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Posts posted by reepblue
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It's been a while since I looked at the Vectronic demo map, and when I opened it the other day, I noticed that my indicator lights (which was changed to brushes during the "Model Rotation Bug") where ether not facing the correct way, or the offset was off. I can say, these brushes were heavily copied and rotated a lot to make the trail effect. Nothing else seemed out of the normal, however. I was able to quickly fix them however. I'm not sure it's because of a beta update, or just a hiccup, or a similar issue like the models had; but I guess it's something to look at. Sorry for the delay in reporting, it was the 4th after all.
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You can use the built in tolua stuff. Here is an example,and a post that helped me. There is not a whole lot of documentation on this, so your best bet is to read headers and search forum posts.
On the C++ side of things, I do the basic stuff like how levels are changed, UI, menu, etc while lua is mainly the game logic like the Player, elements, etc. Minus that there are some things you can only do in C++, Leadwerks allows you to develop your game anyway you want. After all, it's just a set of libraries called with a console application.
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I've read that any program that is designed to run on Windows 7 or 8/8.1 (Which Leadwerks does.) will run without a problem on 10. And If not, I'm sure Josh will rebuild the solutions/fix the issues when the update comes out later this month. But honestly, I don't see why LE wouldn't work.
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I had this issue! It would work fine if the game was windowed, but would flicker on fullscreen. This is why the spotlights in Vectronic use sprites instead of lens flares. Also on a Nvidia card.
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I swore that this was addressed myself, but I still divide all my color values by 255 as I'm sure it will always work.
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So far, C++ application that has a settings system, and a MenuUI that can easily work on any LE game. Menu, loading screen and other things can be edited outside of Visual Studio. It also has a background map system too.
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Make a new collision response rule in Main.lua.
-- Props can activate triggers. Collision:SetResponse(Collision.Prop, Collision.Trigger, Collision.Trigger)
You might also want a new collision for objects that are picked up. Vectronic is a working example of this.
Collision.PickedUpProp = 12 -- Picked up objects can still collide with triggers, but never characters. Collision:SetResponse(Collision.PickedUpProp, Collision.Character, Collision.None) Collision:SetResponse(Collision.PickedUpProp, Collision.Scene, Collision.Collide) Collision:SetResponse(Collision.PickedUpProp, Collision.Prop, Collision.Collide) Collision:SetResponse(Collision.PickedUpProp, Collision.Trigger, Collision.Trigger) Collision:SetResponse(Collision.PickedUpProp, Collision.PickedUpProp, Collision.None)
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It happens with any map with Post Effects shaders. I took the start map, added shaders. and re-saved it in Windows.
https://dl.dropboxusercontent.com/u/16218991/Requests/transfertest.map
I test it myself. The Post Effects list clears when loading it on Linux. However, if you where to add Post Effects in a map on Linux, then open the map in Windows, the list does not clear as expected.
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Hmm, I guess I was not paying attention. Yeah everything seems to be the same on both platforms. However, the post processing effects don't transfer over, the "Post Effects" under the map tab becomes blank after they have been set in windows. I did not try the other way yet.
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Ahh, ok. I tried the Tutorial project's fan model and it was turned off. I'll "open" this again if I notice anything weird.
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On 6/13/2015 at 7:11 PM, Josh said:
Can you post the model? I have not experienced this. I actually checked this out a couple weeks ago, I think you brought it up before.
This model I noticed it. All my models with bones and animations seem to do it such as most props in Vectronic.
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Not sure it's a bug or not, but I noticed that when dropping a model in from the asset browser, Occlusion Culling is enabled by default, when on Window's it's disabled. Opening maps on Linux that were saved on Windows will switch all the models OC setting to enabled, and when read back on Windows, it will remain enabled. CSG on the other hand it's disabled by default.
I understand the linux version has a lot of gotcha's, so not sure if this is intended or not.
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I tried their auto rigger and animations and I got like a million fbx's that don't do anything. There are no bones/animations when I import it to blender. Anyone have an idea what I can be doing wrong?
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I really hope I can come up with something small and fun within the time period. I also want to take a break from the first person perspective/genre.
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Reporting that performance of newly built executables now has identical performance to the stock build. Thanks, now I can really get back to work.
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You get similar warnings when compiling on Windows with Visual Studio. But yeah, I agree, it should be cleaned up more if possible.
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NOOOOOOOOOOOOOOOO!
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I hope to see the updated projects soon as I tried playing with the optimization settings with no luck.
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Funny, I thought Adobe was dropping their subscription-ware system. My former graphic design teacher said she got an e-mail from them saying they would a few months ago.
Downloading FUSE right now. If their "Freedium market" still exists (Which I think still does), I'm just gonna use it to play around in.
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Will it be imrpoved and developped ? or will it juts goes free and that's it ?
I think that's it. It's a saying on "Oh hey, have this for free because we are going to take this technology, improve it, and have it be in a future Adobe project!" They could also lost the right to sell it in the signed contract.
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Ahh, so this is using the "Free-To-Play" model then. I'll still think about giving this a shot if I ever need a player model to test. Right now, I don't really have a need for it.
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Just tried a rebuild from a blank project and same problem. the only thing it did was reduced the size down by 20kb. My executable just tells main.lua to execute and the lua file once and the main.lua script handles it from there. Although my program is lighter, it's still righting slower.
And unless Josh joined the VS2015 beta, I'm sure he's still using VS2013 like the rest of us. Keep in mind he has more access to the engine than we do so it's possible that he is compiling the stock executables differently than us.
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Hmm. I looked over the the project and everything seems to be right to me. I also tried cleaning up the main.cpp file (removing the AppData writes and calling App), and removed the app.cpp/,h files from the project. This still made the exe bigger than the auto generated one, but the game still works.
#ifndef OS_IOS #ifndef _DLL #ifndef BUILD_STATICLIB #include "Leadwerks.h" #endif #endif using namespace Leadwerks; void DebugErrorHook(char* c) { int n=0;//<--------------------------- Add a breakpoint here to catch errors } #ifdef __APPLE__ int main_(int argc,const char *argv[]) { #else int main(int argc,const char *argv[]) { #endif //Set program path System::AppPath = FileSystem::ExtractDir(argv[0]); //Load command-line parameters System::ParseCommandLine(argc, argv); //Enable Lua sandboxing if (String::Int(System::GetProperty("sandbox")) != 0) Interpreter::sandboxmode = true; //Switch directory std::string gamepack = System::GetProperty("game"); if (gamepack != "") { Package* package = Package::Load(gamepack); if (!package) return 1; } //Add debug hook for catching errors Leadwerks::System::AddHook(System::DebugErrorHook,(void*)DebugErrorHook); //Load any zip files in main directory Leadwerks::Directory* dir = Leadwerks::FileSystem::LoadDir("."); if (dir) { for (int i=0; i<dir->files.size(); i++) { std::string file = dir->files[i]; std::string ext = Leadwerks::String::Lower(Leadwerks::FileSystem::ExtractExt(file)); if (ext=="zip" || ext=="pak") { Leadwerks::Package::Load(file); } } delete dir; } #ifdef DEBUG std::string debuggerhostname = System::GetProperty("debuggerhostname"); if (debuggerhostname!="") { //Connect to the debugger int debuggerport = String::Int(System::GetProperty("debuggerport")); if (!Interpreter::Connect(debuggerhostname,debuggerport)) { Print("Error: Failed to connect to debugger with hostname \""+debuggerhostname+"\" and port "+String(debuggerport)+"."); return false; } Print("Successfully connected to debugger."); std::string breakpointsfile = System::GetProperty("breakpointsfile"); if (breakpointsfile!="") { if (!Interpreter::LoadBreakpoints(breakpointsfile)) { Print("Error: Failed to load breakpoints file \""+breakpointsfile+"\"."); } } } else { // Print("No debugger hostname supplied in command line."); } #endif if (FileSystem::GetFileType("Scripts/main.lua") == 1) { //Execute main script file if (Interpreter::ExecuteFile("Scripts/main.lua")) { #ifdef DEBUG Interpreter::Disconnect(); #endif //if (!System::SaveSettings(settingsfile)) System::Print("Error: Failed to save settings file \"" + settingsfile + "\"."); Steamworks::Shutdown(); return 0; } else { #ifdef DEBUG Interpreter::Disconnect(); #endif Steamworks::Shutdown(); return 1; } } } #endif
I don't know how or why this is a problem. Maybe there is something with the settings. I'm gonna try building a project from scratch now.
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Looks interesting. Is it any good? Reading from the reviews it seems to nickle and dime you along the way. Ether way, I'll add this to my catalog cause who does not like free software?
Texture Offsets/Rotations Can Get Scrambled
in Leadwerks Engine Bug Reports
Posted
Don't think so as these were not prefabs. They were just brushes that were copied and manipulated. Plus they were fine up until a few days ago.