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Shard

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Everything posted by Shard

  1. Hey all, So I have a model, whose "Bip 01" head I find as a child. I need to be able to turn this head independently so that the player looks left or right, up or down while still animating the rest of the body to be doing what ever is appropriate. However, I've found that if I call any animation while still calling Turn Entity on the head at the same time, the Turn function doesn't work. How would I structure my code or what code should I use so that I can turn the head individually while still being able to animate it? If thats not possible, then can I turn the head and animate the rest of the mesh?
  2. I just added it to the project via the Solution Explorer which worked. This would be the best way right? So that when I update, all the files are auto updated and I don't have to move them.
  3. Lol, ask and Leadwerks shall receive?
  4. Turns out that it that it didn't actually work. When I compile every is fine, but when it goes to link, everything goes to hell. I have several messages like this: 1>------ Build started: Project: MyGame, Configuration: Debug Win32 ------ 1>Linking... 1>Main.obj : error LNK2019: unresolved external symbol "void __cdecl Flip(int)" (?Flip@@YAXH@Z) referenced in function _WinMain@16 1>Main.obj : error LNK2019: unresolved external symbol "void __cdecl SetBlend(int)" (?SetBlend@@YAXH@Z) referenced in function _WinMain@16 1>Main.obj : error LNK2019: unresolved external symbol "int __cdecl AppSuspended(void)" (?AppSuspended@@YAHXZ) referenced in function _WinMain@16 1>Main.obj : error LNK2019: unresolved external symbol "int __cdecl KeyHit(int)" (?KeyHit@@YAHH@Z) referenced in function _WinMain@16 1>Controls.obj : error LNK2001: unresolved external symbol "int __cdecl KeyHit(int)" (?KeyHit@@YAHH@Z) 1>KeyMouse.obj : error LNK2001: unresolved external symbol "int __cdecl KeyHit(int)" (?KeyHit@@YAHH@Z) 1>Main.obj : error LNK2019: unresolved external symbol "int __cdecl Terminate(void)" (?Terminate@@YAHXZ) referenced in function "public: int __thiscall LEO::Engine::Free(void)" (?Free@Engine@LEO@@QAEHXZ) 1>Main.obj : error LNK2001: unresolved external symbol "private: static int LEO::Engine::instances" (?instances@Engine@LEO@@0HA) 1>Main.obj : error LNK2001: unresolved external symbol "bool LEO::g_engineLoaded" (?g_engineLoaded@LEO@@3_NA) 1>Main.obj : error LNK2019: unresolved external symbol "public: void __thiscall leadwerks::Framewerk::SetStats(int)" (?SetStats@Framewerk@leadwerks@@QAEXH@Z) referenced in function "void __cdecl SetPointers(void)" (?SetPointers@@YAXXZ) 1>Main.obj : error LNK2019: unresolved external symbol "int __cdecl Graphics(int,int,int,int,int)" (?Graphics@@YAHHHHHH@Z) referenced in function "public: void __thiscall LEO::Engine::InitGraphics(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,int,int,int,int,int)" (?InitGraphics@Engine@LEO@@QAEXABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@HHHHH@Z) 1>Main.obj : error LNK2019: unresolved external symbol "void __cdecl SetAppTitle(char *)" (?SetAppTitle@@YAXPAD@Z) referenced in function "public: void __thiscall LEO::Engine::InitGraphics(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,int,int,int,int,int)" (?InitGraphics@Engine@LEO@@QAEXABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@HHHHH@Z) 1>Main.obj : error LNK2019: unresolved external symbol "int __cdecl Initialize(int)" (?Initialize@@YAHH@Z) referenced in function "private: bool __thiscall LEO::Engine::LoadFunctions(int)" (?LoadFunctions@Engine@LEO@@AAE_NH@Z) 1>Main.obj : error LNK2019: unresolved external symbol "public: __thiscall leadwerks::Framewerk::Framewerk(void)" (??0Framewerk@leadwerks@@QAE@XZ) referenced in function "void __cdecl `dynamic initializer for 'frameWerk''(void)" (??__EframeWerk@@YAXXZ) 1>Controls.obj : error LNK2019: unresolved external symbol "public: unsigned char * __thiscall leadwerks::Layer::GetCamera(void)" (?GetCamera@Layer@leadwerks@@QAEPAEXZ) referenced in function "public: void __thiscall Controls::UpdatePlayerControls(void)" (?UpdatePlayerControls@Controls@@QAEXXZ) 1>Player.obj : error LNK2001: unresolved external symbol "public: unsigned char * __thiscall leadwerks::Layer::GetCamera(void)" (?GetCamera@Layer@leadwerks@@QAEPAEXZ) Attached are the pictures of how I linked the files. Can anyone tell me what I did wrong?
  5. I read up on old forums about the GameLib having multi-threading built into it at some point. I am just wondering if has been implemented as I am looking into multi-threading/multi-cpu programming.
  6. So I hear you got a Microsoft License for your game. Congrats! Any chance you could tell us a little about your game and how you got the deal?
  7. Thanks for the reply. I do have a couple of questions: 1) I am thinking about building an RTS game. I'm not a hundred percent sure, but that sounds like it would require a lot of data to be sent around. Would RakNet be good for this purpose? From the sounds of what you said, Netwerks would not be good for this at all. 2) Is a host-client the only way to go? Or can peer2peer also be done? Is one better than the other? How about in a networked game of up to six PC's? 3) How exactly do networked games work? How does one side keep track of the player on the other side or the ammo a player has or a the damage a players bullet does? I know that packets are "data", but what defines a "message"? 4) What is object replication, state management and patching (if its not patching in the traditional sense) I will definitely look into RakNet.
  8. I would like to request a Netwerking Tutorial (video/pdf) that shows how to use the basics of Leadwerks Netwerking. After having looked through the wiki, I have several questions and am a little confused about how things are supposed to be done.
  9. Definitely. Or better yet a near completion game. I know too many people who have "a great game idea" and nothing to show for it. True I suppose. But I've taken to liking LE a lot. Look into the LE Community Project Indeed, Steam is always our friend. Have anyone here published to Steam or know the process of publishing? I've looked into it but I didn't come up with much That sounds really good. God I hope not. Maybe you could invest in a cloning machine?
  10. http://www.youtube.com/watch?v=GGyfjG4QnaE
  11. I get a Exception_Access_Violation. And that seems strange, but I still have the river nodes in mine, and as stated, they create a white rectangle. Edit: Also http://www.youtube.com/watch?v=GGyfjG4QnaE Please ignore the music >_<
  12. Ah I see. Are there any plans for you to develop and Xbox version? Would it take long? The reason I ask is that just having Xbox portable in the engine description will attract more customers and for those of us who aspire to publish it to the Xbox wouldn't have to rewrite our code after we publish the our "first commercial game"
  13. The waterplane still gives the same error. The road now draw properly until I click align to terrain, where it gives me Invalid Index(1) as an error message and then flattens the terrain underneath it. The river nodes create a white rectangle perpendicular to the node connection.
  14. Ah I see. How would this work if we wished to use it with Leadwerks? In theory, if once of us got a studio going and had a commercial game out and all that jazz and got the dev kit and wanted to use Leadwerks with it? Also on a side note, I think the whole "successful game studio" thing has to be a pretty low bar, considering how bad some games are on the 360.
  15. Still receiving ACCESS_VIOLATION_EXCECPTION when I drag and drop a waterplane. I really wanna try out those river nodes too. [Edit] Align roads to terrain created several errors about being unable to find the lua file for roads. After clicking through all the errors the terrain was flattened. [Edit] River nodes and road nodes connect together causing to render properly.
  16. Could you elaborate a little bit about what this means?
  17. I've seen and heard talk about porting games to the Xbox 360 around the forums and I'm wondering what is stopping Leadwerks from doing this? I think I read in Josh's blog once that Leadwerks first needs to develop a commercial game before it can get a license to develop for the Xbox. What are the challenges (code, tech, coporate or otherwise) that are holding back the engine from going multiplatform? After having looked at all the "popular" engines capable of porting to the 360 that are within an Indie Developers budget, I found that non of them compared to Leadwerks. Does Josh have any plans for going in this direction?
  18. Thank you, works perfectly. Although, I still do have to copy over the dll's for engine, newton and jointlibrary.
  19. Hey guys, I've got a question for something that I should have done a long time ago. I need to link the required engine, framewerk and leo files so that Visual Studio knows where it is. So far, I've been copying those files over to my project directory but every time the engine updates, everything breaks and I get several errors in my code. Previously I've been told that I can fix this by linking my core files in the Leadwerks Directory, but I don't know exactly how to so if someone could show me it would be great.
  20. Oh definitely. An RTS game changes a significant amount. And FPS just become awesome, like CoD:MW2 where you can start shooting through a wall until it breaks and kills an enemy behind it. Or just rocket the building the enemy is in Plus it allows for the map to become far more dynamic and evolving as things change and the players need to adapt to it.
  21. On the old forums I brought up the question of destructible environments (buildings mainly) and Josh linked a Youtube video from Newton showing a temple being destroyed by a rock and said that it was coming. I'm the just wondering what the status of the destructible environments is.
  22. Shard

    Sunrise, sunset

    I would very much like to see the scripted entities that you speak off.
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