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reepblue

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Blog Comments posted by reepblue

    Saving In-Game Settings

    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.

    34 minutes ago, Einlander said:

    Yeah windows hates when things write outside the users folder. You will have better luck putting the game saves in the documents folder like other games.

    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...)

    In-Game Menu

    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! ;)

    Website refresh and Leadwerks 5

    11 minutes ago, Josh said:

    On my end, the subscription model is also very appealing, even if it were to make less money overall it is still better to have reliable monthly income.  I'm sure you can think of a lot of products who had the genius idea to promise their users "free upgrades for life" and are no longer around. :lol:

    As long as you keep the full price option, I'm all for the addition of a subscription option. :)

    • Upvote 1

    Website refresh and Leadwerks 5

    11 minutes ago, Josh said:

    Version 4.4 is coming out this summer.  Mind you, we will all be using 4.x for a while.  The stuff I described here is a big task.

    Alright, sounds good! I was getting a feeling that the current version was gonna "rot" until you said that! Also nice to hear that 4 and 5+ are gonna co-exist in a way. 

    Again, interested to see what will come, but take your time. We want the best. ;)

    Website refresh and Leadwerks 5

    Really cool news! I've been dropping by for the past few months as the site has been slow. I like what I've read, happy that a "pay up front" option is still available, as it's one of the pluses of Leadwerks for me. Not a big fan of subscription-ware, but I understand why it's there.

    A question though:

    Since Leadwerks 5 is gonna be different when it comes to API, and it being a separate product than what we have now, what's gonna happen to 4.3/4.4 support? Because I suspect that the current Steam app is gonna be Leadwerks 4, and unless you request to take down the app, people might still buy and use the current version while 5 is well out. I know for 2.x, you moved all documentation to a legacy page, do you plan to do that? It's something that's not worth getting worried about; I know, just was curious on your thoughts. 

    Also, is 4.4 still gonna be a thing?

    I wish you the best and looking forward to the future, looking forward to your future development blogs too. I'll be happy to early-adopt when available! :)

  1. 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

    • Upvote 1
  2. 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. smile.png

  3. 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.

    • New material blend mode can be used to make objects that only appear in editor.

     

    That makes me smile. smile.png

     

    You also forgot to mention this, which also makes me smile:

    Whoops, misread, this is experimental atm.

    http://www.leadwerks.com/werkspace/topic/15235-actor-class-for-c-entity-management/

     

    Hopefully you can fix the bugs you listed soon. Also, did you mind taking a look at this?

     

    http://www.leadwerks.com/werkspace/topic/15355-exceptions-problem-visual-studio-17/

     

    I was having similar issues. I'm about to start a new project so I can properly report what "kicks the bucket" more exclusively.

     

    Also, why didn't you use my workshop button graphic? Does it need more work or you don't like my take on it?

  4. 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!

     

     

    In a future engine the renderer might be running on a separate thread, and a draw hook could become impractical in that kind of design. But that would be a new engine, not the existing one.

     

    New engine? Or you mean when you revamp the engine for Vulkan?

  5. 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!

    • Upvote 1
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