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tumira

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Everything posted by tumira

  1. 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.
  2. 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.
  3. Anybody managed to do this ? I'm also stucked here
  4. @Thirsty Panther Thank you for your reply. I don't have any problem importing assets and materials into leadwerks. My problem is the physics settings. The pottery model or asset is actually consists of multiple pieces that should crumbled or emulate that it is destroyed when it is spawned or loaded into the scene. I have two models of the same pottery. One is normal and another is when it is destroyed or cracked. For example I want the ability to shoot the normal pottery model and after it is hit by bullets, I want to switched or spawn the cracked one and it should shows the pieces on the ground or something. Here is how it is on Unity.
  5. I tried one of my model that I'm using cell fractured in blender and export it to Leadwerks. I tried to 1)set physics to convex 2)set mass to 1 or maybe even 5 or more 3)Physics type to rigidbody and prop (even tried debris) 4)Swept collision to on or even off All I get is, leadwerks hanged for few seconds and then exit back to the editor. The attached fbx is quite large in leadwerks, need to scale it down to 0.1% In unity I just need to add Mesh Collider and set it to convex, and also add rigidbody and It just works. Did I do something wrong ? Or leadwerks does not support this ? Cracked Pottery.fbx
  6. For no1, I noticed this too even with latest beta. I need to open "options" settings again and click apply button (even though it already shows AA 2x when I started the game) For no2, FYI Josh, with latest update (just now) the font still look strange compare to previous 4.4beta.
  7. It is from this bug. maybe you can share some map with josh?
  8. Hi In latest 4.4Beta this line wont work anymore window=Window:Create(title,0,0,System:GetProperty("screenwidth","1920"),System:GetProperty("screenheight","1080"),Window.FullScreen) Previous beta it is working just fine. Im using FPS template in AI and Event map. It comes up with error attempt to index global 'window' (a nil value)
  9. 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.
  10. Entity->Camera->SetFOV is still wrong topics. Same with any topics below it.
  11. 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 ?
  12. 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 ?
  13. 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.
  14. It is not causes by the cheapwater. Found out that the billboards causes this bug for me ? If I disable the billboards on the trees, the bug is gone.(to any material using transparent and refraction shader) To reproduce 1)Create new project using the FPS template 2)Create new terrain and add dirt textures 3)Create two boxes 4)Apply materials to the boxes(use different materials each) 5)Change the material shader to transparent or refraction 6)Create tree vegetation (pine01) with billboards and paint a few on the terrain. with billboards disabled https://www.dropbox.com/s/mhj3ixfkl4ysmwq/transparent%20and%20refraction%20conflict%20with%20billboards%20disabled.jpg?dl=0 with billboards enabled on the trees https://www.dropbox.com/s/gzmwdue4wr3q6b2/transparent%20and%20refraction%20conflict%20with%20billboards%20from%20trees.jpg?dl=0 the map https://www.dropbox.com/s/j1bdrvhg1hxs41l/transparent%20and%20refraction%20with%20billboards%20bug1.map?dl=0
  15. Not sure if it is just me but when I tried the Cheapwater material from the workshop , I noticed that something is drawn on to the materials (A bush plant or something ?) https://www.dropbox.com/s/vn1wau04wv5qucg/Cheapwater%20bug.jpg?dl=0 It is still the same even when I created new project and new map. Please help
  16. Does the 4.4beta has the new GUI ? Im still using 4.3
  17. When will the new UI will be released ?
  18. 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 ?
  19. tumira

    My first demo

    Got a problem with my dual monitor setup with nvidia DSR enabled. The game will uses the max DSR resolution and not the native resolution and uses both monitor. Im using 2 1920x1080 monitors with DSR enabled. Got the same problem with A demons game. Need to disable DSR for it to work correctly.
  20. I think people in the middle loves C# very much. Lua is great but I would loves to catch my error at compile time rather at runtime and you cant really beat Visual Studio Intellisense and autocomplete. C++ might be a bit daunting but if you want to go to hardcore game programming that is the route.
  21. tumira

    Website Updates

    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.
  22. tumira

    Website Updates

    Some suggestion. Why dont you create store for us to sell our games (maybe people with other game engine can sell too ?)
  23. Why not just returns all unit in centimeters (code and editor) ? So it will standardize. I've been converting my Unity project and I noticed that Leadwerks value is way off. Turns out it returns value differently from the editor(cm and m). Its not a big problem, I just need to multiple the value that I got from codes to 100 to get it the same with the editor. But still In my opinion kinda odd to why not make it a standard for both editor and codes. Maybe to avoid breaking stuff up with current project ?
  24. I'm a bit confused about the return unit ? For example I set the camera at the editor at this position. x=0.0 , y=77, z=-27.0. When I use this code on the camera to get the z position, "self.entity:GetPosition().z" it returns -0.27 ? I need to multiply my position from codes to 100 to get the exact same value with the editor?
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