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?
It should be possible to set up your paths before changing the renderer. I'm unable to reproduce this right now. Is it still acting this way for you?
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)
AFAIK, Saving the User Settings is a separate act from Saving the current session as the Startup File. The renderer choice will not be remembered for new Blends unless you select "Save Startup File" from the File menu. Saving the User Settings ensures that the plugin is enabled.
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?
Sorry, that was worded poorly. I was talking about Korman, not Blender. We don't provide an installer for Korman on OSX currently, but as it's Python, you can manually install it. You will also need to build the libHSPlasma library upon which it depends. I've run into trouble getting it to work in a way that is portable, however, which is why there is no installer yet. But Korman does work natively on OSX with the macOS version of Blender.
boblishman wrote:In order to use Korman (which is Windoze only) you need to install it into a bottle (wine) in Crossover.
This is not true. Korman is natively compatible with Blender in Windows, macOS, and Linux. It does not require any Wine or other abstraction or emulation layers.
You also don't need an Uru:CC installation; you can also use a MOULa-compatible dataset, if you wish to build for the modern engine and take advantage of the new features, bugfixes, and the developer console in-game. It's faster to link, too!
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.
I don't understand why you would want to open it in multiple versions. Just export directly from the macOS Blender and into your game installation.
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.
That's what the Net.LinkToAge command is handy for.
Whatever you think the OfflineKI is good for, the developer console built into Plasma is better at!
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".
Yes, you can create and test multiplayer Ages. I would recommend using the Destiny server for such purposes, as it exists precisely to facilitate this.
boblishman wrote:Can anyone tell me what this means? ... Is it some kind of programmers "in" joke?
It's not a joke. That is a warning message from Blender about the way it stores data internally ::grumble::. It's been covered elsewhere on the forum, but if you want to hide that warning, launch blender with the argument `--enable-new-depsgraph` in its shortcut. Otherwise, you can safely ignore it, it is meaningless for the purposes of Korman.
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 ?
This may be related to a known bug in the way physicals are exported for PotS. Try applying the Location of the Panic Region object, this seems to work for me in a quick test.