1.7 beta
85 posts • Page 3 of 4 • 1, 2, 3, 4
Re: 1.7 beta
[quote="RA2lover"]that could be fixed by making the top bar not to snap to upper screen edge.[/quote]
how can i do that
how can i do that
- oooyah
- Posts: 10
- Joined: Mon Feb 15, 2010 4:05 am
Re: 1.7 beta
[quote="emilk"][quote="RoastBeef"]I didnt see that and you bother because now it is your job. If this program ever takes off in schools like im sure your employers hope it does there will be much stupider people then me asking questions far dumber than that one.[/quote]
True, it's just that I'm just one guy trying to please so many, and when I put my time and energy working on one thing, people whine that I don't work harder on something else, and vice versa. It can get fairly frustrating at times, but I shouldn't have snapped at you, and I'm sorry for that.[/quote]
Are you the only one employed on the Algodoo project?
How big is alagoryx and how popular is their other software because if your the ONLY one working on Algodoo you should request some help at least to deal with the forums.
True, it's just that I'm just one guy trying to please so many, and when I put my time and energy working on one thing, people whine that I don't work harder on something else, and vice versa. It can get fairly frustrating at times, but I shouldn't have snapped at you, and I'm sorry for that.[/quote]
Are you the only one employed on the Algodoo project?
How big is alagoryx and how popular is their other software because if your the ONLY one working on Algodoo you should request some help at least to deal with the forums.
- RoastBeef
Re: 1.7 beta
I do believe he's not the only one working on the program Algodoo, correct me if I'm wrong.
But I'm absolutely certain that he doesn't deal with the forums alone(go the his profile and go the the group "Administrators"), I don't even know where you picked that up.
But I'm absolutely certain that he doesn't deal with the forums alone(go the his profile and go the the group "Administrators"), I don't even know where you picked that up.
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RicH - [Funniest Person 2010]
- Posts: 2043
- Joined: Tue Sep 01, 2009 9:01 am
Re: 1.7 beta
Until now I have been the only one coding on Algodoo (exceptions for the Linux and Mac only parts of the code, written by Linde and Nils here at Algoryx). Since about two months a guy called Jonatan has been doing the graphics, and starting this week a guy called Joel will help me code Algodoo, bringing the Algodoo dev team up to 3 people. Besides developing Algodoo, there is also a lot of work with the website, forums, support, sales, business etc etc, handled by a lot of different people, including Ken, me and a gal named Lucia, new here at Algoryx, and of course Lukas, who is also responsible for Algobox.
Anyway, having been the only developer for so long, I hope you can forgive me for prioritizing production over forum browsing, which I wish I could do more of.
Anyway, having been the only developer for so long, I hope you can forgive me for prioritizing production over forum browsing, which I wish I could do more of.
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: 1.7 beta
Everything's forgiven. We (at least a few) know it's a lot of work. Suggestions + bugfixes etc. can't just be programmed on the spot. You and your team are doing great work on algodoo.
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KarateBrot - Posts: 825
- Joined: Mon Aug 31, 2009 7:32 pm
- Location: Germany
Re: 1.7 beta
I'm having problems with algodoo, I can't move the menus back. How can I fix this?
Picture:
http://i43.tinypic.com/2s773vt.jpg
Picture:
http://i43.tinypic.com/2s773vt.jpg
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Ivanlul - Posts: 763
- Joined: Mon Aug 31, 2009 11:19 pm
- Location: US
Re: 1.7 beta
Emil, what are you programming Algodoo in?
I always thought C.
I always thought C.
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Dadasas - Posts: 46
- Joined: Tue Sep 01, 2009 2:03 am
Re: 1.7 beta
Ivanlul: type "GUI.lockGUI = false" in the console
Dadasas: C++
Dadasas: C++
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: 1.7 beta
@Ivanlul
There is the tips to solve this problem.
viewtopic.php?f=11&t=1702&start=0#p18477
(Not the same problem but you can use the same way to solve.)
There is the tips to solve this problem.
viewtopic.php?f=11&t=1702&start=0#p18477
(Not the same problem but you can use the same way to solve.)
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tatt61880 - [Most Helpful Person 2010]
- Posts: 1150
- Joined: Mon Aug 31, 2009 5:45 pm
- Location: Tokyo, Japan
Re: 1.7 beta
I have been having problems not being able to see the bottom of the script menu can anyone help?
- oooyah
- Posts: 10
- Joined: Mon Feb 15, 2010 4:05 am
Re: 1.7 beta
the chain should have the same slider as the brush does
- Roast Beef
- Posts: 28
- Joined: Tue Sep 08, 2009 11:18 pm
Re: 1.7 beta
Will more collision groups be added? Kilinich wants them so much!!
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Mr. crash - Posts: 266
- Joined: Fri Sep 18, 2009 9:56 pm
- Location: Joensuu, Finland
Re: 1.7 beta
i cant figure out how to turn off select by encircling, but other than that im lovin it
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lethalsquirrel - [ex-squirl]
- Posts: 54
- Joined: Fri Sep 11, 2009 5:03 am
Re: 1.7 beta
We don't need extra collision groups 7 is more then enough.
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Mystery - Posts: 2802
- Joined: Thu Sep 03, 2009 1:16 pm
- Location: Southern Australia
Re: 1.7 beta
1.6.6 available for Windows, Mac and Linux64
Changelog 1.6.5 => 1.6.6:
* Removed shader linking spam
* Smoother auto-apply of palette
* Fixed a problem with Key.bind (F12 should now work again for screenshots)
* Reverted the "delete geometries both glued and fixated" fix from before since it caused more bugs that it solved
* Added cvar App.killerPlanes to easily add and remove the default killer planes
* Fixed a problem with drawing self-intersecting polygons (like pentagrams).
* Added slider for chain size (no longer zoom dependent)
* Fonts now have equal width for characters +-0123456789
* Slight redesign of entity information
* Button input chooser (for stuff like laser activation) now uses left/right shift/alt/ctrl/meta buttons explicitly instead of the commons (e.g. "left shift" instead of just "shift")
* Clicking and holding to open context menu now only occurs if no modifiers (CTRL, SHIFT, ...) are down.
* Being slow in using drag, move and rotate tools should now never open the context menu
* Script menu now comes in just one long list, but you can throw the window to "scroll" down.
* Fixed an issue with widgets disappearing when closing Algodoo with hidden windows.
* Scale tool now resizes single objects immediately even when ALT is not pressed.
* Added "Select by encircling" options to Sketch, cut, box and polygon tool options (all linked to App.GUI.allowDrawSelect)
* Added serialization of tool options (so that brush size etc are now saved between sessions).
* Added Swedish translation.
Changelog 1.6.5 => 1.6.6:
* Removed shader linking spam
* Smoother auto-apply of palette
* Fixed a problem with Key.bind (F12 should now work again for screenshots)
* Reverted the "delete geometries both glued and fixated" fix from before since it caused more bugs that it solved
* Added cvar App.killerPlanes to easily add and remove the default killer planes
* Fixed a problem with drawing self-intersecting polygons (like pentagrams).
* Added slider for chain size (no longer zoom dependent)
* Fonts now have equal width for characters +-0123456789
* Slight redesign of entity information
* Button input chooser (for stuff like laser activation) now uses left/right shift/alt/ctrl/meta buttons explicitly instead of the commons (e.g. "left shift" instead of just "shift")
* Clicking and holding to open context menu now only occurs if no modifiers (CTRL, SHIFT, ...) are down.
* Being slow in using drag, move and rotate tools should now never open the context menu
* Script menu now comes in just one long list, but you can throw the window to "scroll" down.
* Fixed an issue with widgets disappearing when closing Algodoo with hidden windows.
* Scale tool now resizes single objects immediately even when ALT is not pressed.
* Added "Select by encircling" options to Sketch, cut, box and polygon tool options (all linked to App.GUI.allowDrawSelect)
* Added serialization of tool options (so that brush size etc are now saved between sessions).
* Added Swedish translation.
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: 1.7 beta
wow awesome. emil you're the best. you work too hard. take a break :D
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KarateBrot - Posts: 825
- Joined: Mon Aug 31, 2009 7:32 pm
- Location: Germany
Re: 1.7 beta
[quote="emilk"]1.6.6 is out (Windows and Mac):
* Added slider for chain size (no longer zoom dependent)
* Being slow in using drag, move and rotate tools should now never open the context menu
[/quote]
This^^
Thank you Emil!
* Added slider for chain size (no longer zoom dependent)
* Being slow in using drag, move and rotate tools should now never open the context menu
[/quote]
This^^
Thank you Emil!
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Dakta - Posts: 417
- Joined: Sat Sep 12, 2009 4:36 pm
Re: 1.7 beta
Are you planning wire mode in near-future?
- krzat
- Posts: 11
- Joined: Fri Sep 04, 2009 3:36 pm
Re: 1.7 beta
I can't seem to download the new version.
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Dadasas - Posts: 46
- Joined: Tue Sep 01, 2009 2:03 am
Re: 1.7 beta
krzat wrote:Are you planning wire mode in near-future?
What do you mean by "Wire-mode"?
Edit: tatt hinted that you may be referring to this: http://www.phunland.com/forum/viewtopic.php?id=4078
If so, 1.7 will have the X-ray palette, which when applied will give the effect you want. However, it will also permanently (well, until undo) change the look of the object, which is probably not what you want. I will consider adding an option to preview a palette (like X-ray) without actually applying it. It may not make it into 1.7 though, but maybe a future update.
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: 1.7 beta
I mean wire-mode like in golems game/garrys mod, etc.
For algodoo:
wire could be just a connection between variables of two objects
+
some devices like switches, buttons, velocity meters, accelerometers and central unit(which will contain script) .
Example:
block and 2 hinged wheels, central unit and velocity meter on block. Unit contains thyme script and it is connected with motor(hinge) and velocity meter.
That will make scripting much simpler, I think.
For algodoo:
wire could be just a connection between variables of two objects
+
some devices like switches, buttons, velocity meters, accelerometers and central unit(which will contain script) .
Example:
block and 2 hinged wheels, central unit and velocity meter on block. Unit contains thyme script and it is connected with motor(hinge) and velocity meter.
That will make scripting much simpler, I think.
- krzat
- Posts: 11
- Joined: Fri Sep 04, 2009 3:36 pm
Re: 1.7 beta
I'm just glad that Emil actually listened to my bug reports. I felt slightly better as I read the logfile, and realised that Emil actually listened. After a long day of standarized testing in school, this was the perfect thing to make up for it.
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Sonic - Posts: 1467
- Joined: Tue Sep 01, 2009 6:18 pm
- Location: America!!!
Re: 1.7 beta
he's talking about wireframe mode. it doesn't make a lot of sense in algodoo, since wireframe mode is used in 3d modeling apps for showing nodes and vertices and not faces. Although, a node and vertice view would be nice.
Especailly nice if we could edit the nodes in polygons individually. Not THAT would be awesome!
Especailly nice if we could edit the nodes in polygons individually. Not THAT would be awesome!
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Dakta - Posts: 417
- Joined: Sat Sep 12, 2009 4:36 pm
Re: 1.7 beta
I have an idea for you, Emilk.
An accelerating server!
If someone have more laggy scene than 60 percent (user will set this by slider), Algodoo will send scene to accelerating server, and the server will send simulation to user's server. It will make users more happy, because lotz people have enough fast connection to do this.
One problem: where to get the fast server that won't lag for less money ??? A supercomputer like KRAKEN will be enough :D ;)
An accelerating server!
If someone have more laggy scene than 60 percent (user will set this by slider), Algodoo will send scene to accelerating server, and the server will send simulation to user's server. It will make users more happy, because lotz people have enough fast connection to do this.
One problem: where to get the fast server that won't lag for less money ??? A supercomputer like KRAKEN will be enough :D ;)
- Kutis - AHOX
- Posts: 140
- Joined: Sun Oct 04, 2009 7:41 pm
- Location: In your Algodoo improving your scenes to make it better
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