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Blog Comments posted by macklebee
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the one i bought was broken on arrival... can you refund me?
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The engine will be compiled as a DLL or static lib, and C command will be included. You don't need a separate header file.
The commands will just be the class name followed by the method name. For anything that returns a value, the first part of the method name will be "get". For anything that sets a value, "set" will be used. For anything that queries a state, "is" will be used:
entity->SetPosition(x,y,z)
EntitySetPosition(entity,x,y,z)
entity->IsHidden()
EntityIsHidden(entity)
??So you are actually going to change the command syntax after all this time? Literally invalidating every existing line of code that has been currently written with the current command syntax? So where is the new command syntax going to be kept at? The wiki? So that means every command will have a listing for LE3.0 syntax and LE2.XX syntax?
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Great stuff, Flexman... fantastic as always.
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i liek batz...
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No, I completely understand. Especially at your stage of development, upgrading the project is a daunting task since moving up from 2.31 will require you to have to reserialize all of your physics bodies. Its little things like this in the versions that can drive people crazy, and having to upgrade is not truly an option. That is why I have been trying to find as many bugs as possible lately and post anything that remotely looks like a bug. Once 3.0 goes into full scale production, getting previous issues resolved may be an impossibility.
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Edit--- sorry... i see you are talking about 2.31...
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Industrial Cargo Model Pack Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
ah, i see... out of curiosity, what will the format of models be in for a cell phone game? or is it an issue with textures?
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Industrial Cargo Model Pack Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
nice... question: I have to pay $20 more to be able to use this model on another platform other than PC? or is the page just a work in progress?
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it was a bug that Josh created with the new heirarchy rendering system for 2.32... it was a problem in the editor, so Red was definitely using framework. Josh posted the fix for the script in the bug tracker. And particles do work over water, just not heathaze/refraction type particles... at least not inherently.
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I've also seen what big money companies did to 3D programs like Hexagon and Bryce, when they took them over and it was very sad. It would be a shame to see the same happen to Leadwerks.
agreed... fantastic intuitive software that basically just got shelved development-wise once taken over just to basically incorporate their ideas into the company's other software... which left everyone who had hexagon and bryce screwed with no hopes of improvements or bug fixes.
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The phy file created automatically in the editor is for static objects, which will be fine for your shanty town models. Any model that you wish to have dynamic physics interaction, you will need to use either phygen or obj2phy.
As for getting properties for the models, try adding this to each model's lua script:
require("scripts/class") class=CreateClass(...)
This will add the common properties that you can modify with the object's property dialog. I would set the shanty town buildings to SCENE in the collision option under the Physics tab.
Something that might help you is the Leadwerks User Guide by Aggror. Its a nice resource for new users.
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sure just send me a PM with the necessary links and whatnot and I will give it a look-see...
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are the tanks tracks animated or an actual models with joints? just curious as I have been playing around with chain physics here lately...
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Speaking of vertex coloring, you need to use it on your vegetation... the grass, leafy cover, and especially the "farn" ferns need to have the base of their models not moving (colored black) because they are attached to the ground. Then the rest of the vertices would be become lighter colors as you moved to the end of plant. Right now it looks like everything is kinda heaving and breathing... The overall looks great, but these little things are distracting from the overall feel of the Zone.
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looks very interesting Klepto... look forward on seeing more of this!
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looks great Flexman...
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yes, that appears to have been included in this release.
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thats good news. Thats actually how these things should have been handled from the get-go: No releases until the current version is stable and bug free. Also helps people that do not want to upgrade their project but have to just to get a bug fix.
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great stuff as always Flexman - enjoy follow this!
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show off!
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so when can we expect our current lua game/object scripts to become unuseable due to these changes just like last time? and how is this going to effect bmax + lua?
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whats the status of this?
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looks good!
Double rainbow all the way across the sky
in Development Blog
A blog by Josh in General
Posted
oh really? wow thanks ... if it was just one command I wouldn't have said anything... but he is talking about changing the syntax for almost every LE command, meaning that if you want to use any previously working code you would have to do this for every single command... which would mean troubleshooting the same code all over again.
No, I didn't expect it to compile verbatim since official bmax modules were being dropped, but the change of the standard syntax that we are all used to is kind of a shocker.
And I am going to have to agree with lumooja, but not based on the "global standard". SetEntityPosition() has a lot more of a natural feeling than EntitySetPosition().