Jump to content

xtreampb

Members
  • Posts

    321
  • Joined

  • Last visited

Posts posted by xtreampb

  1. LE3 should install in a completely new directory, it shouldn't break your LE2 install. I currently have both running simultaneously without any issue.

     

    Edit:

    Pancakes, did the programmer have to do anything special or was it all done through leadwerks by the LoadModel cmd?

  2. So i'm trying to throw a stone when i press the mouse. in my app::loop function i have this code

    if(window->MouseHit(1))
    {
    Model *tStone=Model::Load("Models/Stone/Stone_1.mdl");
    tStone->SetShape(Shape::Load("Models/Stone/Stone_1.phy"));
    tStone->SetMass(1);
    Vec3 mouseposition = window->GetMousePosition();
    //mouseposition.z-=5;
    mouseposition=camera->UnProject(mouseposition);
    tStone->SetPosition(mouseposition);
    tStone->SetVelocity(Vec3(0,0,10));
    }
    

     

    i'm using this as my reference. When i press my left mouse button, a stone is indeed "thrown" however when i move my mouse to a different location, the stone is still thrown in the same location, it didn't move to fallow my mouse from what i can tell. Am i doing this wrong, or should i report this as a bug?

     

    ~Xtreampb~

  3. So i have a squared model as in it isn't rounded in any way. I generated the shape file for it in the editor. IDK if this has anything to do with my bug report i posted here but when you run my exe, press the enter key and wait for all objects to either stop, or fall off screen. keep doing this until you see the middle right side 'piece' start to roll. I've seen it roll in a complete circle. to download, use this link.

  4. ensure that all pointers that are being created and assigned are you have a var for so that when you are done you can delete them.

     

    so like

    Class *mClass=new Class();

    will need to have this when you are finished with it:

    delete mClass;

     

    OS X instruments tool set has memory usage profiling. it is called something along the lines of malloc debug or something along those lines. you can attach your app to the malloc process right in the xCode editor

  5. To continue the thread located here

     

    attached is the project that demonstrates the error

     

    in the constructor of cobblestone, if you change the "setmass" from 1 to 0 for models P1 through P8 then the problem is resolved. Just make sure to un-comment "setmass(1);" in the break function for models P1 through P8.

     

    Press 'enter' to throw a stone once they have collided a few time the full model disappears. when you set the mass to 0 in the constructor and in the break function set the mass to 1, it behaves as expected.

     

    ~Xtreampb~

  6. Just going to throw in my 2 cents here...

    I personally don't agree with having to pay for the updates but that is the decision of josh and his staff. my only concern with paying for updates is this...please keep in mind that this is an example and not based on the road map or any features

    i have Leadwerks 3.0 and josh release 3.1 that has terrain. I don't want terrain so i don't buy it. Josh then release 3.2 that has OGL 4. I want OGL 4. Does this mean i have to buy 3.1 AND 3.2 or could i just buy 3.2. When you start selling features individually they don't really take on true versioning in my opinion because customer will pick and choose what features they want so if there are 'versions' 1-9 and i want/have versions 2, 4, and 7 then what version do i have? I'm not sure the LE3 was designed to operate this way. To allow users to pick and choose what features. It shouldn't be to hard to implement, have certain source files for certain features and your product key has the features you have bought linked to it. when you update, like you do now, only downloads what is linked to your account.

     

    Edit:

    Then error and bug reporting would be a nightmare. Some features would add bugs old 'versions' and trying to see what combination of what features would cause bugs and on what scale. it starts turning into the 'goto' sphegitie code of debugging.

  7. hey josh I don't know if this would be possible but could it be so that the ones with the least errors are default and then when things need to be changed the user can open an advanced navigation window and the user changes the settings themselves. After setup, might make take a little off your workload. Again not sure if possible, and it is your software.

    • Upvote 1
  8. @Aggror

    i've tried with out the void pointer cast and it throws compiler errors just like if i didn't do the void pointer cast when I add the hood.

     

    @ZioRed

    thanks for that I didn't even see the warning in the comments

  9. So i my code i am registering a collision hook like this

    this->Full->AddHook(Entity::CollisionHook, (void*)CSColl);

     

    this works fine. in this collision hook when a certain statement is true i remove this hook like this

    this->Full->RemoveHook(Entity::CollisionHook, (void*)CSColl);

     

    my problem is that this remove hook throws a runtime error. am i doing this right?

  10. So according to the documentation here hidden entities are not supposed to collide with anything.

     

    I have 8 models being loaded, hidden, then shapes loaded. Doing some investigation, with a lot of help from rick, we (he) discovered that when the mass was set to 0, the entities didn't react to one another. As soon as we added a mass of 1 to the entities, they reacted to one another while still hidden. my current work around is to maintain a mass of 0 until i display the models. this isn't ideal and puts additional strain on the computer.

     

    Hope this is enough information. If you need anymore just let me know and i'll be happy to help.

     

    ~Xtreampb~

  11. Is there a way to view the physics bodies while my game is running. I got some weird things going on with my physics shapes. Being able to see them would really help me out.

     

    ~Xtreampb~

×
×
  • Create New...