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Posts posted by Josh
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We're testing release candidates right now.
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I'd like to see this make use of the real-time shadows and maybe tessellation for some of those pixelated surfaces. That would be a really interesting retro take on modern graphics. What if all those nice brick surfaces were popping out of the walls?I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious.
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People wanted to pay for it early. Who am I to say no?
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Yes, I can make use of that. I'll just add a checkbox in the general options that allows the user to enable or disable this setting on a global level, then pass this setting to the converter in the command line.Josh, can the prune bones feature be disabled as a switch?
Maybe leave it on by default, but turn it off by a switch, like -pboff ?
Something for advanced users who know what they're doing.
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I believe this is fixed for the next update on the beta branch in Steam. Please talk to me after you have tested it. Thank you.
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This is by design; layers are rendered in sequential order, so it makes sense.
However, I plan to change the layer storage into a system of bitwise flags in the future. This will make it easy to deactivate layers above the current layer when filling in a pixel. So at that time the intended behavior will match what you expect the behavior to be.
(BTW, you can erase texture layers by holding the control key while painting.)
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You probably had one of them parented to something, will WILL cause wrong positioning in the current live build, bug is fixed for next update.
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Okay, I added an extra loop so first the scripts will be detached and then the entities released. This will work in the next update on Steam.
The correct function name according to the docs is Script:Delete(), but internally Release() and Detach() are also called, just to retain backwards compatibility:
http://www.leadwerks.com/werkspace/page/documentation/_/script-reference/
Thank you.
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This is a tricky situation. The player script is releasing the listener entity, but the listener entity has already previously been deleted by the World:Clear() function, so it is no longer a valid object.
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I suspect one of your prefabs was parented to something, causing this error. If so, it is a repeat of this bug, which I just fixed:
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Thanks, that was just a simple fix in the map load routine.
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So far I have been unable to produce any error. I doubt this has anything to do with the model files at all.
Can you tell me what graphics card you have? Have you updated your graphics drivers in the last 6 months?
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First, if you are using physics commands you do not need to modulate things by GetAppSpeed(). The physics simulator runs at a constant 60 hz and will take care of this for you. In fact, that is the reason your bullets are wobbling around strangely.
I found the cause of this and was able to fix it. It's not really crashing, just creating an infinite loop.
This will first be available on the beta branch in Steam.
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Thanks, I got it fixed. The map now switches back and forth between the two maps if I keep moving.
This will become available on the beta branch on Steam first.
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It's shadow acne:
http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx
Call World:SetLightQuality(2) to get rid of it.
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We focus on C++ and Lua.
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What web browser?Thanks Aggror. I have to purchase the Standard version as I don't wish to use Steam. In reality, I like the idea of writing dlls to hook into Lua and so I don't actually need the C++ option. I wish you could just purchase the indie version without Steam. Please don't ask why I don't want to use Steam. Thanks. (if you are wondering why I am writing everything without paragraph breaks, it's because I cannot use the return key whenever I come on this forum !! ???)
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http://www.worldofleveldesign.com has some really good stuff, too.
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Fixed in next build.
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I can't produce this. Maybe it was silently fixed? I just get a constant 1000 FPS with my current private build.
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Since no one else can produce this error, I am just adding a global variable you can call to suppress OpenGL errors:
IgnoreOpenGLErrors=true
Questions about Leadwerks From Unity 3D and compating them
in General Discussion
Posted
There's a solution in the works for this, but it has not been announced and is not available.
I found that one script per entity provides a much cleaner interface. In theory the multiple scripts idea sounded good, but in practice it became much harder to work with. When you have one script per entity you can easily check a health value, call a function, etc. without looping through a bunch of different attachments.
You never owe royalties and you can make as many games as you want. The software you buy is yours to use forever.
I don't understand this question.