Press \ and make sure the server connection is green.
If it is red it means you are not connected to that multiplayer server (there is more than one multiplayer server, beta.vrsites.com is the default for rooms that don't have their own server, and you can connect to upto 6 simultaneously)
The fastest way to reconnect is to change your username, it will re-register you with the server.
Press T, type in #userid YOURNEWNAMEGOESHERE - press enter, then press \ to make sure it is green again.
EXAMPLE #userid Aussie1
Connected - https://gyazo.com/00366a5b583f020e6f59dac329319519
Disconnected - https://gyazo.com/816cac49c0c4c838e5159b7c09a2edc2
Maybe Trello would be a better solution to the bug tracking?
It doesn't require creating a new account (you can sign in using your gmail account), which I think will make it more accessible to people who "cbf going to all that effort to report a bug". It also makes it easy to see what features/bugfixes went into a particular version.
Also there's no confusion about hosting a non-open source project on Github (which people would probably take to assume it's open source)
Trello vs GitHub:
Pros:
Cons:
Sure, that's just something the linker puts into the binary. Currently it is:
$ objdump -x janusvr |grep RPATH RPATH /opt/Qt5.2.1/5.2.1/gcc_64:/opt/Qt5.2.1/5.2.1/gcc_64/lib
The syntax looks weird because it's not actually flags to gcc, it is flags to the linker gcc uses passed via -Wl.
-Wl,option Pass option as an option to the linker. If option contains commas, it is split into multiple options at the commas. You can use this syntax to pass an argument to the option. For example, -Wl,-Map,output.map passes -Map output.map to the linker. When using the GNU linker, you can also get the same effect with -Wl,-Map=output.map.
The gnu ld linker manpage says:
-rpath=dir Add a directory to the runtime library search path. This is used when linking an ELF executable with shared objects. All -rpath arguments are concatenated and passed to the runtime linker, which uses them to locate shared objects at runtime. The -rpath option is also used when locating shared objects which are needed by shared objects explicitly included in the link; see the description of the -rpath-link option. If -rpath is not used when linking an ELF executable, the contents of the environment variable "LD_RUN_PATH" will be used if it is defined.
It can also be altered in the binary directly with utilities like patchelf: https://nixos.org/patchelf.html
That would be fantastic, although currently it's a problem if all the clients try and broadcast changes to object position using Javascript at the same time. In practical terms if users were to visit my Wasteland room and the change in height of the elevators in it were broadcast whenever it was changed by the JavaScript, the timing for how long the elevators took to travel would be all messed up as the elevators activate without any kind of user input.
For this to work effectively you'd need to have the server determine which client’s JavaScript has priority for that particular object update before broadcasting it to other players. I.e. the server would assign a ‘master’ client whose JavaScript updates would be broadcast to everyone else with priority if other clients were trying to broadcast that room objects updates at the same. If the master wasn’t broadcasting changes to an object then other clients would be allowed to update that object. This would allow my automated elevators to work without interruption, but still allow any other user to come along and click a button to activate a seperate elevator and have those updates broadcast to all the other clients including the master. If the master client disconnected or timed out the server would choose a new master to have priority in the room to ensure continuity.
Looking at some of the Unreal Engine 4 multiplayer tutorials help explain these concepts a bit better than what I've written: https://www.unrealengine.com/blog/blueprint-networking-tutorials
Basically it's a matter of ensuring persistence between all the clients and the server where the server is not doing all the heavy lifting and is just acting as a pass-through for all the clients so everyone can share the same game environment.
if you want to stick to basic JS, then KV based collections/lists are just associative arrays or standard objects (functionally the same).
Now, if you want to get all of the convenience queries/functions of collections like in Java or C#, you could go as far as use a library that extends the array prototype (gives us the array functions like push, pop, shift, splice, etc). I wouldn't be able to suggest one off the top of my head since i usually write those functions per project out of habit.
i mean there are other errors in the script as well, but that's the one syntactic error that i found that would cause a guaranteed exception.
like the use of js_id="1" as a string and refering to it as a numerical index in room.objects, but that's a logical error not a syntactic error, the code would run, just not execute on the right element. it would have to be room.objects["1"] as an associative array call not an iterative call, to work the way intended. there's probably already an accessible object at index 1 however so no exception there.
as for why it would work on text and images, maybe it's how janus treats built in models (like for images and text) versus custom models (the obj's, and dae's we import). But i would think that the test() call would fail even with those because test is created as bound to the room object attributes, you need to access the room object to even know that there's something called test to be considered a function. If it were bound to a global variable called test, then sure, the call would work.
For Everybody: a good way to think about event handlers is that you should always start from the very top level of the script pool, pure emptiness with a bunch of objects floating around, like room, player, and any custom stuff you add in through your own scripts (like a custom library for example). To access any of those bundles you have to reference it first. Loose functions float around in this space which is why the standard calls work, but for anything bound to objects (like in a library-like construct such as the room object for example), you will almost always have to reference the base object before accessing the rest of its attributes (like room.objects, you wouldn't call just objects).
a small example to demonstrate Check This Out
Possibly some older assets are still being served from non-beta? Like this one: http://vrsites.com/assets/kwabford/1/broom_tunnel.obj
An .htaccess file in GoDaddy with similar rules should do the trick. https://godaddy.com/help/enabling-mod-deflate-with-your-hosting-account-6946
cccp, kcp both work fairly well with janus, as they should because they are both based on lavfilter just like k-lite standard/basic
also anything using ffdshow (some configurations of klite mega/full for example or older versions of cccp) will work as well, even better since it can handle 2+ stream containers like MKV's with multiple audio tracks and subtitles. I haven't tried 10-bit videos on this machine, will have to try them along with h264 stuff later.
Edit: 10 hours later: So i tested some h264 and 10bit (and some h264 10bit just for good measure) videos and they all work fine using my current ffdshow based cccp. don't have a lavfilter based pack installed so i'll do that testing when i get back to my desktop a few days from now.
awesome :)
also, for anyone who's interested, you can determine what velocity you should leave with to reach a certain height over a certain time with a quadratic equation.
y(x)=ax^2 + bx + c
a = .5 * gravity (aka use half the gravity that you put in your room.
b = jump velocity (input exactly what you put in your room
c = zero
Input them into this graphing calculator, The highest vertex is the max height(y) and the time it will take to get there(x), the right most 0,X point is the time to come completely back to ground level.
No, these are just domain validation certs. You just have to prove you own the domain you are buying a cert for.
They do this by asking you to put a file with a certain name at
eg. yourdomain.com/ffsdfa-letsencrypt
or by provisioning a DNS record on yourdomain.com.
The let's encrypt client will do all this automatically.
Well, I'm not asking for it :)
But yes, that's what he wants.
>I guess it would be an option that could be toggled in the menu?
Hopefully as a temporary option.
When Let's Encrypt launches later this year there won't be any reason for anyone to not have a valid SSL certificate.
I assume you'd look for a web based mindmap tool & preferrably opensource??
There is a Mindmapping tool called "TheBrain" that although it isn't open source I would think that the way it visually presents the mindmap would be fit the janusVR 3D mindmapping concept well !
Its different from other commercial mindmap software ConceptDraw, Mindjet and from the open source mindmap tools like XMind, FreeMind et al.
'there is a 10 minute video overview that shows what it looks like visually... http://www.thebrain.com/support/tutorials/tour
Maybe something could be modeled/created with that kind of functionality.
Weird that it's not coming up for you.
https://play.google.com/store/apps/details?id=org.janusvr
We also have a web browser that works on mobile too, just go here on a typical phone web browser. https://vesta.janusvr.com/
I measured (with a mm ruler) the original image and it wasn't even offset, just a double image.
I took measurements of from that Oculus street viewer program then offset a Google EquiPano capture by the same amount... and Voilà... magic.
This image correctly shows a bit of depth on my ghetto rift - https://imgur.com/i1k5nVd
I imported it into that same room on the same sphere if you could try it again please :)
edit; Just added an inverse pictue as well just in case.
Using the updater I don't seem to get any floors on my old Win7 Elitebook 2760p. I'd suspect ageing hardware except that it does mostly work (including the floors) if I download and run the package manually.
honestly when it comes to relatively simple scripts like this i've always been a fan of people writing their own implementations because everybody likes things their own way and it's a good practice exercise. Plus I'm at work, i don't have a copy on me right now XD.
but here is a off-the-top-of-my-head implementation sketch mental sketch
i'll see about releasing the logging library in a...neater form...as right now there's like 100% no commenting whatsoever in the source and no documentation of any kind. I banged out the library in an afternoon while trying to create an in-janus source editor (this was before websurfaces became good, now i just use a node based source editor in a websurface). That Sails/Gulp/Handlebars goodness.
yeah, the ajax stuff won't be possible so the auto map positioning won't be there.
as for the click events, it's better to bind the event handler to the text box object instead of binding to the room.
i find that having a mode changer hooked into the room's global event handlers is a good blend of unified code and modular plugins ( the location class/functions would be one such module ). Basically the room's global handlers (room.onClick, room.keyUp, etc etc) check for the current operating mode and then based on that switch, pass the event to the module to handle. Global room code is kept simple and extensible, and the modules handle events directed at them in a relatively clean manner, keeping the bulk of their functions in a private scope. Changing modes is as simple as binding a dedicated mode-carousel key like the tilda key.
A rough example of how it might work would be this
That's just off the top of my head, once i get home i can post some of the more refined code that i was working on last night.
Thanks for the suggestion. If you're referring to the mc3man/trusty-media
PPA, then proper distro selection is already handled automatically by the add-apt-repository
command. The problem is that this PPA only has packages available for Trusty and even warns against upgrading to a newer Ubuntu once you've installed it on Trusty ("do a fresh install instead"). Oh, and there is no repository named mc3man/vivid-media
, so...
I installed ubuntu-restricted-extras now, including its suggests like the Fluendo MP3 player and chromium-codecs-ffmpeg-extra, but since JanusVR seems to be segfaulting completely right now regardless of whether those are installed I'll have to try again after rebooting later.
Hey, I was looking around on the internet and found this "logarithmic depth buffer" thing. Do you think it'd be any good for Janus? It seems to eliminate z-fighting. Not really versed in any of this, but I thought I might as well show you and see what you think.
http://threejs.org/examples/#webgl_camera_logarithmicdepthbuffer (Left is linear depth buffer, right is logarithmic. Scroll your mouse.)
And here's some posts I've found on it and OpenGL:
http://stackoverflow.com/questions/22364930/logarithmic-depth-buffer-opengl
Another photo from the booth.
Here's the photo album on Google Share.
Not at all a dumb question. Yes, you will need to use 64-bit codecs with 64-bit builds of Janus.
That said, 64-bit codecs should be included with the recommended K-Lite package, see:
http://www.codecguide.com/faq_64bit.htm
"The codec pack contains both 32-bit and 64-bit codecs."
Are you saying the GET line in the HTTP request is 20kb? Apache's defaults is 8190 bytes and "Also, you can't set this higher than 8190 without modifying the source and rebuilding". If the GETs are that large then it's just bad design.
If OTOH the GETs are reasonably short and the responses are 20kb+, then yeah it's odd that it isn't working.
Since you've replicated the problem on both your own server and drop box.. then I'm inclined to think it's some other bug. Sorry can't help you there.
You should be able to get free SSL certs in a few months.
In the mean time, you could install the certificate on your computer if you just need to test. Won't help other visitors though.
I've not used it personally cmftStudio looks like a great tool for converting between formats, allthough converting from EQ/latlong map to a cubemap will not magically give you more texels it should still help with the seam issues.
Not exactly sure what you're hoping to accomplish with this, but it sounds like you just want to be able to control a particular websurface in Janus with outside UI elements. Like have typical browser navigation elements (back, forward, refresh, address) represented separately from the websurface, but control the websurface itself. Is that it?
I wonder if you could accomplish the same thing with http://socket.io which is a widely adopted library.
well i only made a homeworld website gallery ( http://james.vrsites.com/1/201/ ). I intend to work on it more creating a full gallery and some interaction and ship animation as well.
I only have a cardboard, for which i developed a VR game using pure opengl. (https://play.google.com/store/apps/details?id=com.bute.bi106z.androidgame) For this game i began creating a promotional janusvr website demonstrating all of the levels, 2 of them are ready, the others are under construction :). I would really love to see my website in VR, perhaps to improve them even more, see what works, what doesn't.