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insomniac_lemon

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Everything posted by insomniac_lemon

  1. There are no .bak files from Leadwerks anywhere on my system, and I've updated like 2-3 times. I don't doubt that's the way it's supposed to be, but as I've said, there's no trace of anything I've done in Leadwerks. Even if it was lost some other way, I'd expect the 'recent files' lists in Leadwerks to still show memory of my old files (giving a 'this file cannot be found' spheal). All I'm saying is something happened. Maybe it was some edge case where I was a few minor versions behind, or maybe it's because I'm not on Ubuntu. If other people have this same issue, don't be surprised.
  2. I am very much sure. All the files are new. Alongside of the default files I had /Scripts/Objects/spells/stream.lua inside weapons I had something like FPSgun_edited.lua from when I started, inside player I had FPSPlayer_custom.lua along with the other maps, I had something like PROJECT.map, not sure if that was the name, but I remember it was all caps. The update deleting my files is the only possible issue. Searching for .werk files results in only the default file that is fresh, searching for stream.lua turns up nothing. To add to that, the 'recent' files in both map/script editors don't have any traces of the files I've previously worked on. Is it possible that, because I was using the default project instead of my own, the default .werk file was loaded with the update, removing any changes I've made?
  3. I'm fairly sure that my projects were in the .leadwerks folder, and that a week ago it wasn't in my documents folder, and now it's the ONLY thing in my documents folder. (because I don't use my native documents folder, I use a documents folder on another drive) Whether or not, my Leadwerks files are GONE. I had them right with all the other default project files, including a map, new scripts (including one in a new folder) and they're all missing. I did pre-2015 updates and every time it would start right up to my scene telling me I needed to update my project, now there is no trace whatsoever that I have done anything.
  4. The projects folder (what once was ~/.leadwerks) . Where it was before still exists, but only with 'Leadwerks.log' in it, and the project I was working on before (map and scripts) are gone. Now the projects folder is in a newly-created ~/Documents/Leadwerks This happened with the 3.4 update.
  5. So the newest update seems to have moved from .leadwerks in the home folder to Leadwerks in the Documents folder..... all of the old files are just gone? Why were the map and scripts files not moved instead of deleted? Or at least left alone so the user could deal with them?
  6. Guppy, I personally use Arch because it used systemd (Ubuntu using upstart seemed a little slow to boot up) and the user repository makes it *much* easier to get software that isn't in (or updated in!) the official repos (adding repositories in Ubuntu is a MAJOR mess) and generally I want to be using updated software (VLC and WINE were usually my issues) rather than what it was updated to when the distro was released. That being said, I use nVidia so it's not an issue. Greb, I'm not sure of your setup, but if your situation is like mine (My computer is a pre-built, came with an ATI card, and I had driver problems on Windows) then maybe you should consider buying an nVidia graphics card (please disregard if you specifically bought an AMD graphics card). The sad fact really is that AMD has the WORST driver support out of all of the manufacturers when it comes to Linux. When it comes to gaming on Linux, AMD fans are gonna have a bad time. (one example is Borderlands 2 and BL:tpS released on Linux, states AMD cards are not and may not function properly) Intel has the best open source drivers, and nVidia has the best proprietary drivers. Overall, nVidia gives the best experience for graphically intense operations. If you do, maybe you could just get something from the 400+ series in GTS or GTX and spend $100-$200 or less. These are a bit old but still support the newest version of OpenGL, you might even find a really nice deal for a used one.
  7. Using Steam version on Arch (admittedly not fully up to date, Kernel 3.16.4-1-ARCH) Intel i7 CPU, nVidia GTS 450 GPU w/ driver version 343.22, no issues here. Sounds like maybe another issue. Have you tried starting Leadwerks through terminal to see if that gives you a more specific reason for the error? Maybe your GPU is too old to support the OpenGL version, or maybe you have a library issue for some reason.
  8. So, I tried this and still saw nothing. I tried creating a light at a fixed point instead, that worked. I tried changed position/velocity, material, none of those fixed it. I also tried creating the emitter in different places, defining it differently, even full on in the main script didn't seem to work. I believe I adapted my code from this reference page (see water/mist comments in spoiler above) and it seems like it has since changed (unless somehow, I found a very similar code snippet that instead used instances of an emitter), I tried making it like the new code and it didn't seem to help, either.
  9. I have a problem with an emitter that still hasn't been solved, that is I'm trying to use an emitter as a weapon, but no particles [are visibly] created, and no errors are thrown. If it's that I have the wrong position, velocity, speed, size, or some other issue entirely, I'm not sure. If there is some way I can figure out where particles are being created, or if someone could point out what mistake I'm making and how I should fix it, I would appreciate it. My weapon code: My main code:
  10. How about Ctrl+shift+z for redo? Ctrl+y is completely annoying, Microsoft-y, Ctrl+shift+z is fairly common (Adobe+Autodesk products, Blender, and GIMP as examples) and I definitely prefer that. Click+drag doesn't seem to work for adding things to the flowgraph editor (this can be done through the scene menu, though). The scrollwheel also doesn't scroll in the asset browser. EDIT: A more native file browser (with more native styling, is aware of system bookmarks) would be preferred. For a good example, look at GIMP's open/save file browser. Or Google Chrome's. AFAIK it's either some kind of system request (like it queries the default file browser for it) or it's a standard component that knows where to look for bookmarks.
  11. Thanks, I got it working now, that was one of my issues. (another was needing an offset so a non-colliding model would appear). Why is it that SetRotation doesn't need to be done, but the rotation still occurs? Also, am I doing something wrong with my emitter that would cause it not to work? Basically what I'm trying to accomplish is to have a jet of particles (like a flamethrower) spew forwards from the character, but I don't see any indication of ANY particles after holding the left mouse button and looking around.
  12. I've switched over to trying to use a box that's repositioned, but so far it seems to not be working at all. It rotates with the view, but seems to stay in one place. My specific code for that so far is: function Script:Draw() local place place= self.player.camera:GetPosition() self.entity:SetPosition(place) self.animationmanager:Update() end Full script: Please forgive me for I'm still in the stage where I'm not sure what to do next. I'm sure my emitter isn't working, but it could be emitting somewhere I can't see, which is why getting the positioning working properly is important. I hope this has an easy fix, but there's so much non-basic stuff (view bob, bullet tracer, etc.) that makes it hard for me to understand how it's been (or how it SHOULD be) done.
  13. My major problem is many things are behind the scenes, like how you see the weapon prefab, but there's no clear link to the script it uses (although it's clear if you're LOOKING for it in the scripts section) I think I understand most of it, but trying to make my own script/prefab has not worked thus far. Even pasting in the autopistol's code into my script causes a sprite to appear at [0,0,0] which tells me I've made the prefab wrong. What I did was make a pivot near the player, attach the script in that, and make that into a prefab [i've tried different parent/prefab combos]. So my real question here, as I've not seen and tutorials on it yet, either/or How do you actually MAKE weapon prefabs? Also, How exactly am I supposed to be getting the user's position? What I thought worked doesn't seem to, so I'm assuming I'm missing some crucial piece? What about numbers for velocity, how does that work in relation to the player? The reason why I'd like to make my own script is because what I'm trying to do is fundamentally different on many levels, and many things in the autopistol script don't really apply. I get that bolt spells *would* be useful to still use bullets (especially if I could attach an emitter to the bullet), but what I'm trying to do first is make a flamethrower/stream spell, so instead of a bullet I'd like to use actual emitted particles instead. How exactly would I call the script manually instead of from a prefab? I already know that I'm likely going to abandon it later, because of the amount of possibilities for dual wield combinations it woudn't be worth making a prefab for each one (unless it's possible to load multiple weapon prefabs at once, say for left and right?).
  14. 1. I know, I was just thinking out loud and asking in case others knew something I didn't. So am I right in thinking in my situation I should be avoiding the weapon prefab situation altogether and just use scripts with needed variables (left/right hand, spell info) and call them through code? 2. Again, I know.... but when it comes to character customizability (different clothes, armor, etc) it would be an easier setup, and I'd love if I could make hits so they actually.... hit... rather than just passing through the enemy. I'd like it if the enemy hit could influence the way the weapon keeps going, along with the ability to cause dynamic destruction (cut off limbs, dent armor, collide weapons) is probably even more advanced, but something I hope I could eventually do. 3. Thanks! Tried both, and they worked perfectly. I never actually thought to look in app.lua (I didn't really know about it).....
  15. Hello. I recently purchased this program on Steam because I wish to make my own game, basically an RPG inspired by the many downfalls discovered after playing copious amounts of Oblivion/Skyrim. Things like gold/stature being relatively useless and easy to acquire, inventory management being tedious, useless items, and seemingly important things like bartering needing to be fleshed out. I also have tons of ideas on how the spell/combat system can be improved, and have story/mechanic ideas from an unrelated RPG idea I had previously. One of the main reasons I was interested in Leadwerks was the Linux support, as it seems the Unreal editor does not yet support it (at least not according to their site), plus Leadwerks seems to be more user-friendly in a *few* ways. Naturally, I have a few questions.... 1. Is dual-wielding weapons supported, or would I need to somehow make custom scripts, and weapon-combo prefabs from those instead? 2. Is it possible to take a skeletal-like structure (like the FPSPlayer prefab) and animate that using kinematics and scripted modifications (such as for different weapons/spells) to do movements instead of pre-made animations? (obviously binding a skin to it later?) 3.With the indie version, is it possible to unlock the mouse so I can try maximizing the window? Unrelated, how do I change my forum avatar? I don't see the option anywhere.
  16. I agree with the others, and I think more effort should be put into the low/mid-level stuff. Better material system (reflective metal, edge glows, animation of attributes?) w/ Maya-level awesomeness (tons of settings, special flowgraph editor), shaders with variables (intensity, color, time), more "real" effects (physics/fluids, dynamic destructible objects/enemies w/ hit feedback (in other words, you don't swing your sword THROUGH an enemy unless you cut them in half)). Overall add new features and better GUI layout (having basic objects on the right and more stuff hidden in the "objects" panel is awkward, and so are some of the boxes with no info on what they do, no way to edit materials straight from the object that uses it). Doing lower-level preset things is best for the community, IMO, because many aren't as easy and are generic things many games have: shiny metal, mirrors, anything dynamic (flames and lasers that know how to react to surfaces, hits that actually collide with enemies and return accordingly), ambient lighting calculated from added lights (at least in darker areas?). Yes, GUI stuff should definitely be added in because it's useful to everybody. TL;DR: Give us tools to make cooler stuff easier rather than giving us content that we should be making (more originally!). Making a game shouldn't be easy, because then the bar is lowered, allowing people to make **** games. You'll still be making money because you're charging $100 for the program, adding to it adds appeal and thus the amount of customers. EDIT: a better way of restating what I'm trying to say: yes, make it easier, but make the non-content stuff easier to do rather than handing people content. A small amount (giving examples for people to reverse-engineer) is good, but If people start making short FPS games that basically use your prefabs, some enemies, and a few maps, that's not impressive or fun.
  17. Yeah, a bit better, but still choppy. The AI level gives me around 7-15 FPS, which is uncomfortably slow. It's especially odd because it's not even rendering at 1920x1080, it's 1024x768. Actually, even having lights enabled in the viewport makes it hard to navigate the AI scene in the editor. EDIT: Ok, I think I solved this. If I close Steam and Chrome, the game performs fine (mostly, still some minor lag spikes when firing at enemies). It also performs fine (with Steam and Chrome open) if I switch the editor's render mode to textured (turning lighting off). So maybe it's a memory thing? My memory usage (with Steam and Chrome open) is 3.5 GiB.... maybe it's hitting the limit of memory a 32bit app can access? Is it running it [the game code] as 32bit? EDIT2: Seems funky. Got it rendering in 1920x1080 now, with only the editor (rendering in wireframe) and Steam open, the AI level runs at 3 FPS just walking. Closing Steam, it's perfectly fine until combat starts (which gets choppy from gunshots/hits?), until the end of the level.
  18. It runs slowly in the normal mode, too, I just used debug mode to get the actual FPS. It still feels choppy, so I wouldn't doubt it only going 20 FPS.
  19. I've noticed during the testing, performance is really bad. Whether it's the AI testing level (3-10 FPS), 2 lights+floor+kicking around a box, or a particle emitter with high particle count, as soon as something starts happening it is visibly choppy. It is bogged down from 200 FPS to around 20 FPS with hardly anything going on, and I don't see why that could be, it's not like many unnecessary things are being rendered. (the moving platform level has more lights and moving shadows, unless that's different because the fixed movement path allows the shadows to be buffered) Now my computer is a bit outdated (i7 860 CPU, GTS 450 GPU, 8 GBs of RAM), but it doesn't seem like it should be having this much trouble just from lighting, especially when I can play other games on medium/high graphics with better performance. I'm not sure if this is a general issue, as I've only tried the Linux version, so it very well could be only an issue on that version of the software.
  20. I agree. As a free-and-open format it should be supported by default. Every sound I record is stored as OGG.
  21. If this hasn't been worked out yet, what about similar options? I actually prefer using maximized windows rather than fullscreen, because then I'm less likely to lose track of time. Several games employ alternatives already, such as maximized bordered or maximized borderless windows. In the case of "Don't Starve" and "Delver" , the game is aware of how much space is available after window decorations and panels, and resizes the context accordingly (maximizing the window removes the borders but leaves the title bar). In the case of "Eldritch" setting the game to 1920x1080 without enabling full screen gives a borderless window-the game takes up the entire screen but leaves your panel visible. This is..... well, an easier option, as it does not seem to take in account how much space the panel takes up, just displaying behind it. My panel only takes up 20px at least, so you really shouldn't be placing crucial information that close to the edge, anyways. I'm hoping that a resizable window with fitting context is an easy option. I was happy to see that the maximize button was not disabled on the game test window, but looked around and didn't easily find any easy way to unlock the mouse to try it. I've done it with OpenGL in Java (just basic stuff) so I know it's possible.
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