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Posts posted by Admin
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Set this in the config file:
EnableLegacyFeatures=1
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The request here is a little contradictory. You're saying you want to update your project, but you don't want it to update the files? How would you propose this be handled?
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Does this happen consistently?
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Thanks for your help, all.
Work will not begin on this for a while, but it's good to have this in place ahead of time.
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There's a checkbox for recursive view at the bottom of that panel.
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If you change the collision type of the door and the building both to "Scene" they won't collide with each other:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778
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The problem is that you are not using physics for the door movement. You are manually positioning the door, which breaks the physics simulation. Plus, it has a mass of zero. Therefore, the player will only collide with the door if they are in motion, and the door will never collide with the player.
I recommend making a copy of the sliding door script and modifying that to suit your needs.
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This might be an old build. It looks like the water plane is not extending out far enough.
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Same driver here. Don't know what else to do other than report this to AMD.
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The old bloom shader would constantly reallocate buffers which could easily cause a problem.
Also, if a script post effect crashes in the editor, there really isn't any way to catch the error, since it is running in release mode.
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I suspect this is being called repeatedly causing the nav system to constantly recalculate paths. I am adding a check so that extra calls to this will have no effect if the entity is already being followed.
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Not enough information to reproduce.
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I do not think this is a problem with Leadwerks but rather with GTK and/or X.
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Thanks, it's fixed, will update shortly.
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What GPU do you have? The integrated graphics are somewhat more limited.
It's hard to assess your problem without seeing your project.
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Tried that, it made no difference.
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Intel has released new drivers that fix the problem the previous version had:
64-bit:
https://downloadcenter.intel.com/Detail_Desc.aspx?DwnldID=24593&lang=eng&ProdId=3712
32-bit:
https://downloadcenter.intel.com/Detail_Desc.aspx?DwnldID=24592&lang=eng&ProdId=3712
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You just need to supply the EXE to them, since they can't compile it themselves. They can still work with the editor and modify scripts.
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If you have an Oculus Rift DK2 and want to try out a simple test with Leadwerks you can download it here:
REMOVED
The Rift configuration utility must have your display mode set to "Direct".
Press space to get rid of the warning. WASD moves, mouse looks left and right. Use your head to look up and down.
No optimizations to the camera class have been performed yet but it runs fast on my hardware.
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Picking always hits everything unless you specify a collision type in the pick command.
Changing the collision type does not change physics geometry, it just changes the way things react.
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Thanks for catching that! The fix is now available.
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It could, but I don't think it's a big deal to worry about.
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The only way to see it in action is to fly around the level and "pop" through walls suddenly, as there is a small delay for the results of the occlusion tests. But there's really no tuning or adjustment needed at all.
The stutter you encounter is probably a light's shadowmap being rendered for the first time.
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You can now add a photo to your profile.
What just happened to the user guide?
in General Discussion
Posted
It's being replaced with new documentation, tomorrow. A lot of that information was outdated.