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beo6

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Everything posted by beo6

  1. beo6

    Small Fixes

    still no Prefab fix. :/
  2. Entity:SetQuaternion is not documented Entity:GetQuaternion is not documented that Transform:Rotation() accepts Quaternions is not documented. i guess these are the points from Roland.
  3. I don't think this will ever come. So you can stop requesting it.
  4. the big pros about HTML in a game would be that everyone who knows HTML can create it, which are many more than any other GUI library. And you can see how the GUI looks in every webbrowser without needing a build of the game and running the game every time. So debugging is a lot easier.
  5. I get these seemingly randomly but so far only shortly after I started leadwerks. I guess only Josh can do anything about it.
  6. Yes. i know that Thread, i thought it is obvious what the issue is. Sorry about that. Have now created a project where i reproduced the issues. Hope that helps to fix them. https://cloud.software-sl.de/index.php/s/TjuqtGZ3gyWorUC Press the Space key to call the Prefab:Load function. the loading script part is in the gamecontroller.lua script. There are two maps. "callingStartFunctionButEditorPlacedDoesNotReturnName.map" Where the prefab is already placed in the editor. There the prefab that was placed with the editor does not return the Name but the Start function is called. The by script loaded prefabs do return the name and Start is called. "notCallingStartFunctions.map" this one is without a placed prefab in the map. There the loaded prefabs do never call Start. It seems that the Start function is not called when the first load has Prefab.NoStartCall as parameter. Then the prefabs loaded after that do still not call the Start Script even if that parameter is missing or i explicitly set the parameter Map.LoadScripts
  7. I would like to see prefabs fixed at least. they seem very buggy at the moment. :/
  8. Isn't steam just using openid for this? There are many implementations for that already for many forums, cms etc. Not sure about this forum software but maybe one exists for it too?
  9. beo6

    Windows 10?

    whats funny is that most of these things are default in most mobile operating systems already for a long time and no one cares there.
  10. Maybe it's also good to think about reallife. You don't die because your body thinks you have fallen high enough, you die because you hit something too fast. Or else nobody would die if they got hit by a car.
  11. With that code the player would die instantly when for example you have a platform at height 5 or a hill. As soon as the player jumps or falls just a small amount he would die. I thing the velocity test is the best but that depends in how exactly your gameplay should look. To get the correct height above ground you would need to make a constant raycast down from your character.
  12. it should work, and as you see in my report, it sometimes work. but sometimes not. So it must be a bug.
  13. Are you using Prefabs? maybe you have these issues i reported here: http://www.leadwerks.com/werkspace/topic/13055-prefabs-not-working-correctly/ the name key should also be set with the editor name field. No need to set it in code again.
  14. seems to crash for me in Lua. haven't tried it in C++ yet. //Edit: tested a bit more. using local path = "testfile.txt" System:Print(FileSystem:GetFileSize(path)) crashes. using local path = "testfile.txt" System:Print("size: "..FileSystem:GetFileSize(path)) prints "size: 0" not sure why it crashes the other time.
  15. If that does not work, you can try to call it with a lua library. i made a small one with some additional functions. (was mostly just playing around with it) Have uploaded it for you here: https://cloud.software-sl.de/index.php/s/JLiv6hkd9koCLms You have to extract the files where your executable is and add import("LEAddon.lua") to your App.lua or Main.lua at the beginning. Then you can call something like addon.Execute("http://www.google.de") and the default browser is started. It has a couple of other functions but as i said i where mostly playing around with it and not everything will work. You will have to disable sandbox Lua though.
  16. When i use local building = Prefab:Load("Prefabs/Buildings/"..pfbfile) in my script, the Start function is not called and trying to call it manually with building.script:Start() ends with an exception. If i place it in the Map with the editor, the placed entity calls its start script, however GetKeyValue("name") returns nothing. When the Prefab is placed with the editor and i load another prefab with the script the loaded prefab calls its Start function and returns the correct GetKeyValue("name") This issue might be related: http://www.leadwerks.com/werkspace/topic/13048-foreachentityinaabbdo-to-find-entities/ //Edited thread title as there is even a small bug when placing it with the editor.
  17. Hello, here the next bug/feature. If you drag one prefab into your map, and select a material for it in the sidebar: You get asked if you want it to be really no longer an instance. You select OK. Now every time you drag the prefab into the map again, all have the material in the editor visible. It is not in the material slot in the sidebar. I know it probably shares the material on all same models (independend of the prefab) since the model is instanced too. But maybe at least display the correct material in the slot of the sidebar?
  18. If you double click on an entity in the scene list, your views get moved to the clicked entity. This works for most entities i tried. lights, models however if you double click (or select right-click -> Go To...) on a camera entity, you can't move anymore in the Perspective view and the view is blue. You need to go to another entity to fix this.
  19. That happened to me too once. And that is also when I thought that it would be nice if leadwerks would first load files from the directory and only if one does not exist, load from the zip files. Just like every quake engine game does it i know of. Not for this particular issue about backups, but it would make modding easier I think.
  20. beo6

    Ocean shader

    They are not free to use. You can't use them commercially.
  21. Oculus Support worked pretty well and easy last time i tried it. Even though it can become uncomfortable depending in how your game works. For example loading in leadwerks is a blocking process, so the screen will be stuck to your face while loading which can make you motion sick. Also Leadwerks had some micro lags which did not helped there either. (and leadwerks works very lagfree for me without oculus so it was not my PC speed) //Edit: It also seemed that the game itself continued running. The lag was only the headtracking i think. But i would need to try it again.
  22. i have issues with limitations of the pathfinding/Character controller since nearly day 1 of LE 3. The pathfinding/character controller is not just one part that got limited in later versions of LE (the removed dynamic navmesh generation), it was also one of the most limited parts in the first place. Don´t understand me wrong. I am not whining about it, i already mentioned this often enough. It is just something that would really need more attention in my (and obviously others) opinion.
  23. Even though i am ok with blocking loading for normal games, considering Leadwerks officially supports VR and probably the next Steam VR it is considered really bad practice to have the loading screen being stuck on your face. Not to mention the currently missing feature of menu rendering that does not move with your looking and some other stuff that would be required for good VR support. //Edit: Sorry forgot to answer your question. you are currently sending a string to the load function. You need to give it the function pointer: Map::Load("testmap.map", Loading);
  24. Maybe the Demo is not on the latest version? There where some update of the engine that produced errors together with some Radeon driver. The latest release version of the engine should work with the latest Radeon Driver. ( Is the Radeon Driver still Beta? ) I also would not recommend a quadro card. They are only good if you are really going to work a lot in CAD Software. Not sure what they exactly do different there than the consumer cards though. Every software i know also works with consumer cards perfectly and you will probably get more up2date drivers for them. Have a really old quadro card in my workplace computer that can´t run Leadwerks since it only supports OpenGL 3.
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