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reepblue

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Everything posted by reepblue

  1. Yes, but if a trigger brush will get seen by the probe cameras and the reflection will have your trigger brush in the cubemap!
  2. Just recycling the vegetation billboard system would be ideal. Although lods are great, making them kind of sucks.
  3. Oh right, cause HUD textures are not suppose to have mipmaps. However, if a HUD texture does have mipmaps (for example, the advanced first person shooter crosshair), it'll remain pixelated. I'll give it another go in the future. Thanks,
  4. I hope one day SetLoadingMode is supported. Would be nice to have hud textures work properly.
  5. I find the default Start function fine for most cases. I only use my PostStart call for sounds. This will prevent any sounds playing while the level is loading. From my experience, Start seems to be called right after the entity and it's component has been made. I recall in a early build of the Vectronic Demo, the spawn sound played while the rest of the map was still loading. (Most noticeable in debug mode) Of course, that was back in 3.5/3.6, and I have been taking my own precautions since! Also, for the record, entity->CallFunction() can be called without a check to see if the entity has a script component attached to it.
  6. I made something a while back, but when you use it with probes, the reflection of the trigger brushes get baked within it's reflection. Josh said (a while back, mind you) he was gonna look into a "show in-game" option in which unlike "Hidden", would only have the entities Draw function skipped.
  7. At the end of my level loading process, tell all entities in my scene to start the function "PostStart". for (const auto& entity : world->entities) { entity->CallFunction("PostStart"); }
  8. reepblue

    SSLR WIP

    Really cool. Maybe if polished enough, it can be a standard scene option? This way the user doesn't need to worry about having this shader on top of the stack like the old one. A tick-box option for this would be great.
  9. 1) Make a new map with a simple box. 2) Add in a Probe 3) Enable Water Mode under scenes tab, 4) Party like it's 1969?!?!? Rebuilding GI doesn't do anything... 4.2 Beta, but I guess it can happen with 4.1 also..
  10. I wrote something like this for Crawler's Den. I'm waiting for C++ actor support with the editor.
  11. reepblue

    4.2 Beta

    Will the GUI be fully supported with this update or will that be when the editor fully utilizes it? Still, quite a bit of features, liking the sound of the spotlight texture one.
  12. Ok, that sounds better.
  13. Try playing with self.RefireTime and/or Time:GerSpeed()
  14. Yeah, you shouldn't need to call another script, or code a whole class just to do basic animations. When I was new to Leadwerks, I didn't understand why the default SetAnimation command didn't just work. But I understand cases where you might want the older system yourself though. I'm glad I was able to contribute to the engine. I was actually gonna expose this myself, but I was still getting bugs with my code with looping animations. (Although I was the only one getting them!). Didn't see any issues with the existing code though! New engine? Or you mean when you revamp the engine for Vulkan?
  15. Anyway to draw the bounds of these in-game for debugging purposes?
  16. He wanted to update them for them to support MSAA 0 before Josh dropped the entire idea all together. I really hope he re-releases them. What shader are you looking for?
  17. Hey all, I just tried to compile my project for Linux. After discovering that I also needed to also include Xext, I get an error that references Josh's build path. Anyone else getting this? Edit: Turns out I didn't update the libsteam_api.so file. Still odd that it returns Josh's filepath tho..
  18. I'll use these instead of the default ones from now on and get back to you on this. I think they look better than the Source-like dev textures, and more useful overall. When I first started using hammer, I actually used Portal's tile textures as a visual indicator of how big to make the rooms and such, and these textures kind of were made because of those times. Yeah, the normal map made it look bad, it looks way better flat anyway.
  19. Cool, I'll give them a go. you want the dev textures to have a normal and spec map, or you want it just to use the diffuse shader for simplicity reasons? I already have the normal/spec maps when I made the original texture. Actually, nevermind, they look gross with the extra maps. Just using the diffuse is overall a better option.
  20. I like the idea, worried on how you'll use colors tho. Also kind of reminds me of the texture I made a while back. It was mostly gray scale, and I had it's layers exported to test many shader effects.
  21. Ahh I think see the issue. Correct me if I'm wrong, but since you're releasing static libs, the preprocessor can't be changed outside of your end. So in which you'd have to build two sets of libraries and I understand completely that you most likely don't want to do that for legacy. I mean, asking user's to upgrade their IDE isn't an issue, what can be an issue is if the developer is using another library that doesn't yet support 2017. Then again, 2017 RC released yesterday and Leadwerks is the only thing I know of that supports it at the moment. Real question is what other libraries will support 2017 when it comes to 4.2's release!
  22. You can use the _msc_ver preprocessor. MSVC++ 14.0 _MSC_VER == 1900 (Visual Studio 2015) MSVC++ 12.0 _MSC_VER == 1800 (Visual Studio 2013) MSVC++ 11.0 _MSC_VER == 1700 (Visual Studio 2012) MSVC++ 10.0 _MSC_VER == 1600 (Visual Studio 2010) MSVC++ 9.0 _MSC_VER == 1500 (Visual Studio 2008) MSVC++ 8.0 _MSC_VER == 1400 (Visual Studio 2005) MSVC++ 7.1 _MSC_VER == 1310 (Visual Studio 2003) MSVC++ 7.0 _MSC_VER == 1300 MSVC++ 6.0 _MSC_VER == 1200 MSVC++ 5.0 _MSC_VER == 1100
  23. Here is a modified Script that includes the needed dev packages to build Leadwerks. Just tried it on a fresh install of Ubuntu 16.04 and worked flawlessly. #!/bin/bash packages=(libc6:i386 libgcc1:i386 libgl1-mesa-glx:i386 libglib2.0-0:i386 libopenal1:i386 libopenal1 libstdc++6:i386 libx11-6:i386 libxxf86vm1:i386 gtk2-engines:i386 gtk2-engines-murrine:i386 unity-gtk2-module:i386 libdbusmenu-glib4:i386 mesa-common-dev libglu1-mesa-dev libopenal-dev libxft-dev libxrender-dev libtolua++5.1-dev libcurl4-openssl-dev) pkgcnt=$(dpkg -l "${packages[@]}" | grep ^ii | wc -l) if [ "$pkgcnt" -ge ${packages[#]} ]; then # Everything's installed, so exit quietly exit 0 fi cat <<EOF Leadwerks requires the following extra packages to function correctly: ${packages[*]} Do you wish to install them? [Yn] EOF while read response; do case $response in y|Y|"") sudo apt-get install ${packages[@]} ret=$? if [ $ret -eq 0 ]; then echo "Successfully installed packages." exit 0 else echo "Failed to install packages. Try again? [Yn]" fi ;; n|N) echo "Aborting as per user request." exit 1 ;; *) echo "Please enter y or n." esac done ibtolua++5.1-dev isn't necessary, but it'll allow you to generate tolua pkg files.
  24. Nice, I'm taking that the libraries don't support 2013 anymore, right? Also great to see how fast you've managed to get it working. (Like the RC was released yesterday. lol)
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