wayneg
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Posts posted by wayneg
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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.- 1
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When I see something this it makes me think, and understand where the bottlenecks occur and why.
This may require different design approaches, and let's face it, in the end it's all about performance.
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No Mans Sky
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While beta drivers fixed LE it impacted some my newer games, ugh.
Maybe AMD gets there act together before windows 10.
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Windows update clearly fixed the issue on integrated graphics intel machine.
Who would of thought.
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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
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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?
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This possible for LUA script, or C++ ?
This something I can add ?
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Be nice to see normals and flip one or more faces.
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LE 3.1 (current) - could duplicate to some degree the issue, but also had stability issues while using GUI.
LE 3.1 (beta) - could NOT duplicate issues, beta was fast and had no stability issues that I encountered.
note: perhaps a terrain is required, but I didn't try that.
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Will it happen ?
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cool, like to check it out, maybe learn something new.
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Josh, Doesn't this seem to suggest a solution, especially since the objects in question are static ?
Or maybe he just hides that stuff once he enters his structure ?
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html
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Nice work Shadmar !
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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
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No, not running comodo. Will recheck whats going on.
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Published Apps are not launching.
After some investigation I found by placing the file: 'steam_appid.txt' into the published App folder, the App then ran as expected.
This just me ?
Windows 7, Le 3.1 (not Beta )
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* steam client not running will investagate.
This turned out to be firewall issue, Steam Client couldn't poke hole in firewall.
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Here are the default colors, works with Windows:
PS I'm happy now, and have my colors back.
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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
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I did download the color file, but when I load it nothing happens, what's supposed to happen?
When I hit apply should something happen ? If I change colors manually it works as expected.
I fully understand the beta deal, i'm 100% ok with it.
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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
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So I'd be able to select surfaces and apply material in LUA code too ?
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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.
Lua script with database
in General Discussion
Posted
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()