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randomkeyhits

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Everything posted by randomkeyhits

  1. In theory if you don't have a dedicated Linux OpenGL 4.0 driver then the fallback becomes Mesa which is not yet 4.0 compliant though they are working hard on it. Performance would be pretty bad too but once they have compliance it should run in some form if you were desperate enough. I've always made sure I've had NVidia under the hood simply because of their superior OpenGL support.
  2. I would definitely love to be in on this but I'm away next weekend. Probably a good thing as I'm still really new to the engine and doubt I'd have that much to contribute. Just curious, what video conferencing software?
  3. Perfect, thanks, was too wrapped up looking in window & context and missed that I've never been a fan of an underscore cursor but its always a reasonable fall back position.I'll experiment a bit and see if I can do something I like first.
  4. I've gotten my text entry function almost finished but I need to add a cursor to it which seems tricker than I first thought. When using Context:DrawText are there any special characters in the same way as ASCII control chars, things like blink or reverse or do I have to emulate them? Assuming the latter is there an easy way to get how many pixels a text stream took to be displayed or is there a way to effectively append more text in a second DrawText Command.
  5. so its test every desired option each pass then, no biggie but was hoping to have some sort of serialise option.
  6. While in the weapon script I'd say self.player:GetPosition() should return an appropriate vec3. To make a prefab afaik you create the entity with all its scripts, materials and such and then in the scene tab just do save as prefab. I know that if I don't give the name with the .pfb suffix then its not treated as a prefab. The prefab is your final step though, you do all the work on your created entity first. I wouldn't even consider looking at making something a prefab until I'd finished debugging the source entity. As for the dual wield thing, for weapons and spells I'd guess you would need to pass an additional argument into the different weapon scripts signifying if they being used left or right handed. The scripts would then have to load either the left or right handed images and animations and also choose between left and right offsets to keep everything consistent. I think I'm making sense....
  7. Rather than start a new thread, this is a sort of continuation on this one. For reading keyboard input is it only the Window::KeyDown and Window::KeyHit functions available to us? It does feel clunky having to test for all possible keys individually when I just want to stream the input. I considered trying to use Stream::ReadUChar after redirecting stdin but that wouldn't be very portable if I did and i want to keep things as clean as possible
  8. Definitely look at everything that comes with the engine. For example, many spells are really nothing but very flashy bullets. You'll have a cast (fire) anim + instantiate the spell effect (bullet) with travel and then on collision you can create another anim/efffect and add damage to the player. The existing gun code gives you a framework to adapt to your needs, much faster than starting from scratch.
  9. Will be interested in seeing that, saw some of your early examples, nice/ At this stage I'm only worried about the startup menus which are simple as anything. Later on when things like inventories, power sets and stuff have to be presented I'd then have to properly face this.
  10. Thanks, Unfortunately I'm on the indie version right now, want to see how far I can push a LUA only game before upping to the standard version. I'll just have to be sensible on my needs and find simple ways to progress.
  11. Having done a lot of docs and forum searching am I right in assuming there is no user gui or any form of gui primitives in the engine at all? It all has to be developed from first principles using the Context class? I'm trying to size up how much and what effort to invest in this area and could do with some more info. TIA
  12. After a lot of experimenting finally made some progress on this. I'm not quite sure why the behaviour is as it is though. I create a plane, place a player on it and a disk 1.5 metre diameter and 1 metre tall. I allow the top 25cm of the disk to appear through the ground. When the object is a scene the player can walk on the disk and a collision is registered. I change it to a trigger and I can walk through it but no collision is triggered. I then raise the disk so that it sat on the plane rather than extruded through it and the trigger collision started working when I walk through the disk. So possibly some sort of clipping/culling thing based on the axis location? I don't know if its intended or a bug or just the way things are but it means that I need to be quite careful in how I specify trigger zones
  13. I'm still not making progress with this The player entity is type character. I deleted and re-created the disk, set the collision type to scene and a shape of cylinder and used shape fit. I attached the CollisionTrigger script and it works ok. Walking into it with the player causes a collision to be triggered. I then change the collision type on the disk to trigger. As expected I do not walk onto the disk but walk through it but now the ColliisionTrigger script is not invoked. Switch the disk back to scene and the collision occurs again. AFAIK this is correct, I just can't make it work.
  14. The disk didn't I added a cylinder shape fit and a mass of 1 but its not made any difference. Thanks for you help though, I'll come back to this tomorrow and see if I can better understand whats happening.
  15. Yes, I saw that thanks. The interaction I used was the player walking onto the disk which once I switched the physics type to trigger I expected it to be the same except for the player would walk through the disk. That and the rest of the documentation tells me it should work, I just can't figure out why not.
  16. I've created a disk and attached the standard CollisionTrigger.lua script. While the physics type is prop or scene I can walk into it and the collision event is triggered. The lua script above suggests that you can change the physics type to trigger and the event should trigger without any physics interactions in the scene. For me it doesn't and I can't see a reason why. The only thing i can think of is perhaps the target is not Script:Collision but something else. I've been going round and round with the documentation and forums so has anyone actually successfully done this and did they do something specific to make it work?
  17. I'm slowly getting to grips with the game engine and seeing how far I can go with just LUA, so plenty of learning opportunities! I'm looking at how to implement all the functionality I need for an RPG and decided the latest bit was worth sharing. This allows you to control where on the map the player is positioned when the map is loaded. I created TriggerChangeMapPos.lua which accepts a second optional parameter, a target object. If this is not specified then the saved player position is used as previously so this could be used as a drop in replacement for the original TriggerChangeMap.lua I then updated App.lua so that it created an entity list on map load and then searched for the specified entity and copied its location to the players. Pivots are of course excellent for this kind of purpose. The files are TriggerChangeMapPos.lua App.lua
  18. Thanks for the input. From Josh's blog it looks like locking should be the default which is good but I can't find any option to toggle it at all. Looked through all the menus but no luck so far. Whats interesting is that when i place a 2x3 prefab set and go into face mode it seems to show that the texture offsets are in world co-ordinates and not local to the prefab. Toggling the local/global co-ord has no effect on this. I'll keep plugging at this but any advice is welcome.
  19. Either I've missed a stage out in the process or I've simply misunderstood something. I create a material for a floor surface and then create a simple box primitive shaped at 300x300x50. I drop the material onto the box and go to faces and centre it so it fits nicely. From the scene I then right click and save as a prefab. When I drag from the prefab folder into the scene the texture is as I expect, but if I move the object in the scene the texture jumps to a random offset so that I have to go back into the face editor and re-orientate it again. Is there any way to ensure the texture stays pinned as saved?
  20. Its to organise assets in top level hierarchies alongside the project rather than in it, much in the same way as the sci-fi pack is shown. Its easy to build up a lot assets, buy a few bits from say Arteria, craft a load of your own and its all moved into the gigabyte level of data. I certainly don't want to import everything into every project, instead I'd much rather be able to delve into a particular hierarchy to lift and copy into the current project the bits i want. Its definitely clear in my head, I'm just not so sure I'm expressing myself well.
  21. Interesting method! Does it have to be next to the executable which is in the steam directories or can I put it into a data partition and have it picked up from there?. I kind of like the zip idea as it means rather than just dip into my source assets I can push out a static bundle and updates have to be committed.
  22. I'm looking at organising my assets such that I can pull them into whichever project requires them. Not quite like how the sci-fi pack works but similar and with more structure. What I can't see is how to specify a top level asset hierarchy and its location. Any tips?
  23. No worries, I've been a Linux desktop user since '98 so being in this situation is nothing new. A little lateral thinking and I've found the real problem, which is not your fault (I think!) and a way to resolve. I'll record it here in case its of use to someone else. I use a 6x1 pager on my desktop and enlightenment as my window manager. I first used Leadwerks on the 4th pane and after downloading the sci-fi DLC and starting for the first time for the day the splash started on the 6th pane and then when it disappeared the GUI didn't appear. Using the goto window functionality in E It kept taking me to the 6th pane. From what I can tell It was looking for a four pane offset from the 4th pane which meant pane 8 which I don't have. The fix ended up being easy and as follows type eesh This gets you into the enlightenment ui command shell type wl This lists the #id for all active windows including leadwerks type wop #window_id_of_leadwerks fullscreen This made the app full screen, interestingly enough back on pane 4. I could then use the alt-right mouse click in the window to get the various options to resize/move so it didn't appear in a non existant area. Now to work! Edit: Found an easier way to bring the window back type wop #window_id_of_leadwerks move 0 0 and it brings the window to the top left of whichever pane you are in, no resizing needed.
  24. In which case I'll go back to my original request, what's the best way to generate debug output? I'll add to that is there a "safe" start option?
  25. Hmmm The DLC downloaded reasonably quickly 107,950,381 byte zip file. It is possible its taking a long time to process it? I left the app running for half an hour and there was no indication it was doing anything apart from the small amount of CPU it was consuming. I'll let it run longer and see if anything happens. Thanks.
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