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