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reepblue

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Everything posted by reepblue

  1. Never could get simple print to work, just use System::Print.
  2. For future ref, you should just make one shell script that has everything you need to build LE on with all the developer libs and such. I also made a "consumer version" which just pulls the static objects for the app to run. It's really gross seeing you use a unsupported version of Ubuntu, but I recall you saying something about it's the only version that Leadwerks compiles on. I really hope you can move to a modern version of Ubuntu or anything Debian based for LE5. After all, Wayland is out with Ubuntu 17.10, and slowly but surely it'll replace X11. It would be really cool if LE was 100% supported with the latest features that the Linux community has to offer!
  3. I'll take a look at this, thanks.
  4. Hey extenz, I have been having similar issues but as far as I know, it has something to do with releasing classes. First try to disable Luawerks with a default main script if possible. If you suspect it is Luawerks, lemme know. I haven't played with it since August, but I'll be more than happy to look into it. Be careful what you release as the world:clear() call releases all entities automatically. This is one reason why Josh is moving to smart pointers in LE5.
  5. What does the actual path look like when you list the contents of the directory? It's best to have your own method of organizing files. For instance, I make all my directories have capitalization, and files are all lowercase. For Example: "./MyDrive/My Files/file.txt"
  6. I got a little nervous when I read your post at first, but now that a buy-once model is still gonna be used when it's release, I feel better. I see the subscription model for beta software like a Patreon of a sort. Best all, you know you're doing something right or wrong based on number of subscriptions, so you can dynamically change things based on real feedback rather than assumptions.
  7. You can also make a fullscreen window by making a boarder less window with the window size the same as the monitor. This method is multi monitor friendly too, and you can toggle between fullscreen mode and windowed mode easily, as the entire app is just one big window. window=Window:Create(title,0,0,1920,1080,0) I'm thinking about changing Luawerks to this instead, but I want to check if this works in Linux first.
  8. Seems that there is a change in how fullscreen works. Try: local s = Vec2(System:GetGraphicsMode(System:CountGraphicsModes() - 1).x, System:GetGraphicsMode(System:CountGraphicsModes() - 1).y) window = Window:Create("Test",0,0,s.x,s.y,Window.FullScreen)
  9. Not even the stock code works? Because when I upgraded, I was having a similar problem, but the stock code worked.I had to rewrite my window system.
  10. Luawerks has been updated this morning, making the console more responsive and a new tab for the Options Menu for user's to bind keys to actions. Actions have always been part of Luawerks, but until now, there wasn't really a motive to use them. Now, the Action class look in the config to check what key the user binded to that action. You can read more on how this works here. Like the console, this may be improved more in the future. About Luawerks Luawerks is a Lua framework for video games developed on the Leadwerks Game Engine. It supplies developers with additional functions, handles the game loop and allows them to debug their code with a developers console. With all that out of the way, you can focus on making your game fun! You can purchase Luawerks from the Leadwerks Workshop Store for $9.99. For documentation and bug reporting, please visit the GitHub page.
  11. Crazycarpet made one with more features in C#. It prob can be compiled for Linux using Mono.
  12. Looks cool, I'd put the source on a git so people can fork/pull request changes and fixes.
  13. I'm currently testing Luawerks for Linux, and I've noticed that window:FlushMouse() and window:FlushKeys() seem to not be working with Linux. This is probably well known as I'm sure X11 is hell to work with. Any idea how to remedy this in the meantime? I tried to fix this with booleans and timers, but it just delays the action.
  14. Daww, you should at-least ship out stickers while you got em. I actually don't like using stickers if I only have one of em. If you're done sending prizes, that's understandable, hopefully someday you'll find a way to make it work.
  15. The physics in that is really botched in that demo as I had no idea what I was doing. I should just replace the app with a different one. In-fact, I should just make the full game at this point regardless.
  16. That would be a start. I'd say roll back to the old GUI and see how it goes from there.
  17. reepblue

    AppDataPath()

    From what it looks like, it seems like your making a new directory under root. I recall LE storing the AppData folder under /home/USER/. The user doesn't have permission to access anything outside their home folder by default. Also, the folder is hidden with a period at the start.
  18. I made a git repo to future update the script. Please update this overtime. https://github.com/reepblue/leadwerks-get-packages Also. unless Steam pulls this already, I think we can remove unity-gtk2-module:i386 once Gnome takes over the Ubuntu desktop, but not 100% sure. Hence why the script is on a git. To Install: wget https://raw.githubusercontent.com/reepblue/leadwerks-get-packages/master/leadwerks-get-packages.sh bash leadwerks-get-packages.sh
  19. According to this post, the subscription service is just an option. If you want to put 100-200$ to own the software, that's cool too. I hope this remains the case when it comes time to release. I dislike the idea of 'renting' software, hence why I moved to most open source software, but I also understand the arguments.
  20. Run this shell script. It includes everything you need to build/run LE.
  21. Prob a good idea to upload the fbx. Just checked my model with animation, and it seems OK.
  22. Classes/Entities/Camera.h starting at line 139. virtual void SetFogColor(const float r, const float g, const float b, const float a);//lua virtual void SetFogAngle(const float start, const float stop);//lua virtual void SetFogRange(const float start, const float stop);//lua virtual Vec4 GetFogColor();//lua virtual Vec2 GetFogAngle();//lua virtual Vec2 GetFogRange();//lua virtual void SetFogMode(const bool mode);//lua virtual bool GetFogMode();//lua Hopefully when Return To The Zone releases, they'll be fog settings in the scene panel.
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