I know I everyone is tried to death of seeing another LSF post, but as you can see this time it’s on! if you can be bothered to log into Steam, I’d really appreciate a vote
Or if you’re in a far more generous mood, there’s a Kickstarter campaign running in parallel:
Also there’s a brand new forum for the game at http://forums.lightspeedfrontier.com that also runs on Discourse which this forum really made me like
I’d like to thank everyone for helping me get my project this far, especially @pspeed for putting up with my hopeless useless questions time and time again, and @empires for being an awesome publisher.
Congrat for this game, We’ve followed your project step by step, and it’s very nice to see it today ready to hit the shelves
Really impressive video, I wish you the best of luck for your greenlight and kickstarter
Well for one it doesn’t happen on all linux distros (you were the only one to report it), but you have a point. I suppose I could update to Jme 3.2 once it gets stable enough but it’s a lot of work for a fix that we don’t even know for certain that works.
Congratulations for the campaign! I was eager to try it from you screenshots.
I’m having a few problems with the demo I downloaded.
First, the Run.sh script isn’t encoded properly and I get the error
bash: ./Run.sh: /bin/sh^M: bad interpreter: No such file or directory
I ran dos2unix on it and it made it work by removing that carriage return there.
That isn’t a big deal, but when I run it I get this
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=assets/shaders/spinquad/Unshaded.frag, defines, type=Fragment, language=GLSL100] error:0:28(2): error: initializer of type int cannot be assigned to variable of type float
Full stacktrace
I’m on an Intel HD Graphics 4600 with driver version is 2.99.917 (latest according to Downloads | 01.org)
I don’t know much about programming shaders but I could help you debug it if you want.
Usually, I test my shaders on geforce 750M, but when I started testing my shaders on Intel Graphics and nvidia 9xx, I had a lot of problems with my shaders ))
If you don’t care about running on mobile and you are running an older version of JME like that then you can save yourself a lot of time by changing your j3md to have GLSL110 instead of GLSL100. The former is the first ‘real’ version of shaders and so will put the proper #version line at the beginning of the shader. The latter is JME’s ‘generic’ version and on old JME versions like 3.0 would leave the #version out. Only leaving the #version out puts nvidia’s drivers into compatibility mode since they worked before GLSL was ‘official’.
So if you change to GLSL110, nvidia will tell you about these errors, too.
No, two lines is Ok, but without the CR character that’s confusing bash (shown as ^M).
You probably need to set something in your text editor to use unix line endings.
I can send you my fixed version by email if you want (I cannot attach it here).