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Blog Comments posted by DerRidda
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On GTK the delete hotkey gets called even when a text field is selected. So if you are editing a number and press delete, it will trigger the menu event.
Is the source for the GTK plug-in you are using available?
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I think they just about are now. Windows has a couple of extra resizable panels, and there's a bug in the Linux model editor rendering, but I can't think of anything else.
Mouse scrolling not working in most menus. This gets much more annoying than one might think. I think we talked about just trying to enable it again after some other unrelated gtk fixes. Did you ever do that internally?
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Finally, seems to work well.
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With decals coming will you finally give us a the ability to extract some extra information from CSG geometry via picking? It would be nice to know what material is on that wall the player shot at to paint the proper bullet hole decal on top of it.
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Could this offset feature be abused to basically dig a cave into the terrain?
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So it's billboards for the most distant vegetation, right? Will we see an automated LOD system for the distances closer than billboard distance?
That could allow for crazy dense vegetation.
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B-b-but how will this fit 4 R9 Fury X cards in crossfire?
Though I do hope you got a modular PSU with that to keep your sanity during cable management.
I will keep that form factor in my mind the next time I build for somebody else.
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Seems to work nicely here so far. What changed that it is now possible to actually use completely dynamic resizing?
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At first I was interested but then I was just thinking of why I'd need yet another beefed-up text editor next to all those established and good solutions.
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The dev doesn't actually have to worry about it. All games will run on SteamOS automatically when it is enabled.
I disagree. As it stands there is still the need to recognize the platform to workaround some Linux specific issues, like mismatching key constants between operating systems and the simply non-functional window layout behavior.
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Really well done, makes the editor a whole lot more use- and powerful. Though for usability's sake I would love to see Carve and Hollow added to the right click menu as well, even though there are shortcuts, it feels like it belongs there.
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Go to GDC and get a good whiff of Valve VR and glNext, so you are ahead of the curve.
About tutorials and documentation, I can't exactly help with how to make it more visible because I found it with ease but I made a suggestion some time ago about how to make the doc more usable. http://www.leadwerks.com/werkspace/topic/11394-page-title-for-documentation-should-state-subject-first/
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gamedeviancy: AMD has recently started to offer their drivers pre-packaged for some distros meaning DEBs for Ubuntu. The generic Linux download is the regular installer that can also build those packages or just straight up install it.
It's a simple convenience thing.
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Always been 2snob2wireless. Input devices and networking on my main rig.
Dual boots have always worked well for me but I know exactly what you mean. Windows just doesn't give a flying fart about anything except Windows, so when you install Linux first and then Windows, it will delete GRUB (the bootloader Linux uses). The other way around works just fine. A good VM solution can also help with cutting down on reboot times.
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I'm entirely happy with this solution. A sane, simple and safe automated system for the more basic projects out there and the old "include everything" system that allows for total control but also requires it.
Let's not bend over backwards for this non-issue.
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How would it handle the example I posted here? http://www.leadwerks.com/werkspace/topic/11392-published-game-wont-run/page__st__20#entry83033
It sounds like it would fail that scenario.
Is there a flag to turn selective file inclusion off/turn on the old behavior?
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Don't forget to pull it from the Ubuntu Software Center as well.
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Does this work with animated models?
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Does this work on Linux yet? The DK2 SDK recently got experimental Linux support.
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You ought to try this and add a Razer Hydra to the mix if you can get it. http://www.virtualrealityreviewer.com/GAME-detail/half-life-2-vr-mod-oculus-rift-development-kit-2/
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Very nice.
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As long as every level stays well developed and accessible for the people that want to, I'm all for it. The built-in mapping tools are my personal candidate to apply the new focus to first.
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How are you going to tackle melee weapons? Basically just a very short range hit scan weapon (like HL2's crowbar) or something else?
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I tend to agree. I added a very simple recoil mechanic, select-fire, basic hud elements, ammo scarcity, ammo pickups and some more crawlers to the AI and Events map and it made that super short sequence I played a hundred times over a lot more fun.
The Left-Hand Rule
in Development Blog
A blog by Josh in General
Posted
That solves nothing and only introduces problems when people try to apply math concepts that are "handedness" dependent in Leadwerks as right handed systems are the default in all of math and physics unless explicitly stated otherwise.. Is there any good reason why you did it? +Y can be easily achieved in right handed systems as well, as you just rotate the system as a whole.
EDIT: Here Unity is left-handed too, I don't get why engine devs do this silly thing on purpose.