bf-blender / Windows (2004/03/30)
Moderators: jesterKing, stiv
bf-blender / Windows (2004/03/30)
For those who is looking at this forum for build... here is the last release of new feature. As many build is floating around this is a quick download.
bf blender:
Most significantly, the game engine is back in and there is a new light (again!) named occlusion shader. it fake a Full GI which is a realy nice feature. I could not compile the new light feature as the CVS isn't updated so the zip file contain 2 bin:
-BlenderGI(thank to Kane for this working build) visit the thread for update
-BlenderCVS(mainly for the return of the game engine and all bugfix).
this pack is complete and running. Virus free.
(edit) The ode lib isn't buildable so for now it's not in...
A new build is available
bf blender:
Most significantly, the game engine is back in and there is a new light (again!) named occlusion shader. it fake a Full GI which is a realy nice feature. I could not compile the new light feature as the CVS isn't updated so the zip file contain 2 bin:
-BlenderGI(thank to Kane for this working build) visit the thread for update
-BlenderCVS(mainly for the return of the game engine and all bugfix).
this pack is complete and running. Virus free.
(edit) The ode lib isn't buildable so for now it's not in...
A new build is available
Last edited by gabio on Sat Apr 03, 2004 1:55 am, edited 2 times in total.


Is there a way to fix this bug and post a test build close afther this one? So game engine users already can check for more fatal bugs before it goes 2.33 or 2.34

Well count me in for some bugs tracking

Gotta love the new lamp type, though I had imagined it being implemented as a shader in the Material buttons. Ah well, there must be a reason..
Website: http://www.shadeless.dk
Wow! Great to see the engine back and almost working as well as it did in Publisher
Thanks for all the hard work. I brought up an old file that ha a lot of objects and did notice a little speed problem and my actor taking flight at times (which it wasn't designed to do). Otherwise, everything else works great! Any idea what the speed problem is related to? I know in Publisher I had to keep my physics and content down or the machine would take a nose dive in speed.
Thanks!

Thanks!
Jim,
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
Find my Blender Classroom book at:
http://www.cdschools.org/54223045235521 ... =0&C=55205
My site at: http://4chron.home.comcast.net/
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It sounds like solid is not build with USE_DOUBLES defined ( /D USE_DOUBLES), meaning collision detection is not done correctly. A rebuild is necessary.jd-multi wrote:I mean when I tried the one that Jesterking had released the actor didn't go trought the ground when you pressed P. In this build when you press the P the actor goes inmidiatly (however you spell it) trough the ground mesh
I could put up also a build, but I don't have an optimising compiler, which makes the gameengine pretty much unusable.
/jesterKing
I'm using the same compiler than you, msvc6 and .net(7) so is this build isn't optimised? I find it fast enought for testing. Or maybe i can rebuild it with the option use_double, though i don't know where it goes. rebuild lib or scons file?I could put up also a build, but I don't have an optimising compiler, which makes the gameengine pretty much unusable.
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About the compiler: I have the standard version of the compiler, which doesn't do optimisation. If you have the professional or enterprise version, you can do the optimisations.gabio wrote:I'm using the same compiler than you, msvc6 and .net(7) so is this build isn't optimised? I find it fast enought for testing. Or maybe i can rebuild it with the option use_double, though i don't know where it goes. rebuild lib or scons file?I could put up also a build, but I don't have an optimising compiler, which makes the gameengine pretty much unusable.
About solid. It has to be compiled with /DUSE_DOUBLES (set it in the preprocessor defines for Solid).
/jesterKing
I am experiencing problems with constraints in this build.
I have a track to constraint set to a lookat target (armature bone) for a characters eyeballs. With this build the eyeballs are now completely out of the head and floating in mid air next to the character.
I havent parented the eyeballs to the head mesh. Just parented them straight to the armature - head bone. If I remove the 'lookat' track to constraint then they return to their correct positions.
This setup is working correctly in the 2.32 official build.
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I have a track to constraint set to a lookat target (armature bone) for a characters eyeballs. With this build the eyeballs are now completely out of the head and floating in mid air next to the character.
I havent parented the eyeballs to the head mesh. Just parented them straight to the armature - head bone. If I remove the 'lookat' track to constraint then they return to their correct positions.
This setup is working correctly in the 2.32 official build.
---
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Then it should be ok. If you still have the config.opts for that build, check what it says for BUILD_GAMEENGINE and USE_PHYSICS. The former should be set to 'true', the latter to 'false'.gabio wrote:so teoricaly, this build have the option /d use_double... it was compiled with scons...bjornmose wrote:scons sets the USE_DOUBLE define
i am not shure with make
and MSVC projects do not AFAIK
BM
/jesterKing