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Roland

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Everything posted by Roland

  1. And soon we have VS2015. I assume you will update to that one then Josh
  2. I will give it a try. So far this is the problem showing up DEFINE_CALLBACK( VolumeHasChanged_t, k_iSteamMusicCallbacks + 2 ) CALLBACK_MEMBER( 0, float, m_flNewVolume ) END_DEFINE_CALLBACK_1() isteammusic.h|62|error: no matching function for call to 'VolumeHasChanged_t::GetMemberVar_0(uint32&, uint32&, uint32&, const char**&, const char**&)'| isteammusic.h|62|note: candidate is:| isteammusic.h|61|note: static void VolumeHasChanged_t::GetMemberVar_0(unsigned int&, unsigned int&, uint32&, const char**, const char**)| isteammusic.h|61|note: no known conversion for argument 1 from 'uint32 {aka long unsigned int}' to 'unsigned int&'|
  3. Neither of them will work. First of all you have to have an instance of the world and then use the methods (functions) on that instance World* myWorld = World::Create(); myWorld->Clear();
  4. I bought Truebones packs long time ago and I haven't manage to get it working anywhere or various reasons. Rigs are different along the animations, most of them has sliding feet's, some have stuttering movements, very few are looped and so on. So I agree with gamecreator.
  5. Yes it works with VS2013 and Leadwerks. I use in ny Leadwerks C++ projects for editing Leadwerks LUA scripts
  6. Hello you 3DCoat users. I know there are some here. Which settings do you recommend that will give best results with Leadwerks.
  7. Reading last comment. I think its more important with snap object to object than snap to grid. Even though both are welcome. When do you want to snap. Isn't the reason of snapping mostly caused by snapping things together (like parts of a fence our walls). A way to do that if of course have the object made in grid resolution and have grid snapping. But in my mind that's just a workaround for the real problem, which is to snap the objects together.
  8. Roland

    GUI

    In facto I have done that once, but it sucked . Anyway I'm not sure I even want to make a game. Its just so fun playing with these 3D toys
  9. Thanks Shad. You are a very kind man
  10. Roland

    GUI

    Yes of course you are right gamecreator. I even bought the FlowGui although it has way more than I need. Its well worth supporting Aggrors good work. I recommend that. Its me being the C++ nerd I am that like to torture my self with the "Can do it my self" absurd thing. Not recommended . I will probably never get a game done
  11. Roland

    GUI

    My humble look on this with GUI's are that actually you don't need advanced feature's for most games. You will get away with some really simple things in most cases. Things that quite easily can be achieved with current Draw-functions. A Clickable Image (can be used as button or checkbox) and an input field (Text and number) will bring you a long way. I might do a C++ tutorial on that when I get time for that. My next C++ video will be about reading and writing data between LUA and C++, so a good example of that could be to make a simple GUI then.
  12. Roland

    Dead Anyway

    Yes exactly what I meant. The Sims was the name. Good idea to go by
  13. Looking really great
  14. Roland

    Dead Anyway

    I hope you take this as a compliment when I say that it gives me a bit of SimCity feeling. Great job guys
  15. It would be a good idea if Josh added a Collsion.User = 100 or something. That way he could have he's own stuff below 100 and the users could have their over 100 Same goes for the Collsion.Trigger
  16. There is a thread about that here http://www.leadwerks.com/werkspace/topic/11181-r6025-pure-virtual-function-call/#entry81349
  17. Hi. You can see me doing that in this video at around 17:00 http://youtu.be/Utb3z4hs79Q?t=17m14s
  18. This is probably caused by something in your code. Hard to say without having the code. Have you tried to run it from VS in debug and check the call stack when it crashes
  19. To me it seems that it would have been much more easy just giving the link at once
  20. You can see me showing an alternative method using hooks in this video (at around 17:00 ) http://youtu.be/Utb3z4hs79Q?t=17m14s
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