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AggrorJorn

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Everything posted by AggrorJorn

  1. Do you have the script attached to each segment or just the parent cylinder? Because when you attach the script to each element, the behaviour of each element rotating is then correct. Can you also post a screenshot where all segments are rotated?
  2. For some reasons other games can run although Leadwerks still has the status 'running'. I have Steam only installed on this machine. I can try to lock my self out via Steam guard on my phone, but honestly I don't think that that would cause the issue. If I run tasklist via command prompt I see 2 leadwerks processes. Trying to kill these process doesn't work. It give me the message that these tasks are currently not being executed.
  3. Normally I also get the error like macklebee describes above. If I want to restart leadwerks a second time while my computer is on, I am forced to close steam via the process panel first before launching leadwerks again. This time its different as leadwerks doesnt even appear in the process panel. Whats even weirder is that leadwerks is 'running' after a reboot.
  4. So I booted my computer and tried to launch Leadwerks but I get this error saying its already running. Looking in my active processes, Leadwerks is clearly not running. Things I tried to resolve the problem: Restarted steam Restarted computer Verified cache: everything is fine. Other games/software can't launch as Leadwerks is still 'running' Can't delete local content Leadwerks as Leadwerks is still 'running' Force delete leadwerks folder via command prompt not working Switched from beta to default branch but has to wait for download as Leadwerks is still 'running'. Stopped Antivirus. Run windows in safe mode with network enabled Restarted again, even unplugged power. Removed Leadwerks configs. Anyone else running in to this problem?
  5. If you want you can also switch between resolutions ingame with the SetLayout command. Unfortunately you can't set it to border/fullscreen with that command though. window:SetLayout(100,100,800,600);
  6. I think that depends on the models purpose in the game. I believe 15k is okay for main characters. But when you a few enemies on screen I think you need to go down a lot.
  7. yes, i have an update for that. I want include some other fixes and features as well. When le 4.0 is out of beta I will release it.
  8. No problem. I have been absent from Leadwerks for a while as well, so things like this are good to catch up to.
  9. Hi Erika, Leadwerks changed the API quite a while ago for the color settings. Colors no longer have to be divided by 255 in order for them to be processed correctly by Leadwerks. so this: self.backgroundColorFractioned = Vec4(c.x/255, c.y/255, c.z/255, c.w/255) becomes: self.backgroundColorFractioned = Vec4(c.x, c.y, c.z, c.w)
  10. Perhaps it has been requested before, but just in case: Something I really like to see is a Collision matrix/table editor. The ones that are part of the editor could be static, but you would be able to define your own collision groups.
  11. They are already on the todo list. especially point 2 and 3. . Same thing goes for shaders.
  12. It was a simple test to check if the texture location was correct, and yes is was supposed to be drawn there. Lets try out severall drawImage commands. Replace the if statement with the following: if currentItem ~= nil and currentItem.texture ~= nil then context:SetBlendMode(Blend.Alpha) context:DrawImage(Texture:Load("Materials/items/bottleicon.tex"), x, y, self.itemSize.x, self.itemSize.y) context:DrawImage(currentItem.texture, 0, 0, self.itemSize.x, self.itemSize.y) context:DrawImage(currentItem.texture, x, y, 80, 80) context:SetBlendMode(Blend.Solid) end
  13. Have you looked in the command reference? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/texture/textureload-r341 You are missing a ')' after the texture path.
  14. The position and scale needs to be added: context:DrawImage(Texture:Load("Materials/items/bottleicon.tex"), 0,0, 100, 100)
  15. Can you post an ingame screenshot? It looks like the textures are missing, but I wonder why it isn't causing errors. Can you do a quick test by putting this line right after the PostRender function (assuming the location of the texture is correct): context:DrawImage(Texture:Load("Materials/items/bottleicon.tex", 0,0, 100, 100)
  16. and are the inventory items drawn on the screen once you picked something up?
  17. Replace the PostRender function with the script below. Tell us what the output is and whether your see something on screen. function Script:PostRender(context) for i = 1, self.itemSlots, 1 do context:SetColor(1,1,1) local x = self.screenWidth - self.itemSize.x local y = (i * self.itemSize.y) + (i * self.offset) context:DrawRect(x,y, self.itemSize.x, self.itemSize.y) local currentItem = self.items if currentItem ~= nil and currentItem.texture ~= nil then System:Print("going to draw a texture. i="..i..) context:SetBlendMode(Blend.Alpha) context:DrawImage(currentItem.texture, 0, 40 * i, 40, 40) context:SetBlendMode(Blend.Solid) end end end
  18. Hi, You are mentioning 'flow gui system'. If it is actually FlowGUI you are using, there is an example start menu, with working start menu.
  19. is self.p0 nil when you get it in the start function? self.p0 = self.entity:FindChild("p0") if self.p0 == nil then error("p0 is nill") end
  20. @Josh: Those C++ tutorials are for Leadwerks 3.0 and are compatible with Leadwerks 3.5. Isn't it possbile to move them? @Roland: The indivual pages are now no longer visible, which is a pitty since they contain the video link, the C++ code and the Lua code. However, you can download the complete source pack for C++: http://www.leadwerks.com/werkspace/files/file/533-c-tutorials-31/
  21. The overview can be seen even without login: http://leadwerks.wikidot.com/wiki:tutorials The C++ tutorial links are no longer viewable it seems Apparently those links no longer work without having clearance. http://www.leadwerks.com/werkspace/page/tutorials_legacy/_/introduction-to-animation-r14
  22. But every character has this script attached right? So every item that has a collision with the ground will each call its own Collision Function.
  23. Without source code it is hard see what is going on.
  24. I remember using it for a written tutorial Josh asked me to make: http://www.leadwerks.com/werkspace/page/tutorials/_/script/introduction-to-lua-scripting-r103 But I can't seem to find it in the command reference.
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