcpp + all references to
 those files. That should help a bit at least.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Actually we have discussed this with Jukka from Ludo (and with Toni for many
years moving sources to /src). What was discussed with Jukka before he left
for summer holidays was the SDK vs. app level split being more strict. I
have only done initial steps to do this separations. And I acknowledge that
after everyone gets back things might still change, so its been on my mind.

The idea Jukka had was to move the application layer to a different repo,
that would then be fetched as a git submodule on top of the SDK, or even
just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
optimal imo). And the work I have been doing now supports all those
possibilities once we decide something concrete.

P.S Yeah dont spend too much on code, have a nice holiday ;)

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 The new math classes are not currently exposed to Python. The math classes
 are not QObjects, nor will be afaik. The QScriptBindings bindings generator
 (found in JavascriptModule) can be probably extended to generate Python
 bindings too. Whether they will be done using the decorator technique or
 not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
 horrible indeed, hear hear, and some major cleanup is needed.

 I haven't paid much attention to the stuff that you have been working on
 the tundra2-wip branch as I'm currently on my summer vacation, but what I've
 glanced, there seems to be some good stuff happening there. But if I were
 you, I wouldn't spend too much of a time yet fully restructuring the whole
 project on my own as no other Tundra developer party have been consulted in
 any way on the matter, nor any meetings (irl or irc) have been held. So my
 advice would to hold your horses a bit, and it to start working on this
 matter later in August.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
Alright Ilikia I committed my stuff
https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e04f2c8db13348

https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e04f2c8db13348Please
do read the commit msg and understand i did not test this yet. You may do
that if you check out our tundra2 branch like instructed earlier. I don't
have time to test and finalize it now :) But it builds now. One thing I
changed is the python '_naali' import to '_tundra'. So we need to make
tundra.py that does the equivalent things as naali.py before (provides all
the nice funcs and APIs).

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 8:08 PM, Jonne Nauha jo...@adminotech.com wrote:

 Actually we have discussed this with Jukka from Ludo (and with Toni for
 many years moving sources to /src). What was discussed with Jukka before he
 left for summer holidays was the SDK vs. app level split being more strict.
 I have only done initial steps to do this separations. And
 I acknowledge that after everyone gets back things might still change, so
 its been on my mind.

 The idea Jukka had was to move the application layer to a different repo,
 that would then be fetched as a git submodule on top of the SDK, or even
 just pointing TUNDRA_SDK_ROOT to the app layer build system (this would be
 optimal imo). And the work I have been doing now supports all those
 possibilities once we decide something concrete.

 P.S Yeah dont spend too much on code, have a nice holiday ;)

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.comwrote:

 The new math classes are not currently exposed to Python. The math classes
 are not QObjects, nor will be afaik. The QScriptBindings bindings generator
 (found in JavascriptModule) can be probably extended to generate Python
 bindings too. Whether they will be done using the decorator technique or
 not, I don't know atm. The shape of PythonScriptModule and bin/pymodules is
 horrible indeed, hear hear, and some major cleanup is needed.

 I haven't paid much attention to the stuff that you have been working on
 the tundra2-wip branch as I'm currently on my summer vacation, but what I've
 glanced, there seems to be some good stuff happening there. But if I were
 you, I wouldn't spend too much of a time yet fully restructuring the whole
 project on my own as no other Tundra developer party have been consulted in
 any way on the matter, nor any meetings (irl or irc) have been held. So my
 advice would to hold your horses a bit, and it to start working on this
 matter later in August.

 Grey skies,
 Ali Kämäräinen

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org




-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
That would be helpful if you can give concrete use cases. But I recon youll
do mighty well if we just expose all the SDK APIs and the full chain of
scene - entity - component - attribute. The problem with the old python
module is that there are all kinds of special getters and setter and own
magic how to access things. We must fix this and make it similar to C++ and
JavaScript, all languages should access things in Tundra with same calls to
framework objects/APIs.

Tundra 2.0 is just a name/version, it could be as well Tundra 1.1 or 1.5. It
just means we are making big changes, just look at the version number.
Meaning that when you start working with the 2.0 SDK you should already know
that you might need to port some code lines to newer calls etc. :) I can't
say for everyone but we at Adminotech want to move to 2.0 full time, we
think its a step in the right direction. So far what I have seen, 2.0 brings
alot of nice new features, polishes the code that was already there, removes
years of legacy code and cruft that we really don't need. I am confident
once people get to see the new stuff they will be happy to move along. The
advantages for developers are huge, easier code base to work all around. So
when Qt releases 4.8 I don't think anyone there still works on 4.7 or 4.6
versions of the code base, so I dont see a reason for us to do so either :)

CIE has their own c++ code and scripts, and I actually visited there
yesterday. But with the talks I have had with them they want to move to the
new stuff when their timetables allows it. I/we need to properly first port
existing code into 2.0 and have a solid working build on linux before they
can jump along. But knowing the guys there and the code they are working
with, this will be a trivial max day per module port. It took me 10 minutes
on some modules to have a working 2.0 plugin from old module code :P

I can tell everyone aswell that the dreaded code port from tundra to tundra
2.0 is very very simple and minimal work for the benefits you will actually
enjoy once its done. I haven't ported JavaScript or python yet, but I cannot
see more than search and replace stuff and some minor things with the new
math lib that you will need to learn. So I encourage people not to fear
this jump too much even if the talks were controversial here at some point.
I might have been the most afraid how much our company code will have to be
changed, but now I see no problems :) If you have probs please use the
mailing lists, we are here to help.

Long live 2.0!

P.S. But as you said propably good to wait for our first rex release, we
will do that once we get things sorted out. That might take some weeks
though as everyone is on holiday and I cant make decisions alone even if I
am the windows release master.

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 22, 2011 at 9:46 PM, ilikia t...@ee.oulu.fi wrote:

 Thanks again, I'll look at it next week. Might even try to think about
 what kinds of methods the new tundra.py module would need.

 On Jul 22, 9:25 pm, Jonne Nauha jo...@adminotech.com wrote:
  Alright Ilikia I committed my stuffhttps://
 github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e...
 
  https://github.com/realXtend/naali/commit/f2bd3a2ade72223a4262c80af7e..
 .Please
  do read the commit msg and understand i did not test this yet. You may do
  that if you check out our tundra2 branch like instructed earlier. I don't
  have time to test and finalize it now :) But it builds now. One thing I
  changed is the python '_naali' import to '_tundra'. So we need to make
  tundra.py that does the equivalent things as naali.py before (provides
 all
  the nice funcs and APIs).
 
  Best regards,
  Jonne Nauha
  Adminotech developer
 
 
 
 
 
 
 
  On Fri, Jul 22, 2011 at 8:08 PM, Jonne Nauha jo...@adminotech.com
 wrote:
   Actually we have discussed this with Jukka from Ludo (and with Toni for
   many years moving sources to /src). What was discussed with Jukka
 before he
   left for summer holidays was the SDK vs. app level split being more
 strict.
   I have only done initial steps to do this separations. And
   I acknowledge that after everyone gets back things might still change,
 so
   its been on my mind.
 
   The idea Jukka had was to move the application layer to a different
 repo,
   that would then be fetched as a git submodule on top of the SDK, or
 even
   just pointing TUNDRA_SDK_ROOT to the app layer build system (this would
 be
   optimal imo). And the work I have been doing now supports all those
   possibilities once we decide something concrete.
 
   P.S Yeah dont spend too much on code, have a nice holiday ;)
 
   Best regards,
   Jonne Nauha
   Adminotech developer
 
   On Fri, Jul 22, 2011 at 6:44 PM, Ali Kämäräinen stinkfi...@gmail.com
 wrote:
 
   The new math classes are not currently exposed to Python. The math
 classes
   are not QObjects, nor will be afaik. The QScriptBindings bindings
 generator
   (found in JavascriptModule

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-22 Thread Jonne Nauha
I did some more work for python
https://github.com/realXtend/naali/commit/b2a25515c384e53bd5c6382bec541711edd2948c

New tundra.py that you import and use the core APIs:
https://github.com/realXtend/naali/blob/tundra2/bin/pyplugins/tundra.py
New apitests.py that you can run using Tundra.exe --pythonapitests to verify
everything works:
https://github.com/realXtend/naali/blob/tundra2/bin/pyplugins/lib/apitests.py

I'm quite pleased how clean I got the main PythonScriptModule.cpp
https://github.com/realXtend/naali/blob/tundra2/src/Application/PythonScriptModule/PythonScriptModule.cpp
Gutted
it from  almost 3000 lines into 600.
The python side is now missing the modulemanager.py implementation (the
circuits one), but that seemed to be full of legacy things as well. I think
we will see how we implement that in the new things. I guess many people
liked doing those Circuits.Component or did they? I mean now that we have
the FrameAPI you can get frame updates without the whole
modulemanager/circuits doing it for us. I think it could be enough if we
just implemented a thing that loads startup .py plugins just like the js
ones are defined now aswell in the startup config (see here
https://github.com/realXtend/naali/blob/tundra2/bin/viewer.xml) Imo we
should just make python script loading with the same system and forget all
the rest. We will see what toni thinks when he gets back from holiday.

Todo for PythonScriptModule:

   - .py plugin load system on startup
   - Expose new math lib to python (at least what EC_Mesh, EC_Placeable etc
   require for full functionality).
   - Possibly make a system for exposing classes outside PythonModule to
   PythonQt so that it does not have to link to everything. I'm not really sure
   how this can be done. Either PythonModule needs to link to everything vital
   or other stuff needs to link to PythonQt or something. I guess the first
   option is much better.

Best regards,
Jonne Nauha
Adminotech developer


On Sat, Jul 23, 2011 at 12:00 AM, Jonne Nauha jo...@adminotech.com wrote:

 That would be helpful if you can give concrete use cases. But I recon youll
 do mighty well if we just expose all the SDK APIs and the full chain of
 scene - entity - component - attribute. The problem with the old python
 module is that there are all kinds of special getters and setter and own
 magic how to access things. We must fix this and make it similar to C++ and
 JavaScript, all languages should access things in Tundra with same calls to
 framework objects/APIs.

 Tundra 2.0 is just a name/version, it could be as well Tundra 1.1 or 1.5.
 It just means we are making big changes, just look at the version number.
 Meaning that when you start working with the 2.0 SDK you should already know
 that you might need to port some code lines to newer calls etc. :) I can't
 say for everyone but we at Adminotech want to move to 2.0 full time, we
 think its a step in the right direction. So far what I have seen, 2.0 brings
 alot of nice new features, polishes the code that was already there, removes
 years of legacy code and cruft that we really don't need. I am confident
 once people get to see the new stuff they will be happy to move along. The
 advantages for developers are huge, easier code base to work all around. So
 when Qt releases 4.8 I don't think anyone there still works on 4.7 or 4.6
 versions of the code base, so I dont see a reason for us to do so either :)

 CIE has their own c++ code and scripts, and I actually visited there
 yesterday. But with the talks I have had with them they want to move to the
 new stuff when their timetables allows it. I/we need to properly first port
 existing code into 2.0 and have a solid working build on linux before they
 can jump along. But knowing the guys there and the code they are working
 with, this will be a trivial max day per module port. It took me 10 minutes
 on some modules to have a working 2.0 plugin from old module code :P

 I can tell everyone aswell that the dreaded code port from tundra to tundra
 2.0 is very very simple and minimal work for the benefits you will actually
 enjoy once its done. I haven't ported JavaScript or python yet, but I cannot
 see more than search and replace stuff and some minor things with the new
 math lib that you will need to learn. So I encourage people not to fear
 this jump too much even if the talks were controversial here at some point.
 I might have been the most afraid how much our company code will have to be
 changed, but now I see no problems :) If you have probs please use the
 mailing lists, we are here to help.

 Long live 2.0!

 P.S. But as you said propably good to wait for our first rex release, we
 will do that once we get things sorted out. That might take some weeks
 though as everyone is on holiday and I cant make decisions alone even if I
 am the windows release master.

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Fri, Jul 22, 2011 at 9:46 PM, ilikia t...@ee.oulu.fi wrote

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-06 Thread Jonne Nauha
It was in his first mail:

3) Try out a prebuilt 32-bit installer (Windows): I built the repository
 code and added a test scene of the SkyX  Hydrax integration into the
 installer package:
  - 
 http://80.75.107.153/Tundra2/**Tundra-2.0-preview.exehttp://80.75.107.153/Tundra2/Tundra-2.0-preview.exe


Best regards,
Jonne Nauha
Adminotech developer


On Wed, Jul 6, 2011 at 6:43 PM, gfxguru gfxg...@gmail.com wrote:

 How about a Windows build?

 On Jul 6, 11:31 am, Jukka Jylänki juj...@gmail.com wrote:
  And additionally, grab the dependencies package used with that branch
 here:http://80.75.107.153/Tundra2/Tundra2deps.zip(it contains some PDBs
 and
  build files, so is unusually large compared to the SVN version)
 
  Cheers,
 jj
 
  2011/7/6 Jukka Jylänki jukka.jyla...@ludocraft.com
 
 
 
 
 
 
 
   Hi,
 
   as the last thing before going on to a summer vacation, I have now
 wrapped
   up our Tundra 2.0 preview branch for public release. I did not
 overwrite any
   existing branches in the repository, but set up the code to another
 branch.
   You can find the code from here:
 
-https://github.com/LudoCraft/Tundra
 
   To get familiar with what has changed, you can choose:
 
   1) See the recent e-mail on the topic:
  https://groups.google.com/group/realxtend-dev/browse_thread/thread/18..
 ..
 
   2) Browse the developer documentation:http://80.75.107.153/Tundra2/
   I have been working on a documentation generator software (a new HTML
   frontend generator using doxygen-parser as a backend) to try to
 overcome the
   problems we have found with the doxygen HTML pages. For demonstration
   purposes, I generated the documentation of the repository to the above
 URL.
   It is not yet finished, and has some layouting and hyperlinking bugs,
 but
   this is to give an idea. I would like to replace doxygen altogether
 with a
   format like this, and merge Tundra reference and manual pages together.
 The
   .txt files inside the repository, and any user manual -related content
 from
   the wiki would be better incorporated here. (For trivia, the JavaScript
   bindings generator discussed before utilizes this same documentation
   generator code, and is written in C#. Source code is available in the
   repository in the folder JavaScriptModule/QScriptBindings)
 
   3) Try out a prebuilt 32-bit installer (Windows): I built the
 repository
   code and added a test scene of the SkyX  Hydrax integration into the
   installer package:
 
-http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe
 
To see how it looks like without having to install:
-http://80.75.107.153/Tundra2/SkyXHydrax.png
 
   This is not an officially supported release, but a technology preview
   installer. Although, please do report all the bugs you run into.
 
   Have a good summer,
  jj
 
   --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] The Tundra 2.0 Backlog (Re: Permissions/Ownership/Security Tundra?)

2011-07-06 Thread Jonne Nauha
90% of the devs propably use Win7 64bit and Visual Studio 2008. Maybe our
instructions are not clear enough. We give you all the deps prebuild for VC9
(visual studio 2008 compiler) for you, you dont have to build anything. Just
do a checkout of *http**://realxtend-naali-deps.googlecode.com/svn/bin/* and
set environment variable NAALI_DEP_PATH = checkout_folder/build_deps and
copy everything in checkout_dir/runtime_deps to you tundra_git_clone/bin
and you are all set to run cmake and build :)

Same applies to this tundra 2.0 code now, but there is a own deps .zip
packet but all the other steps apply, just point NAALI_DEP_PATH to it and
run cmake and build. You can find the deps .zip file from Jukkas other
thread on the mailing list. (Oh well let me help you with that
http://80.75.107.153/Tundra2/Tundra2deps.zip)

Please provide logs/error reports on what fails on your build so we can
help. Be sure cmake finds everything it needs. The errors most times might
go unnoticed if you don't read the whole cmake log that we print out.

Best regards,
Jonne Nauha
Adminotech developer


On Wed, Jul 6, 2011 at 6:44 PM, Bill gfxg...@gmail.com wrote:

 Oops just found it sorry.
 http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe


 On Wed, Jul 6, 2011 at 11:41 AM, Bill gfxg...@gmail.com wrote:

 Wow! This looks Great! Can't wait to give it a try. Anyone have a Windows
 build they'd like to share or should I give it a try? I'm still on VS2008
 and honestly don't think I'll be upgrading but I could give it a try. Tried
 configuring all the dependencies of earlier releases and almost impossible
 on Windows 7 64, tried XP 32 bit but ran into issues with my VS version.
 What is the minimum dependencies required to build Tundra 2.0 preview?


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-07-06 Thread Jonne Nauha
Ok tundra 2.0 built with Jukkas deps, no problems. Fast to compile and alot
faster startup than before on both server and client.

First played around with the new skyx and hydrax, looks sweet with the
volumetric clouds:

   - http://dl.dropbox.com/u/3589544/tundra2.png
   - http://dl.dropbox.com/u/3589544/tundra2_2.png
   - http://dl.dropbox.com/u/3589544/tundra2_3.png

After Toni does the code merge to rex repos we can start working on the
branch. I think it would be a good time to revise our directory structure.
Also separate the purely core SDK from the more application level stuff.
This core + app = Tundra client/viewer package that you have been seeing
with the before Tundra releases. Then we could provide the SDK to people who
want to use it to their own applications. This is also intended for the
companies developing rex, like Ludocraft. So they can just pick up the core
without unneccesary clutter when they start a project and run with it.

Directory structure that I would like to see (something like this, well have
to think more on it). This would be the core repos structure:

/src-- has tundra core sdk sources
/src-app-- empty folder that you git clone tundra-app repo that has
additional modules/ECs/scripts/scenes/assets for the Tundra application we
provide.
or you could checkout your companys own app code here.
/bin-- just the core sdk needed assets/scripts/things. the
src-app build process would copy more things into here when needed
/doc-- the new dox generator static pages and dirs to generate
html docs?
/cmake  -- our cmake related things. Here i would like to see more
FindSomeLib.cmake more than everything jammed into ConfigurePackages.cmake,
but we will see.
CMakeLists.txt  -- this pick up /src and /src-app automatically. If there
is no code in src-app it simply does nothing there,
but when checkout is there it has its own cmakelists.txt
that pick ups from there.

Best regards,
Jonne Nauha
Adminotech developer


On Thu, Jul 7, 2011 at 3:02 AM, Peter Steinlechner
psteinlech...@gmail.comwrote:

 idk - but I think Bill just has some other expectations about Tundra -
 maybe too much Second Life mindset without taking into account that Linden
 Labs must have spent 30 - 50 man years before even going online in 2003 (and
 it still runs quite shaky)
 All I can say about the realXtend dev team is that they do an amazing job
 and deserve my full respect.


 On Wed, Jul 6, 2011 at 11:58 PM, limes lime...@gmail.com wrote:

 Bill wrote:
  Ok I've started the issue que for Tundra 2.0
  https://github.com/LudoCraft/Tundra/issues . Here are my issues with
 2.0
   I may not be a super developer but I've been around for a while and I
 have
   yet to get a has version to run without show stoppers. Can we just
 take some

   time too stabilize one version?

   You have 1.0 working? Could someone please pass me the link to a
 WORKING!
   version?

   I'm sorry if I seem a little upset it's just that I've been
 following
   the realxtend for I don't know how long and have yet to get a
   functional platform working at all!

 And I'm just a little confused.. This is Tundra 2.0 Preview? I
   haven't
 been able to get version One to work yet? Has anyone been able
 to
   get
 the first version to work because I'm feeling like a true idiot
   here.

 Ive seen alot, but this is perhaps the retardest reply to an open
 source development. What do you expect? By subscribing to a mailing
 list youd have a birthright to make demands on what people other
 people build on their free time? you are not feeling like an idiot,
 you're also acting like one. They say it's called a preview, and not
 stable. Do you think it means something? It's open source, get the
 code and start stabilizing one version. I'm sure they want your fixes,
 can you do it?

 I installed it and cannot also drag and drop, but it is simple because
 you can't write to program files unless you run as administrator and
 as guru you should know that. Build a scene to your documents dir and
 it's all great. I also see the erors and warnings but they probably
 know about that one as well. Everything works ok even with them so
 they probably dont mean anything.

 Peace

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] wiki.realxtend.org has been down for a few days

2011-07-05 Thread Jonne Nauha
Alright, I did some digging into the realxtend.org linux server and figured
out that disk space had ended :) This caused mysql could not create some
temp files and stuff. I removed a bunch of non needed stuff but the space
was still none. Mentioned to Toni and he found it was some mysql log file
1.6gb in size. I'd suppose every time people entered the wiki page some
error got put to a log, maybe after disk space ended it kept in memory and
always filled the HD after I removed files. Well anyways after Toni removed
that it started working, wiki editing worked aswell so seems that has been
the same problem.

Sorry for the wait time, no one really had time to look into the problem.
Glad I took a quick peak before putting a new wiki up or something :)

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Jul 5, 2011 at 9:26 AM, Toni Alatalo t...@playsign.net wrote:

 On Mon, 2011-07-04 at 20:36 +0300, Jonne Nauha wrote:
  I don't know who should be maintaining the current wiki. Our web pages

 Adminotech (but not Jonne :) was doing it earlier, and I guess are the
 only ones that can bring it back up so that we could at least move the
 relevant parts of content over. I do agree with Tommi and you that we
 should just use some existing hosting for it, not try to manage an own
 instance (was quite a nuisance to manage the spam earlier etc).

   moved to wordpress recently and there was talk to move the wiki also
  there, it seems that the wiki thing is only available is you host your
  wordpress yourself. Anyways we could move the wiki to some service so
  we dont have to host our selves and figure these kind of things if
  they happens. Any suggestions for wiki hosting services? We could get

 Both Google code and Github have wiki as a part of the default service
 which we are using for Naali/Tundra on both already (github for repo,
 google code for downloads and issue tracker).

 I used the Github wiki as a backup when needed to update build
 instructions for the ACM Multimedia competition submission, also to test
 how that wiki works -- seemed nice enough .. i didn't put links to the
 frontpage, but this list of pages works:
 https://github.com/realXtend/naali/wiki/_pages

 The new github issue tracker seemed nice too, perhaps a good idea to
 gather everything there?

  Jonne Nauha

 ~Toni

  On Mon, Jul 4, 2011 at 7:33 PM, Peter Quirk peter_qu...@hotmail.com
  wrote:
  The error is:
  Rex community wiki has a problem
 
  Sorry! This site is experiencing technical difficulties.
 
  Try waiting a few minutes and reloading.
 
  (Can't contact the database server: Can't connect to local
  MySQL server through socket '/var/lib/mysql/mysql.sock' (2)
  (localhost))
 
 
  --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org
 
 
 
  --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org


 --
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 http://www.realxtend.org


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Re: [realXtend] wiki.realxtend.org has been down for a few days

2011-07-04 Thread Jonne Nauha
Yeah it's down. Before is was down it was in a state that no one could edit
any pages in it for few weeks. No one knows why that happened.

I don't know who should be maintaining the current wiki. Our web pages moved
to wordpress recently and there was talk to move the wiki also there, it
seems that the wiki thing is only available is you host your wordpress
yourself. Anyways we could move the wiki to some service so we dont have to
host our selves and figure these kind of things if they happens. Any
suggestions for wiki hosting services? We could get a fresh start with a
wiki on Tundra alone, possibly copy some of the opensim/other legacy stuff
there too from the ols one (if it's still breathing).

Best regards,
Jonne Nauha
Adminotech developer


On Mon, Jul 4, 2011 at 7:33 PM, Peter Quirk peter_qu...@hotmail.com wrote:

 The error is:
 Rex community wiki has a problem

 *Sorry! This site is experiencing technical difficulties.*

 Try waiting a few minutes and reloading.

 (Can't contact the database server: Can't connect to local MySQL server
 through socket '/var/lib/mysql/mysql.sock' (2) (localhost))

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

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[realXtend] Re: [realXtend-dev] Documentation, examples, anything?

2011-07-04 Thread Jonne Nauha
My blog entry will get you some help how to enable avatars on a web hosted
Tundra server. It explains some of the basics of adding objects too, this
does not directly apply to a .ntf terrain that EC_Terrain uses. But you can
just make a normal mesh of the terrain, add it like the tutorial shows, and
put the physics to it with the trimesh collision type.
http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-realxtend-tundra/
Doxygen
has some pages to get a bit into the Tundra mindset, but nothing concrete
for builders. http://www.realxtend.org/doxygen/pages.html

Please request (you and anyone here) what you would like to learn to do with
Tundra and I can write a blog entry on the subjects people want most :) Just
a response here is fine!

What I have covered so far:

   - Running a web hosted Tundra server and connecting to it with a client:
   http://realxtend.wordpress.com/2011/05/21/how-to-run-your-own-virtual-worl/
   - How to bring content from blender, how to setup an avatar and a simple
   terrain with physics
   
http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-realxtend-tundra/
   - Next? Scripting? More asset/object stuff? Covering the basic ECs and
   how to use them?


Best regards,
Jonne Nauha
Adminotech developer


On Mon, Jul 4, 2011 at 9:37 PM, gfxguru gfxg...@gmail.com wrote:

 With so many changes to Tundra I'd like to be able to do just the
 simple things and unable to figure out how. Like enable an avatar,
 change terrain or add a terrain, add objects, etc. The server / viewer
 looks lightweight and seems to run great but trying to do the most
 simple things can be obscure. Any help would be appreciated

 --
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 http://wiki.realxtend.org
 http://dev.realxtend.org


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Re: [realXtend] Permissions/Ownership/Security Tundra?

2011-07-01 Thread Jonne Nauha
Toni will you be adding the client connection also as a parameter for the
signals? I think many permission things want to check per user connection on
server side if something is permitted, like only authenticated admins can
remove items, or the author of the object etc. I'm sure this is in the
works, just came to my mind.

I think the reference implementation could be something like this: Check all
connections, allow everyone access, but check a server wide password and if
its sent by the client, push that client connection id to a list. Only IDs
in this list can delete entities/components. So everyone gets in but
admins who know this server password and set it on login have higher
rights.

Proper ones that people would have a authentication system in the weblogin.
This weblogin portal would inform the Tundra server that this guy is OK and
he is coming in now, here is his token, the tundra:// login url has this
token also that is send to the server and checked by the server against the
expected tokens in the security js. Now the server knows that
jo...@adminotech.com is really me. Now we can make a component that tells
the owner/creater of a entity or its individual components. When ever I edit
a components data, the security policy script checks that the editing
clients (my) connection ID is same that the owners (mine in the case i
created it, not mine otherwise) ID. If yes it allows the change, if not it
denies it (or whatever the policy on the server is). Once the proper signals
are in Tundra making this token exchange thing will be trivial to make, it
will probably have to be a c++ module that the security script asks things
from. It would be nice if we could make simple http server/handler directly
into the js running on the server, im not sure if that is possible, probably
is with some external js lib at least :) The login portal and the server
thing need some common secret to hash things or something similar, so just
anyone cant call the http handler with fake data and get approval to login
with their self made token.

I think we could even make and ship a c++ authentication modules that only
runs on the server that provides this thing, we just document the http and
c++ to js API well and people can use it with their login frontend. The nice
thing about this is we don't restrict the server to use a authentication
scheme, the login portal can use a schools student database for auth, they
can use facebook or any other openid provider, or just make their own user
management. It will be sweet indeed!

The above mentioned authentication flow is very similar what OpenSim does
(at least in Taiga in a grid setup with cable beach). The grid server
informs the simulators hey this dude is coming they exchange caps urls or
whatnot tokens, then the simulator knows on the CAPS login url that the guy
is legit, This url is always generated and expires in x minutes or on first
use (if i recall right, its a while since done opensim/taiga stuff :)

Best regards,
Jonne Nauha
Adminotech developer


On Fri, Jul 1, 2011 at 10:17 AM, Toni Alatalo t...@playsign.net wrote:

 On Thu, 2011-06-30 at 16:42 -0700, sellman wrote:
  Wondering
   Will permissions/security be added to Tundra in upcoming
  releases?

 Perfect timing!

 If you look on the -dev list, and recent commits, you'll see that we
 agreed on the design for it a couple of weeks ago, and I have since
 implemented the first part of it.

 Completed the first step yesterday actually, the signal now has the user
 connnection as a parameter so you can treat different users differently.

 So that is already in and coming to next release. Would be great if you
 could start using it straight away, if you can build your own
 development version.

   If not, could accounts/permissions be added to Tundra by creating
  our own simple Python module?  How complicated? External
  authentication looks fairly direct.

 We've continued with that same design: the core has qt signals as hooks
 that 3rd party c++/py/js code can use to implement accounts/permissions
 how it wants.

 This is how I've tested it while developing, a js func that denies all
 remote editing:

 https://github.com/realXtend/naali/blob/tundra/bin/jsmodules/apitest/permissioncheck.js

 s.AboutToModifyEntity.connect(function(change, user, entity) {
  print(Denying change by user:  + user +  on entity:  + entity);
  change.Deny();
 });

 The post with the complete spec apparently accidentally went to a thread
 that has other things earlier, is in

 http://groups.google.com/group/realxtend-dev/browse_thread/thread/79d97c6cbfbac801in
  the post titled 'permissions' dated Jun 23 9:52am (for me at least)

 Will put that to a doxygen page so it'll show in
 http://www.realxtend.org/doxygen/

 The plan there is to add fine grained signals for allowing/rejecting not
 only any editing of an entity, but being able to e.g. allow adding
 certain components but not others, or touching certain attributes in
 some

Re: [realXtend] Permissions/Ownership/Security Tundra?

2011-07-01 Thread Jonne Nauha
Btw the server wide password cant be in the scripts itself on the reference
implementation, it should be in the tundra.ini config in [server] or
[security] sections. Otherwise all clients can open it from cache and read
the password, as they get the script asset even if its not ran on the client
(except if you make it local only) :) Same thing would apply to the token
exchange things hash/secret thingie if implemented in a script. Server side
local py/c++ would ofc remove this problem, but config is always nice there
too.

Best regards,
Jonne Nauha
Adminotech developer

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Re: [realXtend] Re: about physics simulation in naali

2011-05-26 Thread Jonne Nauha
I am not 100% certain but doesn't opensim physics only provide collisions so
stuff doesn't go inside one another. But it does not provide gravity and
mass for objects. Like putting mass to a prim so you can push it with your
avatar. I at least never seen that in opensim but might be there? :P Funny
if i never saw that while doing OS, i guess focused on other stuff instead.

How was that ludos ball world physics made, didnt they modify the opensim
physics or client physics or something?

Best regards,
Jonne Nauha
Adminotech developer


2011/5/26 flair chopin chopin.fl...@gmail.com

 Well, many thx for Toni's explanation.

 But may you tell me how can I activate the Physics simulation in Naali
 after I made physics settings in Taiga with
 physics=OpenDynamicsEngine or physics=BulletPhysics in
 OpenSim.ini.
 Can I obtain a more precise simulation result with Bullet than with
 ODE, at the same time Taiga will cost much more computing resources?

 Another problem is, I have found some qt phonon code, but how can I
 use its corresponding functions, for an example how can I play a video
 in Naali not by web page?


 On 5月26日, 下午2时10分, Toni Alatalo t...@playsign.net wrote:
  On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
   Dear all, could you tell me how can I run a physics simulation in Naali
   +Taiga?
 
  I find it easier on Tundra, i.e. when the Naali code is used as
  standalone or as a server as well. Several of the bundled demos feature
  that, in the scenes directory, e.g. Pong has it automatically on and
  Physics demo lets you start physics yourself, is featured at 50secs in
  this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
  enabled by adding a RigidBody component to the objects, there is also a
  console command that does it automatically for all objects.
 
  So I'd use this if don't need Opensim especially for some reason.
  Yaoyansi needs Opensim, so I reply about how it goes there in the next
  post for him :)
 
  ~Toni

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