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tjheldna

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Posts posted by tjheldna

  1. Hi Josh,

     

    I'm trying to create a CharacterController Object and spawn a character dynamically in code, but having some trouble. (C++)

     

    Is the below code correct?

     

     

    playerEntity = Model::Load("Models/Characters/Barbarian/Barbarian.mdl");
    
    CharacterController *controller = CharacterController::Create(playerEntity, 1.6F, kPlayerHeight, 0.5F, 45.0F);
    
    playerEntity->SetMass(10);
    controller->Release();
    

    I load the level an turn on physics debugging but there is no collision shape. If I replace the CharacterController Line to

     

    playerEntity->SetPhysicsMode(Entity::CharacterPhysics);

     

    I do get a collision cylinder, but I don't think that's the right way.

     

    Any pointers would be great! (excuse the pun =) ).

  2. Hi Josh,

     

    I think I may have found a bug with the Left MouseDown function for OSX. I've just printed out the return values from mouse down.

     

    The MouseDown(MOUSE_LEFT) initially starts off returning 0 as expected

    Click the Left Mouse button - value changes to 1 as expected

    Release the mouse button - the value stays at 1

     

    window->MouseDown(MOUSE_RIGHT) does not do this and works fine.

     

    Cheers!

  3. I have a constant crash when creating geometry and a light.

     

    - Create a box make at least 1 of the dimensions of the box about 80.

    - Texture must be able to accept light maps.

    - Create a point light and position it so it touches this box.

    - Set the light map quality to high

    - Generate the light map

     

    I get an exception violation every time and a crash.

     

    Tested on Windows only.

     

    Cheers!

  4. Just a suggestion, it would be great in the world editor if you can place marker nodes for position and rotation. This would be handy for things like spawn points which would only be visible in the world editor.

     

    Cheers!

  5. Hi Rastar the problem was the default path for the installer is something like LeadwerksTestInstall in the Application's folder. You need to go into the Applications folder and change it to Leadwerks. there is also a .cfg file there with project paths referencing that need to be changed. As soon as I did that I did a project clean and compiled which then worked.

    • Upvote 1
  6. Hi Josh,

     

    Just a few things I have noticed with the OSX build (Just calling them as I see them). It appears that keyboard shortcuts don't work, they do work however through the main menu.

     

    In OSX mouse scrolling in the viewport seems backwards. From what I'm used to in other engines/editors if you want to move forward you scroll forward.

     

    With a light it starts out with a range of 5 if I edit the range less than five it defaults to 10

     

    Cheers!

  7. Hi Josh,

     

    Trying to launch Leadwerks on OSX Mountain Lion 10.8.2 but fails due to an error. I'm downloading again just in case something went wrong with the download as it looks like it may be a missing texture or something....

     

    "Leadwerks cannot be opened due to a problem"

     

     

     

    Process: Leadwerks [79686]

    Path: /Applications/LeadwerksTestInstall/*/Leadwerks.app/Contents/MacOS/Leadwerks

    Identifier: Leadwerks

    Version: ???

    Code Type: X86 (Native)

    Parent Process: launchd [143]

    User ID: 501

     

     

    Date/Time: 2013-03-04 18:27:57.408 +1030

    OS Version: Mac OS X 10.8.2 (12C3103)

    Report Version: 10

     

    Interval Since Last Report: 1265643 sec

    Crashes Since Last Report: 65

    Per-App Crashes Since Last Report: 3

    Anonymous UUID: 3DCEECCD-090F-8E34-1597-6BBB6428A418

     

    Crashed Thread: 0

     

    Exception Type: EXC_BREAKPOINT (SIGTRAP)

    Exception Codes: 0x0000000000000002, 0x0000000000000000

     

    Application Specific Information:

    dyld: launch, loading dependent libraries

     

    Dyld Error Message:

    Library not loaded: @executable_path/../Frameworks/Scintilla.framework/Versions/A/Scintilla

    Referenced from: /Applications/LeadwerksTestInstall/*/Leadwerks.app/Contents/MacOS/Leadwerks

    Reason: image not found

  8. The way I look at it these days is fancy graphics don't do it for me, I want game play! I've played a few 3d games on my galaxy, they all had not much more rendering capability than what LE3 (maybe less) and it looked great on a phone. I think if LE3 had dynamic shadows, that would probably do me for the time being and the rest can come later.

     

    I think GUI tools are needed as a priority. I almost didn't buy LE2 due to that reason. The amount of time you need to do the "tweak, compile, play, exit" (loop) with widgets does my head in. There is practically an editor for everything else in LE3 now, why not an editor for the most important thing that links the player to the game (IMO)?

  9. Part of me thought of that too, you may just be right. However if LE3 will never end up having the features I need, affordability isn't the point. It's all money wasted if I can't use it due to it not suiting my needs. I think I need a confirmation of planned features before I purchase, unless my brain decides otherwise.

     

    What is this purchase getting me in the future?

     

    Are we going to have a roadmap???

  10. Hello all,

     

    I've been in two minds for the purchase. I really want to buy it and am impressed with what I've seen with the demo, however the uncertainty of upcoming features; time frames; and do we need to pay for features that I feel probably should be part of the engine keep stopping me adding LE3 to my cart.

     

    The way I'm looking at it is, I have another engine licence which has all features I need apart from mobile device builds which is on the roadmap. With the other engine I have full source, GUI, terrain, saving/loading levels, networking and the license is for life among others. The thing that's keeping me from using it is LE is a whole lot easier for me to get my head around and the community is very helpful.

     

    I love LE2, and want to buy 3 and now think the pricing is reasonable for an indie, however with the absence of some of those features like GUI editor; networking; no out of the box way of save/load levels and no formal documentation on what's planned is making me think I really don't know what id be buying? Without a roadmap of planned features and approximate time frames I really have no idea.

     

    I must admit I haven't been reading all the posts on LE3 as I've just been too busy as of late. So if there is any documentation on any of these points please point me in the right direction and please change my mind!

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