Search found 637 matches
- Mon Nov 13, 2023 11:20 am
- Forum: General discussion
- Topic: unsigned apk
- Replies: 4
- Views: 24306
Re: unsigned apk
Generate the android apk. This will generate the folder (example: com.txori.omeganaut ) Inside that folder, edit ant.properties (example: com.txori.omeganaut/ant.properties ) Never delete that folder. Then generate android apk again. ant.properties shouldn't be deleted. I have verified again, it wor...
- Fri Nov 10, 2023 3:51 pm
- Forum: General discussion
- Topic: unsigned apk
- Replies: 4
- Views: 24306
Re: unsigned apk
Hi farhad, You need to generate the android.keystore file: https://stackoverflow.com/questions/3997748/how-can-i-create-a-keystore And put it somewhere (ex: C:/keystore/android.keystore) Now, in your ZGE project android folder that was generated when you export to Android, you need to create, (or ed...
- Fri Oct 06, 2023 7:33 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95472
Re: ZGEBullet Collision Shape Viewer / Editor
Maybe zbtCreateTriangleMeshShape is overkill for a floating rock. As the most common shape is a deformed (or not) pyramid, that the basic ConeShape can't cover: Screenshot 2023-10-06 092154.png Here's zbtCreateConvexHullShape sourcecode: /* @fn xptr zbtCreateConvexHullShape( xptr points, int numPoin...
- Thu Oct 05, 2023 8:53 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95472
Re: ZGEBullet Collision Shape Viewer / Editor
No support for zbtCreateConvexHullShape and zbtCreateTriangleMeshShape ( yet ) though? All right, I think that I'm going to try doing those, because I can't easily use basic collision shapes for models like that: Screenshot 2023-10-05 104615.png Here's ZGEBullet source for triangleMeshShape: EXPORT...
- Mon Sep 11, 2023 8:23 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 23192
Re: CollisionBounds fourth value?
Hahaha, nice little hack Kjell ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- Mon Sep 11, 2023 7:53 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 23192
Re: CollisionBounds fourth value?
Never mind, I got it like a color: Model.CollisionBounds.A
But now I'm wondering what it has to do with bounds![Laughing :lol:](./images/smilies/icon_lol.gif)
Edit:
and Model.CollisionBounds.W
Maybe it should be mentioned in the Help![Wink :wink:](./images/smilies/icon_wink.gif)
But now I'm wondering what it has to do with bounds
![Laughing :lol:](./images/smilies/icon_lol.gif)
Edit:
and Model.CollisionBounds.W
Maybe it should be mentioned in the Help
![Wink :wink:](./images/smilies/icon_wink.gif)
- Mon Sep 11, 2023 7:47 pm
- Forum: General discussion
- Topic: CollisionBounds fourth value?
- Replies: 3
- Views: 23192
CollisionBounds fourth value?
Hello. There is a fourth value that can be set for CollisionBounds, besides X,Y and Z. collisionbounds.png There is no word about it in the Help: The size of this model when it is tested for collision. This value is interpreted differently depending on the value of the CollisionStyle property: • Col...
- Sat Sep 09, 2023 11:06 am
- Forum: General discussion
- Topic: Tracing Floats
- Replies: 2
- Views: 20371
Re: Tracing Floats
Oh, all right. Thanks for the explanations, Kjell ![Wink :wink:](./images/smilies/icon_wink.gif)
![Wink :wink:](./images/smilies/icon_wink.gif)
- Sat Sep 09, 2023 6:06 am
- Forum: General discussion
- Topic: Tracing Floats
- Replies: 2
- Views: 20371
Tracing Floats
Hello. I made a little function a while ago to simply trace floats. But I just discovered it crashes if the number I want to display is lower than 1. void traceFloat(float n, byte d) { string integer = intToStr(n); string dust = subStr(intToStr(n * pow(10, d)), length(integer), d); trace(integer + &...
- Sun Aug 27, 2023 3:01 pm
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 66065
Re: Edit XML with an external editor
Thanks. The batch is working nicely now, and it's not erasing the ZGameEditor.ini anymore.
- Fri Aug 25, 2023 10:14 am
- Forum: Feature requests
- Topic: Update upx.exe?
- Replies: 5
- Views: 37735
Re: Update upx.exe?
Oh, ok then. Thanks.
- Tue Aug 22, 2023 7:11 pm
- Forum: Feature requests
- Topic: Update upx.exe?
- Replies: 5
- Views: 37735
Re: Update upx.exe?
Oh, all right. Or maybe just put a txt file in the Tool folder, explaining how to retrieve the exe and put it here ![Wink :wink:](./images/smilies/icon_wink.gif)
![Wink :wink:](./images/smilies/icon_wink.gif)
- Sun Aug 20, 2023 2:20 pm
- Forum: Feature requests
- Topic: Update upx.exe?
- Replies: 5
- Views: 37735
Re: Update upx.exe?
I just tried the new upx.exe: Windows: upx.exe Omeganaut.exe 2383Ko -> 432Ko Works perfectly Linux: upx.exe Omeganaut 2237Ko -> 318Ko But file is now broken: An unhandled exception occured at $0000000000401604: EAccessViuolation: Access violation $0000000000401604 I'm currently deciphering the upx-d...
- Sun Aug 20, 2023 1:41 pm
- Forum: Feature requests
- Topic: Update upx.exe?
- Replies: 5
- Views: 37735
Update upx.exe?
Since I saw that upx.exe is missing in the latest release of ZGE , I started searching how it works, for my batch packer. Then I discovered that the help document of ZGE is pointing to https://github.com/korczis/upx/tree/master, which is 11 years old. The maintained sourcecode of upx is to here now:...
- Sun Aug 20, 2023 9:14 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 66065
Re: Edit XML with an external editor
I was searching for the bat discussion in the forum, and I just discovered I never replied to your question... :oops: Maybe your project is huge? How many seconds does it take? The project is a blasting 689Ko. Most of the size comes from the 3DS imported objects. The project tree takes 16 seconds to...