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Wchris

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Posts posted by Wchris

  1. Seek where you have installed LE 3 :

    For example :

    C:\LE3

    than go to installer sub directory :

    C:\LE3\Installer

    And just launch : LeadwerksUpdater.exe

     

    There is no installer directory in my le3 eval

    post-44-0-31903200-1362239328_thumb.jpg

     

    and I did not install LE3 because I missed the istall link when I buyed

  2. Your Leadwerks 2 registration key will work once we upgrade it. You will receive an email when your key has been upgraded.

    Thanks!

     

    Hello, I got the mail telling me my key was upgraded and hinting me here ...

     

    but I did not download LeadwerksUpdater.exe after buying. How can I get it now ?

     

    Thanks

  3. Well once I receive my SDKs for Autodesk Gameware, I am integrating Scaleform, Beast, Navigation, HumanIK in with Leadwerks 2.x, as well as euphoria.

    These products are not free for indie ? something like $295 per product/seat/platform ?

     

    We will all get bankrupt before we start producing a game.

     

    and at this price it'll be difficult to share your work with us.

     

    But welcome back smile.png

  4. That cannot be done at the price you would like. It's another big block of research and development, and I just finished a two year cycle.

     

    That's what I can officially support and document right now. I will post my BlitzMax binding code, but it's not compliant with the API and docs.[/font][/color]

     

    * why a "big block of research and development" ? all we want is a LE2 graphics technology driver for LE3 with LE2 capabilities. I guess you want to create in 2 other years something that will be AAAAAAA+ with tesselation, etc ... and I believe you can; but LE2 visuals, lighting and shadows are AAA and still outperforms most of what currently exists, so what's the point ?

     

    * Who cares official support for other languages ? We did without it sofar. The question is will LE3 ship with a DLL ?

     

    * Last question ... sorry to ask. Once the new pricing scheme is set, how much will you charge for 3.1, 3.2 ? (wet cat fears cold water after the shower wink.png ) But maybe this question has to wait the news pricing sheme.

  5. And allow downloadable versions please. I don't want a boxed version.

    Customs will want me to pay vat on oversee shipped boxed versions. + custom fees.

    I don't have to pay vat on downloaded versions, because they don't known I exists at all.

    Thanks

    Edit: I'm serious, I will NOT buy a boxed version.

     

    [joke]

    Edit: another solution is to slice the boxed version into packets of value < 45€. And send me plenty of little packets ;) because our crazy lawmaker doesn't require vat when the price is < 45€. But I guess you don't want to ? LOL

    [/joke]

  6. Want Lua? Add $200.

    Want the flowgraph? Add $200.

    Want Mac support? Add $300.

    You can also add CSG to the list. Because before LE3 he could sell 3Dworld studio to do this. With LE3 integrated CSG he will loose those sales so this hikes LE3 price.

     

    And Ai/pathfinding because some games don't require it.

     

    But I have the feeling Josh doesn't want to make LE3 pricing flexible. Maybe because it'll complexify the licence management.

     

    Also he said somewhere "I don't want to defer LE3 release 3 month more as it is allready usable" ... So what did he think he can do in 3 months ? Will the AAA renderer be available in 3 months ? It's difficult to imagine this given the slow experience of LE2 development. But now they are 2 to work on Leadwerks 3.

     

    I would prefer if LE2 users could get an increased 70% rebate. Even unity did offer à 50% rebate to blade3d users http://blogs.unity3d...de3d-customers/) so 50% is a very common offer and not a big effort. Compared to LE2 developpers what did Blad3d users show to get 50% from unity ?

  7. HI,

     

    After watching you video some observation immediately come to my mind.

    The video is awesome, expecially the debugger, but I don't want to talk about what's already perfect.

     

    * The first thing is the plenty of 'box' I can see in the treeview. There should be a way to collapse or hide similar objects to avoid getting overwhelmed. One of the big problems with game making is to handle the growing of code and ressources, If from the beginning it's not designed to simplify visualisation it will be increasingly difficult for us 'mere mortals' to manage it when the project grows. (or maybe some king of tag system to hide some tags ?)

     

    * The second thing is about the source code and flowgraph. I can see events in the flowgraph that correspond to lua subprograms. If I double-click on the flowgraph subprogram function name do I get placed in the source code at the beginning of the subprogram ? If not It would be a huge organisation help and time saver to add this. No more scrollig into the code. Try it you won't go back.

     

    Also when we click on an object in the treeview it would be nice to have in the popup menu and 'events' item that opens a list of attached script subprograms names and allows to double-click and jump directly at the beginning of the function source code.

     

    * The third thing that annoys me about lua is missing syntax help hints. When I tape a function name I always expect to see a hint with the list of parameters and types. I have this in other languages and it's really a big big + to learn and use faster without having to go out and reach the docs.

     

    Cheers

     

    I can already hear plenty of trolls groawling 'Hey this will slowdown LE3 release', but this is not required at release. But should be quickly added after because it will help adoption of lua and make the editor more usefull and more fun.

     

    wink.png I understand it's difficult for Josh to work on easy things because it's boring, the debugger and advanced functionalities are more fun for him. But you have a skilled employee now, he would do this in no time smile.png please

    • Upvote 1
  8. Hi Pixel,

     

    You always showed to be a wise person and I guess you took another wise decision. Taking more time for your familly and yourself to enjoy life can only be wise.

     

    I like this sentence "Best wishes to all of you and I hope to be playing some of your games in the not to distant future smile.png", good way of thinking.

     

    have fun and enjoy life, you are free ! wink.png

     

    Cheers

  9. Hi Ken,

     

    Like GC said I understand you, I also purchased another engine when there was a heap special offer. You're just following our path so we can easily understand you. The main reason why we are still here is that LE has the easyest learning curve ... if you try anything else after LE you'll find it difficult just because you'll compare it to LE.

     

    I hope it's not just because of pathfinding in LE3. If Josh can do it 1x with 1 controller size, it's really not a problem to do it 3x with 3 different controller size, everything is there to achieve it quickly ... in the end it's just memory requirement, so Josh has to warn the user in the editor of how much another path grid will cost in memory to determine final game requirement. But really it's not a problem, he's so close to the goal.

     

    What I don't understand is why he did not try to make this pathfinding system an external addon dll buyable by current LE2 users ... they would certainly have bought it to finish their LE2 game, and still have buyed LE3 after. Probably a technical issue ? But I don't see where ... it's just a command to set startpoint, set destination, query next steppoint. (edit: and commands to mark/unmark blocked places like buildings in rts games)

     

    Well as I said, it's not surprising that you try another path, it's just surprising because you were progressing faster than anyone with LE2. But maybe it's also the explanation ... people who work hard like you spend equaly plenty of energy ... so they have moments of weakness of their will, I also experienced this, in those moments you start searching elsewhere while your energy refuels.

     

    What kind of game are you building ? an FPS ?

     

    You're welcome to come back, you know where we stay ^^

  10. but can i manipulate bones and there attached verts without the skin shader?

     

    maybe this is one part of the solution http://www.leadwerks...?f=32&t=4518��?

     

    but vertex are probably not attached to bones .... their position is probably computed from closest bone and the info is in the GPU so you can't get it back, you'll probably have to play the bone animation manually. Big job.

     

    Just curious, what's your ati hardware exactly ? AMD fusion ?

  11. and I can upgrade the graphics card to the GeForce 8800.

     

    Huh blink.png why a 8800 ? it's a 2007 graphics card and the minimum requirement. Why would someone in 2012 buy a 5 years old graphics card ? I'm missing something ?

     

    On the other hand it'll force you to optimize the game FPS and make sure it's playable on old boards.

  12. did all that. Same problem. This kinda really sucks. I hope it's fixed in LE3...

    before, you should exchange a complete project (assets and executables) with lumooja and see if metatron's project works on your machine and if your project has the same problem on Metatron's machine.

     

    EDIT : LOL if you've got an Intel integrated Graphics Chip on a laptop it's not even necessary to look elsewhere ... this **** has a bad implementation of shader 3 & 4 which are required for leadwerks. Maybe in year 3012 when Larabee will be ready ? better get an Ati or Nvidia card in the meantime.

  13. That's why the mesh is red. But I don't see why my mesh is not moving forward...

    Hello,

     

    I'll try to take 5min to help because you look motivated smile.png and I like motivated people, it's good for my own motivation that sometimes falls down.

     

    Usually red skin indicates wrong shader.

     

    first :modelviewer show you have bones and frames so this is ok, but you did not activate View - Hierarchy so we don"t see them and the screenshot and don"t know if they are still well positioned ans sized.

    post-44-0-88944200-1353748768_thumb.jpg

     

    second : you don't need to parent anything, animation is done by a skin shader that simply makes the mesh follow the closest bone.

     

    Open surface1 and surface2 in modelviewer then get the corresponding mat file name and open it to post the content here. it should look like this :

     

     

    texture0="abstract::naf73_occlusion.dds"

    clamp0=0,0,0

    texture1="abstract::naf73_normalsdot3.dds"

    clamp1=0,0,0

    blend=0

    depthmask=1

    depthtest=1

    overlay=0

    zsort=0

    cullface=1

    castshadows=1

    specular=0.30000000

    bumpscale=1.00000000

    gloss=0.500000000

    shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag"

    shadowshader="abstract::mesh_shadow_skin.vert",""

     

     

    with _skin in the shader name

     

    Cheers.

    • Upvote 1
  14. Do a simple ray trace? If it collides something, check with what the distance is.

    I'm stuck with another problem. (and I have no more holidays)

     

    I have modeled three landing pads and a control tower. but when i want to position my lander (by code) on pad 1 before game starts it falls down and rebounds. I tryed to lower world gravity with setworlgravity(Vec3(0,1,0)), but the engIne just ignores it. I'll have to find a workaround, maybe lower object mass.

     

    secondary problems are the lander feets enter into the pad. I suspect a problem with the .phy.

     

    and third issue, when i use getentityposition on the landing pad and do a setentityposition of my lander to that position I'm not centered on the pad. Maybe my objects center is not correct, will have to look into uu3d if I can fix this there.

     

    Also i'm playing with my Christmas gifts now .... but I'll return into my code soon :)

     

    Cheers

    Chris

  15. It's a game that I've been working on for the past three months.

    I'm basically a hobby-game designer, and high school schedule is a little tight on me, so it takes more time for me to finish stuff.

    I am still working on gameplay (I need better collision detection for the camera) but I'm pretty happy with what I have so far.

    I like it too :) reminds me of "toy story". You will work for pixar studios someday ;)

     

    Your camera movements are also perfect, very cinematographic. I did not work on collision detection for camera yet. You use raycasts to detect walls ?

  16. Okay I have made some progress so I updated everything.

     

    The components now handle better keyboard and mouse inputs.

    Added experimental mouse wheel support, but could not get it to work well sofar.

    Added parenting.

     

    What makes me the most happy is the game progress !

    Now I can safely land B)

    This was my biggest concern... How to make landing and ship control possible while keeping everything easy.

     

    My solution was to add a stabilizer system that restores ship noze up. You just have to click on the ship's main body.

     

    Now you can also activate the boosters individualy and get additionnal power to turn. But remember you're not an airplane, you have no wings. once horizontal you fall down ... and thats when the stabilisers are usefull, by clicking on the main body to restore vertical orientation.

     

    You can also use the little pulsating jets on top, by hovering them or clicking them to rotate at no fuel cost. But they are really tricky to use.

     

    here's a screenshot

    post-44-0-72087700-1324397334_thumb.jpg

     

    I also want to say a big "thank you" again to klepo2 for his day/night cycle and give him credit ;)

     

    Still many things to do if I want to finish my minigame before end of the week (and hopefully before LE3)

    - create assets for landing pads.

    - configure a more destructible lander

    - add explosions

    - add sounds

    - check for landing

    - better instruments display

     

    My biggest concern is "check for landing". How will I know the ship has landed on his 4 feets ? Is there a way to check if bodies came to rest ? Maybe check feet colision ?

    Now I'll think about it and try to find a solution. If you've got an idea how to do it, you're welcome :)

  17. That's something else I don't like. I have to continuously decide which languages warrant a separate subforum, and people form camps and start holy wars over it. I have declared repeatedly that all programming languages are terrible, so I don't understand what the fuss is about. :)

    I don't think I started a holly war, nor did other pascal programmers. I'm just not so skilled and want programmers that use the same language as me to step in and help me if they are more skilled than me. I just appear today as one of the most killed pascal programmers because i'm nearly the only one, but in fact I'm not.This is relativity. Problem is people won't settle if they don't have a place to do so.

     

    There's a common "joke" (I don't find a better word) in pascal/delphi community to compare us as Jedi's. But this is just because we are few and is designed to keep us motivated. A kind of "yes we can" to encourage our will to continue and not give up... It must stay at 2nd degree. If other language take it at 1st degree and feel they are the "empire" I'm sorry for that.

     

    And I think the one who leads the worse holy war is the one that want's all the little to be anihilated and disapear. ;)

     

    ..dear Josh, you should let each programming language forum to grow on itself together with whole community..it will be no confusion and everybody will be happy..whats wrong with that ?

    You're really wise ! Thank you

    But it's a question of point of view. From Josh's point of view it means more things to survey and more work. That's all. The challenge is to make him understand he does not have to survey unsupported subforum... just let them live.

    Also mostly when Josh answers in forums he just says "I would do it like this..." without providing code. So language distinction is useless to him. When code is provided in forums its always by someone of the community. So with a common programming forum from Josh's point of view nothing will change ... but bmx, lua, and c# posts will be diluted in microsoft Visual C++ posts and loose visibility. (not to mention pascal post that occur rarely will get buried even faster by new c++ posts)

    Only solution then will be to host external forums for non c++/lua languages.

     

    If there was a holy war ... this war is over and has been won a long time ago by Microsoft C++ Visual studio with the free express version. Perfect tool for price 0. The unique programming forum will just prove how severe the defeat is for other communities.

  18. Great to see Delphi still being used. It's great you work on this! :P

    Hi Ywa ! I will never drop delphi :P

     

    Just updated the demo, now you can use the up arrow key to activate the boosters and the left/rgight arrow keys to circle the camera around the lander. (the 7 followers will have to re-download, sorry, but first version was probably dispointing you could not interract).

     

    Now I'll have to find some kind of interface to manipulate the stabilizers ...

     

    Just curious everyone, how many fps do you get and what config do you have ? I get 45 fps.

    (I forgot to disable vsync so you'll caped to 60fps)

     

    Cheers

    Chris

     

    post-44-0-37128600-1324067135_thumb.jpg

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