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Posts posted by Marcousik
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Did you try on the camera on your player script?
After the camera is created, add the function to enable or disable the fog.
I can remember I use this on the camera of the FPSplayer.lua and it was OK but well it is a while
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Try the function on the camera.
Quoteself.camera:SetFogMode(true)
self.camera:SetFogMode(false)- 1
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13 hours ago, Josh said:
Looking at the old Nintendo games, the reason they were fun was because you had constantly changing mechanics. Fighting the same enemy more than a couple times in a row is very boring.
I was asking me why games became mostly boring with time (for me) - and that's why I began to have more fun trying to make a game than playing it ! - and I found a few possible reasons for this:
- Biological: I'm out of my childhood and immersion in virtuality is not more so simple crazy as it was.
- Games development in the time of morrowind until skyrim made a big big step inviting players to try more and more and always new coming features. Through technik development, worlds became bigger, Graphics better, story and animation cooler, everything became very very attractive ......until the same began to be repeated and not more created; always more or less the same game mechanics got repeated because they were once succesfull. For example for this ubisoft games, always the same procedure, big map, good graph, and "?" pointing everywhere.
- Gameplay: Look at the possibility the player has to interact with the world; in so much games it becomes always the same. I mean the only interaction that the player can use to operate on the world is his weapon: Sword, bow, magic or gun. Graphics feature got over developped (well I like good looking games too) and overrated to let this game aspect forgot? Interactions player-world are sometimes so poor in moder games AAA, no surprise for me players get bored.
In conclusion, seems to be like the chance to make a new experience through gaming got in my opinion reduced with time and furture games that keep players awake and curious, feeding the player with immersion, adrenalin, possibilities in its own endlessly fantasy have to be constantly re-invented. That is the betting challenge developpers have and it is really nothing simple to reach.
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Do you know if you can paint the terrain from a script with a function? Is that possible?
Edit:
I found that terrain:SetLayerAlpha(1,1) runs ok for painting all the map/ do you know if it is possible to only paint an area from script ?
I'm happy for any help with this thx
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Are you sure your "physical object" has a shape? Because never heard player controller going through scene object...
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Hey People I come back to this because I really have a bad trip with this.
I just build a 4096*4096 map and tried to paint it with 6 different textures. I have only the character controller on the map. In the editor the painted zone is ok, but as soons as the game runs, the colored textures disappeared. Here you can see it:
1) Game scene in the editor (player is in the circle of grass)
2) when running the game: (no grass and no flowers)
This is upsetting please anybody for help thx
It is like only 4 textures are saved, everything else will be ignored....
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This does not really cost much time, if you select all models in the list right in the editor and check the case for all models in one second.
I use this for the view range for example, no need to treat each model one by one.
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Sniper viser is so cool
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I was speaking about a cemetery of dead games, because I feel sad about great games that gone dead...just like hellraid that promised to be so fun.
I know there are many political and economic reasons to leave a project, but the main question should be why the motivation is going down to finish something that was so promising and maybe exciting?
At which step of the development are the people beginning to doubt about the project? Or loosing the fun it needs to become a great thing.
So much great ideas gone lost, and it is really sad if only money was deciding about this.
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How now was exactly the solution for this ?
Could somebody maybe simply sum up ? thx
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For sure - just wanted to honor this with a little poetry.
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in the cemetery where never borned ideas are crackling silver dust under your feets, you could walk on tiny fossil bones bleeding out past hope of future memories.
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Hi
You can use source without problems, just create it in start() function like this for example: (out of the car script - available in workshop)
Quoteself.sound={}
self.sound.engineloop=Sound:Load("Addons/Vehicles/run.wav")
self.sound.enginestart=Sound:Load("Addons/Vehicles/carstart.wav")
self.sound.brake=Sound:Load("Addons/Vehicles/brake.wav")
self.sound.CarLights=Sound:Load("Addons/Vehicles/CarLights.wav")
Portiere=Sound:Load("Addons/Vehicles/portiere.wav")
self.MetalHit=Sound:Load("Sound/Impact/impact_metal12.wav")
self.source={}
if self.source.engineloop==nil then
if self.sound.engineloop~=nil then
self.source.engineloop=Source:Create()
self.source.engineloop:SetSound(self.sound.engineloop)
self.source.engineloop:SetLoopMode(true)
end
end--------
After this you can use the source with more options available in UpdateWorld()
Quoteif window:KeyHit(Key.NumPad1) then
if self.MotorAN==0 then --Start the engine
self.MotorAN=0.5
self.sound.enginestart:Play()
self.source.engineloop:SetPitch(0.3)
self.source.engineloop:Play()
self.StartTime=Time:GetCurrent()
self.Benzin=self.Benzin-0.5
self.Fumee:Show() -- smoke
else
self.MotorAN=0
self.source.engineloop:Stop()
self.Fumee:Hide()
end
endthis should run ok and let you adjust volume, distance, pitch....
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On 2/26/2020 at 1:51 PM, Russell said:
You can make a scene with all creepy materials and only some marble materials in there. But you need work the Textures. Not the shader.
yes all right thx ?
Happy it can be done. So only set the specular to 0 on material and the effect of the shader is gone, cool thing really.
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Right thx adebgamesoft and Russel
Actually it would be nice to use this shader on a specific material as it seems to turn the entire scene to marble: It is so impossible to compose a scene with old creepy material and marble
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Hey Russel Nice showcase.
How did you do the floor reflections may I ask? It s cool and realistic
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Hey Man you have to check the scripts tutorials, you will find so much what you can do!
https://www.leadwerks.com/learn?page=API-Reference_Object_World_GetWaterHeight
https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_AddPostEffect
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The kinematic joint functions are looking first more complicated as they are but it runs ok. Just create the joint in the center - entity:GetPosition() - of the entity you want to move. And the joint:SetTargetPosition + joint:SetTargetRotation are very intuitive.
Use a mass of about 3 or 5 not more or it won't move.
Feel free to ask if problems
About what reepblue said, I suppose that the slider joint will force the rotation as soon as the mass is restored. (but not tested)
What you could do is to move a pivot with mass along the slider joint and put your box as child and use point() on the child
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Here I don't know how point() function is doing with joint functions...
But I would calculate a simple cosinus/sinus/tan math functions to determine the angle you need for your entity to face the waypoint.
Then use a joint kinematic on the entity instead of slider: https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_Kinematic
move with joint:SetTargetPosition() https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetPosition
So then just apply the angle with joint:SetTargetRotation() https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetRotation
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This is an upsetting bug I think, but there was a big work done with a second camera used for the minimap creation.. Did Macklabee the script?..sorry not sure but we/somebody should try to export a map including the minimap to see if the same problem appears.
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I remember I worked on this, trying to make a savefile too, but it is long ago, well I can remember that Seek could be used with an Intervall of 4. I could not understand why but it works, so something like,
Seek(n)
Seek(n+4) ----- and not n+1
This should be re verified, maybe it is useful
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Yes okay, I understand, so this would mean when using a ray cast with pick(), the PickInfo.entity:Hide() on this would hide all the 1000 spheres.
Well should try this, but I am not sure about this.
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This is really interesting and weird... I read somewhere that csg are converted to models after the start function.
I would really enjoy to know why so much fps difference, like where/for what goes/is used this "fps*energy" ?
How to include a new class
in Programming
Posted
Hello I need help with this.
I found a le_beam_class that I downloaded from here:
How should I do to tell Leadwerks to use this?
I got a .h and .cpp files
I tried to put them in source directory or in the include classes but it had no effect / Leadwerks ignore them. Thx