PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

General discussion about Super Mario Bros. X.
User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Wed Jan 25, 2017 4:06 pm

Intuition wrote:
Nexia wrote:That's partly why a redesign of some of the structure of the project is being encouraged in the long run (including the name), but it's important to note that PGE is fully free and open source software. This also means we welcome contributors to help us fix and improve any aspect of the software from language translations to things slightly more technical such as programming bugs.
That's a good thing. And really there is no better spanish translator than somebody who speaks it flutently, aka me, or SupahKoopah (to name other people). I'm offering my service if needed for the spanish translation.
Yea, you can, hacheipe399 seems very busy and can't keep Spanish translation always up to date, but sometimes he updating it and sends updates. You can help him to do that work faster:
Here is everything:
- how to translate
- where get the translation templates
- how to send completed translations to me
- generic important notes for translation, etc.
http://wohlsoft.ru/pgewiki/Translating_ ... _languages

Currently always up-to-date translations are English and Russian (because of myself), and German was up to date too until Kevsoft now is very busy in real life and can't contribute yet
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
pixelgegner
Koopa Troopa
Koopa Troopa
Posts: 25
Joined: Mon Apr 04, 2016 5:33 pm
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby pixelgegner » Thu Jan 26, 2017 7:15 am

Let me know if you ever need help with the further German translation. I'm runnin' my own buisiness here and have a lot of free time.

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Sat Jan 28, 2017 1:36 pm

Image

why is this the default size on OS X?
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sat Jan 28, 2017 2:19 pm

Axiom wrote:Image

why is this the default size on OS X?
Very weird, mayby because HighDPI?
The initial size of window must have the margin around edges:
https://github.com/WohlSoft/PGE-Project ... ts.cpp#L87
seems I need to align that myself :-) (the code I made for this is very old, but seems it produces bug on OS X and must be changed)
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Sat Jan 28, 2017 6:28 pm

nah, i don't have a high DPI display. i only have a 1440x900 display. (Mac Pro 1,1 running 10.11.6)
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Jan 29, 2017 11:54 am

Axiom wrote:nah, i don't have a high DPI display. i only have a 1440x900 display. (Mac Pro 1,1 running 10.11.6)
Anyway, for some experiment, I have been replaced that code and please try out result:
https://github.com/WohlSoft/PGE-Project ... 0c76269ea6
(please remove pge_editor.ini from the Data directory to take back default settings, include size of the window)
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Tue Jan 31, 2017 7:42 pm

time to see if i can compile it on OS X!
edit: forgot about your nightlies.

Image

looks much better!
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Nexia
Bit
Bit
Posts: 129
Joined: Sun Jun 15, 2014 11:16 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Nexia » Tue Jan 31, 2017 10:01 pm

The Project Name feedback form will now no longer take responses, thank you everyone who submitted a response!
I believe in blatant forum signature copypasta exploiting someone's religion as my Lord and Savior. If you do, put this in your signature.
Discord username/ID: show
________#8888
Interesting ad.
Spoiler: show
Image

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Wed Feb 01, 2017 5:12 am

Axiom wrote:time to see if i can compile it on OS X!
edit: forgot about your nightlies.

Image

looks much better!
Yea, so, you confirmed that QStyle::alignedRect sucks. Also, mac assembly still Qt 5.7 and I wasn't built Qt 5.8 (I want to try out the Qt Lite thing to reduce size of static build, on Mac it is most fat in comparison with Linux and Windows assemblies)
P.S. I think, I'll even let the maximized state to be default for the editor
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Wed Feb 01, 2017 4:21 pm

i just relaunched that dev build and its reverted to the previous oddly wide size it was before.

just make sure it doesn't default to fullscreen on OS X and i'll be happy. there's a lot of things i want to go through and cleanup for OS X. the font's much too big in some places. section settings is the worst offender and even the general settings is pretty bad.

Image

also, the top file thing doesn't work properly. if i have some time this weekend i'll have to go through and play around.
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Wed Feb 01, 2017 4:30 pm

Axiom wrote:...
Yea, I still need to rework the font sizes, and it's true pain:
- on one platform the font will look good
- on another platform it will suck
- on same platform it will look good with non-HighDPI monitor and will suck with HighDPI and opposite
Since I going to reorganize Editor internally to resolve lots of it's fails and improve total performance, include applying new item scene to allow multi-threading inside and ability to have unlimited set of elements and don't cause lag (which QGraphicsScene does), and have less workarounds to taking control over scene to implementing any mouse tricks, etc. (with QGraphicsScene it's true pain!)
(for now, I focused on the Engine to speed-up it's release and keeping basic support only to editor).
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Wed Feb 01, 2017 8:55 pm

Windows and OS X have standard fonts/font sizes. can't you just implement those? and maybe on linux just pull the system wide-font size. actually..aren't those what Qt uses by default is the system's font/point size?
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Thu Feb 02, 2017 12:07 am

Axiom wrote:Windows and OS X have standard fonts/font sizes. can't you just implement those? and maybe on linux just pull the system wide-font size. actually..aren't those what Qt uses by default is the system's font/point size?
Qt uses fonts installed into system. On Linux I had no troubles, only with clash of elements on gtk style, but it's same on OS X how you see. For now since Qt 5.7 gtk style is broken, therefore Fusion style used by default (if GTK is not detected). On OS X by default fonts are has different size, therefore I have required to set different global font size in the code different than on Windows/Linux and OS X.
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Axiom
Birdo
Birdo
Posts: 1490
Joined: Tue Dec 24, 2013 2:23 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Thu Feb 02, 2017 5:02 pm

but doesn't Qt have smart sizing or whatever for components? i dont know, it's been some time since I've fooled around with Qt.
what am I??? doing

- Yu-Gi-Oh! Duelists of the Roses Unity Remake
- Florida Van Man YouTube Channel, where I DIY repair Sprinter vans.
- 3 small games in development

User avatar
Dato24
Cheep-Cheep
Cheep-Cheep
Posts: 16
Joined: Fri Jul 10, 2015 12:50 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:14 am

I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)
My project: Fake-errors generator for Windows. Download (english language avaible in option menu)

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 7:19 am

Dato24 wrote:I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)
Seems some SOs are missing, and you need to try to run any program from terminal (it will show which SO is missing) (PGE is building under Semaphore-CI which also using Ubuntu 14.04, however it doesn't works under newer Unbuntu because invalid libts.so)
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
Dato24
Cheep-Cheep
Cheep-Cheep
Posts: 16
Joined: Fri Jul 10, 2015 12:50 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:27 am

Wohlstand wrote:
Dato24 wrote:I have a problem: I got 0.3.1.7 version of editor and it work fine, but now I downloaded 0.3.1.12 and it doesn't work. There are no errors, just nothing appears. Why? (I'm using Ubuntu 14.04)
Seems some SOs are missing, and you need to try to run any program from terminal (it will show which SO is missing) (PGE is building under Semaphore-CI which also using Ubuntu 14.04, however it doesn't works under newer Unbuntu because invalid libts.so)
How can I do it? (I tried some command-lines but are wrong, I don't know the correct one)
My project: Fake-errors generator for Windows. Download (english language avaible in option menu)

User avatar
Dato24
Cheep-Cheep
Cheep-Cheep
Posts: 16
Joined: Fri Jul 10, 2015 12:50 pm

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Dato24 » Sun Feb 12, 2017 7:45 am

Ok, I got it (I used ./pge_editor). My terminal shows me that libxcb-xinerama.so.0 is missing, how can i solve this? However thank you for helping me
My project: Fake-errors generator for Windows. Download (english language avaible in option menu)

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 7:58 am

Dato24 wrote:Ok, I got it (I used ./pge_editor). My terminal shows me that libxcb-xinerama.so.0 is missing, how can i solve this? However thank you for helping me
Try to install libxcb-xinerama0

Code: Select all

sudo apt-get install libxcb-xinerama0
Anyway, in the nearest future I plan to rebuild static Qt to have Qt 5.8 instead of Qt 5.6 on my CIs, also I going to do some tests on clean machines to have assemblies which are will work almost everywhere (however, between distros may not work, therefore separated builds are needed)
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Feb 12, 2017 1:29 pm

Axiom wrote:i just relaunched that dev build and its reverted to the previous oddly wide size it was before.

just make sure it doesn't default to fullscreen on OS X and i'll be happy. there's a lot of things I want to go through and clean up for OS X. the font's much too big in some places. section settings is the worst offender and even the general settings is pretty bad.

Image

also, the top file thing doesn't work properly. if i have some time this weekend i'll have to go through and play around.
Anyway, I have been fixed that (at me is macOS Sierra):
Image
So, that crap must go away,
Anyway, about combo-boxes, there is no way to have taller combo-boxes on OS X, but is way to use non-native Qt's style (Windows or Fusion), however, fonts are stull be same huge
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers


Return to “General”

Who is online

Users browsing this forum: No registered users and 6 guests