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Canardia

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Everything posted by Canardia

  1. You don't need to do anything, let the physics handle it. You only need a pickup/drop object key, usually this is the F key like in Crysis. You could have a softbody bag (softbodies are planned in LE), and a simple box where you can drop the items. To avoid that other players steal the items from your box, or the box itself, you could dig it in the ground, so that they don't find it. You could also have a lockable cover on the box, which can be opened only with a key you possess (a key is useful, if you want to borrow the key to a friend to pick up some stuff from your box). If you feel that just digging the box into the ground is not safe enough, you can also place some heavy ballast into the box, so that people can't move the box.
  2. There's also a simple power tutorial: http://www.leadwerks.com/wiki/index.php?title=Power_Tutorial (it's also on the wiki main page). GameLib is also on the wiki main page including source code.
  3. You can see in the Tracker that LE 2.28 is still being actively bug fixed, when you look at the "Fixed in" column.
  4. Canardia

    What's missing?

    Hard to say, it looks fine on my monitor. There are no completely black places, everything is still clearly visible. It's just more fun to the eye to have a more dramatic dark/light scene than a boring flat image.
  5. Canardia

    What's missing?

    With color balance and saturation (both available in Framewerk via ambientlight, hdr, saturation), you could do this (although you should primarily do it in your textures, and rather do a desaturation to get your current image):
  6. Canardia

    What's missing?

    What makes Aion and WoW visually appealing and fun to the eye is the overexxagerated use of color hues. They use lots of clean and bright colors, and also curvy models and terrains. They just make "more than reality", a caricature of reality, which one could also call fantasy, that's what their genre is about anyway. Your Origins scene looks more realistic, but it is also no fun to the eye, since people associate it unconsciously with hard work and cruel life. The realistic effect works only when its used to its full potential a'la Crysis, or in a darker ways like in horror games. But semi-realistic scenes are just in the middle of the road and not appealing to either eye candy or emo thrill.
  7. Stealing $200 out of Josh's pocket is basically correct for piracy, but since it's software, we need to add a event factor. Let's call this event factor N. N can be smaller or higher than 1, depending on the consequence of events caused by the piracy act. The total harm caused is then calculated by $200 * N. N greater 1 means that someone has pirated the software, and caused also other people not to buy the software, since they are satisfied with the pirated version. This could apply for hobbyists who have no potential to make real games. They would still need to buy the engine for they private use though. N smaller 1 means that someone has pirated the software, but then bought it also, since he wanted to go public with his creations. He is still causing harm, since people waste their time to write stupid analysis like this post Harm is also caused by the delayed rate of interest as the payment did not occur before using the software. Harm is also caused by using pirate sites, which only increase piracy when people are using their services, and stealing internet bandwidth. Anyway, as long as N is greater than 0 (everyone who used parts of it without buying it), piracy is causing harm to the owner and creator of the software.
  8. You need to get ColorBuffer(buffer,0) of the buffer.
  9. Some bloated anti-virus programs tend to slow down opening of files (usually all commercial ones). Using ClamWin everything works fast, and it finds also real viruses (commercial ones find only false alerts).
  10. Canardia

    wav format?

    Yes, but the lossy compression in Ogg is so good that you don't hear a difference, and the file size is much smaller as with lossless compression. FLAC is a Ogg codec ( http://en.wikipedia.org/wiki/Ogg#Ogg_codecs ) which has lossless compression, but it compresses only 50% of the file size (Ogg Vorbis compresses around 90% with variable bitrate min:96 max:128 without any hearable quality loss).
  11. You should upgrade your graphics card drivers.
  12. And this factor 6 is then 1 for spotlights and arealights, and 10 for directional lights?
  13. -------------------------------------------------------------------------------- Idea Pool (post your own ideas to this thread): - function to move the weapon from carrying position to scope position (and back) - video player written by Niosop - web browser written by Tyler - mirrors - IK -------------------------------------------------------------------------------- GameLib 0.1.0.0 is not ready: (no link) New features: - added Rect function override for Vec3->Vec3 (3D Rect) - added Line function override for Vec3->Vec3 (3D Line) - added error handling when trying to load a sbx file which does not exist - added Masterxilo's OpenGL 3D mode enabler/disabler functions - adjusted pivots for picking up items to be more accurate - added shadow resolution entity key handling to Scene::LoadMap() -------------------------------------------------------------------------------- GameLib 0.0.19.0 is ready: http://www.leadwerks.com/wiki/index.php?title=GameLib#Source_Code New features: - Added function CreatePlayerMesh(), which is useful when using gamelib without sbx scenes (it was made with seperate commands inside the ProcessScene() function earlier) - Adjusted the programmatically created player placeholder mesh to align correctly with the new Controller pivot - Fixed a bug in StringToVec2, 3 and 4 which made gamelib crash when reading strings with more values than the Vec was supposed to have (I noticed the bug because Josh made ambientlight in sbx a Vec4 for some reason) - Added option to create window in fullscreen resolution which is different from current Desktop resolution (auto resolution still works, which uses Desktop resolution for fullscreen mode) - Added Z resolution to window class (color depth) - Moved engine window creation to Window class - Fixed the bug which made gamelib crash when accessing a NULL pointer of Game class in TScene::Initialize() Changed files: gamelib.h gamelib.cpp window.h window.cpp -------------------------------------------------------------------------------- GameLib 0.0.18.0 is ready: http://www.leadwerks.com/wiki/index.php?title=GameLib#Source_Code Known bugs: Pointer to Game class in TScene::Initialize() is not initialized and crashes gamelib. To fix this bug, copy line 542 (scene.game=this;) in gamelib.cpp as new line before line 541. New features: - Renamed TGame class to Game class - Added LEO's Engine class to Game class - Moved AddMinimizeButton() to Window class - Added Window class which has a method to load a custom app icon - Added throwing of lifted objects - The strength entity key of a classname="player" or classname"info_playerstart" is now read into player.strength New files: gamelib.h gamelib.cpp // add this to the project gamelib.rc // add this to the project gamelib.ico window.h window.cpp resource.h // install only when you don't use Project Wizard -------------------------------------------------------------------------------- GameLib 0.0.17.0 is ready: http://www.leadwerks.com/wiki/index.php?title=GameLib#Source_Code New features: - Moved from C99 syntax to C++ syntax, so struct is now class. This allows inheriting of classes and expanding them with your own needs. - Added picking up, carrying and dropping of Models to the Player class: TPlayer::PickupModel(int mode). - Changed default 3rd person camera to be a half meter right of the player model, to get more freedom for sight (all modern 3rd person games do this). The camera position can be adjusted with the TPlayer::eyeoffset vector. - Fixed the bullets to be fired from the player's camera pivot instead of the scene's camera -------------------------------------------------------------------------------- GameLib 0.0.16.0 is ready: http://www.leadwerks.com/wiki/index.php?title=GameLib#Source_Code New features: - Fully supports Lua now - Using LEO now, so you don't have to add LEO to your project anymore when using GameLib - Using integrated framework with C++ interface from LEO - The "Null framewerk." popup message has been fixed (by using the integrated framework) - LuaTools class is included in GameLib also (game.luat), for easier handling of Lua commands - Lua fw variable is automatically set in Lua by GameLib - Editor's sound entity supports now pitch changes (the pitch slider needs to be added to the sound entity lua script, or do it manually in the sbx file with Notepad++) -------------------------------------------------------------------------------- GameLib 0.0.15.0 is ready: http://www.leadwerks.com/wiki/index.php?title=GameLib#Source_Code New features: - Fully supports Editor sbx files (supports also Sandbox sbx files) - New control variable: TScene::uselua (0=don't use lua, 1=use optimally, 2=use always. Default 1) - New control variable: TScene::usenewsbx (0=use Sandbox sbx, 1=use Editor sbx. Default 1) - Supports also new Framewerk features which are set in Editor's Atmosphere entity: brightness, contrast, saturation - StringToVecN() functions have a new option value: noconv=2 (0=autoconvert byte to float (when no decimal point is found), 1=never convert values, 2=always convert values) NOTE: 1) The "Null framewerk." message can not be fixed by gamelib, it has to be removed from the environment_athmosphere.lua script manually. You could also make your own improved athmosphere entity, where this message is commented out, then sync doesn't overwrite your fixes. 2) The red terrain in power tutorial comes from the terrain color setting in the sbx file. You need to change the terrain color manually in the sbx file using Notepad++ since Editor uses terrain color, but doesn't have an option to change it. --------------------------------------------------------------------------------
  14. The 3072 and 4096 are just additional options to the old 256, 512, 1024, 2048 options. I think the most important new feature is the shadow softness setting, the other options are just good to have if you make some special stuff (like a HQ video, or HQ screenshots).
  15. That's good to know. Maybe one could make a cheat sheet with all these kind of info, how much memory they use, how much FPS they affect, etc...
  16. I don't think this quite replaces a directional light for sunlight, besides, godrays need a directional light anyway. ATI X850 supports 2048x2048, X1600 supports 4096x4096, HD 2900 support 8192x8192. You should check the graphics card and vendor in your game and set the max limits accordingly. There's also many other settings which should be disabled or lowered for low end cards, like all postshaders, camerarange, light ranges. But I think it's good to design the game for high end cards, and then just make options to gimp it down for low end cards.
  17. Masterxilo has done it: http://forum.leadwerks.com/viewtopic.php?f=2&t=4272
  18. GeForce 7 drivers are still actively updated: However, Win7 makes OpenGL run around 20% slower than XP, so if you have a slow graphics card, you should use Windows XP. I have a GeForce 5 card (570M) on my laptop, and LE runs just fine with it. But I think GeForce 5 was kinda like GeForce 8800 - a high end card of its time. 3-4 year old high end cards still beat new low end cards of today
  19. You can comment out line 55 of environment_athmosphere.lua, to get rid of the "Null Framewerk" message when using a sbx scene from C++: -- Notify("Null framewerk.",1) This lua script expects that framewerk is loaded, but it's impossible for it to have framewerk, since it's only available in C++ when writing games with C++. However, the script could be changed to use global lua variables instead (instead of accessing the fw object directly), but then you would still need a C++ function to read those global lua variables and set the framewerk values accordingly. But since gamelib 0.0.15.0 loads the settings from the Athmosphere entity anyway in C++, it's no big deal.
  20. Ah, you're right. Everyone can see what's in there, but the actual Download button is locked. This is good so, makes people more hungry for LE
  21. I find it a bit wierd that non-registered users can download all assets for LE. Can the Downloads page be locked and made accessible for registered LE users only?
  22. File Name: Improved Point Light File Submitter: Lumooja File Submitted: 22 Dec 2009 File Updated: 22 Dec 2009 File Category: Lua Scripts Point2 is an improved version of the Point light in Editor. It can be added to Editor and doesn't interfere with the original Point light. It brings the following new features: - Shadowmap sizes extended to 3072 and 4096 (both have been tested and indeed have a visual improvement) - Range slider increased from 1-100 to 1-1000 - Shadowsoftness setting added (0-100 float slider) (default value is 2, as per LE default setting) Extract the rar file into Models/Entities/Light(/Point2) (where the other lights also are). Click here to download this file
  23. I don't know what texture creator would be good for. I can make seamless textures in Gimp very easily by first offsetting the texture, and then brushing out the seams with the clone stamp tool using a low enough opacity on the pencil. You can configure Blender to have also 4 viewports, or as many you like, and save it as your default setting.
  24. The new Blender 2.50 alpha is very easy to use, and can save as fbx and obj, which can be converted by the engine's tools to gmf. The last time I tried only obj worked, but it was enough to make a model for LE. I suppose in the final 2.50 version also fbx will work. Besides Blender, you should also have UU3D Pro, to get all kinds of models converted to LE. I use also 3DWS for architecture modelling. Then you need also Gimp and Paint.NET (might not be needed anymore, as LE seems to have now a better tool for DDS export, since it does seamless mipmap pattern based on average colors) for texture editing.
  25. That's a good copyright rule, and I've used the same for my sound assets. It promotes the engine, and soon LE will be the engine with the most free assets available on the planet. This again helps the LE developers to get more licenses sold, which again helps them to buy more resources to develop the engine even further. So, every "free" contribution to the engine, pays back to the existing users, directly (you can download "free" assets from other people also), and indirectly (more people will buy LE and you get "free" new technology to the engine). It's a win/win situation for everyone. As opposed to the conventional non-social approach: You sell your assets, the distributor takes most of your profit, you barely sell anything, other people sell their assets also so you have to pay lots of money for them, the engine doesn't profit at all, so you have to pay for technology upgrades also. It's a lose/lose situation for everyone. Of course there are also decent commercial asset sellers, who provide high quality at low prices. They are still needed since you won't find always all the assets you need on WerkSpace.
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