tumira
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Blog Comments posted by tumira
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Will it be in Leadwerks 4 , Leadwerks 5 Or Turbo ? To be honest I'm a bit confused with current roadmap. Maybe you could write up a new detailed blogs on current roadmap ? What can we expect in Leadwerks 4, Leadweks 5, Turbo ? Will there be any discount ? No more steam ? Subscription based pricing ?
Thanks. Good job on the new improvement.
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Please improve game character with higher bones animations speed.. Currently the zombie characters with 50ish bones will make the games slowed a lot compare to the crawler with 30ish bones. Anybody using mixamo or fuse will be disappointed if this is not rectify or improved.
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4.6 Beta Available with Multiplayer Support
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Will this bug fixed for 4.6 ?
It still happens in current beta.
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Leadwerks 5 Beta Rollout
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Can we upgrade leadwerks 4 projects to leadwerks 5 when it is out ?
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Leadwerks 5 Beta Rollout
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
2 hours ago, Josh said:I am not forgetting. I have seen a million of these come with huge fanfare and big announcements and then they quietly disappear into the night after that. If it was good, they would charge money for it. Leadwerks 5 will cost money because you can't get anything like it anywhere else. The architecture I have designed will make your games run faster than anything else possible. In fact, nothing else can possibly be faster because Leadwerks 5 is like a space-time warp of the fabric of the universe. At least, it will seem that way when you are using it.
Combine that with our ease of use (smart pointers and a new editor will make it even better) and new Leadwerks hyperrealism for VR, and Leadwerks 5 will be like using an advanced alien civilization's game development tools.
Are you watching too much scifi movies or series ? Anyway I would wait for Leadwerks 5 to be released first then I will decide which is better for me to proceeds. I think that is a fair thing to do.
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Leadwerks 5 Beta Rollout
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
You guys forgetting about open source and free game engines. I think Godot 3.1 is going to be a killer engine(with updated 2D and 3D). There is also banshee game engine, atomic , lumix and etc. When leadwerks 5 is released I'm seriously going to compare which is better and I honestly kinda hate subscription based pricing. I'm not going to have any loyalty to any product or brand. I will switch and use which product that is suitable for me in terms of cost, features wise and etc.
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Version 4.4 beta updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
For the AI and Event map, try to go down the lift and after that try to go back up. For me it is the same behavior as SGB.
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Entity->Camera->SetFOV is still wrong topics. Same with any topics below it.
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Version 4.4 beta updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Nice. What about the frame drops for the FPS Weapons DLC pack ? It may be the same with version 4.3. I just noticed it while testing 4.4beta. Anyway is it possible for you to improve the FPS scripts regarding this ? For example in FPSWeapons.map.
No weapons -333fps
After collecting all 5 weapons - 130fps
My setup
I7 2600k
GTX970
1920x1080 2aa, lightquality=2, af=16, fullscreen.
Should I make a bug report on the frame drops ? or is normal ?
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Version 4.4 beta updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Awesome updates. Some feeback
1)In the AI and Event map, while walking up the stairs it felt kinda more bouncy than previous version.
2)I think there are some light flickering or glitches. Will report after more testing.
3)I noticed that the FPS Weapons dlc pack, it will cost more frames when you are collecting more weapons ? The fps will drops more as you are collecting more weapons. Is this normal ?
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Just doing some checking here and there. Seems like the indexing of some of the topic is wrong. For example
Entity->Camera->SetFOV
Shows wrong topic. It shows "GetRenderTarget". SetMultisample mode is also wrong.
Tested on latest Firefox.
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Josh started the GUI work almost a year ago now:
http://www.leadwerks.com/werkspace/blog/1/entry-1705-gui-design/
Here he said 4.4 will include the new GUI system:
http://www.leadwerks.com/werkspace/blog/1/entry-1874-beta-43-available/
Does the 4.4beta has the new GUI ? Im still using 4.3
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When will the new UI will be released ?
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Please add these also when doing your template tutorials
1)Menu system (Pause,Resume, Options (AA, effects and etc), Save game and load game)
2)Loading screen , maybe with progress bar before changing to next map ?
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Another suggestions is to make a new category maybe called "community tutorials" ?. Make it separate from blogs category. Right now good and new tutorials are hidden into the blogs and forum topic and make it hard to find them.
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Some suggestion. Why dont you create store for us to sell our games (maybe people with other game engine can sell too ?)
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Please bring back the performance update from the first 4.3beta if possible. I kinda miss shooting 15 zombies or 25 crawlers at a time with 60fps speed.
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Thanks macklebee!
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I suspect your imported heightmap results in a terrain above 0 on the Y-axis. LE as far as I can remember has never let you go below 0 with terrains. Only suggestion is for you to increase the altitude of your landscape prior to creating your lake.
So for newly created flat terrain, I need to
1)increase the height by using sculpt tool for the whole terrain.
2)Flat the whole terrain again using the flatten tool
3)Change to sculpt tool back and press CTRL+mouse to carve a lake
This is the correct way to make a lake for newly created terrain without heightmap ?
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Quick question. I cant carve a lake in my newly created flat terrain(CTRL+mouse). I can only carve or make a lake to the terrain when I have imported heightmap ?
Is this by design ?
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I know. But it sure is a really big hit. When I extended the Scifi engine level map a bit. Make it a really long corridor and added few point lights (static shadow). The frame rate is only 60fps for MSAA4 and 100fps for MSAA2.
This is no AI, no post processing effects.
I will play around with the point light and see.
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GTX970
I7 2600K
Lighting is set to 2
1920x1080 fullscreen
On the engine level map
MSAA off =300+ fps
MSAA2=200fps
MSAA4=100fps
I
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Does the MSAA always take a lot of performance hit ?
On one of my scene, MSAA4=50fps but MSAA2=100fps
On the SCIFI DLC at the engine level map
MSAA4=100fps, MSAA2=200fps
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Performance is slower compare to the first 4.3beta. The first 4.3beta I can put 25 crawler and let all of them chase me and the performance is still 60fps. Now it slows down to 40fps. With zombies it slows down to 20fps. Did you revert the performance optimization from previous build ? I think the first 4.3beta is the best performance compare to newer version.
Free Scifi PBR Materials Giveaway (3 Textures)
in Work in Progress - Scifi PBR Media
A blog by TWahl in General
Posted
Thank you! Are we allowed to use this in other game engines or only in Leadwerks ?