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reepblue

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Everything posted by reepblue

  1. Thanks for your interest. Off the top of my head, a controls tab in the options and some sort of map select when hitting new game were things I wanted to put in this update, but I wanted it to be ready for 4.4's release. A Trello for a road map would be a good idea, I'll set one up soon. Thanks.
  2. Luawerks has been updated for Leadwerks 4.4, taking advantage of the new GUI system while adding new features and commands that allow you to develop your game better. Developer Console Refresh The Developer Console is the stable of the framework. Thanks to the GUI, you can now scroll through your history, highlight, and move the cursor around! Page through your history using the Page Up and Page Down keys! Having a console is vital for development as it allows developers to change maps and other values in-game instead of restarting the program after changing some code. You can add your own commands easily as well. For more information, see the page about the Console here. An Integrated Menu The standard release of Leadwerks 4.4 comes with a menu. I shipped my own standard menu with Luawerks to be more integrated with the rest of the framework. Unlike the official menu script, the Luawerks menu uses 2 GUI's; one for the main menu, and the other for the panels/windows. You can just edit the main menu without effecting the panels, and vise versa. Menu also calls the panels via console commands. The Gotcha's Fixed Upon installing Luawerks into the project, I recommended that the user calls SetCamera() instead of Camera:Create(), so that the world class would know what camera to reference. This caused a problem when the user switched maps, so I also requested that the user releases the camera too. I replaced this with a for loop in the GetCamera() function, and calling camera:Release() isn't necessary. You can now load maps in-which their names have spaces! Load Models as Copies I added a second parameter to the LoadModel() function. If set to true, the function will load a model, create and return a copy of the model, and release the original asset. This allows you to manipulate that model without effecting other references. This is great if you want one model to use multiple skins. This image shows two of the same models loading two different materials. Here is an example on how to create a copied/unique model: self.mymodel = LoadModel("Models/MyModel.mdl",true) LOD Models [Experimental] An experimental feature I've added is an object with multiple models and it switches the models based on the camera's distance from the entity. This only works on Static objects as I didn't calculate velocity and mass. You'd need to make it an object script like so: function Script:Start() self.model = ModelLOD("Models/LodTest/main.mdl") self.model:Get():SetPosition(self.entity:GetPosition()) self.model:AddLOD("Models/LodTest/lod1.mdl",5) self.model:AddLOD("Models/LodTest/lod2.mdl",10) self.model:AddLOD("Models/LodTest/lod3.mdl",15) end function Script:UpdateWorld() self.model:Update() end As I said before, this was something I was playing with, and I don't think it's ready for full use yet. Although it'll help with poly counts, each ModelLOD needs to be updated to get the distance of the camera, so you'd need to weigh your costs. On top of all that, bug fixes were made, new commands were added, and more things are planned for future releases. Documentation will continue to be updated here. 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 $9.99. For documentation and bug reporting, please visit the GitHub page.
  3. Steam should install whatever required packages are needed to run. What version of Windows are you running on? You should be able to have multiple redists installed at the same time. Other than that, not sure why you're running into this issue.
  4. For me at least, None and 2x seem the same. It's not until I get to 4x where I see improvements. Here is the apply code. --Antialias item = self.antialias:GetSelectedItem() if item>-1 then local aa = self.antialias:GetItemText(item) aa = string.gsub(aa,"x","") if aa=="None" then aa="1" end aa = tonumber(aa) local count = world:CountEntities() for n=0,count-1 do local entity=world:GetEntity(n) if entity:GetClass()==Object.CameraClass then local camera = tolua.cast(entity,"Camera") camera:SetMultisampleMode(aa) end end System:SetProperty("antialias",aa) end I mentioned this to Josh, and I think he knows. I think it has something to do with rendering with the OpenGL context as if you just drew the GUI on the window, the text looks nice and crisp. I saw this a while back, and thought Josh would fix it. The original text read "$PROJECT_TITLE so when it got copied, it would get replaced by the name of your game. Just change 'title' in the Main.lua script to fix.
  5. Yep already updated my script.
  6. reepblue

    Leadwerks 4.4 RC2

    Prob would be best to have fog options be adjustable in the scene tab so the user can see their fog results in the editor. Overall, really cool!
  7. I hope the final iteration is a bit brighter, unless it looks brighter in-game. That or should be 1:1 with the LE2 version. But overall, amazing work I'm excited to finally be able to play this, I hope this gets released as a template or an open source project.
  8. reepblue

    Luawerks

    Pretty much final now. I removed my mess of networking and my menu GUI is just a set of buttons that open panels via console commands! Only thing left to do is to add a "Controls" tab in the options menu, but I'm still investigating how that'll work. The functionality already exists, the issue is what Widget would be best. Now I'm just gonna spend the next few days polishing, bug hunting and updating documents. I'll push this update when 4.4 goes gold as you now need 4.4 for this to work.
  9. With the menu update I noticed that the directional light shader was updated. I tried to play my game, and got weird results and the "Surface Drawn with no active shader" issue. I thought that it was something on my end. Just updated to the current RC and now I'm getting the same results in the editor. I reverted back to the old shader and it works. Oh, and the water shader is broken. Tested on a Geforce GTX 750 Ti, Win10
  10. reepblue

    Luawerks

    That button is there mostly for aesthetics as not having one makes it look weird. Most chat applications still have a send button, and I think it falls under the same dilemma. It's 90% useless, but if you remove it, something will feel off.
  11. My menu already had this functionality, but I'll take a look to see how you've done it. I was a bit worried about the default settings since they vary based on user's hardware. As for the cfg/log files,If you have the Pro edition, it's possible to do this on your own but I recommend it's the new default with 4.x or LE5. AppData is always on the C Drive (Or where the OS is installed), while Documents is a user's library that can have any location set by user. Many other games do this, and I wonder how Source gets away with writing to the game folder. (I never had issues saving files to the game dir, but Windows prob sees it as "my app" and allows it...)
  12. reepblue

    Luawerks

    Redid the UI. I had to make two GUI's for different font size support, but hopefully the widget class/scripts will allow this with just one GUI in the future. Also removed <4.3 support in the next build to keep the code clean. Oh also implemented simple networking. It's really just a glorified chat box. I also did a chat box panel for communicating with players; not really gonna talk much about it since it's still very rough. I just got the options menu to redo with custom control support.
  13. This can be also solved by Widgets being moved/resized like windows too.
  14. reepblue

    Luawerks

    This might help CrazyCarpet, but idk if i'd be much use for me being Luawerks is locked into Lua. Adding more functionality right now. I'm really happy how this is turning out.
  15. Not getting the error, and my issue before was my code.
  16. reepblue

    Luawerks

    Oh yeah, found that out myself. Not only the game crashes, but if it's hooked to the debugger, the editor will also crash, lol. Fixed my fullscreen issue, I really need to figure out how fonts work with the GUI as they still look broken, but everything else is pretty functional.
  17. reepblue

    Luawerks

    Interesting, might make a 'call' command for that. Thanks!
  18. Win10 Pro. Einlander's sample code works, but strangely, my code doesn't work anymore. I might need to do some rewriting.
  19. Find it odd that the default template works, but when using Window.Fullscreen in my code, I'm getting similar issues.
  20. I think it's a dual monitor issue, everything is good here. (Single Monitor)
  21. reepblue

    Luawerks

    Luawerks will be updated for 4.4. I used Joshes recent menu to integrate it with the rest of the framework. Done: Options will be saved to the cfg file upon hitting the apply button. Don't worry, it still changes the world settings too! The new console interface is working. Backwards compatible with 4.3. To Do: Figure out why the font looks garbled. Find out how to change Fonts and colors for certain text. (The old console highlighted warnings in yellow and errors in red.) Console user history, In the previous console, if you hit the up arrow you can cycle through previous entries. Find the backup of LEX and see where I put the buttons and game logo. Going to recreate that. I still need to support basic backgrounds when a map isn't loaded. If I have time, I'll add support for background maps.
  22. This current beta pretty much just broke Luawerks' console although I reinstalled the item. It's Ok since I was gonna make a new console box with the new GUI anyway. Just odd that broke. Also, Joint issue still exists with my script, but not in the stock fps game. I'll investigate that. Might open another post with a video. Luckily the double jumping fix works! Overall, really cool, thanks for keeping me busy!
  23. I've been revisiting my FPS script by implement the newer way of handling carried objects. I'm happy with the results so far, however, I've noticed that after I've picked the box up and held it in the air still; and then tried to move while still holding the object, the box will just be stuck there, and it's still awake. Then I tried the stock FPS template to see if it was my code, and it happens there too, also got a hang second time I tried it. Pretty much: Open Pickup Objects Map of the FPS Template Pick up a box. Bring it to the air and then hold it in the air for a moment. Try to move.
  24. With the default FPS script, you can now double jump by pressing the space bar again when in mid-air. Ether something happened behind the scenes or the script needs to be changed. I mean the effect is cool if you want a double jump, but not everyone would want it.
  25. With the Standard Clone of the FPS Template, and in the AI and Events map. Sometimes upon picking up the object will cause the app to freeze. Try picking up the crate out of the pickup truck! If you comment out the update the code with this, the game doesn't lockup anymore. --self.effector:SetTargetPosition(pos,0.25) --self.effector:SetTargetRotation(rot,0.25) self.carryingEntity:PhysicsSetPosition(pos.x,pos.y,pos.z,0.25) self.carryingEntity:PhysicsSetRotation(rot,0.5)
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