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gamecreator

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Everything posted by gamecreator

  1. To clarify, we're talking about the world/global origin (coordinates 0, 0, 0) not the model's pivot. In other words, the feet need to be just above the center of the global 3D space.
  2. That's true. Each Leadwerks update would probably bring back everything but it could still be worth it.
  3. Which looks like almost everything (2 files less) that's copied to a blank project now. I guess that doesn't work. Maybe one day we can get a true blank new project solution or at least a workaround.
  4. I don't think you can remove individual shaders. You have to remove all of them and add back the ones you still want. Related to this, remember that you can add the same shader more than once so removing them by name would not make sense. I guess removing them by an index could work but it's not too bad to clear all and re-add.
  5. Seems like ideally the code is fixed so the error messages don't appear. Regarding the blank project, I'm a huge fan of having a clean project to start from. A blank project right now creates 60 folders and 517 files totaling 213MB. How many of those are absolutely necessary to create a Pong clone (with 3D models and Leadwerks GUI), for example?
  6. Yeah, now that I think about it, I had a similar issue trying to position and rotate a camera behind a player. I only solved that by parenting the camera (which I know is not an option for you). One other possibility: have you tried calling world->Update() after the SetMatrix function? Seems like Leadwerks needs to catch up on positioning and that might do it.
  7. Couldn't you unhide a model, move/rotate it, get the child's position/rotation, apply that info to another entity, then hide the model again before rendering each frame?
  8. LE4 code only loads MDL but the tool you mentioned (or something similar) still exists in the Tools folder (along with other converter EXEs), so you could probably use that from your own program. Leadwerks can also create triangles on the fly so you could implement your own model loader to some extent but I don't know about texturing or bones.
  9. You may be best served for changes by scanning Josh's blog: https://www.leadwerks.com/community/blogs/blog/1-joshs-dev-blog/ and/or the Leadwerks blog: https://www.leadwerks.com/community/blogs/blog/41-leadwerks-company-blog/ To answer some of your questions: Media: FBX - you can create custom collision shapes in your 3D program or autogenerate in the editor. The editor has a particle editor but I haven't used it (I code my own) Physics: Newton Programming: Lua with Standard purchase, C++ (or a combination of the two) with Professional DLC. I don't know what injected scripts are Shaders: you can add them in the editor to any map and/or via code Target Platforms: Windows and Linux License: One-time purchase and free to release without any royalties. Turbo is unreleased and I don't believe there was a final decision on the price structure. The versions really come down to the following: Standard License - only allows coding with Lua Professional License (DLC extra to Standard) - also allows C++ coding Enterprise Edition - Steam-independent version of the above two. Turbo - a monthly subscription which allows you to try the upcoming engine in its early form
  10. Welcome back! It is a bit of a weird time between Leadwerks 4 and Turbo but Josh just squashed a bunch of bugs recently for 4. Turbo is supposed to be a lot faster than Leadwerks (especially for bone animation) but I don't know if that applies to lower end systems. That said, it'll be a while (not this year) until Turbo is released.
  11. I would prefer the opposite: games that are simple as possible so people can learn from them (and I say this as a C++ user while I'm sure the examples will be in Lua, since that's what most Leadwerks users use). But I know it's kind of two opposites, to make games that are simple but impressive.
  12. I agree that this could be the biggest step forward in Turbo, if introduced (right there with being much faster/able to handle more bone animations). Not sure how this is implemented in an infinite world.
  13. All I'm saying is you could make this happen, if you chose to. The workaround everyone needs to discover and implement could be written straight into the engine to avoid all this confusion and make the function intuitive. The only downside I could see right now is that SetRotation would be slower. Maybe that's enough to not implement it or maybe there's more to it but I don't know. I also don't know how other engines do this; it could be the norm.
  14. Ah ok, yes. Without that System::SetProperty("session_number", "1"), I do get the error too. Glad you have a lead though. I'll keep an eye on if my data ends up in my analytics too.
  15. Interesting. I mostly copied and pasted your code (with my keys) and I didn't get the error either. This is good; something to work from.
  16. Is all the data sent together when the program ends? I notice the above errors I mentioned pop up as I close the program. Or is it sent live and that's something else?
  17. Thanks. I think they say that sometimes it can take up to a day for the data to get into your dashboard or whatever.
  18. It did say success. I have a little time; I'll try again from scratch now too.
  19. I submitted it to the forums to not clutter this blog: https://www.leadwerks.com/community/topic/18815-analytics-bug/
  20. The following code resulted in me not getting data to Analytics. There was an acknowledgement of some connection (I forget the details but the game project went from pending to waiting or something) but then not a single data piece went through. // Get date & time for GameAnalytics info time_t t = time(NULL); struct tm tm = *localtime(&t); // printf("now: %d-%d-%d %d:%d:%d\n", tm.tm_year + 1900, tm.tm_mon + 1, tm.tm_mday, tm.tm_hour, tm.tm_min, tm.tm_sec); string gameanalyticsinfo = "game_start - "+std::string(SteamFriends()->GetFriendPersonaName(SteamUser()->GetSteamID()))+" - "+String(tm.tm_year+1900)+"-"+String(tm.tm_mon + 1)+"-"+String(tm.tm_mday)+" "; gameanalyticsinfo=gameanalyticsinfo+String(tm.tm_hour)+":"+String(tm.tm_min)+"-"+String(tm.tm_sec); cout << endl << endl << gameanalyticsinfo << endl << endl; // GAME ANALYTICS - send start information Analytics::SetKeys("mygamekeywenthere","mysecretcodewashere"); bool analyts=analyts=Analytics::Enable(); if(!analyts) { MessageBoxA(0, "Could not initialize game analytics.", "Error", 0); exit(1); } if(Analytics::SendGenericEvent(gameanalyticsinfo)) printf("gameanalytics successfully sent?\n"); else printf("gameanalytics send failed\n"); I've also just tried to send a very basic string, per Josh's suggestion in the past, and that didn't work either. I should also note that I've successfully received data in the past for another Leadwerks project and I copied and pasted the analytics code from that project (except for the changed keys). There's a chance that I'm doing something wrong but I don't see it. Edit: this is what the console showed:
  21. I submitted it as a status update question at the time, then we started a PM chain. Last I heard, they didn't respond to your email but I think maybe you needed to start your own ticket instead of directly emailing the person.
  22. Will analytics be fixed? It seems like it should be something easy to do.
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