- New command line parameters "--version", "--fullscreen". - New command line parameters "--console", "--sharedconsole" to allow specifying whether to show a text-based console along with the main UI window. - New command line parameter "--splash" to control the display of the startup splash screen. - New command line parameters for Ogre rendering: "--vsync", "--vsyncFrequency", "--antialias". - Updated to a new version of MathGeoLib, which adds support for several new geometry types for scripts (see http://clb.demon.fi/MathGeoLib/reference.html) - Updated SkyX version to 0.2.1. - New sound settings dialog. - Add support for scripts to directly receive touch events on touch-based systems. - Support specifying Hydrax configuration as an asset (instead of taking a hardcoded file in Tundra installation directory) - Wider support for scripts to access renderer and ui properties. - Allow accessing SoundChannels from QtScript. - New rewritten HTTP Asset Cache to avoid issues with QNetworkDiskCache. - Add support for specifying asset storages in scene files, to allow easier bundling of assets with scenes. - Updated demo scenes: Render-to-texture, Compositor, Tooltip, ECSound, Physics, DayNight. - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest. - New UIPlane feature allow scripts to directly generate 2D screen content (HUD items, overlays) that is blitted using Ogre (GPU). - Support profiling CPU time consumption in QtScripts. - Enable support for raycasting to billboard and hoveringtext components. - Fix a problem where entities did not always parent themselves properly to bones of meshes. - Fix a crash related to parent-child chains of entities. - Fix a crash on headless server when EC_Fog is present in the scene. - Fix problems with Unicode strings in assets and command line parameters. - Fix a problem where meshes loaded over HTTP did not have tangent frames generated. - Fix about a hundred other crashes or problems.
There are so many fixes (though several of them are somewhat technical), that I cannot list all of them here. Instead, you can find a full changelog of commits at
Big thanks to everyone who contributed for this release.
The Start Menu structure has been revised, and you can find there a list of the new and updated samples to try out. Some of the samples print out some odd warning on the console, but don't mind those if the scenes work.
Coinciding with this version, LudoCraft is proud to announce the public release of LudoCraft Circus, a technology demo that shows off various application and games development features in Tundra. In LudoCraft Circus, the visitor can attend a colorful display of circus events and play several minigames in the theme. The minigames each demonstrate different features of the Tundra technology, and serve to prove that Tundra is capable of reaching its goal as a "scriptable 3D internet application development platform". Here is a sneak peek:
LudoCraft Circus is open to all, around the clock, and hosted on LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0, open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point it to
Server address: "tundra.ludocraft.com:8582" Username: <any name you want> Password: <empty> Protocol: UDP
Looking forward to seeing you all there, and please remember to behave and not throw those sharp knives at each other!
> Finally,
> all tests have been run and Tundra 2.2.0 is ready for release. Grab yours
> at http://code.google.com/p/realxtend-naali/downloads/list (top of the
> list).
> Notable changes to 2.2.0:
> - New command line parameters "--version", "--fullscreen".
> - New command line parameters "--console", "--sharedconsole" to allow
> specifying whether to show a text-based console along with the main UI
> window.
> - New command line parameter "--splash" to control the display of the
> startup splash screen.
> - New command line parameters for Ogre
> rendering: "--vsync", "--vsyncFrequency", "--antialias".
> - Updated to a new version of MathGeoLib, which adds support for several
> new geometry types for scripts (see
> http://clb.demon.fi/MathGeoLib/reference.html)
> - Updated SkyX version to 0.2.1.
> - New sound settings dialog.
> - Add support for scripts to directly receive touch events on touch-based
> systems.
> - Support specifying Hydrax configuration as an asset (instead of taking
> a hardcoded file in Tundra installation directory)
> - Wider support for scripts to access renderer and ui properties.
> - Allow accessing SoundChannels from QtScript.
> - New rewritten HTTP Asset Cache to avoid issues with QNetworkDiskCache.
> - Add support for specifying asset storages in scene files, to allow
> easier bundling of assets with scenes.
> - Updated demo scenes: Render-to-texture, Compositor, Tooltip, ECSound,
> Physics, DayNight.
> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
> - New UIPlane feature allow scripts to directly generate 2D screen
> content (HUD items, overlays) that is blitted using Ogre (GPU).
> - Support profiling CPU time consumption in QtScripts.
> - Enable support for raycasting to billboard and hoveringtext components.
> - Fix a problem where entities did not always parent themselves properly
> to bones of meshes.
> - Fix a crash related to parent-child chains of entities.
> - Fix a crash on headless server when EC_Fog is present in the scene.
> - Fix problems with Unicode strings in assets and command line parameters.
> - Fix a problem where meshes loaded over HTTP did not have tangent frames
> generated.
> - Fix about a hundred other crashes or problems.
> There are so many fixes (though several of them are somewhat technical),
> that I cannot list all of them here. Instead, you can find a full
> changelog of commits at
> http://dl.dropbox.com/u/40949268/Tundra/v213_220_diff.txt > Big thanks to everyone who contributed for this release.
> The Start Menu structure has been revised, and you can find there a list
> of the new and updated samples to try out. Some of the samples print out
> some odd warning on the console, but don't mind those if the scenes work.
> Remember when trying out:
> - The issue tracker is at https://github.com/realXtend/naali/issues > - The IRC channel is at #realxtend-dev on FreeNode.
> To finish off, we have a surprise for you!
> Coinciding with this version, LudoCraft is proud to announce the public
> release of LudoCraft Circus, a technology demo that shows off various
> application and games development features in Tundra. In LudoCraft
> Circus, the visitor can attend a colorful display of circus events and
> play several minigames in the theme. The minigames each demonstrate
> different features of the Tundra technology, and serve to prove that
> Tundra is capable of reaching its goal as a "scriptable 3D internet
> application development platform". Here is a sneak peek:
> http://dl.dropbox.com/u/40949268/Tundra/Circus1.png > http://dl.dropbox.com/u/40949268/Tundra/Circus2.png > http://dl.dropbox.com/u/40949268/Tundra/Circus3.png > http://dl.dropbox.com/u/40949268/Tundra/Circus4.png > http://dl.dropbox.com/u/40949268/Tundra/Circus5.png > LudoCraft Circus is open to all, around the clock, and hosted on
> LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0,
> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point
> it to
> Server address: "tundra.ludocraft.com:8582"
> Username:
> Password:
> Protocol: UDP
> Looking forward to seeing you all there, and please remember to behave
> and not throw those sharp knives at each other!
> jj
> --
> http://groups.google.com/group/realxtend-dev > http://wiki.realxtend.org > http://dev.realxtend.org
> > - New command line parameters "--version", "--fullscreen".
> > - New command line parameters "--console", "--sharedconsole" to allow > specifying whether to show a text-based console along with the main UI > window.
> > - New command line parameter "--splash" to control the display of the > startup splash screen.
> > - New command line parameters for Ogre rendering: "--vsync", > "--vsyncFrequency", "--antialias".
> > - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
> > - New UIPlane feature allow scripts to directly generate 2D screen > content (HUD items, overlays) that is blitted using Ogre (GPU).
> > - Support profiling CPU time consumption in QtScripts.
> > - Enable support for raycasting to billboard and hoveringtext > components.
> > - Fix a problem where entities did not always parent themselves > properly to bones of meshes.
> > - Fix a crash related to parent-child chains of entities.
> > - Fix a crash on headless server when EC_Fog is present in the scene.
> > - Fix problems with Unicode strings in assets and command line > parameters.
> > - Fix a problem where meshes loaded over HTTP did not have tangent > frames generated.
> > - Fix about a hundred other crashes or problems.
> > There are so many fixes (though several of them are somewhat technical), > that I cannot list all of them here. Instead, you can find a full changelog > of commits at
> > Big thanks to everyone who contributed for this release.
> > The Start Menu structure has been revised, and you can find there a list > of the new and updated samples to try out. Some of the samples print out > some odd warning on the console, but don't mind those if the scenes work.
> > - The IRC channel is at #realxtend-dev on FreeNode.
> > To finish off, we have a surprise for you!
> > Coinciding with this version, LudoCraft is proud to announce the public > release of LudoCraft Circus, a technology demo that shows off various > application and games development features in Tundra. In LudoCraft Circus, > the visitor can attend a colorful display of circus events and play several > minigames in the theme. The minigames each demonstrate different features > of the Tundra technology, and serve to prove that Tundra is capable of > reaching its goal as a "scriptable 3D internet application development > platform". Here is a sneak peek:
> > LudoCraft Circus is open to all, around the clock, and hosted on > LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0, > open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point it > to
> > Server address: "tundra.ludocraft.com:8582"
> > Username:
> > Password:
> > Protocol: UDP
> > Looking forward to seeing you all there, and please remember to behave > and not throw those sharp knives at each other!
I tried logging into Circus and could get in ok, though my computer is very close to the server. The Circus server itself is up well and running. Unfortunately our web servers have been under a rather heavy hammering from the Sony Xperia app store pages for the past few days, the web servers reside in the same subnet than the Circus server.
Please do a retry a couple of times, and report back if it still doesn't work. I apologize for the issue.
jj
On Wed, 25 Jan 2012 11:21:26 +0200, Ali Kämäräinen <stinkfi...@gmail.com> wrote:
Thanks. That can work as an immediate fix, but ultimately we should
not rely on plugin-specific means to disable the said plugin, but
offer a generic method, or disallow connecting altogether if certain
plugins are present.
On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote:
> > > - New command line parameters "--version", "--fullscreen".
> > > - New command line parameters "--console", "--sharedconsole" to allow
> > specifying whether to show a text-based console along with the main UI
> > window.
> > > - New command line parameter "--splash" to control the display of the
> > startup splash screen.
> > > - New command line parameters for Ogre rendering: "--vsync",
> > "--vsyncFrequency", "--antialias".
> > > - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
> > > - New UIPlane feature allow scripts to directly generate 2D screen
> > content (HUD items, overlays) that is blitted using Ogre (GPU).
> > > - Support profiling CPU time consumption in QtScripts.
> > > - Enable support for raycasting to billboard and hoveringtext
> > components.
> > > - Fix a problem where entities did not always parent themselves
> > properly to bones of meshes.
> > > - Fix a crash related to parent-child chains of entities.
> > > - Fix a crash on headless server when EC_Fog is present in the scene.
> > > - Fix problems with Unicode strings in assets and command line
> > parameters.
> > > - Fix a problem where meshes loaded over HTTP did not have tangent
> > frames generated.
> > > - Fix about a hundred other crashes or problems.
> > > There are so many fixes (though several of them are somewhat technical),
> > that I cannot list all of them here. Instead, you can find a full changelog
> > of commits at
> > > Big thanks to everyone who contributed for this release.
> > > The Start Menu structure has been revised, and you can find there a list
> > of the new and updated samples to try out. Some of the samples print out
> > some odd warning on the console, but don't mind those if the scenes work.
> > > - The IRC channel is at #realxtend-dev on FreeNode.
> > > To finish off, we have a surprise for you!
> > > Coinciding with this version, LudoCraft is proud to announce the public
> > release of LudoCraft Circus, a technology demo that shows off various
> > application and games development features in Tundra. In LudoCraft Circus,
> > the visitor can attend a colorful display of circus events and play several
> > minigames in the theme. The minigames each demonstrate different features
> > of the Tundra technology, and serve to prove that Tundra is capable of
> > reaching its goal as a "scriptable 3D internet application development
> > platform". Here is a sneak peek:
> > > LudoCraft Circus is open to all, around the clock, and hosted on
> > LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0,
> > open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point it
> > to
> > > Server address: "tundra.ludocraft.com:8582"
> > > Username:
> > > Password:
> > > Protocol: UDP
> > > Looking forward to seeing you all there, and please remember to behave
> > and not throw those sharp knives at each other!
On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote:
> Thanks. That can work as an immediate fix, but ultimately we should > not rely on plugin-specific means to disable the said plugin, but > offer a generic method, or disallow connecting altogether if certain
With the current browser UI the problem is AFAIK that it overlaps the 3d view, so application UI code which puts elements on top of the screen are hidden. We saw this already with Chesapeake Bay, where also need to use without current browser UI for correct display.
A right fix would be to make the browser ui somehow so that it doesn't hide the top of the ogre view, but just works like in (other) browsers: makes the application canvas a bit smaller, so that the top of the app space is under the location bar etc. Then if hide e.g. the location bar the app gets more / full space. This was discussed long ago but IIRC there was technical difficulties so is not implemented -- if there is some sane way to do it, might be worthwhile.
~Toni
P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist for the good aiming :) All the servers seem to be serving ok now, there is someone from abroad in and I'm also from a different network. Congrats and thanks to Ludo for the nice demo!
>>>> - New command line parameters "--version", "--fullscreen".
>>>> - New command line parameters "--console", "--sharedconsole" to allow >>> specifying whether to show a text-based console along with the main UI >>> window.
>>>> - New command line parameter "--splash" to control the display of the >>> startup splash screen.
>>>> - New command line parameters for Ogre rendering: "--vsync", >>> "--vsyncFrequency", "--antialias".
>>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
>>>> - New UIPlane feature allow scripts to directly generate 2D screen >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
>>>> - Support profiling CPU time consumption in QtScripts.
>>>> - Enable support for raycasting to billboard and hoveringtext >>> components.
>>>> - Fix a problem where entities did not always parent themselves >>> properly to bones of meshes.
>>>> - Fix a crash related to parent-child chains of entities.
>>>> - Fix a crash on headless server when EC_Fog is present in the scene.
>>>> - Fix problems with Unicode strings in assets and command line >>> parameters.
>>>> - Fix a problem where meshes loaded over HTTP did not have tangent >>> frames generated.
>>>> - Fix about a hundred other crashes or problems.
>>>> There are so many fixes (though several of them are somewhat technical), >>> that I cannot list all of them here. Instead, you can find a full changelog >>> of commits at
>>>> Big thanks to everyone who contributed for this release.
>>>> The Start Menu structure has been revised, and you can find there a list >>> of the new and updated samples to try out. Some of the samples print out >>> some odd warning on the console, but don't mind those if the scenes work.
>>>> - The IRC channel is at #realxtend-dev on FreeNode.
>>>> To finish off, we have a surprise for you!
>>>> Coinciding with this version, LudoCraft is proud to announce the public >>> release of LudoCraft Circus, a technology demo that shows off various >>> application and games development features in Tundra. In LudoCraft Circus, >>> the visitor can attend a colorful display of circus events and play several >>> minigames in the theme. The minigames each demonstrate different features >>> of the Tundra technology, and serve to prove that Tundra is capable of >>> reaching its goal as a "scriptable 3D internet application development >>> platform". Here is a sneak peek:
>>>> LudoCraft Circus is open to all, around the clock, and hosted on >>> LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0, >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point it >>> to
>>>> Server address: "tundra.ludocraft.com:8582"
>>>> Username:
>>>> Password:
>>>> Protocol: UDP
>>>> Looking forward to seeing you all there, and please remember to behave >>> and not throw those sharp knives at each other!
I haven't had a chance to try the circus demo yet, but the screen shots on the Circus World Demo look amazing!
Is there any chance that these demo worlds can be made available for download, similar to how the "Beneath the Sea" demo was included with the early installations of ReX?
This way users can download/install the demo worlds/regions locally, and begin to look at the Demo examples and experiment with learning/developing/modifying the demo world?
Also is there any possibility we could create a library of demo regions (available as downloads) so that users could see (and download) various demo regions to use as examples (and to learn from).
On Wed, Jan 25, 2012 at 6:05 AM, Toni Alatalo <t...@playsign.net> wrote: > On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote: > > Thanks. That can work as an immediate fix, but ultimately we should > > not rely on plugin-specific means to disable the said plugin, but > > offer a generic method, or disallow connecting altogether if certain
> With the current browser UI the problem is AFAIK that it overlaps the 3d > view, so application UI code which puts elements on top of the screen are > hidden. We saw this already with Chesapeake Bay, where also need to use > without current browser UI for correct display.
> A right fix would be to make the browser ui somehow so that it doesn't > hide the top of the ogre view, but just works like in (other) browsers: > makes the application canvas a bit smaller, so that the top of the app > space is under the location bar etc. Then if hide e.g. the location bar the > app gets more / full space. This was discussed long ago but IIRC there was > technical difficulties so is not implemented -- if there is some sane way > to do it, might be worthwhile.
> ~Toni
> P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist for > the good aiming :) All the servers seem to be serving ok now, there is > someone from abroad in and I'm also from a different network. Congrats and > thanks to Ludo for the nice demo!
> > On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote: > >> Good stuff.
> >> Btw if you want you can add simple script in the circus world that hides > >> the browser ui if it is visible after connecting, and OnScriptDestroyed > can > >> show it back. This way does not matter which client ui user has enabled. > >> Added the feature in as i needed to auto hide it just like that in one > of > >> our scenes. > https://github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b... > >> andhttps:// > github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b...
> >> I'll check out circus when I get back to work next week :)
> >> Best regards, > >> Jonne Nauha > >> Adminotech developer
> >> On Wed, Jan 25, 2012 at 3:11 AM, <merrie...@gmail.com> wrote: > >>> Sadly no luck logging into the circus, as instructed. Servers down? > >>> Merrie S
> >>> On , Jukka Jylänki <jukka.jyla...@ludocraft.com> wrote: > >>>> Finally,
> >>>> all tests have been run and Tundra 2.2.0 is ready for release. > >>> Grab yours athttp:// > code.google.com/p/realxtend-naali/downloads/list(topof the list).
> >>>> Notable changes to 2.2.0:
> >>>> - New command line parameters "--version", "--fullscreen".
> >>>> - New command line parameters "--console", "--sharedconsole" to allow > >>> specifying whether to show a text-based console along with the main UI > >>> window.
> >>>> - New command line parameter "--splash" to control the display of the > >>> startup splash screen.
> >>>> - New command line parameters for Ogre rendering: "--vsync", > >>> "--vsyncFrequency", "--antialias".
> >>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
> >>>> - New UIPlane feature allow scripts to directly generate 2D screen > >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
> >>>> - Support profiling CPU time consumption in QtScripts.
> >>>> - Enable support for raycasting to billboard and hoveringtext > >>> components.
> >>>> - Fix a problem where entities did not always parent themselves > >>> properly to bones of meshes.
> >>>> - Fix a crash related to parent-child chains of entities.
> >>>> - Fix a crash on headless server when EC_Fog is present in the scene.
> >>>> - Fix problems with Unicode strings in assets and command line > >>> parameters.
> >>>> - Fix a problem where meshes loaded over HTTP did not have tangent > >>> frames generated.
> >>>> - Fix about a hundred other crashes or problems.
> >>>> There are so many fixes (though several of them are somewhat > technical), > >>> that I cannot list all of them here. Instead, you can find a full > changelog > >>> of commits at
> >>>> Big thanks to everyone who contributed for this release.
> >>>> The Start Menu structure has been revised, and you can find there a > list > >>> of the new and updated samples to try out. Some of the samples print > out > >>> some odd warning on the console, but don't mind those if the scenes > work.
> >>>> - The IRC channel is at #realxtend-dev on FreeNode.
> >>>> To finish off, we have a surprise for you!
> >>>> Coinciding with this version, LudoCraft is proud to announce the > public > >>> release of LudoCraft Circus, a technology demo that shows off various > >>> application and games development features in Tundra. In LudoCraft > Circus, > >>> the visitor can attend a colorful display of circus events and play > several > >>> minigames in the theme. The minigames each demonstrate different > features > >>> of the Tundra technology, and serve to prove that Tundra is capable of > >>> reaching its goal as a "scriptable 3D internet application development > >>> platform". Here is a sneak peek:
> >>>> LudoCraft Circus is open to all, around the clock, and hosted on > >>> LudoCraft servers here in Finland. To pay a visit, download Tundra > 2.2.0, > >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and > point it > >>> to
> >>>> Server address: "tundra.ludocraft.com:8582"
> >>>> Username:
> >>>> Password:
> >>>> Protocol: UDP
> >>>> Looking forward to seeing you all there, and please remember to behave > >>> and not throw those sharp knives at each other!
On Jan 27, 2012, at 10:25 AM, Mark Malewski wrote:
> Is there any chance that these demo worlds can be made available for download, similar to how the "Beneath the Sea" demo was included with the early installations of ReX?
The Chesapeake Bay demo at least is coming so, was made near the end of the publicly funded realXtend project and is licensed with creative commons license etc. The scenes/ folder already contains a set of small examples, but that Chesapeake Bay thing serves exactly similarly to Beneath the Waves as open source & creative commons, free to use for own thing etc. more complex integrated demo with little games etc. You can use the code snippets to base your own, also commercial, games etc. And the animal models in own projects as well, but those are for non-commercial only (as are made in association with the Smithsonian institute and they wished so). The process of reviews and publishing is still progressing slowly with the U.S. partners but is still coming (latest for summer), and basics are ported to Tundra2 recently.
Circus has been made solely by Ludocraft and without any public funding, they can license it how please (or not at all). In any case it works as a demo of the platform, let's hear from them whether they've considered showing the codes too.
> This way users can download/install the demo worlds/regions locally, and begin to look at the Demo examples and experiment with learning/developing/modifying the demo world?
I suppose you have noticed the start menu options for local demos (on windows) which come bundled with releases.
> Also is there any possibility we could create a library of demo regions (available as downloads) so that users could see (and download) various demo regions to use as examples (and to learn from).
Yes I was also thinking that we should (again) make a login thing where different worlds are listed as nice images that users can just click to visit. We had that in 0.1 for the car and some other demo in the startup screen :) Now can simply make it as a webpage.
> On Wed, Jan 25, 2012 at 6:05 AM, Toni Alatalo <t...@playsign.net> wrote: > On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote: > > Thanks. That can work as an immediate fix, but ultimately we should > > not rely on plugin-specific means to disable the said plugin, but > > offer a generic method, or disallow connecting altogether if certain
> With the current browser UI the problem is AFAIK that it overlaps the 3d view, so application UI code which puts elements on top of the screen are hidden. We saw this already with Chesapeake Bay, where also need to use without current browser UI for correct display.
> A right fix would be to make the browser ui somehow so that it doesn't hide the top of the ogre view, but just works like in (other) browsers: makes the application canvas a bit smaller, so that the top of the app space is under the location bar etc. Then if hide e.g. the location bar the app gets more / full space. This was discussed long ago but IIRC there was technical difficulties so is not implemented -- if there is some sane way to do it, might be worthwhile.
> ~Toni
> P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist for the good aiming :) All the servers seem to be serving ok now, there is someone from abroad in and I'm also from a different network. Congrats and thanks to Ludo for the nice demo!
> > On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote: > >> Good stuff.
> >> I'll check out circus when I get back to work next week :)
> >> Best regards, > >> Jonne Nauha > >> Adminotech developer
> >> On Wed, Jan 25, 2012 at 3:11 AM, <merrie...@gmail.com> wrote: > >>> Sadly no luck logging into the circus, as instructed. Servers down? > >>> Merrie S
> >>> On , Jukka Jylänki <jukka.jyla...@ludocraft.com> wrote: > >>>> Finally,
> >>>> - New command line parameters "--version", "--fullscreen".
> >>>> - New command line parameters "--console", "--sharedconsole" to allow > >>> specifying whether to show a text-based console along with the main UI > >>> window.
> >>>> - New command line parameter "--splash" to control the display of the > >>> startup splash screen.
> >>>> - New command line parameters for Ogre rendering: "--vsync", > >>> "--vsyncFrequency", "--antialias".
> >>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
> >>>> - New UIPlane feature allow scripts to directly generate 2D screen > >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
> >>>> - Support profiling CPU time consumption in QtScripts.
> >>>> - Enable support for raycasting to billboard and hoveringtext > >>> components.
> >>>> - Fix a problem where entities did not always parent themselves > >>> properly to bones of meshes.
> >>>> - Fix a crash related to parent-child chains of entities.
> >>>> - Fix a crash on headless server when EC_Fog is present in the scene.
> >>>> - Fix problems with Unicode strings in assets and command line > >>> parameters.
> >>>> - Fix a problem where meshes loaded over HTTP did not have tangent > >>> frames generated.
> >>>> - Fix about a hundred other crashes or problems.
> >>>> There are so many fixes (though several of them are somewhat technical), > >>> that I cannot list all of them here. Instead, you can find a full changelog > >>> of commits at
> >>>> Big thanks to everyone who contributed for this release.
> >>>> The Start Menu structure has been revised, and you can find there a list > >>> of the new and updated samples to try out. Some of the samples print out > >>> some odd warning on the console, but don't mind those if the scenes work.
> >>>> - The IRC channel is at #realxtend-dev on FreeNode.
> >>>> To finish off, we have a surprise for you!
> >>>> Coinciding with this version, LudoCraft is proud to announce the public > >>> release of LudoCraft Circus, a technology demo that shows off various > >>> application and games development features in Tundra. In LudoCraft Circus, > >>> the visitor can attend a colorful display of circus events and play several > >>> minigames in the theme. The minigames each demonstrate different features > >>> of the Tundra technology, and serve to prove that Tundra is capable of > >>> reaching its goal as a "scriptable 3D internet application development > >>> platform". Here is a sneak peek:
> >>>> LudoCraft Circus is open to all, around the clock, and hosted on > >>> LudoCraft servers here in Finland. To pay a visit, download Tundra 2.2.0, > >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and point it > >>> to
> >>>> Server address: "tundra.ludocraft.com:8582"
> >>>> Username:
> >>>> Password:
> >>>> Protocol: UDP
> >>>> Looking forward to seeing you all there, and please remember to behave > >>> and not throw those sharp knives at each other!
I was wondering if TOY could be available as open source. This seems to be the only working scene that has a variety of GUI, scripting, modeling, etc. This would be an awesome scene to learn tundra2.
On Fri, Jan 27, 2012 at 3:25 AM, Mark Malewski <mark.malew...@gmail.com>wrote:
> I haven't had a chance to try the circus demo yet, but the screen shots on > the Circus World Demo look amazing!
> Is there any chance that these demo worlds can be made available for > download, similar to how the "Beneath the Sea" demo was included with the > early installations of ReX?
> This way users can download/install the demo worlds/regions locally, and > begin to look at the Demo examples and experiment with > learning/developing/modifying the demo world?
> Also is there any possibility we could create a library of demo regions > (available as downloads) so that users could see (and download) various > demo regions to use as examples (and to learn from).
> Thank-you for all that you do,
> Mark
> On Wed, Jan 25, 2012 at 6:05 AM, Toni Alatalo <t...@playsign.net> wrote:
>> On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote: >> > Thanks. That can work as an immediate fix, but ultimately we should >> > not rely on plugin-specific means to disable the said plugin, but >> > offer a generic method, or disallow connecting altogether if certain
>> With the current browser UI the problem is AFAIK that it overlaps the 3d >> view, so application UI code which puts elements on top of the screen are >> hidden. We saw this already with Chesapeake Bay, where also need to use >> without current browser UI for correct display.
>> A right fix would be to make the browser ui somehow so that it doesn't >> hide the top of the ogre view, but just works like in (other) browsers: >> makes the application canvas a bit smaller, so that the top of the app >> space is under the location bar etc. Then if hide e.g. the location bar the >> app gets more / full space. This was discussed long ago but IIRC there was >> technical difficulties so is not implemented -- if there is some sane way >> to do it, might be worthwhile.
>> ~Toni
>> P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist for >> the good aiming :) All the servers seem to be serving ok now, there is >> someone from abroad in and I'm also from a different network. Congrats and >> thanks to Ludo for the nice demo!
>> > On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote: >> >> Good stuff.
>> >> Btw if you want you can add simple script in the circus world that >> hides >> >> the browser ui if it is visible after connecting, and >> OnScriptDestroyed can >> >> show it back. This way does not matter which client ui user has >> enabled. >> >> Added the feature in as i needed to auto hide it just like that in one >> of >> >> our scenes. >> https://github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b... >> >> andhttps:// >> github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b...
>> >> I'll check out circus when I get back to work next week :)
>> >> Best regards, >> >> Jonne Nauha >> >> Adminotech developer
>> >> On Wed, Jan 25, 2012 at 3:11 AM, <merrie...@gmail.com> wrote: >> >>> Sadly no luck logging into the circus, as instructed. Servers down? >> >>> Merrie S
>> >>> On , Jukka Jylänki <jukka.jyla...@ludocraft.com> wrote: >> >>>> Finally,
>> >>>> all tests have been run and Tundra 2.2.0 is ready for release. >> >>> Grab yours athttp:// >> code.google.com/p/realxtend-naali/downloads/list(topof the list).
>> >>>> Notable changes to 2.2.0:
>> >>>> - New command line parameters "--version", "--fullscreen".
>> >>>> - New command line parameters "--console", "--sharedconsole" to >> allow >> >>> specifying whether to show a text-based console along with the main UI >> >>> window.
>> >>>> - New command line parameter "--splash" to control the display of >> the >> >>> startup splash screen.
>> >>>> - New command line parameters for Ogre rendering: "--vsync", >> >>> "--vsyncFrequency", "--antialias".
>> >>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
>> >>>> - New UIPlane feature allow scripts to directly generate 2D screen >> >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
>> >>>> - Support profiling CPU time consumption in QtScripts.
>> >>>> - Enable support for raycasting to billboard and hoveringtext >> >>> components.
>> >>>> - Fix a problem where entities did not always parent themselves >> >>> properly to bones of meshes.
>> >>>> - Fix a crash related to parent-child chains of entities.
>> >>>> - Fix a crash on headless server when EC_Fog is present in the >> scene.
>> >>>> - Fix problems with Unicode strings in assets and command line >> >>> parameters.
>> >>>> - Fix a problem where meshes loaded over HTTP did not have tangent >> >>> frames generated.
>> >>>> - Fix about a hundred other crashes or problems.
>> >>>> There are so many fixes (though several of them are somewhat >> technical), >> >>> that I cannot list all of them here. Instead, you can find a full >> changelog >> >>> of commits at
>> >>>> Big thanks to everyone who contributed for this release.
>> >>>> The Start Menu structure has been revised, and you can find there a >> list >> >>> of the new and updated samples to try out. Some of the samples print >> out >> >>> some odd warning on the console, but don't mind those if the scenes >> work.
>> >>>> - The IRC channel is at #realxtend-dev on FreeNode.
>> >>>> To finish off, we have a surprise for you!
>> >>>> Coinciding with this version, LudoCraft is proud to announce the >> public >> >>> release of LudoCraft Circus, a technology demo that shows off various >> >>> application and games development features in Tundra. In LudoCraft >> Circus, >> >>> the visitor can attend a colorful display of circus events and play >> several >> >>> minigames in the theme. The minigames each demonstrate different >> features >> >>> of the Tundra technology, and serve to prove that Tundra is capable of >> >>> reaching its goal as a "scriptable 3D internet application development >> >>> platform". Here is a sneak peek:
>> >>>> LudoCraft Circus is open to all, around the clock, and hosted on >> >>> LudoCraft servers here in Finland. To pay a visit, download Tundra >> 2.2.0, >> >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and >> point it >> >>> to
>> >>>> Server address: "tundra.ludocraft.com:8582"
>> >>>> Username:
>> >>>> Password:
>> >>>> Protocol: UDP
>> >>>> Looking forward to seeing you all there, and please remember to >> behave >> >>> and not throw those sharp knives at each other!
I have uploaded the Circus scene to http://tundra.ludocraft.com/files/LudoCraftCircus.zip . It is a fully-contained copy of the LudoCraft Circus scene that is being hosted at tundra.ludocraft.com. Running the scene requires Tundra 2.2.0 (it will work, but only partially on older Tundra versions). See the start menu help .txt items in Tundra 2.2.0 installer on how to host the scene on a server.
I asked our legal department about the license, and they replied with the following
> I haven't had a chance to try the circus demo yet, but the screen shots > on > the Circus World Demo look amazing!
> Is there any chance that these demo worlds can be made available for > download, similar to how the "Beneath the Sea" demo was included with the > early installations of ReX?
> This way users can download/install the demo worlds/regions locally, and > begin to look at the Demo examples and experiment with > learning/developing/modifying the demo world?
> Also is there any possibility we could create a library of demo regions > (available as downloads) so that users could see (and download) various > demo regions to use as examples (and to learn from).
> Thank-you for all that you do,
> Mark
> On Wed, Jan 25, 2012 at 6:05 AM, Toni Alatalo <t...@playsign.net> wrote:
>> On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote: >> > Thanks. That can work as an immediate fix, but ultimately we should >> > not rely on plugin-specific means to disable the said plugin, but >> > offer a generic method, or disallow connecting altogether if certain
>> With the current browser UI the problem is AFAIK that it overlaps the 3d >> view, so application UI code which puts elements on top of the screen >> are >> hidden. We saw this already with Chesapeake Bay, where also need to use >> without current browser UI for correct display.
>> A right fix would be to make the browser ui somehow so that it doesn't >> hide the top of the ogre view, but just works like in (other) browsers: >> makes the application canvas a bit smaller, so that the top of the app >> space is under the location bar etc. Then if hide e.g. the location bar >> the >> app gets more / full space. This was discussed long ago but IIRC there >> was >> technical difficulties so is not implemented -- if there is some sane >> way >> to do it, might be worthwhile.
>> ~Toni
>> P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist >> for >> the good aiming :) All the servers seem to be serving ok now, there is >> someone from abroad in and I'm also from a different network. Congrats >> and >> thanks to Ludo for the nice demo!
>> > On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote: >> >> Good stuff.
>> >> Btw if you want you can add simple script in the circus world that >> hides >> >> the browser ui if it is visible after connecting, and >> OnScriptDestroyed >> can >> >> show it back. This way does not matter which client ui user has >> enabled. >> >> Added the feature in as i needed to auto hide it just like that in >> one >> of >> >> our scenes. >> https://github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b... >> >> andhttps:// >> github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b...
>> >> I'll check out circus when I get back to work next week :)
>> >> Best regards, >> >> Jonne Nauha >> >> Adminotech developer
>> >> On Wed, Jan 25, 2012 at 3:11 AM, <merrie...@gmail.com> wrote: >> >>> Sadly no luck logging into the circus, as instructed. Servers down? >> >>> Merrie S
>> >>> On , Jukka Jylänki <jukka.jyla...@ludocraft.com> wrote: >> >>>> Finally,
>> >>>> all tests have been run and Tundra 2.2.0 is ready for >> release. >> >>> Grab yours athttp:// >> code.google.com/p/realxtend-naali/downloads/list(topof the list).
>> >>>> Notable changes to 2.2.0:
>> >>>> - New command line parameters "--version", "--fullscreen".
>> >>>> - New command line parameters "--console", "--sharedconsole" to >> allow >> >>> specifying whether to show a text-based console along with the main >> UI >> >>> window.
>> >>>> - New command line parameter "--splash" to control the display of >> the >> >>> startup splash screen.
>> >>>> - New command line parameters for Ogre rendering: "--vsync", >> >>> "--vsyncFrequency", "--antialias".
>> >>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
>> >>>> - New UIPlane feature allow scripts to directly generate 2D screen >> >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
>> >>>> - Support profiling CPU time consumption in QtScripts.
>> >>>> - Enable support for raycasting to billboard and hoveringtext >> >>> components.
>> >>>> - Fix a problem where entities did not always parent themselves >> >>> properly to bones of meshes.
>> >>>> - Fix a crash related to parent-child chains of entities.
>> >>>> - Fix a crash on headless server when EC_Fog is present in the >> scene.
>> >>>> - Fix problems with Unicode strings in assets and command line >> >>> parameters.
>> >>>> - Fix a problem where meshes loaded over HTTP did not have tangent >> >>> frames generated.
>> >>>> - Fix about a hundred other crashes or problems.
>> >>>> There are so many fixes (though several of them are somewhat >> technical), >> >>> that I cannot list all of them here. Instead, you can find a full >> changelog >> >>> of commits at
>> >>>> Big thanks to everyone who contributed for this release.
>> >>>> The Start Menu structure has been revised, and you can find there a >> list >> >>> of the new and updated samples to try out. Some of the samples print >> out >> >>> some odd warning on the console, but don't mind those if the scenes >> work.
>> >>>> - The IRC channel is at #realxtend-dev on FreeNode.
>> >>>> To finish off, we have a surprise for you!
>> >>>> Coinciding with this version, LudoCraft is proud to announce the >> public >> >>> release of LudoCraft Circus, a technology demo that shows off >> various >> >>> application and games development features in Tundra. In LudoCraft >> Circus, >> >>> the visitor can attend a colorful display of circus events and play >> several >> >>> minigames in the theme. The minigames each demonstrate different >> features >> >>> of the Tundra technology, and serve to prove that Tundra is capable >> of >> >>> reaching its goal as a "scriptable 3D internet application >> development >> >>> platform". Here is a sneak peek:
>> >>>> LudoCraft Circus is open to all, around the clock, and hosted on >> >>> LudoCraft servers here in Finland. To pay a visit, download Tundra >> 2.2.0, >> >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and >> point it >> >>> to
>> >>>> Server address: "tundra.ludocraft.com:8582"
>> >>>> Username:
>> >>>> Password:
>> >>>> Protocol: UDP
>> >>>> Looking forward to seeing you all there, and please remember to >> behave >> >>> and not throw those sharp knives at each other!
I do not know who holds the appropriate rights to TOY to make that decision, and me or LudoCraft haven't been involved in its development, so there's nothing I can do about that.
However, I wanted to say that it's certainly not the only working scene with GUI, etc. You can find examples of GUIs, scripting and models in the demo scenes folder in the Tundra 2.2.0 installation, and I think they are better for learning, since they are each very small and self-contained examples.
Also, if you want to experiment on a larger scene with more functionality, you can try the LudoCraft Circus example scene (link in the other post), but beware, a lot of the scripts link to each other and are much more complex, so be sure to reserve enough time to study them.
On Sun, 29 Jan 2012 04:08:34 +0200, Bill <gfxg...@gmail.com> wrote: > I was wondering if TOY could be available as open source. This seems to > be > the only working scene that has a variety of GUI, scripting, modeling, > etc. > This would be an awesome scene to learn tundra2.
> On Fri, Jan 27, 2012 at 3:25 AM, Mark Malewski > <mark.malew...@gmail.com>wrote:
>> Congrats Ludocraft/RealXtend!
>> I haven't had a chance to try the circus demo yet, but the screen shots >> on >> the Circus World Demo look amazing!
>> Is there any chance that these demo worlds can be made available for >> download, similar to how the "Beneath the Sea" demo was included with >> the >> early installations of ReX?
>> This way users can download/install the demo worlds/regions locally, and >> begin to look at the Demo examples and experiment with >> learning/developing/modifying the demo world?
>> Also is there any possibility we could create a library of demo regions >> (available as downloads) so that users could see (and download) various >> demo regions to use as examples (and to learn from).
>> Thank-you for all that you do,
>> Mark
>> On Wed, Jan 25, 2012 at 6:05 AM, Toni Alatalo <t...@playsign.net> wrote:
>>> On Jan 25, 2012, at 1:10 PM, jukka.jyla...@ludocraft.com wrote: >>> > Thanks. That can work as an immediate fix, but ultimately we should >>> > not rely on plugin-specific means to disable the said plugin, but >>> > offer a generic method, or disallow connecting altogether if certain
>>> With the current browser UI the problem is AFAIK that it overlaps the >>> 3d >>> view, so application UI code which puts elements on top of the screen >>> are >>> hidden. We saw this already with Chesapeake Bay, where also need to use >>> without current browser UI for correct display.
>>> A right fix would be to make the browser ui somehow so that it doesn't >>> hide the top of the ogre view, but just works like in (other) browsers: >>> makes the application canvas a bit smaller, so that the top of the app >>> space is under the location bar etc. Then if hide e.g. the location >>> bar the >>> app gets more / full space. This was discussed long ago but IIRC there >>> was >>> technical difficulties so is not implemented -- if there is some sane >>> way >>> to do it, might be worthwhile.
>>> ~Toni
>>> P.S. I quite enjoyed the cannon flight on a >40" TV, thanks Stinkfist >>> for >>> the good aiming :) All the servers seem to be serving ok now, there is >>> someone from abroad in and I'm also from a different network. Congrats >>> and >>> thanks to Ludo for the nice demo!
>>> > On 25 tammi, 06:59, Jonne Nauha <jo...@adminotech.com> wrote: >>> >> Good stuff.
>>> >> Btw if you want you can add simple script in the circus world that >>> hides >>> >> the browser ui if it is visible after connecting, and >>> OnScriptDestroyed can >>> >> show it back. This way does not matter which client ui user has >>> enabled. >>> >> Added the feature in as i needed to auto hide it just like that in >>> one >>> of >>> >> our scenes. >>> https://github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b... >>> >> andhttps:// >>> github.com/realXtend/naali/blob/775ec953031fe3a806d1c43be7f5b...
>>> >> I'll check out circus when I get back to work next week :)
>>> >> Best regards, >>> >> Jonne Nauha >>> >> Adminotech developer
>>> >> On Wed, Jan 25, 2012 at 3:11 AM, <merrie...@gmail.com> wrote: >>> >>> Sadly no luck logging into the circus, as instructed. Servers down? >>> >>> Merrie S
>>> >>> On , Jukka Jylänki <jukka.jyla...@ludocraft.com> wrote: >>> >>>> Finally,
>>> >>>> all tests have been run and Tundra 2.2.0 is ready for >>> release. >>> >>> Grab yours athttp:// >>> code.google.com/p/realxtend-naali/downloads/list(topof the list).
>>> >>>> Notable changes to 2.2.0:
>>> >>>> - New command line parameters "--version", "--fullscreen".
>>> >>>> - New command line parameters "--console", "--sharedconsole" to >>> allow >>> >>> specifying whether to show a text-based console along with the >>> main UI >>> >>> window.
>>> >>>> - New command line parameter "--splash" to control the display of >>> the >>> >>> startup splash screen.
>>> >>>> - New command line parameters for Ogre rendering: "--vsync", >>> >>> "--vsyncFrequency", "--antialias".
>>> >>>> - Updated to a new version of MathGeoLib, which adds support for >>> >>> several new geometry types for scripts (see >>> >>> http://clb.demon.fi/MathGeoLib/reference.html)
>>> >>>> - Updated SkyX version to 0.2.1.
>>> >>>> - New sound settings dialog.
>>> >>>> - Add support for scripts to directly receive touch events on >>> >>> touch-based systems.
>>> >>>> - Support specifying Hydrax configuration as an asset (instead of >>> >>> taking a hardcoded file in Tundra installation directory)
>>> >>>> - Wider support for scripts to access renderer and ui properties.
>>> >>>> - Allow accessing SoundChannels from QtScript.
>>> >>>> - New rewritten HTTP Asset Cache to avoid issues with >>> QNetworkDiskCache.
>>> >>>> - Add support for specifying asset storages in scene files, to >>> allow >>> >>> easier bundling of assets with scenes.
>>> >>>> - New demo scenes: AnimatedUI, EntityMoveTest, ReplicationTest.
>>> >>>> - New UIPlane feature allow scripts to directly generate 2D >>> screen >>> >>> content (HUD items, overlays) that is blitted using Ogre (GPU).
>>> >>>> - Support profiling CPU time consumption in QtScripts.
>>> >>>> - Enable support for raycasting to billboard and hoveringtext >>> >>> components.
>>> >>>> - Fix a problem where entities did not always parent themselves >>> >>> properly to bones of meshes.
>>> >>>> - Fix a crash related to parent-child chains of entities.
>>> >>>> - Fix a crash on headless server when EC_Fog is present in the >>> scene.
>>> >>>> - Fix problems with Unicode strings in assets and command line >>> >>> parameters.
>>> >>>> - Fix a problem where meshes loaded over HTTP did not have >>> tangent >>> >>> frames generated.
>>> >>>> - Fix about a hundred other crashes or problems.
>>> >>>> There are so many fixes (though several of them are somewhat >>> technical), >>> >>> that I cannot list all of them here. Instead, you can find a full >>> changelog >>> >>> of commits at
>>> >>>> Big thanks to everyone who contributed for this release.
>>> >>>> The Start Menu structure has been revised, and you can find there >>> a >>> list >>> >>> of the new and updated samples to try out. Some of the samples >>> print >>> out >>> >>> some odd warning on the console, but don't mind those if the scenes >>> work.
>>> >>>> - The IRC channel is at #realxtend-dev on FreeNode.
>>> >>>> To finish off, we have a surprise for you!
>>> >>>> Coinciding with this version, LudoCraft is proud to announce the >>> public >>> >>> release of LudoCraft Circus, a technology demo that shows off >>> various >>> >>> application and games development features in Tundra. In LudoCraft >>> Circus, >>> >>> the visitor can attend a colorful display of circus events and play >>> several >>> >>> minigames in the theme. The minigames each demonstrate different >>> features >>> >>> of the Tundra technology, and serve to prove that Tundra is >>> capable of >>> >>> reaching its goal as a "scriptable 3D internet application >>> development >>> >>> platform". Here is a sneak peek:
>>> >>>> LudoCraft Circus is open to all, around the clock, and hosted on >>> >>> LudoCraft servers here in Finland. To pay a visit, download Tundra >>> 2.2.0, >>> >>> open up the "Tundra 2.2.0 UI-less Viewer" from the start menu, and >>> point it >>> >>> to
>>> >>>> Server address: "tundra.ludocraft.com:8582"
>>> >>>> Username:
>>> >>>> Password:
>>> >>>> Protocol: UDP
>>> >>>> Looking forward to seeing you all there, and please remember to >>> behave >>> >>> and not throw those sharp knives at each other!