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Milestone 5 Jupiter v0.9.9.2 Release
Medals:  Joined: 8/24/2011(UTC) Posts: 138 Location: Hannover
Thanks: 1 times Was thanked: 12 time(s) in 7 post(s)
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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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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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Joined: 3/18/2013(UTC) Posts: 29
Thanks: 5 times
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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;
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Originally Posted by: fg_garda  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
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Originally Posted by: internetfreak  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
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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Joined: 5/6/2013(UTC) Posts: 15
Was thanked: 2 time(s) in 2 post(s)
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Originally Posted by: internetfreak  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.
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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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).
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Joined: 12/19/2011(UTC) Posts: 529
Thanks: 10 times Was thanked: 16 time(s) in 15 post(s)
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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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