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Offline mc-kay  
#1 Posted : Monday, September 16, 2013 8:02:07 PM(UTC)
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The third sprint release of Milestone 5 Jupiter was just pushed to NuGet, GitHub and CodePlex.
It features the OpenTK, GLFW, SharpDX, SlimDX, Xna and MonoGame C# version of the DeltaEngine.
Download like always at http://deltaengine.net/download

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Offline Benjamin  
#2 Posted : Monday, September 16, 2013 8:12:09 PM(UTC)
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Looks good :)
Offline internetfreak  
#3 Posted : Monday, September 16, 2013 9:25:38 PM(UTC)
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Thanks for the release, I now downloaded the SharpDX Version :)
I will check it out in the next days if I can so be prepared for any reports if I find something ;)
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Offline fg_garda  
#4 Posted : Monday, September 16, 2013 9:52:26 PM(UTC)
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Thanks for the release. I've downloaded the OpenTK version.
In the Editor solution, file EditorView.xaml, I think you have to change the AvalonDock references to Xceed.Wpf.AvalonDock:

xmlns:avalonDock="clr-namespace:Xceed.Wpf.AvalonDock;assembly=Xceed.Wpf.AvalonDock"
xmlns:avalonDockLayout="clr-namespace:Xceed.Wpf.AvalonDock.Layout;assembly=Xceed.Wpf.AvalonDock"
xmlns:themes="clr-namespace:Xceed.Wpf.AvalonDock.Themes;assembly=Xceed.Wpf.AvalonDock.Themes.Metro"
xmlns:shell="clr-namespace:Microsoft.Windows.Shell;assembly=Xceed.Wpf.AvalonDock"

using Xceed.Wpf.AvalonDock.Layout;

Offline internetfreak  
#5 Posted : Tuesday, September 17, 2013 12:03:52 PM(UTC)
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Ok I tried the release now for a few minutes and I have to say it works like a charm even on my surface. Ok, I had to install DX, so it didn't work on my surface out of the box but this was something minor because on my laptop I had a few games installed so DX was already available and it is easy to install if it's missing :)
The reason why I post here is because I don't understand how to use the ContentLoader. I checked the Source and found out there's a Use<T> method for setting another content loader but content seems to get loaded from disk even without explicit setting of any content loader, shouldn't it try to load the content from the service then or how is this handled?
Anyway, it works perfectly and I will check out more, soon I also test the android build :)

Three things to report:
1. even though the editor only works on openGL, can you maybe include it anyway in the other packages so I don't have to download two packages, one only for the editor and one for the assemblies.
2. The breakout sample seems a bit buggy regarding collision and movement, the ball moves deep into the paddle before the collision is caused and the ball itself can kill a complete column of blocks :)
Also, when you play with touch, the paddle seems to be glued to the border, it only moves if you travel a certain distance with your finger (don't know exactly if touch already works or if it recognizes my touch input as mouse input on my tablet)
3. Ghostwars and some other samples don't work with touch, for example snake doesn't click the buttons and ghostwars closes immediately after touching the screen

This is everything I can say for now, if I have more, I will tell you
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Offline Benjamin  
#6 Posted : Tuesday, September 17, 2013 6:03:51 PM(UTC)
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Originally Posted by: fg_garda Go to Quoted Post
Thanks for the release. I've downloaded the OpenTK version.
In the Editor solution, file EditorView.xaml, I think you have to change the AvalonDock references to Xceed.Wpf.AvalonDock:

xmlns:avalonDock="clr-namespace:Xceed.Wpf.AvalonDock;assembly=Xceed.Wpf.AvalonDock"
xmlns:avalonDockLayout="clr-namespace:Xceed.Wpf.AvalonDock.Layout;assembly=Xceed.Wpf.AvalonDock"
xmlns:themes="clr-namespace:Xceed.Wpf.AvalonDock.Themes;assembly=Xceed.Wpf.AvalonDock.Themes.Metro"
xmlns:shell="clr-namespace:Microsoft.Windows.Shell;assembly=Xceed.Wpf.AvalonDock"

using Xceed.Wpf.AvalonDock.Layout;



We are currently updating AvalonDock to the latest version (2.0.2000), which will fix this. You could downgrade to 2.0.1746 (like the packages.config of the Editor project specifies) or fix the issue for us :D
Offline Benjamin  
#7 Posted : Tuesday, September 17, 2013 6:08:32 PM(UTC)
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Originally Posted by: internetfreak Go to Quoted Post
Ok I tried the release now for a few minutes and I have to say it works like a charm even on my surface. Ok, I had to install DX, so it didn't work on my surface out of the box but this was something minor because on my laptop I had a few games installed so DX was already available and it is easy to install if it's missing :)
The reason why I post here is because I don't understand how to use the ContentLoader. I checked the Source and found out there's a Use<T> method for setting another content loader but content seems to get loaded from disk even without explicit setting of any content loader, shouldn't it try to load the content from the service then or how is this handled?
Anyway, it works perfectly and I will check out more, soon I also test the android build :)

Three things to report:
1. even though the editor only works on openGL, can you maybe include it anyway in the other packages so I don't have to download two packages, one only for the editor and one for the assemblies.
2. The breakout sample seems a bit buggy regarding collision and movement, the ball moves deep into the paddle before the collision is caused and the ball itself can kill a complete column of blocks :)
Also, when you play with touch, the paddle seems to be glued to the border, it only moves if you travel a certain distance with your finger (don't know exactly if touch already works or if it recognizes my touch input as mouse input on my tablet)
3. Ghostwars and some other samples don't work with touch, for example snake doesn't click the buttons and ghostwars closes immediately after touching the screen

This is everything I can say for now, if I have more, I will tell you


Thanks for all the feedback, we have written it down in our feedback wiki ThumpUp
Offline internetfreak  
#8 Posted : Tuesday, September 17, 2013 6:48:17 PM(UTC)
internetfreak

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Nothing to thank me, as I said, I will check it out and report issues :)
Anyway, I want to understand how the ContentLoader behaves so I can work online with those projects where it's not really necessary (although nice) to have a DiskContentLoader but I also want to use the DiskContentLoader where it is necessary, i.e in my editor. The current behaviour is, as reported, that it loads content from disk even though I only start the app. In this case it normally should try to get everything from the server, but it doesn't :)
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Offline Steve  
#9 Posted : Tuesday, September 17, 2013 8:09:24 PM(UTC)
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Originally Posted by: internetfreak Go to Quoted Post
The reason why I post here is because I don't understand how to use the ContentLoader. I checked the Source and found out there's a Use<T> method for setting another content loader but content seems to get loaded from disk even without explicit setting of any content loader, shouldn't it try to load the content from the service then or how is this handled?


Thank you for the feedback!

When you use
ContentLoader.Use<DiskContentLoader>();
before the App starts running, the DiskContentLoader will be used.
Otherwise the DeveloperOnlineContentLoader kicks in by default and downloads all the content from the Online Service into your output directory.
Offline internetfreak  
#10 Posted : Tuesday, September 17, 2013 8:53:19 PM(UTC)
internetfreak

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Ok I understand, it's exactly what I figured out but why doesn't it ask me after the ontent project or displays me any error? Is it because I already have a content folder which is left from the previous days when I used the disk content loader? It's not that it's really bothering me, I only want to know why I see this behaviour because it seems a bit strange but if everything is ok, then it's totally fine :)
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Offline internetfreak  
#11 Posted : Wednesday, September 18, 2013 8:43:15 PM(UTC)
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By the way, I just remembered something else: GhostWars is way too hard on level 3. Level 1 was quite easy, Level 2 was a bit harder but manageable but Level 3 is quite hard because the violet ghosts kill the blue ones and then they have at least 75% of the field in their posession so I cannot get any tree because the KI gets way more ghosts than I can ever produce :)
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Offline Benjamin  
#12 Posted : Thursday, September 19, 2013 12:03:48 PM(UTC)
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I guess we should make level 3 a bit easier. You can also do it yourself, just edit the positions of the trees in the StartGame method or make the AI slower (see the GameLogic class for changing common things).
Offline internetfreak  
#13 Posted : Thursday, September 19, 2013 3:05:16 PM(UTC)
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Of course I can change it but I just thought I report it so it's known for fixing so if someone wants to try it out can also take an advantage from that
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