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DooMAGE

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Posts posted by DooMAGE

  1. Hello friends,

    I'm trying to use the built-in render tool of the editor, I think that the quality is not great.
    There is any option to save in .png or increase the quality?

    Here an example:

    7rw7Ktr.jpg

    Look at the building at the end of the road. There is some crazy compression.

    Here my settings:

    0CrPNgQ.png

  2. What is Steam Audio?

     

    Steam Audio adds physics-based sound propagation on top of HRTF-based binaural audio, for increased immersion. Sounds interact with and bounce off of the actual scene geometry, so they feel like they are actually in the scene, and give players more information about the scene they are in.

     

    En4A8qp.png

     

    Official site: https://valvesoftware.github.io/steam-audio/

    Steam community post with demos: http://steamcommunity.com/games/5964...93426582988261

     

    There is a C API too.

    • Upvote 7
  3. The player controller was never intended for making a snowboarding game, although that might be a good use if we can figure out a way to make it work. I have never heard of anyone using it in this manner until maybe an hour ago.

     

     

    I was trying to make second game to the tournament, and was also a snowboard game, we spoke about skiing on january 2th:

     

    http://www.leadwerks.com/werkspace/topic/15494-slippery-floor/

     

    Just alter the acceleration / deceleration values in the entity control input function.

  4. Just alter the acceleration / deceleration values in the entity control input function.

     

    Yeah this works great, until the player try to slide on a non flat surface like a slope/wedge, non flat surfaces stops immediately the player. I'm trying to figure out why. huh.png

  5. Hello,

     

    I tried to mess around with self.entity:SetFriction(0,0) to make the default character controller slide on the floor, but it's not working.

     

    I also tried to maje a CSG and put SetFriction(0,0) in there too in the Start function.

     

    Thanks :)

  6. Were we able to set the zip pw via Leadwerks function that does that, from Lua? I know it does that in c++ and Leadwerks is the thing that needs to know the zip pw as it's the one that unzips and reads the data in its functions.

     

    Currently that's all done "magically" via the le package process.

     

    In the C++ main file is where it loads zipped files. Looks like Package::Load(). I don't see any pw being out in there so guessing Josh hides all that. I'm guessing he might be using the same pw for all LE packaged files that is in his library. Not at my pc atm to see if that function has an overload to take a custom pw but wouldn't that require pro version then since you're doing it in the C++ app?

     

    That's a good point, if someone figure out what the password is :o , can we change the password and the package process in the Pro version? tongue.png

     

    But maybe this is a subject to another thread, we should focus on the ogg support smile.png

  7. I feel that way when Epic releases a patch for the new Unreal Tournament where minor bug fixes go to be a gig and a half big.

     

    On packaging, if you're not making a Game Launcher game, you should actually consider of ether hand packaging or making a batch or software that does the packaging for you the way you want. Just split the game's assets in password protected zip files and be done with it. A lot of thought should be taken into account before pushing a game on Steam.

     

    Unfortunately not everyone has the professional edition, the solution for this issue is so basic that should be something native in the engine itself.

  8. This may be one of the most requested feature ever, ogg would make the leadwerks game launcher even more appealing since the smaller size the games would get. :/

     

    A demon's game is over 1GB because the lack of compressed sound support.

     

    Josh suggested put Voice acting in some games, but it's hard to do a proper game with VA as a feature since this will increase a lot the final build.

     

    http://www.leadwerks.com/werkspace/blog/1/entry-1844-three-ways-you-can-polish-your-game-without-programming/

  9. I was using the beta branch and now migrated to the stable branch.

     

    Now the editor takes a lot of time to launch even the default start map and stays some time in the directionallight.shader

     

    When finally opens, the editor runs @ 16FPS, impossible to work with.

     

    What I tried to do to fix:

     

    - Instaled the latest AMD drivers (RElive) and I still have the problem

    - Tried to reinstall Leadwerks

    - Deleted Leadwerks.cfg

     

    03wN9vk.jpg

     

    h5DxADz.png

     

    Anyone know how to fix this?

     

    Thanks.

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