SHED 1.3.2 (Unofficial) +Effect Editor!

Cannot wait to try it. :sunny:

2 Likes

@jonzoid, I get this error when I click on the cubemitter editor button:

TypeError: Cannot read property 'getShaderPrecisionFormat' of null
at new THREE.WebGLRenderer (file:///C:/Users/Anna/AppData/Local/Temp/nw1616_19161/js/three/three.min.js:517:130)
at new shed.view.cubemitter_editor (file:///C:/Users/Anna/AppData/Local/Temp/nw1616_19161/js/view/cubemitter_editor.js:46:20)
at HTMLButtonElement.<anonymous> (file:///C:/Users/Anna/AppData/Local/Temp/nw1616_19161/js/view/main.js:36:18)
at HTMLButtonElement.bound_handler_ (file:///C:/Users/Anna/AppData/Local/Temp/nw1616_19161/js/rocket.15.01.min.js:35:297)

You know what can be causing it?

1 Like

Hmm, something is blowing up when it’s trying to render the scene because something wasn’t set properly. Can you double-check that your Stonehearth install path has a green check on the settings screen and that you have extracted your stonehearth.smod?

cough cough mumble mumble Told you so.

5 Likes

Yes, @jonzoid, I can see all the mods in the manager and I’ve extracted the Stonehearth smod. (Unless shed is meant to be used only with the stonehearth folder + mods, in which case I’d have to delete the smod remains.

It’s an uncaught exception. I can tell you that my computer has integrated graphics, so it might not support recent versions of OpenGL.

Do you know what integrated card you have and what driver version you’re using? I found some documentation on Chrome requirements for WebGL.

I think I can pretty easily provide a workaround, I’d just like to know what we’re dealing with.

https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists

Chrome on All Platforms
On all operating systems, WebGL is disabled on:
The Intel Mobile 945 Express family of chipsets
NVIDIA GeForce FX Go5200

Chrome on Windows
On all versions of Windows, WebGL is disabled on all graphics drivers older than January 1, 2009.
Additionally, on Windows XP, WebGL is disabled on ATI/AMD drivers older than version 10.6, on NVIDIA drivers older than version 257.21, and on Intel drivers older than version 14.42.7.5294.
WebGL is disabled on NVIDIA driver 6.14.11.9621 on Windows XP.
WebGL is always disabled on ATI FireNV 2400.
WebGL is disabled on Parallels drivers older than 7.
WebGL is always disabled on S3 Trio cards.

@Relyss, I don’t think I’m going to worry about support for computers that can’t handle WebGL right now. I created a bug report for this issue as a reminder to myself. You can read more about my reasoning there. If I can come up with a way to add legacy support while still using the latest version of the WebGL library I use, then I’ll happily implement it.

However, I will PM you a link to a custom build that should work for you. It’s quick and dirty but should let you play around…and if it works then we know what the issue is.

1 Like

Hey, just tried SHED out today, looks great!

I don’t know if this has been brought up before, but are there plans to add “Mod Options” to the UI? E.g. something to set the world you wish to run in microworld, or perhaps an option to select your main mod without having to edit user_settings.

Hope to see the cubemitter editor soon!!

@phector2004

Yes, I would love to do that. My current priorities are:

  • Changing the Cubemitter Editor to an Effect Editor. This will allow you to load effects with multiple cubemitters, move them around, etc.
  • Add a way to switch between mods so you aren’t stuck in the Stonehearth mod all the time

After that, I have some ideas about mod options. I think what I want to do is add a launcher profile…that way you can create a new profile for “working on my mod” and another one for “playing normally” and whatever else you want, then switch quickly between them.

8 Likes

huhu some little beauty suggestions:

  1. for the error node.js - an extra window - please unpack the smod first
  2. while unpacking a little window with work in process :wink: for example the unpacking of the stonehearth.smod needs a little bit and you know here are some people with a less patience :slight_smile: and then it doesnt unpack correctly and gives an error ^^

yes i have tested all functions and possibilities xD

1 Like

Just gonna confirm that after unpacking stonehearth.smod and trying the cubemitter, I get @Relyss’s error as well:

Uncaught node.js Error 
TypeError: Cannot read property 'getShaderPrecisionFormat' of null
at new THREE.WebGLRenderer (file:///C:/Users/Philip/AppData/Local/Temp/nw11528_29274/js/three/three.min.js:517:130)
at new shed.view.cubemitter_editor (file:///C:/Users/Philip/AppData/Local/Temp/nw11528_29274/js/view/cubemitter_editor.js:46:20)
at HTMLButtonElement.<anonymous> (file:///C:/Users/Philip/AppData/Local/Temp/nw11528_29274/js/view/main.js:36:18)
at HTMLButtonElement.bound_handler_ (file:///C:/Users/Philip/AppData/Local/Temp/nw11528_29274/js/rocket.15.01.min.js:35:297)

I’ve got a GeForce 9600M GS card
I don’t have the latest drivers though (I’m 99% SURE there’s an excellent reason for it too! The latest ones were released 1.5 years before the one I updated to – I can update if there’s no easy solution as a test, but I’d rather not mess with what works) :smile:

Any advice?

Well, fiddlesticks.

I’ll PM you a link to the bootleg copy with legacy support that I sent @Relyss. :smile:

I’ll try to squeeze a patch for this in the next release. I think I figured out a way to do this nicely.

4 Likes

I’m still here guys! I just released SHED 1.2.0. I spent the last several weeks of my spare time rewriting the Cubemitter Editor (now the Effect Editor) because it was sloppy and wrong in a lot of places. I think I’m pretty close now. I also refactored a lot of other code to help clean some things up for upcoming features.

See the original post for new screenshots and updated features. There’s honestly not a lot new in this release, but it was a necessary stepping stone. Please let me know if you have any problems and thanks to everyone who has offered feedback!

@phector2004, @Relyss: I added legacy support for you because your computers don’t happen to support WebGL. It’s built in now, no special build required.
@Wiese2007: Your suggestions related to packing/unpacking mods and some helpful notifications are coming in SHED 1.3.
@Miturion: Thank you for your suggestion for launching files directly from SHED. This is a very nice feature.

Special thanks to @Relyss for offering up her fountain cubemitters and for doing a bit of pre-release testing.

10 Likes

This just keeps getting more and more awesome! I’ll like your post in half an hour [darn like limit! :unamused: ]

2 Likes

hi i have test it - and everytime when i want to load an effect i get now this issue

Error: watch ENOENT
at exports.errnoException (util.js:742:11)
at FSWatcher.start (fs.js:1060:11)
at Object.fs.watch (fs.js:1086:11)
at Object.shed.watch_file (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/shed.js:50:13)
at shed.cubemitter.watch
(file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/cubemitter.js:694:24)
at shed.cubemitter.render (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/cubemitter.js:150:8)
at shed.effect.render (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/effect.js:247:30)
at shed.view.effect_editor.decorate_ (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/view/effect_editor.js:126:16)
at frame.view.render (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/frame/view.js:48:8)
at shed.view.render (file:///C:/Users/Thomas/AppData/Local/Temp/nw15100_21969/js/view.js:26:31)

What effect were you trying to view, and was it from the Stonehearth mod or a different one?

tried multiple effects from different mods (cookmod, normal stonehearth and sabersmod) ^^ also as smod and unpacked ^^

There’s a problem with loading effects from other mods right now (I’m going to fix that and patch this release as soon as I can).

However, you should be able to load effects from the Stonehearth mod…

Is your stonehearth mod unpacked, enabled, and loaded?

Do you see something like this when you go to the effect editor?

Do you get that error when you try to click one of those effects to view it?

ahhhhhhhhh ok now it works fine ^^

Out of curiosity, what was the problem exactly?

1 Like