openLR project thread

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openLR project thread

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

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

Requests for non-stable releases can be requested upon if you don't feel that tech savvy.

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

How to compile a "non-stable" release
https://github.com/kevansevans/openLR/blob/master/readme.md

Play an in development alternative platform
HTML5 (unstable): https://kevansevans.github.io/openLR-JS/
Flash (unstable): https://kevansevans.github.io/flash/openLR.swf

Current project staff:

Kevansevans


Last edited by [senpai] kevans on Fri Sep 15, 2017 12:56 pm; edited 27 times in total

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Re: openLR project thread

Post by Apple on Sat Mar 04, 2017 1:54 pm

This is a great idea. I'm excited to see this blossom.

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Re: openLR project thread

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 thread

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 thread

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 thread

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 thread

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 thread

Post by [senpai] kevans on Wed Mar 22, 2017 3:44 pm

https://www.youtube.com/watch?v=m53oXsclzRU

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Re: openLR project thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

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 thread

Post by [senpai] kevans on Sun Apr 30, 2017 11:42 pm

0.0.4 Has been released https://github.com/kevansevans/openLR/releases/tag/A0.0.4

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Re: openLR project thread

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 thread

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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Re: openLR project thread

Post by [senpai] kevans on Sun Jun 11, 2017 12:16 am



Culling in video games is the deliberate act of removing objects from the rendering list if they're not going to be visually seen in the first place. This is an aggressive example of the act.

EDIT: In other news, if you want to contribute, I am wanting to add people and form a team. Shoot a PM please.

EDIT 2: Wasn't occlusion culling, was frustrum culling

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Re: openLR project thread

Post by [senpai] kevans on Sat Jul 15, 2017 6:50 pm

I want to discuss the state of openLR right now.

No I'm not giving up on it. Far from that. But I'm burned out. I haven't been making as much progress as I liked, and things that made sense in my head hasn't made sense on paper, let alone in practice. But that's what happens when you're a one man team. Been that way since I started. However it's truly dawning on me that my efforts might not be as helpful as they used to be. Normally having multiple versions of a game is a good thing, helps promote discussion and reinforces the need to progress in order to stay relevant. However, this community only gets smaller and smaller as time goes on, and as a result, the need for more development dwindles. I want to ask if you guys think we still need as many dedicated developers right now. LRA still remains ahead of the game and is still very viable as a tool, but is no longer going to receive updates, then .com and lrjs will some day adopt a plugin system, it doesn't feel like we're going to need anyone else to help carry the torch, if that makes sense.

I still want to work on this, as I still have my frustrations with the current builds. Making my latest track in LRA was really more of a practice session. Figure out what works or not and reflecting that with my own build. If it ends up that no one really thinks we need a competing version, I'll pretty much just end my focus on dedicated updates and progress, and develop more for myself and my play style. I won't be pushing out update builds or compiling anything, or making large grand scale announcements. Just update it whenever I feel like and fix/add things whenever. Make some experimental updates maybe as separate branches or repositories. Who knows.

Some good news instead of this mopey sad stuff

I'm working on support for language packs. These will function in the same way as keybindings do. The current setup will generate a .json file within the settings folder, which will contain the various definitions of words and junk the user will see. This is on purpose modifiable, as if the user's language isn't supported, they have a chance to easily create their own. When I have the language stuff all put together, I'll upload the .json file that anyone here can edit if they want to contribute to the language pool.

Other stuff to look forward to:

  • Better performance
  • More key bindings
  • Anti-Aliasing


Yeah I got nothing better, I've been focusing on clean up from the mess that was 0.0.4 than really adding anything.

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

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[senpai] kevans
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Stay in your coma


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