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reepblue

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Everything posted by reepblue

  1. I personally just want a client/server soultion in which the application hosts a server localy and then creates a client to connect to the server; kind of what Source does. I have to experiment to see if it's practical. I still only wish to make Single player games, but I don't want to be limited. Having a system like described above will make any game multiplayer with a flip of a switch.
  2. Just did a test with the default template. It seems like the PC without Steam was unable to create a Lobby. From what I understand the P2P class is Steam dependent but nothing suggests the Lobby is. It looks like I'd have to write my own system using the base client/server classes, which in that case I'll just use Turbo which as them as I'm interested in just sending packets over my network. Luckily, the Parameters for the P2P/Lobby is similar to the Client/Server.
  3. Ok, thank you both. New to netcoding, so I'm really sorry for my lack of understanding on this topic.
  4. To clarify, with "behind a router", I would have the two machines plugged into a router. Do you mean that I can't do this or you're just restating connecting to another PC on the internet is not possible without the aid of Steam? I simply just want to connect to another room in the house. I just want to understand what I'm getting myself into.
  5. Hello, Is it possible to do a direct connection to another computer without Steam, or do both machines need Steam installed with their own accounts? I would like to test my net code within the same location to see if the right data is sending/receiving but the dependency with Steam kind of makes me uncertain. Thanks.
  6. Leadwerks uses the traditional bumpmap system hence why custom PBR shaders never look right. Turbo has PBR intergration in it's renderer and will accept the masks you'd export from Substance Designer or Materialize
  7. reepblue

    Fun with JSON

    Again, not that familiar with the format. Just took for granted that text is slow. Interested in how this will turn out.
  8. reepblue

    Fun with JSON

    If the loading speed is long enough to make a sandwich and come back on something like The Zone, then you have a problem. Other than that, I'm looking forward to text formatted maps.?
  9. reepblue

    Fun with JSON

    Not to mention, it being text, it should be a lot easier to copy and paste data from one map to another. In theory, you will be able to load maps within other maps without compromising instead of the limited prefab system in LE4. It would be like how prefabs work in Hammer. You should be able to store flowgraph data in it too. A tad worried on the speed cost as this is the first time I heard you planning on something that doesn't prioritize speed. I would do benchmarks to see how slow this might be. Whatever you decide, I'm looking forward to seeing what you come up with.
  10. reepblue

    Fun with JSON

    Not a big JSON user, but a text format for maps hits close to home. I really liked WorldCraft/Hammer mapfiles because of this. Does that mean the maps need to be compiled into a binary format so the engine can read the data quicker?
  11. reepblue

    Plugins Expanded

    What I was saying is that you still need MSVC to compile C++ code. Just having VSCode installed will not enable code compiling as it lacks a compiler to my knowledge. Pretty much, can't make VSCode the official IDE because you still need MSVC on Windows and I couldn't figure out how to download only clang/g++ without XCode on macOS. With Linux, it's not that big of a deal as the compiler is a small download away and your free to choose whatever compiler you want. My question is why request the end user to download 2 additional pieces of software?
  12. reepblue

    Plugins Expanded

    How can you compile projects with just VSCode? I can see if you were using the Windows GCC stuff and used makefiles, but you need the complete VS2017 to build anything using MSVC as far as I know.
  13. reepblue

    Plugins Expanded

    Really cool. This will help with users building the game with their own systems instead of fighting with any conflicting ones. Just keep the default plugs to a minimum and provide docs and examples. ?
  14. I agree. You should just release what you were able to accomplish as a unsupported feature.
  15. Why does LE still need that dll to operate? Wouldn't use the newer redistributables?
  16. Will the spring improvements be implemented in 4.6 still? I was playing with them on a non-vehicle mechanic and it just bounced indefinitely.
  17. Try building a game project and then execute it.
  18. What worked? Please clarify. I took it as it compiled but will not launch die to the lack of the driver.
  19. Isn't MSVCR100 associated with Visual Studio 2010? Do you have a steam copy or the Enterprise version? I have installed Leadwerks on Win10 with Steam without any problems.
  20. Will the new spring parameter be still available though? Seems it can have other uses.
  21. Try looking up your model with Linux in the search. Usually there is somebody else trying to do the same thing. To clarify, you got the driver from the repo or a Deb on the internet. The Nvidia package in the repo should have worked. Then again, the computer was designed to run Windows but Nvidia is usually good about drivers.
  22. Tbh we should do this for every dependency possible. Definitely if 4.6 is the final release of the engine unless you wish to maintain it every 2-4 years once a new LTS ships.
  23. reepblue

    Network Test

    What about client object drawing? For example with an fps, I don't want my player model to draw but I want people to see it and I want to see their player model. How would that be achieved?
  24. Really cool. Hopefully a network newbie like me can understand this. Hopefully you can copy and paste this system into the new engine once this update goes live.
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