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This has been fixed, but we are not putting out a new build until after the GDC, because we will be unable to attend to the code for a week.
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All CSG brushes work for navmesh pathfinding. There are no limits imposed. I am not sure what was being described here.I assume that things such as brushes are a suitable walking platform regardless of the number? When I referred to a "lara croft style" it was more creating pathways by moving environmental objects, and solving puzzles to release doorways etc
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Hi, I'm Mike. Its taken me a couple of years to get time together to begin on my own full project. After going through various forums, looking at engines etc I've decided to go ahead and work with leadwerks3.
I have a couple of minor queries which i'm sure i'll come across but 1 will be imortant before i really get going.
If i opt to create a project for windows/mac using lua, can I convert to using c++ later on. I have experience with both but I would prefer for a quicker start to use lua then later on once things start taking a bit of shape to switch over to c++ to unleash that extra power.
That's a wise approach. The Lua debugger will give you enough power to get through the game, and then you can offload the demanding parts of your code to C++.
Query 2, how in the demo game can I switch the camera from its current position to a "feasable" fps. It's not majorly important its just im in a decision of whether to go first/3rd person and just wanted to see how first person would look on the engine. If theres a fairly quick method that would be great.I'll be writing a series of tutorials for making an FPS game once we get back from the GDC. A couple of people have code for this already, and the default C++ example already provides code for a freelook camera.
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This is one device we are very favorable on. I'll leave it at that for now.
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All entities can be either a rigid body or a character controller now. See the physics commands in the entity class.
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The fix for the file dialog crash has been uploaded. Please run the updater to get the fix.
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This should not happen, ever. Will test.
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You need to generate a lightmapped material for lightmapping to occur.
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The OBJ format is not supported at this time.
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The file reloading system is some of the most complicated code in the editor, and may still have some errors. Thanks for the report.
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When you purchase the Leadwerks 3 Beta, you are purchasing Leadwerks 3.0, just early. People new to Leadwerks will pay the full price. You do not have to pay anything else when the final version 3.0 is released.I thought the upgrade was $200 till April 30. Is there hidden costs (other than $99 for both IOS and Android each) other than that? Am I missing something? I don't even get the 20% to 60% being talked about here.
Mike
What does this mean? Are you saying the $200 is for the beta and there will be additional fees to get the full version? This totally confuses me.
Mike
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In order to fix your problem, we need to be able to reproduce it.
- Create one forum thread per problem. Do not include multiple bugs or add new bugs in a thread, unless the problems are very closely related.
- Do not hijack topics or reply with additional bugs in a report. Once the initial topic is resolved your reply will not be noticed and the thread will be closed.
- Include a complete description of the steps we need to follow to produce the problem. If images are needed to describe the error, upload them as an attachment in your forum thread.
- If any files are necessary to produce the problem, add them as an attachment in your thread. If your report requires files to reproduce the problem, and you do not attach those files, it will be locked or ignored so that we can focus on those issues that do have complete reports.
Incomplete bug reports may be locked without explanation. By following these guidelines, we can spend our time solving your problem instead of trying to guess and recreate it.
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- Create one forum thread per problem. Do not include multiple bugs or add new bugs in a thread, unless the problems are very closely related.
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Since the original issue is solved, I am closing this report. If you can produce erratic behavior please file a new report.
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What is your connection speed? A full install here takes about 20 minutes.
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There's a couple ways to approach this: material hooks, shader hooks, or global shader variables. I will have to think about it and see which is most efficient. I don't want any real-time string comparisons to be used. Because this is highly repetitive code.
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1, 2, and 4 are fixed for the next build. I can't understand #3 from your description. Please post a small sample showing the error.
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Please post your map, or at least a screenshot with nav rendering turned on.
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Faces with that material will be removed when the BSP brushes are collapsed on load.
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It should work. If you can reliably produce the problem again, please file another report.
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We don't really have control over this.
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There's not enough space for them to pass through that area. The navmesh visualization lets us catch problems like that and easily fix them.
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Select the View > Draw Navigation menu so you can see what the pathfinding is doing. Maybe that section is too narrow for a path to form.
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This should all be fixed now.
graphics
in General Discussion
Posted
Leadwerks 2 requires a shader model 4 GPU.
Leadwerks 3 will run on anything being sold today, to the best of my knowledge. It may not run on old integrated Intel graphics chips, but it will run on their newer HD 3000 and 4000 chips.