-
Posts
23,145 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Josh
-
-
I need the files so I can produce the problem myself.
-
No, you get it in about 30 minutes.
- 1
-
You should be able to move it to whereever you want.
-
Thanks, fixed for the next update.
- 1
-
Okay, I made a fix so hidden lights would not be renderered, but I accidentally forgot the "!" in front of the if condition.
This only affects the PC/Mac version.
- 1
-
The panel can be resized out of the way. Maximize the window and then hover your mouse at the bottom of the scene area, and there should be a resizable handle down there you can grab.
-
You're right. Something is wrong, probably the light data not being fed to the shader...I'm using the same code for Leadwerks 3.0 and the 3.1 beta, and using macros to switch between the two and it appears something got overlooked in the new update. Let me investigate...
- 1
-
Please post your map file so we can look at it.
-
This is actually controlled in the material files. Materials can use static or dynamic lighting.
-
This will do it, if you can get to the Newton body object:
http://newtondynamics.com/wiki/index.php5?title=NewtonBodySetLinearDamping
-
In order to get it out faster, it will be released before the Kickstart stretch goals are implemented, and then those will be added.
- 3
-
Fixed. Note that the radius will presently be ignored for terrain, and just a ray will be cast.
-
There was an update yesterday and I guess everyone already had the zlib headers...they're in now, so if you just run the updater it will download and extract them.
The rest of what you described is normal behavior. In the next version the Leadwerks path is a single property in the project, so you can change it in one place and all the paths will use that value.
- 1
-
There will not be a new trial version of 3.0 before 3.1 is released.
-
There's basically three things that need to be done:
- Finish Linux build of the editor.
- Finish the tutorials.
- Small miscellaneous bug fixes.
So the original estimated release date of December is not unreasonable.
- Finish Linux build of the editor.
-
FYI, you don't need to increment the shape ref count. It will automatically do that when you add it to the shape. Your normal usage shuld be like this:
shape = Shape::Sphere(); pivot = Pivot::Create(); pivot->SetShape(shape); shape->Release();
- 1
-
I cannot produce this problem. If anyone else experiences it please speak up.
-
Not at this time. I may use Code::Blocks for Linux projects.
-
You should really open the .sln file. It's in "YourGame/Project/Windows/YourGame.sln"
-
I have two older system's 1. AMD/ATI and 2. Intel Core 2 Duo with Intel GPU of some kind. Anyways the point is that there is software that uses OpenGL that will run on Linux but not Windows. I couldn't run unity on ether of the two systems above, even thou I could kinda get unity working in wine on both of those systems. I think Microsoft sabotages OpenGL on windows, to push DirectX.
- Until recently, Intel was doing a good job of sabotaging PC gaming with bad drivers.
- OpenGL prior to 4.0 was a bloated complex mess with lots of legacy features from the fixed-function pipeline days. OpenGL4 is streamlined and dumps all the old/bad ways of doing things. So driver support for OpenGL 4 is very good, even from Intel. So you get good driver support combined with the more efficient nature of OpenGL.
- Until recently, Intel was doing a good job of sabotaging PC gaming with bad drivers.
-
After this work, Left 4 Dead 2 is running at 315 FPS on Linux. That the Linux version runs faster than the Windows version (270.6) seems a little counter-intuitive, given the greater amount of time we have spent on the Windows version. However, it does speak to the underlying efficiency of the kernel and OpenGL
- 1
-
You probably realize this, pointers are the only thing you really need to worry about, and only for the purpose of preventing yourself from calling a function on a non-existent object. It's only a way to help prevent user error, they don't actually have to be initialized if you don't make any mistakes.
Another trick is to look at the object's ref count and check the collected value. If the object's refcount is either zero or some huge crazy number, it's probably an invalid object. If the collected member is true, it was probably deleted.
-
Fixed.
-
I forgot to upload the new DLL...fixing it now.
BSP Mesh Export
in Leadwerks Engine Bug Reports
Posted
I'm going to upload this tomorrow morning. I don't like putting out an update before I got to sleep.