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reepblue

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Blog Comments posted by reepblue

  1. But we're making video games, not real life! :P

     

    As in, yes, the default settings is correct, but there may be cases where we'd need to cheat realism to get a desired look or effect. It's really case by case of what looks best for what you're going after.

     

    But glad to see a new blend mode will be coming soon. (If I've read right.)

    • Upvote 1
  2. Is there a chance that other DLC's will be added to the workshop but updated to have the source files? I understand that it's been a while, but if you could include them, that'd be great!

     

    I opted out of the beta a week ago since the update broke my reflection system (most likely from your early env probe stuff), but I was looking at the Merc, and my first instinct to buy it was to use the Steam client, and not Leadwerks itself. In-fact, it was actually hard!

     

    There is a bug with the workshop window (not sure if it's fixed now) that the top taskbar was out of my screen space, and I couldn't close the workshop window. I'll try this update and post if it's still a problem.

  3. I really hope you go forward with this. Although I've created my own system, I'd be nice to have it an official feature. I also didn't do a real world test (Full playable map with gameplay, etc), so I expect something to pop up with it. (I always do!)

     

    Anyway, glad to see you're looking into this and I can't wait to hear more on this. :)

  4. I just got the time to play with it, and man, I'm glad that this just model shaders (and the light edits) and doesn't need any post processing on top of it. Excellent work, Always gonna have this installed in my projects from now on.

     

    Thank you for doing this. smile.png

     

    EDIT: Seems the only issue I came across was that materials using the shader are not effected by light sources. (They seem self lit.)

     

    EDIT2: Seems that bug is only effected on shinny surfaces (like the metal surfaces.) You can adjust the brightness of the 'shinny' entity to accommodate for the light issue.

  5. I really hope that the template system will get an update reflecting these changes. It'd be nice if someone want's to make a game completely in C++ can just clone the necessary files to get the engine to run, rather also cloning a bunch of scripts and assets that they're mostly not gonna use.

     

    This benefits both sides, as new users get to make games using the flowgraph and pre-made scripts, while advanced/experienced users have the option to start with a clean slate, and not have the project manager keep copying over files they don't need/want.

     

    I can go in-depth with a suggestion thread about this another time.

    • A security camera with render-to-texture set up would be cool.

     

    Would also be cool if the camera followed the player/object like they do in Portal. smile.png

     

     

    • Laser beam using picking to determine beam length, and creating damage wherever it hits.

     

    Glad Jazzoyna did this already, so the battle is half over. I've made an actual laser sprite if you want it.

     

     

    I'm pretty sure you can use the turret model that's already on the workshop and include it in the SDK. I've made a custom phys file for that as well. Was gonna make HL2 styled turrets until I got pulled aways to do other stuff.

  6. I like that in that "review" they gave it a positive rating despite what they said.

     

    Something that kind of needs to be addressed is the generic upload errors with the workshop. I pretty much gave up on updating the Vectronic Demo at this point. I have no idea if my upload speed has something to do with it or not.

     

    As always, I'm looking forward to the updates. Interested to see how networking will work.

  7. Nice. I use both C++ and Lua hand in-hand, but I always saw LE to be more lua focused, and the main product as you don't really need the C++ portions.

     

    I remembered when in the project manager, you had to choose if you wanted a C++ project or a Lua one, and it was very confusing. Glad things cleared up over the years.

  8. So right now just materials and models will be accepted? (Which makes sense because they are the most needed.) Will scripts, sounds, source code, and full templates be allowed in the future?

     

    Also, I hope that workshop items follow the same refund policy as games do. It'd be a shame if a lua user downloaded a bunch of cpp and header files. smile.png

     

    I've been looking forward to this, nice work.

  9. I would agree with Rick to exclude the element of Steam from the whole thing, but there would be less exposure of items, and the fact you don't need to submit your payment options to another website. I'm one of those people who doesn't like to submit their payment information to a lot of websites.

     

    Although there would be more slices of the pie to go around, Steam is still the better choice for the content creator (More Exposure) and the customer (Easy to find items and pay for them).

    • Upvote 1
  10. I'm actually afraid to make my prefabs more than a model + script.The prefab imo system needs improvements to accommodate for texture cords for brushes along with other error prevention.

     

    It would be great if you can load buildings, rooms, and other contraptions without any hiccups which I ran into in the past.

    • Upvote 1
  11. Overall, I want Leadwerks to become more like a moddable game, without losing the simplicity and flexibility we have to make anything.

     

    Yep, this is why I stuck with Source over the years. There was a collection of assets, and code to modify and tweak.

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