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  • Fair enough! I'll try to dig into this again when i have some time!

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  • I don't even use the builtin script editor, so it is really frustratring that C3 forces me to wait for some validation i don't need, even if that time was optimized to only take 2 second instead of 10, it still wouldn't be ideal. (I launch the preview dozens and dozens of time per day, and it is still taking 10 seconds in previous versions instead of 20+ with Monaco)

    What is your opinion about adding an option "Use External Script Editor" to skip this phase? (This option could also be useful for potential extra UX enhacements such as suggesting to open the script with default app when double clicking it instead of opening it in C3 editor)

  • I'm not confortable with sending the project files, I didn't find a super minimal repro yet and I'm on a tight schedule right now, but if i find how to reproduce it at some point i'll fill a bug report.

    It looks like this is a "real world project issue" when a project has a lot of scripts, maybe it is related to scripts referencing each other, i don't know yet

    For now i stick to r429 to use CodeMirror and avoid the extra 10 seconds to launch the preview due to the "Validating Scripts" phase introduced with Monaco

  • Ashley Can anything be done to completely dismiss this new long "Validating Scripts" phase? Especially for projects that use external script editors?

  • Since Monaco was introduced in Construct 3 in recent updates, each preview launch of my game takes an additional 10 seconds to launch. (20 seconds in total)

    This is due to the new "Validating Scripts" phase (which last 10 seconds)

    Before Monaco, launching the preview of my game was approx 10 seconds, now its 20 seconds and it is really a threshold that is too annoying to work with.

    Any reason why this is so much slower versus when CodeMirror was used?

    I don't even use the builtin editor so all this friction seem very unnecessary,

    would it be possible to add an option boolean to completely skip this phase? (maybe that boolean should also disable the possibility to open a script file as a C3 tab)

    Maybe it could be a "Use External Editor for Script Files" option?

  • I think i found the issue:

    Downloading and switching to the v131 of Linux CEF solved the problem

    So my main theory is that my v133 of Linux CEF installed locally got corrupted somehow

    I remember clearing site data of C3 a few days ago to try to solve an issue I had with Monaco (it didn't fix the Monaco error btw), but it probably corrupted my v133 of Linux CEF and C3 didn't spotted it

  • Hey Ashley,

    I've been exporting my game with Linux-CEF for a few months and it worked. But since yesterday it doesn't work anymore, the app just crashes before the first line of my construct main.js script is executed. (it should normally do a window.alert but it crashed before)

    I spent an entire day trying everything I could to make it work again but it just doesn't work, i even got the help of a experimented programmer using Linux (Armaldio) for everything and we didn't manage to find the cause.

    The first displayed error is this:

    The weird thing is that this steamworks-x64.ext.so file is in fact present in the game files of the Steam Game, so Armaldio dig further and discovered a segmentation error

    Sadly due to lack of debug mode for Linux CEF export it is impossible to dig further, to understand what is this segmentation error

    Any idea on what happens here, did something change in the Linux CEF build process recently under the hood? Could it be due to an update to the Linux CEF project? Any way to make things more debuggable?

    Again: I use the exact same process i've been using for months to do my Steam exports (and it worked before), and my Linux CEF exported app crashes even before the very first line of my main.js C3 script is executed

    I can send my exported Linux CEF project by mail if it helps

  • I removed my tools from sale due to the SDK2 situations, 6 months before the first C3 update that won't support SDK1 addons is pushed

    Please read this thread linked below to understand why SDK2 is much more limited than SDK1, why it requires to rewrite all addons from scratch despite all the promises from Scirra that documented features would be supported forever, and why, as many other disappointed addon devs, I don't want to keep releasing addons for C3: construct.net/en/forum/construct-3/plugin-sdk-10/addon-sdk-v2-182122

    I already accepted that my addons can be ported to SDK2 and released for free by other addondevs, Federico already published a port of my JSON+ behavior addon yesterday :)

    I won't put SDK1 version for free until someone ported them to SDK2 to avoid people being disappointed due to lack of SDK2 support.

  • I don't know what happenned but yes it was one of the problems I had, thanks!

    Would it be possible to provide a reliable way to tell if the game is running on a steamdeck ? From JS if possible

    Additionally, detecting Steam OS might be great too ? As it seems valve is opening the paltform to other constructors.

  • I see thanks, we're getting this error: Error loading ".../steamworks-x64.ext.so': libsteam_api.so: cannot open shared object file: No such file or directory"

    Do you know what it could be ?

  • Hi Ashley,

    I'm currently doing a lot of experiments with exports for my game and the loading of my game is stuck at 100% on a Linux-CEF export for Steam Deck.

    It's probably due to an error on my end as the loading of my game is quite complex but the issue is that i have no way to debug this.

    Could you tell me how I can open the Devtools from code on a Linux CEF so i can debug my game on steamdeck ?

    I know showing devtools from code isn't supported by regular browsers, but i think each bundler such as NWJS/Electron/MicrosoftWV2/Linux-CEF etc... provide ways to do this

    Might be great if Scirra made an addon that allow to handle this kind of operation for all Custom Scirra exporters ?

    But yeah in the meantime could you please help me to do this for Linux-CEF export please?

  • Is the plan to have one export option for each platform, but with a unified extension system ?

    - MS WebView 2 for Windows

    - WKWebview for MacOS

    - Custom wrapper from WebkitGTK for Linux

    But all of them would support the same extension system as MS WebView2 already supports ?

    Would the custom Linux wrapper help for Steamdeck support ?

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Overboy

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