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reepblue

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Blog Comments posted by reepblue

  1. Great job, it looks very professional and functional.

    I have been working on a better GUI for my game lately and reading through your blogs/watching your videos has helped me a lot. Thanks for sharing!

     

    Thanks, I'm always happy to hear when my work inspires others. smile.png

     

    You are doing such professional work. Great to see

     

    Thanks, hopefully no one will find my code too terrible. tongue.png

  2. If you want to know bad graphics manufactureres, don't look towards AMD. Look towards Intel. Better yet, look at Intel on Linux. I don't think Intel even has an OpenGL 4.0 driver on Linux. Just OpenGL 3.1

     

    In a perfect world, everyone could just go with their preferences and enjoy games the same way. My linux machine is an AMD processor, with an AMD GPU running Ubuntu 14.04LTS, and it plays Portal 1 at 30fps. And I know if I were to slap a drive running Windows/DirectX, that game will run with no issues. Maybe the 15 driver will fix everything, who knows. At the end of the day, I don't have control over what players want/have in their PCs.

  3. @YouGroove, Who the hell customises icons in a game engine/level editor? Sometimes I think features like that are just added to tick a box.

     

    People like me. Back in the day, I used a resource hacker to customize the Hammer UI a bit, even recompiling code. I actually made the editor Windows 7 schemed from it's Win95 scheme, added features, and a lot of other dumb stuff. It was a shame it could only read unpackaged content, and was not ideal to work with in the end. I also changed the icons for the entities in LE, but looks like Josh want's LE's new color to be more of a blue tone than it's former/current dark gray.

     

    Is this icon update only being applied to the Window's version of the editor, or will Linux see this UI scheme/a newer one as well? I recall you wanting to make the editor blend in with the rest of the Unity desktop. Still, would be nice to see less of a gap between the two versions, although that's easier said than done.

  4.  

    Because the occlusion test itself has a performance cost, this option should generally be left to its default state.

     

    Strangely enough, with the Linux version of the editor this defaults to true, and in Windows, it defaults to false. I can't recall if I checked it or a 3.5 beta build automatically did this. Ether way, I force my elements to set it to be false in the start functions as it fixes the issues with AMD GPU's and the statement above.

     

    I wish to update the demo with this fix and the crouching fix for Linux players.

  5. I think you should do something in the scene tree/name field when 2 entities are sharing a name. A little warning icon or how Hammer does this is by bolding the name if 2 entities share a name. (Although may be less obvious.)

     

    I welcome this approach. Yeah, I'm use to typing/copy and pasting names into fields, but I really dislike how the scene tree functions. But that's just me.

  6. Do you have the Occlusion culling checked on those objects? I think that caused characters to sometimes flicker in my game so I ended up disabling it.

     

    This seemed to fix it. Hopefully doing this on all props will not impact on performance too much. I might have the actual maps be small (A one puzzle per map rule, sorta like Portal 2.)

  7. I have an AMD gpu r9 270x. The buttons and doors flicker un the distance, but are normal when you get close.

     

    On my AMD Linux machine, (A 5770 HD), I tried the AI and events SDK map even though it's a smaller map, and the only animated models are the crawlers. Trying to figure out if this is my models and how they are rigged, or AMD with Leadwerks. So far the reports are coming from AMD users. Don't think it's the fact it's on linux as I tried it with my machine with Mint, and it ran like it should.

  8. Cool, just tried it. I think better footsteps would be good, kinda sounds gravely on a smooth hard surface. Also some things would flicker like doors and switches, not sure it was a view range thing. Nice demo and nice graphics.

     

    I'm aware of the flickering issue, so far my findings have been that it's something to do with animated models and AMD gpus. From your profile it seems you have an integrated chip. Do models flicker in other LE games? Gonna test the Advanced Shooter template now.

  9. Really nice. I know the Command Reference right there in the editor (And not directing to the Leadwerks site) will be helpful to new and current users. I do hope you guys have a system to keep those Tutorials and Commands up to date with each update.

     

    I hope the Carving feature will not be like Hammer's and will actually be helpful than ignored. Is the Vertex manipulation feature going to get shipped with it, or is it coming a tad later after the Carve feature? It's something that I'm personally looking forward to the most. :)

     

    Keep up the great work, Every update to LE makes it better and more fun and interesting to use!

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