openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

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openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Fri Mar 03, 2017 9:11 pm

View Project Here
https://github.com/kevansevans/openLR

Download latest stable release here
https://github.com/kevansevans/openLR/releases

How to compile a "non-stable" release

The major point of this being open source is to allow people to develop their own fun builds for whatever purposes. While it's not as easily handled as mod support, it can serve similar purposes. You can request for a compiled non-stable if you're not that tech savvy, just specify platform and I can deliver, the following instructions are for when you want to take matters into your own hands.

The current stable release is on 0.0.3. If you would like to try an early release build, you will need to compile it yourself using Haxe, which is available on Windows, OSX, and most Linux distros.


  1. Download the latest version of haxe here: https://haxe.org/download/
  2. Once installed, you must open your terminal and run the following commands:
    Code:
    haxelib install openfl
    haxelib run openfl setup

  3. After than download or clone the source code from the github page. Be sure to extract it out of the zip if you downlaod it.
  4. Before you compile, be sure to run the following command to verify all haxelib libraries are up to date, and verify they are the same version as listed on the project page:
    Code:
    haxelib upgrade
    openFL
    Lime

  5. through your terminal, change the directory to the root folder of openLR and run the command
    Code:
    openfl build windows/mac/linux

  6. Allow the compiler to run. Program will be compiled into a folder named bin within the project folder


You can compile the programs to other platforms other than your own, however those will not be native C++ and can take severe performance hits.


Last edited by [senpai] kevans on Sun Apr 30, 2017 11:42 pm; edited 19 times in total
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Sat Mar 04, 2017 4:24 pm

I'm excited too. I've always been insistent on people being able to make their own tools. So I want to give people that ability and make it as easy as possible to do so. And the bug tracker github has will be an easy way for me to remember what needs to be worked on. And I find it really useful for people to be able to see that I have been making progress https://github.com/kevansevans/openLR/commits/master

In other news, I'm getting my desktop ready for a dual boot, so OSX and Linux builds should be coming soonTM.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Fri Mar 10, 2017 7:20 pm

I think you guys will like this: http://imgur.com/a/6kvQs
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Sat Mar 11, 2017 2:26 pm

Alpha 2 is out and it now supports OSX and Linux thanks to some VM!
EDIT: I Would like to add that these are native C++ compiles, not some clunky third party api frame work.
What I mean by C++ compiles:
Haxe is a OOL language designed to make cross compiling code super easy. I write out the code I want, and Haxe converts it to the platform I want. Such as C++. However C++ builds are only possible if they are compiled on their native platforms. I could compile to Linux and OSX from the comfort of Windows, by using Neko specifically, but the game would take a severe hit in performance on other platforms. http://ousado.github.io/benchmarks/ If you look at those charts, neko is pretty slow compared to HXCPP, so it's better if I go through a virtual machine to compile natively. Other targets I can deploy to include iOS, Android, HTML5, and flash if my boner for flash grows again.

https://github.com/kevansevans/openLR/releases/tag/A0.0.2

This update adds:

line types, which can be cycled with the keys 1 2 and 3.
Line tool
Play button toggles render mode
Save button allows new track and save track
Saves are defaulted to JSON and are compatible with www.linerider.com (these can be found in the root folder of the application)
Text info on the top right
Scroll zoom
Pan track by click and dragging mouse wheel

EDIT 2: Also if you would like to help contribute to this project, it would be very much appreciated. The idea is to allow anyone to contribute.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by theacp127 on Sun Mar 19, 2017 2:31 pm

I think I'll try my hand at this after finishing my C++ class. I've only learned Matlab and python so far and they seem a bit different than Haxe.

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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Tue Mar 21, 2017 1:30 pm

Backwards compatibility works, as in tracks built with 6.2 physics will run in this build. I'm currently working on a loading UI so it can start loading .JSON saved tracks. However, .com has two saving formats, and I spoke to conun about this, and he'll be setting it to one. I will not be supporting this secondary save format as it will be deprecated. I'll let everyone know here when that has happened, and I do apologize if you try to load in a save and it fails.

http://imgur.com/a/ks5fv

This does not mean that a new update is coming soon. Everything is still bare bones, and a lot of code needs to be cleaned and commented on. I do encourage you to follow the progress here https://github.com/kevansevans/openLR/commits/master so you can see the progress being made. I also encourage the bug tracker there, as posting here may end up being lost in time.

Thank you for your patience, I know some of you may not see much potential in this build.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Fri Mar 24, 2017 8:26 pm

https://github.com/kevansevans/openLR/releases

This update adds:
-FPS Counter
-Grid implementation
-Eraser
-Rider simulation, including camera
-Backwards compatible physics (Like 99 percent, small discrepancies between saves, unsure where the cause is)
-Flag
-Better saving and loading
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Wed Mar 29, 2017 5:56 pm

I figured I'd share what I've got accomplished since the last update. Internally I'm calling this the V3.5 update, so this will be officially released when it reaches that capabilities. For now, here's a list of the things I've added:

-Pause button
-Line snapping
-Angle snapping (15 degree increments)
-Basic keyboard shortcuts
--Q/F1 = Pencil
--W/F2 = Line
--E/F3 = Eraser
--Y/U = Play Stop
--M = slow motion
--I = flag
--Shift+X = Angle snap lock
--S = Disable line snap
-Undo/Redo akin to LRA/LRJS. backspace/shift+backspace behaves the same as the beta 2 builds, while CTRL+Z and CTRL+Y will undo and redo entire actions respectively.
-Color Eraser (not "sticky" yet)
-Fast forward and rewind
-Color Play
-Preview mode
-Hit test
-Contact Points
-Ability to adjust slow motion from 1FPS to 39FPS
-Force zoom during playback
--Instead of 3 settings like before, it's just an on or off setting. Play the track at the current zoom, or one that's specified.

This isn't a list of things I plan on accomplishing, these are features I have added and are working bug free AFAIK. I'm still digging around for stuff I added that can still be useful, so if there was a feature from 3.4.x that you'd like to see here, please let me know. I never kept track of my updates too well until now, so I can't completely rely on old posts or memories of what I got accomplished. Information on what's being accomplished can be read here https://github.com/kevansevans/openLR/commits/master

If you're interested in trying the build out now, the main page includes instructions on how to compile, and they're fairly easy to follow.

Thank you for your patience.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Sun Apr 02, 2017 3:57 pm

Screencap tool http://imgur.com/a/3gasL

Spoiler:



EDIT: Updated OP.


Last edited by [senpai] kevans on Sun Apr 02, 2017 4:33 pm; edited 1 time in total
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by Lukking on Sun Apr 02, 2017 4:24 pm

THE SLED Panic Panic Panic Panic Panic Thumbs Up

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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Mon Apr 03, 2017 11:46 pm

Anyone wanting to test a pre-release? Nowhere near done, but it's getting to the point where I can't rely on my sole knowledge of the code and play style to make sure everything works. Post here or shoot a DM.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by theacp127 on Tue Apr 04, 2017 7:22 pm

I'll test it out and see how well it handles some quirk.

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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Thu Apr 13, 2017 4:01 pm



Shortly there will be a slider added to this tool, which will grant the ability to pan across the entire track instead of frame by frame as shown here.

Big focus is to add some sort of ability to access a tool via mouse alone so the only key we should have to worry about is shift (and a few others obviously), while still providing the option of shortcut keys.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Tue Apr 18, 2017 2:29 pm

http://i.imgur.com/MoC1DyP.png


Added some visual tweaks to the ticker to help convey time I guess. Red = where the flag is placed, Green = where sim was paused, and Blue = current frame. Along with this, smaller fixes have been added to the ticker and shouldn't cause any issues.

EDIT: Working on the slider now and I think I made it look super sexy:



To clarify: Ticker = small frame scrubbing, slider = whole track scrubbing.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by theacp127 on Mon Apr 24, 2017 6:37 pm

So I've tested some things and it just doesn't like quirk at all right now. When trying to make things like strong shoulder flings or multiple contact flings it would crash regularly. It crashed almost every time when trying to use the scrubbing features over parts of a track with any type of wells in general. Flat sled worked fine though. I think the biggest thing would be to look at the scrubbing. A couple times I clicked it when there were no lines present and it instantly crashed the program.

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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Mon Apr 24, 2017 6:54 pm

Cool, thanks for the info. While I look into this, do you think you can provide a copy of a track causing any well crashes? And if possible, can you provide a video of the crashes in action?

EDIT: Scrubber crash has been fixed https://github.com/kevansevans/openLR/issues/3
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Wed Apr 26, 2017 6:49 pm

Currently in the process of adding a crash dumper to the project so any release can provide an adequate report of where the program crashed on any platform and future release. It will be a future toggle as having it on does cause a performance drop, but the default will have it on. Unfortunately, this is a third party code and it has caused a small issue with generating the file, so it can't be added completely just yet. I do hope this is resolved soon, as it'll be a very important feature that will make solving crashes far easier.

In the mean time I'd like to start asking for suggestions for settings I can add to the build. Internally I'm referring to this next update as the V3.5 update, so it needs to perform as such. I'll still take feature requests, but as of now I want to emphasize I am looking for settings, not features. The settings menu is being overhauled to accommodate for a bunch of new things to be added, and there are currently three categories of settings. File, being where you adjust anything pertaining to how files are saved, Track, being anything to do with editing and track making, and Profile, being any setting pertaining to you, such as remembering author names and default track descriptions.

And finally here's a list of things that have been added since the last update (not in the stable release):

  • Improved saved menu
  • Screenshot tool
  • Autosaving
  • Support for 2 out of 3 save types that LRJS produces
  • Frame by frame scrubber tool
  • Full track slider tool
  • Various graphical tweaks


Doesn't seem like a lot, but I am running out of things to add before I move on to larger features.

Thank you for your patience.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Fri Apr 28, 2017 2:58 pm

Working on rebindable keys. This is the current list I have planned for support. If it's in this list, any action can be (is planned to be) assigned to that key:

Code:
KeyBindings.KeyStringList[Keyboard.NUMBER_0] = "0";
 KeyBindings.KeyStringList[Keyboard.NUMBER_1] = "1";
 KeyBindings.KeyStringList[Keyboard.NUMBER_2] = "2";
 KeyBindings.KeyStringList[Keyboard.NUMBER_3] = "3";
 KeyBindings.KeyStringList[Keyboard.NUMBER_4] = "4";
 KeyBindings.KeyStringList[Keyboard.NUMBER_5] = "5";
 KeyBindings.KeyStringList[Keyboard.NUMBER_6] = "6";
 KeyBindings.KeyStringList[Keyboard.NUMBER_7] = "7";
 KeyBindings.KeyStringList[Keyboard.NUMBER_8] = "8";
 KeyBindings.KeyStringList[Keyboard.NUMBER_9] = "9";
 KeyBindings.KeyStringList[Keyboard.A] = "A";
 KeyBindings.KeyStringList[Keyboard.B] = "B";
 KeyBindings.KeyStringList[Keyboard.C] = "C";
 KeyBindings.KeyStringList[Keyboard.D] = "D";
 KeyBindings.KeyStringList[Keyboard.E] = "E";
 KeyBindings.KeyStringList[Keyboard.F] = "F";
 KeyBindings.KeyStringList[Keyboard.G] = "G";
 KeyBindings.KeyStringList[Keyboard.H] = "H";
 KeyBindings.KeyStringList[Keyboard.I] = "I";
 KeyBindings.KeyStringList[Keyboard.J] = "J";
 KeyBindings.KeyStringList[Keyboard.K] = "K";
 KeyBindings.KeyStringList[Keyboard.L] = "L";
 KeyBindings.KeyStringList[Keyboard.M] = "M";
 KeyBindings.KeyStringList[Keyboard.N] = "N";
 KeyBindings.KeyStringList[Keyboard.O] = "O";
 KeyBindings.KeyStringList[Keyboard.P] = "P";
 KeyBindings.KeyStringList[Keyboard.Q] = "Q";
 KeyBindings.KeyStringList[Keyboard.R] = "R";
 KeyBindings.KeyStringList[Keyboard.S] = "S";
 KeyBindings.KeyStringList[Keyboard.T] = "T";
 KeyBindings.KeyStringList[Keyboard.U] = "U";
 KeyBindings.KeyStringList[Keyboard.V] = "V";
 KeyBindings.KeyStringList[Keyboard.W] = "W";
 KeyBindings.KeyStringList[Keyboard.X] = "X";
 KeyBindings.KeyStringList[Keyboard.Y] = "Y";
 KeyBindings.KeyStringList[Keyboard.Z] = "Z";
 KeyBindings.KeyStringList[Keyboard.F1] = "F1";
 KeyBindings.KeyStringList[Keyboard.F2] = "F2";
 KeyBindings.KeyStringList[Keyboard.F3] = "F3";
 KeyBindings.KeyStringList[Keyboard.F4] = "F4";
 KeyBindings.KeyStringList[Keyboard.F5] = "F5";
 KeyBindings.KeyStringList[Keyboard.F6] = "F6";
 KeyBindings.KeyStringList[Keyboard.F7] = "F7";
 KeyBindings.KeyStringList[Keyboard.F8] = "F8";
 KeyBindings.KeyStringList[Keyboard.F9] = "F9";
 KeyBindings.KeyStringList[Keyboard.F10] = "F10";
 KeyBindings.KeyStringList[Keyboard.F11] = "F11";
 KeyBindings.KeyStringList[Keyboard.F12] = "F12";
 KeyBindings.KeyStringList[Keyboard.BACKSPACE] = "Backspace";
 KeyBindings.KeyStringList[Keyboard.TAB] = "Tab";
 KeyBindings.KeyStringList[Keyboard.ALTERNATE] = "Alt";
 KeyBindings.KeyStringList[Keyboard.ENTER] = "Enter/Return";
 KeyBindings.KeyStringList[Keyboard.SHIFT] = "Shift";
 KeyBindings.KeyStringList[Keyboard.CONTROL] = "Ctrl";
 KeyBindings.KeyStringList[Keyboard.SPACE] = "Space";

Any suggestions to additional keys to support are welcome.
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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Tue May 02, 2017 2:02 pm

OpenLR has been featured in today's Haxe Roundup blog :3 https://haxe.io/roundups/382/

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Re: openLR project - Alpha 0.0.4 - The "V3.5" update - April 30th 2017

Post by [senpai] kevans on Wed May 24, 2017 2:22 am

Can confirm current Linux build does work and performs as expected, or at least on debian branches. Currently rocking Lubuntu, so if you're using a canonical branch, this build can definitely run. If anyone here is using a different version of linux, I'll look into getting a port made.

I would appreciate feedback on OSX versions however. I still have to VM to compile to that, and my beast of a desktop does not like to VM.

Might also release a hotpatch update for 0.0.4 as I'm running into issues myself and libraries have been updated for performance reasons.
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