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Posts posted by tjheldna
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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 =) ).
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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!
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Hi Chris,
Very sorry I think I was unclear.......
In LE2 the function is Collisions(1,6,1) say to let the engine know types 1 and 6 do collide. Is there and LE3 equivelent?
Many Thanks!
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Sorry to bump but anyone know how to set custom collision types in Leadwerks 3? I know how to set a collision type.
Cheers!
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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!
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Yeah I noticed the difference for Random in the doc's and rnd in code. I have tested rnd it and it does indeed calculate a random number.
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Cool, thanks for the info guys!
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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!
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Hi
Does anyone know how to set a custom collision type like you could do in LE 2.5 in LE3 (C++)?
Cheers!
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Just on that topic, this issue has to do with opening recent levels in the list. From this option I can load a level which isn't in the current project, which causes textures not being displayed etc. (Tested only on OSX).
Cheers
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I have mac's I can test with at work. I have deploy studio set up so I can just hose them afterwards.
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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.
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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!
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Hi Josh,
The Headers are there in the location you specified, however they don't seem to be included in the project when loaded.
Cheers
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Hi Josh,
I'm having an issue compiling in xcode. The issue happens with a new project and the Darkness Awaits project. I try to compile however I'm getting the error "Leadwerks.h file not found". Do I just need to add the source folder into the project?
Cheers
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Just found a bug that crashes the engine on the OSX version. Click The menu File ->Save As click the Where drop down and I get a crash.
Cheers
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Got it working
open a Finder window by clicking on your Macintosh HD
navigate to Library/Frameworks/
extract the Scintilla file and drop it into the Frameworks folder it should ask to authenticate.
Do it!
Leadwerks worked no probs after that.
Hope it helps!
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Thanks ill try the fix.
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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
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The roadmap Josh posted is exactly what I needed to make what I feel is a more educated decision. Also liked what I saw for the future, so yes I will make the purchase.
Thanks for your time to get me across the line!
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Those shadows look good to me.
Still want a roadmap though =)
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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)?
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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???
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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!
Lightammping too fast , no lightmaps :
in Leadwerks Engine Bug Reports
Posted
In the Material editor under the shaders tab check the file path is it coming from the Dynamic or the Lightmapped folder? I think the texture you want lightmapped needs to be from the Lightmapped folder.