Jump to content

beo6

Developers
  • Posts

    795
  • Joined

  • Last visited

Everything posted by beo6

  1. beo6

    LCP 3.0 ?

    @Rastar: that is why i added "Simulation / Sports" as option. However i think multiplayer will be a bit out of scope at least for the start.
  2. beo6

    LCP 3.0 ?

    no problem fallingbrickwork, every opinion is highly appreciated. But consider that LE has no real plugin system so it is limited in what can be added without C++. Also as i wrote. For example a working RTS controller would be just as good as a GUI system which we now have some options. I think there can be parts of such a project useful for everybody.
  3. Floors i know are normally below me.
  4. beo6

    LCP 3.0 ?

    interesting idea Guppy. would definetly be something new. I also agree with Rick. FPS would be the easiest. But there are already a lot of FPS out. i will go with whatever will be voted and i don't want to influence the voting but when RTS will be selected i can also give my still in WIP script of a RTS controller. It is not finished but it is 100% lua and i think pretty good commented. I want to release my RTS script anyway when it is finished. Considering that for RTS there is a dynamic navmesh generation missing for LUA it would either be required to code it in C++ or just stick with the current navmesh approach which i would do. Things can always be improved later. Thanks so far for the votes and comments.
  5. beo6

    LCP 3.0 ?

    i am not really sure what a "brawler" is supposed to be. Do you mean something like Darkness Awaits just with an Isometric camera?
  6. Hello everybody. Now that the Winter Games Tournament is over i would like to ask if anyone is interested in a new Leadwerks Community Project? I know everyone is currently busy with their own games But since the last one didn't really finished as i have hoped. (i think it was more or less canceled but still playable which was nice) And i notice that i am more productive if there is some teamwork involved i wanted to ask if anyone here is possibly interested so i made a vote. I can provide versioning hosting with backups, ticketing system etc. From the last Community Project i know it was intended that everyones work-part was as much excluded from everyone else as possible so it does not get messy. But i didn't really liked that approach. I want to still have everyone on a specific part working but not completely unknown of everything else going on. Please only vote Yes if you are really interested. For some genres i think it will be required for some people to use the C++ Version. ( at least the core developer(s) ) but most should be possible with pure LUA. So please vote. I was thinking the last few days about this and if i should start this but i think we can do this.
  7. beo6

    Development

    funny that i have not seen any game that looked 100% realistic. Sure it is always getting better but why should water be 100% realistic from the start?
  8. If i understand it correctly the halo depends on the contrast. Maybe the lightning in the scene is not the best. I don't know. But i have seen these halos in some AAA games too sometimes.
  9. This halo is a pretty common artifact for SSAO. maybe try this what I have found for a quick search: I am no shader expert so no idea how good it is. http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/
  10. I had the annoying issue that Leadwerks loaded files from a zip file I had accidentally in the game directory. Unfortunately the log showed as if they are loaded correctly from the game directory and not from the zip file or else I would have found the issue much quicker. I am on the latest beta //edit: I actually like that feature. However it should be the other way around like the quake engine does it. There the pk3 files are loaded first. But if a file is in the directory with the same name etc. That file gets loaded instead.
  11. I don't know of any complications. You should be good to put your materials wherever you want.
  12. beo6

    Otter Demo

    i like the fishies. maybe smooth the rotation slightly. they instantly change direction sometimes. But other then that it looks pretty good.
  13. as already said this is not a bug since it is just the name of the node that your 3d modeler named. You can change it either in the 3d modeler. (pretty sure that should be possible since you should also be able to rename bones in your 3d modeler) or rename it in the editor. Maybe it could also be possible to rename it in the model viewer of the LE editor? That way it could be saved directly into the model file.
  14. beo6

    Ragdoll

    Looks a lot like LE 2.5 code which is not compatible with LE 3
  15. No. Follow does indeed lets a character follow another entity. So the name is correct. That it returns if a route could be calculated or not is just an addition so you can check if following is even possible. So that it does not work must have another reason. My first guess is that self.target.entity is not really your entity. When you have Script.target=nil--entity "Target" in your script self.target is already your entity. So the correct call would be self.entity:Follow(self.target,self.speed,self.maxaccel) If that does not help you can post your code and maybe we can find your problem?
  16. Why have it as animation? There is a Script already for doors in the Scripts/Objects/Doors Directory.
  17. very nice. Adding a light noise filter might help a bit in the audio quality.
  18. Do you have a script for a single gun ready and working? If yes it should be relatively easy to change it so you can have two guns.
  19. official support for that in the game is more important in my opinion. The Editor can wait for 10 minutes to recalculate the navmesh (if he needs to) but the player when playing a game will think the game crashed.
  20. I don't like that approach as this is limited to only one type of entity. If you for example have a walking player character that can also drive in a car you would need to attach a sound for both the character and car. Better would be to check for the material per raycast and then play a sound. Bit more code but also more flexibility.
  21. @Gonan i hope you will not get angry and please only take this as an try to help. I wouldn't do it this way to check how many are still alive. I tried something similar (and a couple other approaches) with my RTS script to keep track of units. First it might get slower as more entities get into the world. (at least if you call it every frame or so when running as you probably do when you want to keep track of alive enemies). Since it goes over every entity. Even if it is only a scene entity. Second it is limited to a specific map size depending on your set AABB Size. I would use the map load hook once to get all enemies which are placed by the map creator. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/map/mapload-r510 and then only add or substract one when the according spawn or die function of the enemie is called. That should solve the possible issues and would make your code easier.
  22. the way you get your context in LUA does not change when you use a C++ project. You should be able to use http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextgetcurrent-r632 to get your current context and then just draw on it like normal. Edit: And actually you probably don't even need the above since the Script:PostRender(context) function already provides you with the context.
  23. Thanks Vaelek. I just had to restart 2 times to have all windows updates installed. After that it works again. My Nvidia driver was already up to date. So it must have been a windows update.
  24. probably so you can even set App.quitGame from any other entity script. But shouldn't quitGame = true also be global as long as you don't write local before it?
  25. For sound-effects I think WAV is good enough. But music should really be supported in another format. I have not seen any game for a long time with music that does not use another format then WAV.
×
×
  • Create New...