well it is at least a reported issue.
Its there since release 0.05
viewtopic.php?f=2&t=6748&start=30
the last post on that page
boblishman wrote:one thing: When setting up Korman from the Wiki instructions the section marked "Choosing Game and Python Installations" come BEFORE "Finally, at the top of the Blender window, switch from Blender Render to Korman.". During my setup I did not have the option to choose Game and python until AFTER I had changed Blender Render to Korman. Is the wiki correct and, if not, should I alter it?
boblishman wrote:Also, it says to "Click Save User Settings and close the User Preferences window." BEFORE switching to Korman. This means that every time you start Blender you have to switch it. Surely it's best to save user settings AFTER switching to Korman? (Again, I can change that if I'm correct)
Korovev wrote:Deledrius wrote:You should be able to use Blender for macOS! But it might require some wrangling as you'll have to build it yourself, currently. We'd love it if someone could help us make this more user-friendly.
The pre-built version won’t work?
boblishman wrote:In order to use Korman (which is Windoze only) you need to install it into a bottle (wine) in Crossover.
boblishman wrote:Deledrius wrote:You should be able to use Blender for macOS! But it might require some wrangling as you'll have to build it yourself, currently. We'd love it if someone could help us make this more user-friendly.
The current blender for MacOS is 2.8x and not compatible with Korman. I have that installed on my Mac and textures/materials are handled VERY differently (nodes) in 2.8 - although I suppose you could use the 2.79 Mac version and then open the blend file it in the Windoze version in your Crossover bottle, though I can't see what advantage that would give you ??? It's an extra step in an already time consuming job of Age creation.
boblishman wrote:Deledrius wrote:No need for Drizzle, Korman can natively export to Uru:CC or MOULa formats with a click of a button.
That's true, but the offline KI is VERY useful when building as you can use it's various commands to help with design and navigation. It also means that if you panic link you can get back into your Age without having to relaunch the game from Blender.
boblishman wrote:Deledrius wrote: I recommend building and testing with MOULa since it has a developer console with debug commands, but Uru:CC works too.
This REALLY confuses me. I have never used MOULa for testing/creating Ages and wasn't even aware that you could! Can other MOULa players join you in your own Age ?
I would really appreciate more information on using MOULa as my "test area".
boblishman wrote:Can anyone tell me what this means? ... Is it some kind of programmers "in" joke?
boblishman wrote:Finally, I have a problem. If I add a PanicLink region, no matter how small (or far away from the DefaultLinkInPoint) my avatar immediately panic links upon arrival. And yes, I have reset the scale and rotation of the region and it still causes immediate panic link.
Is this a known issue with tPotS and Korman 0.9 ?
Deledrius wrote:We don't provide an installer for Korman on OSX currently, but as it's Python, you can manually install it.
Deledrius wrote: You will also need to build the libHSPlasma library upon which it depends
boblishman wrote:Deledrius wrote: You will also need to build the libHSPlasma library upon which it depends
and this ... waaaaay over my head. No idea where to start with this on a Mac.
Any help gratefully received.
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