Works fine for me it seems, the canvas issues I was having are gone. Great workslime wrote: ↑Mon Apr 02, 2018 8:44 pm I put in a fix that I believe should resolve the canvas issue: https://bitbucket.org/rude/love/commits ... 381b0767f3
There's a prebuilt Windows binary with the fix here, if people can confirm that the fix works that'd be great: https://ci.appveyor.com/project/AlexSzp ... /artifacts
Thanks for the report, I think I've fixed that as well in the latest source.
LÖVE 11.0 released!
-
- Citizen
- Posts: 65
- Joined: Wed Mar 07, 2018 11:21 pm
Re: LÖVE 11.0 released!
Re: LÖVE 11.0 released!
So it really wasn't a joke!
I'm getting an error when compiling as static. Relevant snippet:
I've fixed it by manually issuing the same command that libtool reports it ran, but appending -lpthread:
Most previous versions compiled as static without problems.
Compiling as shared works out of the box, but it emits a warning:
I think that warning isn't new, though.
I'm getting an error when compiling as static. Relevant snippet:
Code: Select all
$ ./configure --disable-shared --enable-static
...
$ make -j
...
libtool: link: g++ -o love love.o ./.libs/liblove.a /usr/lib/x86_64-linux-gnu/libfreetype.so -lSDL2 -lopenal -lz -lmodplug /usr/lib/x86_64-linux-gnu/libvorbisfile.so -ltheoradec -logg -lluajit-5.1 -lmpg123
/usr/bin/ld: ./.libs/liblove.a(lt33-threads.o): undefined reference to symbol 'pthread_sigmask@@GLIBC_2.2.5'
//lib/x86_64-linux-gnu/libpthread.so.0: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
...
Code: Select all
$ g++ -o love love.o ./.libs/liblove.a /usr/lib/x86_64-linux-gnu/libfreetype.so -lSDL2 -lopenal -lz -lmodplug /usr/lib/x86_64-linux-gnu/libvorbisfile.so -ltheoradec -logg -lluajit-5.1 -lmpg123 -lpthread
$ ./love
(no game screen \o/ )
Compiling as shared works out of the box, but it emits a warning:
Code: Select all
/bin/bash ../libtool --tag=CXX --mode=link g++ -o love love.o liblove.la -lluajit-5.1 -lmpg123
*** Warning: Linking the executable love against the loadable module
*** liblove.so is not portable!
libtool: link: g++ -o .libs/love love.o ./.libs/liblove.so -lluajit-5.1 -lmpg123
Re: LÖVE 11.0 released!
can confirm that fixes the issueslime wrote: ↑Mon Apr 02, 2018 8:44 pm I put in a fix that I believe should resolve the canvas issue: https://bitbucket.org/rude/love/commits ... 381b0767f3
PGP: 9D05F9CC4FB3DEA617ADCDDA355A9D99CBE1CC1B
- zorg
- Party member
- Posts: 3468
- Joined: Thu Dec 13, 2012 2:55 pm
- Location: Absurdistan, Hungary
- Contact:
Re: LÖVE 11.0 released!
Not sure if related to the new version, but the site css seems to be broken again...
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: LÖVE 11.0 released!
I wasn't aware of this until I saw it announced on Hacker News: https://news.ycombinator.com/item?id=16731397
Crazy to see how far this engine has come since rude and I worked on it so many years ago. Makes me a little nostalgic
Amazing job everyone! Keep it up
Crazy to see how far this engine has come since rude and I worked on it so many years ago. Makes me a little nostalgic
Amazing job everyone! Keep it up
Now posting IN STEREO (where available)
Re: LÖVE 11.0 released!
I can't get audio effects to work. Any example usage would be helpful.
Source:setEffect() complains about filter type which makes me think only filters are working and not things like reverb. love.audio.setEffect() seem to do nothing, even when given one of the effect types it wants.
Source:setEffect() complains about filter type which makes me think only filters are working and not things like reverb. love.audio.setEffect() seem to do nothing, even when given one of the effect types it wants.
Tools: Hot Particles, LuaPreprocess, InputField, (more) Games: Momento Temporis
"If each mistake being made is a new one, then progress is being made."
"If each mistake being made is a new one, then progress is being made."
Re: LÖVE 11.0 released!
One thing to know about effects is that when you are using them, there exist two sound pathways - one direct and processed - and they are mixed at the output. Direct sound just comes from the source to the output. Processed sound goes from source through effect to the output.
This passes sound through an audio effect. There is a limit on how many effects can be active at a time, it is system dependant. If you delete an effect, make sure sources won't use it anymore as well.
This applies direct filter to the sound. This does not affects the sound that goes into an effect.
This applies a filter to the sound before passing it through an audio effect. This does not affects the direct sound from the source.
The idea is that some amount of sound goes directly from the source of sound to the listener, and some of it is secondary sound reflected off walls and whatnot. This is why these two sound paths are separate. You can adjust how much sound goes to the listener directly and effect processed by adjusting volume using filters. Using a filter is basically free so don't worry about the overhead.
Code: Select all
love.audio.setEffect ( "testeffect", { type = "echo" } )
source:setEffect ( "testeffect" )
Code: Select all
source:setFilter ( { type = "highpass", volume = 0.1, lowgain = 0.5 } )
Code: Select all
source:setEffect ( "testeffect", { type = "lowpass", volume = 0.5, highgain = 0.1 } )
The idea is that some amount of sound goes directly from the source of sound to the listener, and some of it is secondary sound reflected off walls and whatnot. This is why these two sound paths are separate. You can adjust how much sound goes to the listener directly and effect processed by adjusting volume using filters. Using a filter is basically free so don't worry about the overhead.
Re: LÖVE 11.0 released!
Super cool! I have been waiting for this release for a while. I'm very excited to see the lower-level stuff get some attention, together with the different textures.
Maybe someone will finally make a fast way to draw textured polygons with some depth buffering!
Maybe someone will finally make a fast way to draw textured polygons with some depth buffering!
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: LÖVE 11.0 released!
The new version number just made my day.
Great work!
Thanks a lot
Great work!
Thanks a lot
Re: LÖVE 11.0 released!
Congratulations and thank you for the neat release!
I'm especially happy about the added audio functionality. Unfortunately the documentation seems to be missing at this point: https://love2d.org/wiki/love.audio
Lots of new (and some old) stuff to try it out now^^
I'm especially happy about the added audio functionality. Unfortunately the documentation seems to be missing at this point: https://love2d.org/wiki/love.audio
Lots of new (and some old) stuff to try it out now^^
Who is online
Users browsing this forum: Bing [Bot], Google [Bot] and 3 guests