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Posts posted by Naughty Alien
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..as i have had mentioned before in some other threads that MAC is really way to go..here is first signs that i was quite accurate about it..
http://www.macnn.com/articles/10/03/03/teaser.hints.at.portal.team.fortress.2/
..go LE go..
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..well..i will not comment is it me or not, since i know few more fellas here, who's silently working on their stuff, but as for me, game im working on right now, is going to be on PC with LE for sure, and after that PS3 (usually goes opposite, but this is first title of crew of mine, so its reasonable way to go)..whatever case may be, any game fired out will help a lot to community and Josh (financially/advertising wise), and i do encouraging everyone to do and finish games since it will be actual and real boost for entire LE society here..as for me, Ill do my best in both Game presentation and some things after game is out, but that last part is between me and Josh..
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A small market share is one valid reason.
well..as i said previously, its about 35 million machines available and able to run LE system..sure, those numbers are not that great if you are EA who has consumption larger than some countries yearly budgets..but none of us here is like EA and for small studios up to 25-30 folks, thats quite nice market with not much competition in area..i do believe its worth to go there..
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..in my understanding of topic discussed here, option to use OGL as an API for LE is a very good choice..also, having experience with PS3 development system, I can say with confidence that native way for LE to grow is to spread on to PS3/4 console system..its naturally connected trough same API(OGL) and rendering system LE performing is just fine on PS3...also by learning entire Phyre API, i couldnt miss huge similarity with LE and class structure (both are deferred renderers)..also, financially, LE will spread way more easy on to PS3 than any other console(5 times cheaper than Wii and Xbox360), while at same time, completely same features list LE has on PC, will remain on PS3..Mac, even smaller market than PC(windows), still representing about 35 million units able to run LE just fine(if not better) than PC(win) with same GPU..also, having in mind that Mac users are actually folks who buy things for their machines, I cant see any valid reason why not spread on to Mac..just my 2 cents..
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..im very convinced that after beautiful enthusiasm whats leading you to think about building an OS, you will stop thinking about making one (OS) soon as you start dealing with hardware interfacing/drivers..C++ will not be enough however..loads of assembly should be engaged for such thing..
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yes..
System_ ("MyExternalExe.Exe")
or better use this..first type in
Extern "Win32" Function WinExec (lpCmdLine:Byte Ptr, nCmdShow:Int) End Extern
and then just do this
WinExec("MyExternalExe.exe",10)
and thats it..or if you need cross platform compatibility, you can do this
openurl("MyExternalExe.exe")
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..issue was on my side. Upon changing many shaders, somehow i have had old shader on place where suppose to be one i have changed/updated..so, my deepest apologize to everyone who use to be guided in wrong direction by this post of mine...i just have so many shaders/stuff floating around on dev machine so i lost track for a second..anyway, its all working now...my apologize again
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i havent try on Win 7 at all..but other OS'es i have listed are affected..I will do it tonight again and send you log file..
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..ahh..okay..got it exported/work just fine now..it was scene rooting i had inside level hierarchy class..its working superfine now....thanks for assistance Red and Marley
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..its working just fine with your water plane...mine however, persist to be white ..im wondering what went wrong...how did you create/export your plane..im really curious??
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..yup..as I thought...my water plane is not good..but, im really wondering what can be exported wrong on one flat surface? hmm
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hey Red..can you post new download link with your waterpatch mesh only? Previous one, giving me an error in archive...I cant open it.
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..allright...ill try now your waterplane..im wondering what will happen..
EDIT: I cant open archive...Winrar giving me error that its damaged and cant be extracted..sigh..
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..well..i have tested 2.3 and 2.31..same issue...weird..
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..sure..here it is..
'Create water mesh and prepare If Not waterpatch SetWorld transparency.world 'waterpatch = CreatePatch(20, 20) waterpatch = LoadMesh("abstract::patch.gmf") EntityOcclusionMode(waterpatch, True) SetWorld Main.world EndIf waterpatch.SetColor(watercolor) waterpatch.paint(watermaterial[submerged]) 'waterpatch.SetPositionf(Main.camera.mat.tx,waterheight,Main.camera.mat.tz,1) waterpatch.SetPositionf(1, waterheight, 1, 1)
and of course, after every changes, I did compile module to make changes work..but so far nothing..here is the patch example i use..so give it a go..im really wondering is it something maybe wrong with my gmf.
waterpatch mesh:--> http://www.mediafire.com/?o1mgzkkrwbc
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..still white..super weird...i did try this before but i had same result..white..but i had other things to do so i never tested again until now, when i saw that Red changed it and its working..however..in my case still doesnt work..everything is at proper position, it just, water plane is white..hmm..
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what you mean at origin? Mesh covering exact area i need to cover and i did exactly what he did(according to code i saw), but waterpatch surface(custom one) is white and i see it..its just..no reflection and stuff I got with usual one(createpatch)..just wondering what can go wrong or is there any other way to treat mesh waterpatch..
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..hmm..strange, when i load custom mesh as a water surface, it is loaded but just blank white?? Anything special you did with water mesh before actual load in to program Red ?? I havent add waves, just loaded mesh as a waterpatch..
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..latest drivers on nVidia causing Bloom frag shader falling and doesnt compile..in case your game using it, it may be the issue if newest drivers were installed..i have had discussion about it here http://leadwerks.com/werkspace/index.php?/topic/1370-drivers-issue/
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..ahh..thanks..much appreciated..
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..drivers 195.62 works on all configs I have..latest one is broken..
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..ok..tested just now 196.21 drivers on other machines, and bloom fragment shaders doesnt compile on all machines..
7600GT doesnt work, WinXp Pro
8600GT doesnt work, WinXP Pro
8800GT doesnt work, WinXP Pro
GTS250 doesnt work, WinXP Pro 64 bit
9600 GT doesnt work, Vista
so, only bloom fragment shader is affected as i can see..everything works fine on older drivers...sigh..
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..i have just upgraded newest drivers (196.21) on my test rig 7600GT and bloom fragment shader cant compile, while its all working just fine on 8600, 8800gt and higher. However, everything works just fine on 7600GT with older drivers..any of you guys have similar problems? Im wondering because i really want my game run on 7600GT as a low end(so far it was very very good until now), and im not happy with this drivers issue..
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..in my game where some quite complex scenery arise at some points(30+ characters doing some stuff simultaneously, dialogues, lipsync, AI, etc)..i figured out that speed difference between Bmax and C++ practically 'doesnt' exist (it does exist but its so so so minor that FPS is absolutely unnoticable)..and it was not worth to sacrifice, clean look and simplicity of code in bmax for exchange with less than 0.2 msec speed difference i have gained with C++ .. so, in my book, I highly recommend Bmax..
Button to launch
in Programming
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..im convinced after initial 'issues' with Bmax, you will luv it so much , especially after blending it with Blide, real pro coding environment..soon its going to be available for Eclipse, and thats a real beauty .. at least thats happen to me