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reepblue

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Everything posted by reepblue

  1. Yeah the editor hit's it's wall when/if the user decides they wants to use C++ for their entire game.
  2. reepblue

    Common Bottlenecks

    I only use it because I'm used to applying nodraw in Source which was also something you didn't need to do since 2006 or so.
  3. it has been replaced with self.entity:PlayAnimation. http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entityplayanimation-r918 you can find the Animation Manager Script here. https://github.com/reepblue/DarknessAwaits/blob/master/Darkness%20Awaits/Scripts/AnimationManager.lua
  4. Here. Josh saw it, so I think it's fixed/will be fixed in 4.3. http://www.leadwerks.com/werkspace/topic/15487-issues-in-visual-studio-projects-and-the-fixes/
  5. Ok, did some testing around. The issue is related to brushes. Materials that are Caulk, or in Editor Blend Mode or Selected brushes/faces will build in the probe reflection With models, this isn't the case and everything works as expected. So pretty much, it a brush issue.
  6. Interested to see. I know a lot of the Steam Community is sick of Early Access Titles. Maybe GameJolt and Itch.io are where more early adopters are? Anyway, the Vectronic Demo has 1,682 current subscribers, and 1,819 overall on the workshop.
  7. Hmm, seem to be having issues when you exit the launcher, Steam still says it's running, other than that great to see. Just tried VecDemo, never went below 100fps, averaging 130~ on my system and ultra wide screen res. Also don't forget the Editor Only Blend Mode being built in probe reflections. . :B
  8. Sometimes in Vsync, my framerate caps to 30 randomly. It's not a Leadwerks thing, as I experienced it in older Source Engine games too. Been like that since I got my 750. I'll try this artificial syncing too... But overall, 4.3 is turning out to be one of my favorite updates so far. Ogg support and perf improvements is what I've been waiting for the longest.
  9. This report makes me very happy. Glad to see improvements. might give this update a look. Also, the current Vectronic Demo on the game launcher has less point lights and smaller spotlight cones which may have contributed to the performance increase as well, but I saw very little improvement with 4.2.
  10. I just played the Game Launcher through my Steam Link and Steam Controller and it was very cool! However, when I was done, I could not exit the app from my TV, so I had to go to my PC to force close it that way. Not sure if it's the same way on SteamOS or not. This was all through Big Picture Mode.
  11. If you change it to 480, it will call the Spacewar app which is a test app that all accounts have access too.
  12. I better stop using Leadwerks then! just kidding...
  13. Fixing Filters 1) Filter's don't seem to be working for Visual Studio upon the release of 4.2. To fix, rename $PROJECT_NAME.filters to $PROJECT_NAME.vcxproj.filters. Fixing Debug working directory 2) Debugging from the IDE seems to not be working. To fix Go to Properties->Debugging and change the working directory from $(ProjectDir) to $(SolutionDir)..\..\ Very minor, but should be addressed. Thanks.
  14. Use this script instead. http://www.leadwerks.com/werkspace/topic/15382-volumetrigger-script/
  15. Ahh, recalling old forum posts, I thought the engine would just "magically" be able to read the contents.
  16. You can just use 7Zip to zip up each asset folder with a password. Tedious, but it should only be done post release and each update.
  17. I feel that way when Epic releases a patch for the new Unreal Tournament where minor bug fixes go to be a gig and a half big. On packaging, if you're not making a Game Launcher game, you should actually consider of ether hand packaging or making a batch or software that does the packaging for you the way you want. Just split the game's assets in password protected zip files and be done with it. A lot of thought should be taken into account before pushing a game on Steam.
  18. I tried using SDL2 and SDL2_mixer and the outcome was crackling audio. Really hope this gets added eventually. I'd only use ogg for music tracks, as I don't think there is a real point using ogg for simple sounds. 3-4 minute music tracks; yeah that can eat up a lot of space.
  19. Just to be clear, this isn't vegetation placed rocks, right? It might be an issue with imported collision meshes from the fbx. I noticed a few gotchas with this system, but most people use the model editor to build shapes.
  20. It would be nice to see scripted emitters and such be live, but I understand if that can't happen.
  21. Not mine, but in 4.2, there is a default trigger material.
  22. Regarding 1, it doesn't work because level transition is being handled via the template that I wrote during the 3.6 era. The template if I recall correctly doesn't allow quick window to fullscreen mode (It actually requires a restart) and fullscreen auto forces to the user's current monitor resolution.
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