Re: [realXtend] Is it just me or does Project Sansar...
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 Lordwrote: > 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/ > > -- > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > --- > You received this message because you are subscribed to the Google Groups > "realXtend" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to realxtend+unsubscr...@googlegroups.com. > For more options, visit https://groups.google.com/d/optout. > -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups "realXtend" group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
Re: [realXtend] visiting Northern California, a new article about Tundra API
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) -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] avatar sitting as an optimization (Fw: [Opensim-dev] Load test today)
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 -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] Avatar scene
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! -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] Re: Avatar scene
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! -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] Re: Avatar scene
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! -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] Re: Once Again...Marketing ?
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? -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] Meshmoon Rocket 2.5 release and launch of browser based Web Rocket
. - 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 -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] Re: [realXtend-dev] Change of watch
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 -- -- http://groups.google.com/group/realxtend-dev http://wiki.realxtend.org http://dev.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend-dev group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend-dev+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] reX assoc board meet: focus on creation tools
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 -- 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] reX assoc board meet: focus on creation tools
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!
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 -- http://groups.google.com/**group/realxtendhttp://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Tundra 2.4 release.
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] SkyX seems to be crashing SimpleAvatar.js
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. -- 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] Question regarding entity components and arrays of groups of properties
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Question regarding entity components and arrays of groups of properties
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: new @ tundra
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] new @ tundra
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). -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: new @ tundra
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Debian/testing compile fail.
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?
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Belnder-Tundra integration
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Belnder-Tundra integration
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
Re: [realXtend] Belnder-Tundra integration
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] realXtend Tundra 2.3.3 is released!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: New Adminotech Tundra release is out with some exiting features
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 ! -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] New Adminotech Tundra release is out with some exiting features
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
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.
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Virtual Berlin Gallery Weekend
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Virtual Berlin Gallery Weekend
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Growing support for OpenSim compatible viewer.
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
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] RiggidBody. Avatr partially gets trough...
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Ran out of memory error
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?
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'?
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?
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'?
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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!
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!
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
*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
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
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
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)
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
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
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
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
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
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
Re: [realXtend] Re: Web Cam
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar in avatar scene do not move
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
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
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
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
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Mouse look/rotation doesn't work on AvatarApp with too many entities in Tundra 2 scene
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!
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!
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!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: tundra addons suggestion/ request
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 ) -- 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!
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? -- 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!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
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!
*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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
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. -- 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!
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!
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!
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!
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!
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!
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?)
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!
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
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 -- 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
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Re: [realXtend-dev] Documentation, examples, anything?
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 -- http://groups.google.com/group/realxtend-dev http://wiki.realxtend.org http://dev.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Permissions/Ownership/Security Tundra?
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?
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: about physics simulation in naali
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org