safon007 / gamekit

Automatically exported from code.google.com/p/gamekit
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Windows Blender/GameKit Package Failing to Work #105

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
------------------------------------------------------
1. Download the latest Windows Blender/GameKit package from this website 
Gamekit-blender-2.54-beta-windows32-enabled.zip - (r599)
2. Unzip into arbitrary directory
3. Run the contained blender.exe file

What is the expected output? What do you see instead?
------------------------------------------------------
I expect that I will be able to use the GameKit Addon script (Press P to launch 
momo_ogre.blend in OgreKit) and that there will be no errors in the output.

On startup it gives the following lines of error in the console:
--
found bundled python: C:\Graphics\APPLIC~1\BLENDE~1.5\2.54\python
Error registering 'RenderButtonsPanel'
Traceback (most recent call last):
  File "C:\Graphics\APPLIC~1\BLENDE~1.5\2.54\scripts\modules\bpy_types.py", line
 609, in __new__
    bpy_types.register(result)
AttributeError: expected Panel, RenderButtonsPanel class to have an "bl_label" 
attribute
--

Launching via the P Key resultsin in alot more errors, as onme would expect 
trying to run Lua code in the Python-based BGE.

What version of the product are you using? On what operating system?
------------------------------------------------------
The Windows (r599) version of the prepackaged Blender 2.54 with GameKit 
download from this site. I am running on Windows XP SP2, but given the error in 
question - I don't think it is terribly relevant.

I have also tried it with the latest SVN BlenderAddon code copied into the 
2.54/scripts/addons/game_gamekit directory. Same result.

Original issue reported on code.google.com by BenT.Sol...@gmail.com on 22 Sep 2010 at 12:41

GoogleCodeExporter commented 8 years ago
Thanks, I was able to confirm the issue. It should be fixed now in Revision 662

Original comment by snailr...@gmail.com on 22 Sep 2010 at 1:43

GoogleCodeExporter commented 8 years ago
Much appreciated. I am teaching my son Blender & Lua coding (with the aim 
toward his first mini-game) and this package was the tool through which I was 
doing so.

That said, I put the new script inplace and, while there is no console error, 
pressing the "Start" button in Game section still does not invoke the GameKit 
executable.

Original comment by BenT.Sol...@gmail.com on 22 Sep 2010 at 2:35

GoogleCodeExporter commented 8 years ago
Hi, thanks for the report.

For the time being you still need to select Gamekit as the "Render Engine" in 
Blender and start the game by pressing the "Start Game" button in the "Gamekit" 
panel. The P key will not work until you remapped the keymap. Check here for 
more info: BlenderAddon

I am currently working on modifying the add-on and the demo file to get all 
this enabled directly at startup (when using the package). Hopefully I will 
update a new package soon.

Original comment by xavier.thomas.1980@gmail.com on 22 Sep 2010 at 4:55

GoogleCodeExporter commented 8 years ago
Excellent - I shall play with that now. I look forward to the upcoming "plug 
and play" version :)

Original comment by BenT.Sol...@gmail.com on 22 Sep 2010 at 4:59

GoogleCodeExporter commented 8 years ago
I uploaded a new package, it should be OK to launch the demo by just 
double-clicking the blender.exe than opening momo_ogre_addon.blend and pressing 
P in the viewport.

http://code.google.com/p/gamekit/downloads/detail?name=Gamekit-blender-2.54-beta
-windows32-3.zip

Thanks for testing.

Original comment by xavier.thomas.1980@gmail.com on 22 Sep 2010 at 6:35

GoogleCodeExporter commented 8 years ago
Using P works fine now.

Something is wrong with the file browser or the gamekit panel though.

If you open momo_ogre_addon.blend then try to change the runtime by clicking 
the folder icon next to it in the gamekit pannel to choose, let's say, 
OgreKit.exe then click accept. It puts this: 
//..\..\..\..\..\.\OgreKit\OgreKit.exe wich of course then fails if you hit P 
or the start game button.

Also if you put back the renderer to blender game. Hitting P doesn't do 
anything anymore. You need to press the start button in the render panel.

And lastly, is it normal that the controls do not work if you use blender's 
renderer?
I hear the sounds, Momo do the animations but stays in place. Jump glitches and 
just do the sound while resetting momo's animation giving him partial parkinson 
to the right hand. Foward and backward animations are fine but momo stays in 
place. The mouse does absolutely nothing. No camera movement at all.

It's impressive that it runs at all with blender being in beta and all. Very 
good work in a very short time too. Can't wait to see what people will do with 
Gamekit and blender in the future :)

Original comment by keme...@gmail.com on 23 Sep 2010 at 9:49

GoogleCodeExporter commented 8 years ago
Thanks for the report. I will try to handle the remaining issues.

When you choose the runtime with the file editor you have to uncheck "Relative 
Path". I had relative path working properly but apparently it does not work on 
windows or needs a more recent Blender than 2.54.

I had to deassign the P shortcut and reassign it to Gamekit. This is done by 
hand and saved in the startup.blend in the package. Unfortunately Blender does 
not have a system to switch those shortcut automatically (Switching render 
engine affects the F12 shortcut only)

It is "normal" that momo does not moves when the Demo is launched in the BGE. 
This is handled by Lua scripts non compatible with Blender.

Original comment by xavier.thomas.1980@gmail.com on 23 Sep 2010 at 12:56

GoogleCodeExporter commented 8 years ago
Xavier's last upload worked perfectly out of the box for me, so I am very 
grateful.

Relative paths on Windows are an issue in Blender 2.54 to my knowledge anyway 
(I recall a bug report about it in past couple of weeks anyway).

As for momo having a "seizures", this is normal as xavier points out. The 
scripts are in Lua (the interpreter for which is not built into Blender and are 
GameKit specific even if there were), but sounds, animations, and the like are 
partially through logic nodes (which work in GameKit as well).

Original comment by BenT.Sol...@gmail.com on 23 Sep 2010 at 1:13

GoogleCodeExporter commented 8 years ago
Good to know those are known bugs.

Probably an already asked question but: The absent music and sounds using 
gamekit is normal yes?

Also i love this demo, i spent at least 15 minutes throwing stuff around heh.

Original comment by keme...@gmail.com on 23 Sep 2010 at 7:00

GoogleCodeExporter commented 8 years ago
Unfortunately, the relative folder thing is unlikely to be solved anytime soon, 
it being a Blender thing and not high on their urgency list.

The sound requires OpenAL installed. If it is not installed, it will be unable 
to play sound. I've been considering a PortAudio backend, but my minor surveys 
in my audience suggest that OpenAL installation is not an issue for them.

Original comment by BenT.Sol...@gmail.com on 23 Sep 2010 at 9:42