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wayneg

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Posts posted by wayneg

  1. would this be the right path to success?

    Get Sqlite3 here: https://www.sqlite.org/download.html
    Get DLL here: https://www.dll-files.com/lua5.1.dll.html
    Rename Lua5.1.dll to sqlite3.dll

    regsvr32 C:\Windows\System32\sqlite3.dll

    Directory of C:\Temp
    <DIR> luasql
    lua5.1.exe
    sqlite3.dll
    hello.lua

    require "luasql.sqlite3"

    env = luasql.sqlite3()
    conn = env:connect("test.sqlite")

    assert(conn:execute("create table if not exists tbl1(one varchar(10), two smallint)"))
    assert(conn:execute("insert into tbl1 values('hello!',10)"))
    assert(conn:execute("insert into tbl1 values('goodbye',20)"))

    cursor = assert(conn:execute("select * from tbl1"))
    row = {}
    while cursor:fetch(row) do
        print(table.concat(row, '|'))
    end

    cursor:close()
    conn:close()

    env:close()
     

  2. Mangica

    A world of good and evil.

    The vision
    ----------

    A multiplayer game of magical energies. Where music and sounds make things come alive.
    Multi biomes with plants, animals, insects. All growing surviving from sunshine and energy.
    What is special about this world you might wonder. Plants that reach maturity can be eaten for their energy, 
    or picked to see if they contain sounds or music. Full sounds or music titles played allow things to grow and all things 
    around accumlulate energy. This stored anergy can be used to heal and stop people from hurting others, or can be used to ascend.
    One enough energy is attatined 'glowing' you can plant and grow upwords into the clouds. You are vulnerable in this state. if you succeed you 
    become a flying form, bird, butterfly. you can fly down and polinate flowers with music, you can get energy from sun and songs being played.
    you goal is to accumulate more energy and assend to the sun, you can decide to good or evil, to kill other life forms,
     or support them, but losing this titanic battle can send you back to the beginning.

    • Like 1
  3. Can't wait for commercial version of Oculus VR, let's hope more Leadwerks goodness follows!

    Imagine nice sunny day, sandy beach, wind, waves, and a few birds all this on cold winters day, Relax while Leadwerks and Oculus take you away. Ahhhhh

  4. So what would Rick charge to flattened the RakNet classes and make it more procedural, and have Functions like: Connect(), Host(), CreateBitStream(), WriteBitStream(), ReadBitStream(), Send(), NetworkLoop(), BindEvent() ?

     

    What would a new user need to do ?

     

    Would a simple chat program be good example?

     

    What limitations might there be?

  5. I published the attached file named: 'Doom'

    Sorry it's exe, but that's what publish does.

     

    I run the setup, and it installs, but when the App is started it hangs showing the command window.

    LE 3.1 Windows not beta, Win 7 ATI HD 7950

     

    My Lua App start is told not to initialize Steam.

     

    Ok now the good stuff, when I copy my steam_appid.txt file into c:\Program FIle (x86)\Doom the App will run as expected !

    and within the Apps window I see a steam message pops up that says, 'Access steam while playing, wtf? Thought that was turned off in App Start ??

     

    1. This didn't work this way a few days ago, I could publish, setup and run, with no problem.

    2. What's up with Steam flashing: 'Access the Steam Community while playing..' ?

    3. Why does the esc key no longer exit ?

    4. Whats up with me having to copy my appid file into the published directory in order to run ?

    5. Can anyone else run this published file ??

     

    --This function will be called once when the program starts
    function App:Start()
    
    --Initialize Steamworks (optional)
    --Steamworks:Initialize()
    
    --Set the application title
    self.title="Leadwerks Doom 1.0"
    
    --Create a window
    self.window=Window:Create(self.title)
    self.window:HideMouse()
    
    --Create the graphics context
    self.context=Context:Create(self.window,0)
    if self.context==nil then return false end
    
    --Create a world
    self.world=World:Create()
    
    --Load a map
    local mapfile = System:GetProperty("map","Maps/start.map")
    if Map:Load(mapfile)==false then return false end
    
    self.sound1=nil
    self.sound1 = Sound:Load("Sound/Music/d_e1m1.wav")
     self.sound1:Play()
    return true
    end
    --This is our main program loop and will be called continuously until the program ends
    function App:Loop()
    
    --If window has been closed, end the program
    if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end
    
    --Update the app timing
    Time:Update()
    
    --Update the world
    self.world:Update()
    
    --Render the world
    self.world:Render()
    
    --Render statistics
    self.context:SetBlendMode(Blend.Alpha)
    if DEBUG then
    self.context:SetColor(1,0,0,1)
    self.context:DrawText("Debug Mode",2,2)
    self.context:SetColor(1,1,1,1)
    self.context:DrawStats(2,22)
    self.context:SetBlendMode(Blend.Solid)
    else
    --Toggle statistics on and off
    if (self.window:KeyHit(Key.F11)) then self.showstats = not self.showstats end
    if self.showstats then
    self.context:SetColor(1,1,1,1)
    self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2)
    end
    end
    
    --Refresh the screen
    self.context:Sync(false)
    
    --Returning true tells the main program to keep looping
    return true
    end
    

  6. Ok I found the problem.

     

    The color file you posted looks like this:

     

    backgroundcolor="64","64","64"

    majorgridlinescolor="102","102","102"

    minorgridlinescolor="77","77","77"

    minorgridlinescolor="77","77","77"

    origincolor="255","255","255"

    drawobjectcolor="255","255","0"

    entityguidecolor="0","255","255"

    selectiontabcolor="255","255","255"

    minbrushcolor="0","64","64"

    maxbrushcolor="0","191","191"

    minmodelcolor="128","64","0"

    maxmodelcolor="255","191","0"

    codeforegroundcolor="0","0","0"

    codebackgroundcolor="255","255","255"

    stringscolor="128","0","0"

    keywordscolor="0","0","255"

    commentscolor="0","128","0"

    boundingboxcolor="255","255","255"

    gutterbackgroundcolor="237","237","237"

    gutterforegroundcolor="128","128","128"

    codefoldingcolor="128","128","128"

     

    The format that works looks like this:

     

    backgroundcolor=64,64,64

    majorgridlinescolor=255,255,255

    minorgridlinescolor=0,0,0

    minorgridlinescolor=0,0,0

    origincolor=0,0,0

    drawobjectcolor=0,0,0

    entityguidecolor=0,0,0

    selectiontabcolor=0,0,0

    minbrushcolor=0,0,0

    maxbrushcolor=0,0,0

    minmodelcolor=0,0,0

    maxmodelcolor=0,0,0

    codeforegroundcolor=0,0,0

    codebackgroundcolor=0,0,0

    stringscolor=0,0,0

    keywordscolor=0,0,0

    commentscolor=0,0,0

    boundingboxcolor=0,0,0

    gutterbackgroundcolor=0,0,0

    gutterforegroundcolor=0,0,0

    codefoldingcolor=0,0,0

     

     

    smile.png

  7. I was happy using Leadwerks 3.1, till Josh said beta was fast..

    So I turned on the Beta branch, wow that sucked.

     

    loaded my project and it dropped everything except primitives!

    When drawing new primitives it no longer drew the lines outlining the primitive (bottom pic), and when selecting the primitive it no longer drew the Axis! Adding the FPS guy to the terrain kinda cause a big guy and a little guy to appear. At that point I wanted to roll back to original, So I told steam to opt me of beta, and delete local content content.

     

    Steam started the 3.1 download, and finished. LE 3.1 started up with no gridlines, and only showing the yellow sun. Tools options colors shows every thing as black! I downloaded the colors.zip from previous bug report, unzipped it onto my desktop. Tools, Options, Colors, Load, and selected color.clr, nothing happened, colors all stayed black inside the colors tab, apply and ok, and still nothing.

     

    At least it draws the outline of the primitive now, and I can see the Axis again.

    So do I manually enter the colors in or what ?

     

    Win7, AMD Radeon HD 7950 3GB 384-Bit GDDR5 PCI Express 3.0 x16

    post-115-0-12753800-1395376061_thumb.jpg

    post-115-0-56786400-1395376165_thumb.jpg

  8. This is my story. I purchased some animated zombies and other stuff from Arteria3d to save time, and to learn how to use animated cool models in LE 3.1. I ordered several types animated bipeds, the fancy ones being what they call there OBM ( one base male ), the models (zombies) come with all these cool clothes on, and the idea is you can select a group and hide the different clothes.

     

    Well I couldn't resist, so I bought one, loaded it into UU3D and I could see the groups, materials, bones. UU3D had no trouble letting me hide groups and play animations, so I thought I was good to go, so I bought more stuff, woohoo !

     

    So I loaded the zombie.fbx model into LE 3.1 , it creates the mdl, success! Looks grey thou, so I load in all the jpg textures, and generate the material files, and set each to use anim shader. I place Zombie girl in the LE 3.1 Editor, and she has texture now !

     

    Wait she looks like she has all her clothes on (like she has five blouses, two pants, lots of layers all on at once), that's no good. So, I thought I'd just do findchild on the group and hide each blouse etc.. Argh, the findchild doesn't find anything ( FindChild is for bones), so I loaded the LE 3.1 model viewer, but all I see are bones (didn't think she was that skinny).

     

    Posted to LE 3.1 website to get help, I'm not sure anyone understood my delima I was in. Josh said the animated models get reduced down to single surface. what to do?

     

    I decided to make all the clothes transparent and see what I was dealing with, drawmode=0 didn't work, but blendmode=invisible did, all the clothes went away, except for a grey head (mesh)! The head is attached to a bone so I think I can remove that mesh and maybe be ok there. Anyways I make a few of the clothes blendmode=solid and add them back on, it works, but the model looks semi transparent, it's like the invisible textures made the single surface special, so maybe shaders would be better for the invisible clothes.

     

    wondering if somehow I can attach a bone to each of the vertex groups if then I could hide them?

     

    That's the story so far.

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