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Davaris

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Everything posted by Davaris

  1. MG: I just tried your version and the ground doesn't look as good as the Gamelib version I am using. There seems to be less layers and the bump maps aren't working? The firepit is working though. So I have gone back to Gamelib, because more of it seems to be working than not. EDIT: I noticed the firepit particles do not work in GameLib and I can't see where Lua is activated in it. So I thought I'd put this in: //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); However I can't get it to accept this: game.scene.GetFrameWerk() Can someone help me with it?
  2. Thanks for the tips MG. I'll try your version. I'm still scrabbling around in the dark atm.
  3. I just discovered the problem: void TScene::ProcessScene() { ... while(!done) { done=1; childs = CountChildren(scene); for(i=1;i<=childs;i++) { loops++; e=GetChild(scene,i); cn=GetEntityKey(e,"classname"); cl=GetEntityKey(e,"class"); en=GetEntityKey(e,"name"); In my map: cn = "" cl = "Model" en = "light_directional" Later on this needs to be true to create a light: if(uselua!=2)if(cn=="light_directional") So I assume my map is corrupt? It odd because the light is the first loaded and everything else loads just fine. EDIT: I just tried it in a new map with the latest update and cn (classname) for the directional lights and I assume other lights is blank. So this sounds like it is one for Josh to fix.
  4. I'm not getting that NULL message this time. Is that SetGlobalObject command something to do with LUA? Because I am using nothing but C++ atm.
  5. I just got the Gamelib demo working in a map I made myself, but the only thing I'm not sure of is the lighting. It doesn't seem to load lights into the scene. Is there something I need to do to make that work?
  6. Also programmers who can't get afford an artist will be buying assets from lots of different places, so something like this will make their scenes look like they were made by the same artist. If this works like the picture Josh posted, it will be terrific.
  7. They have. Go here: http://www.dexsoft-games.com/models/index.html Check the catagories.
  8. Could this tool be used to change color schemes at will? If so it would be very handy if you are experimenting to get the right look.
  9. I forgot to thank you for posting this Chris. I'm really looking forward to playing with it, when I get back.
  10. Can you use physics while you are placing items and then turn it off for the items when you return from inventory mode?
  11. >Since my last update I have tried to get recast callable from within blitz to make it available for everyone. However I have failed as I have not got enough Blitz/C++/DLL skills I have no idea about Blitz, but have you searched for a program that does a similar job to Swig? Perhaps there is an equivalent for Blitz?
  12. You are probably right, but I got the impression it was random when I read this: http://www.shamusyoung.com/twentysidedtale/?p=5237 He's not a FUEL dev, but he has written something similar.
  13. One thing I learned while watching an interview with the makers of FUEL, is the roads are procedural as well. They also said the game would have been 20GB bigger instead of 1 GB bigger, if procedural maps were not used. So it looks to me like the artists would have no control over map layouts, unless they were allowed to use 20X more space. B)
  14. I just checked the shaders pack and it is the up to date one. This is the code I ran: #include "gamelib.h" #include "leo.h" using namespace LEO ; int main( int argn, char* argv[] ) { TGame game; Engine engine; engine.Create(); game.Initialize (800,500); Engine::SetFilters(); ::Collisions(); game.scene.LoadMap("abstract::tunnels.sbx"); //game.scene.LoadMap("abstract::deserthighway.sbx"); //game.scene.LoadMap("abstract::terrain_arctic.sbx"); //game.scene.LoadMap("abstract::train.sbx"); while (!Keyboard::I****() && !Engine::IsTerminated()) { if (!Engine::IsSuspended())// We are not in focus { // Render game.scene.Update(); game.scene.Render(); // Send to screen Engine::Flip(); } } return engine.Free(); } This is what Engine.txt said about my card:
  15. Thanks I just ran it and it loads now. I noticed on exit from loading the maps, I am getting this message now: Null framewerk. I am also getting the red markings a previous poster mentioned with the tunnels.sbx. The editor displays it perfectly though. Edit: All the files in directory I am running from are from the latest update. I found these messages in the Editor.txt Warning: Uniform "saturation" does not exist in shader. Warning: Uniform "brightness" does not exist in shader. Warning: Uniform "contrast" does not exist in shader.
  16. I just got Gamelib to compile and when I tried to load the new deserthighway.sbx, it exited without displaying the map. When I looked at the engine.txt file I found this: Error: Shader file "abstract::postfilter_adjust.frag" not found. I also tried: terrain_arctic.sbx and tunnels.sbx and got the same message. The editor loads them fine though.
  17. I'm about to download the windows SDK, but it is 1.2 Gig! If I don't install the .NET parts, will it still work with Leadwerks?
  18. Davaris

    12-17-2009

    Go back and read your own posts. Its the way you proposed things that got peoples hackles up. At one point you said, if X doesn't happen you would move on. You also made the sweeping generalization, "I personally believe the days of corridor shooters is drawing to a close". That seemed to be implying that games won't be good, unless they have the feature you want. So in actuality, these "attacks" made on you, were responses to the "attacks" you were making on the engine and games the community would make with it. So as another poster suggested, you need to learn the art of diplomacy, or you will suffer from "persecution" for the rest of your life.
  19. I'll be using C++ for my core engine, because it needs to be fast. But for game specific bits like quest/plot/telling characters where to go, effects, making things open shut and move, I'll use LUA.
  20. Most people couldn't program a MMORPG themselves, as they are very hard to do. There are companies that specialize in making MMORPG engines, but they don't look anywhere near as good as the Lead Works engine - but at least they are ready to make an MMORPG with. Research those engines thoroughly first, because some claim to be more ready than what they really are.
  21. Doh! That's what it must be. Thanks macklebee.
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