beo6
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Posts posted by beo6
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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.
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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.
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it should work, and as you see in my report, it sometimes work. but sometimes not. So it must be a bug.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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They are not free to use. You can't use them commercially.
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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.
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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.
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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);
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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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another thing missing is to be able to drag and drop an entity between existing ones on the same level.
Currently we can only drop an entity becoming a child of the one we dropped it onto.
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MacOS support was not dropped. Josh just hasn't compiled it yet.
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I use 3D coat or Substance painter, ".."
Both supports PBR only,
as far as i know this is not true. At least substance painter i am pretty sure can also output for normal rendering.
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@Rick, i have read about your playing around with node.js. Did you have uploaded it to GIT or something like that?
But since Josh is experimenting already, i think we will see what comes out of that.
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i agree. i have two screens at work so i know how convenient it is.
especially since more and more things seem to default to full-hd screens i think i have to look for a new/additional screen.
My current one is heavy as hell. probably because it has a real glass plate in the front. (and no, it is not a CRT)
i would like to have a 16:10 screen again but i think they are no longer build.
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I meant something like a libraries forum. or else these posts disappear after a short time on late pages.
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Can understand that. we can upload elsewhere. But it would be nice we could post these somewhere.
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well. ALT+Tab and F5 is quick enough for me, about the debugger that is right, but i can still see the errors in the included editor.
STRG+G and the line-number is quick to get to the error line.
And the always on top editor annoys me anyway. I have no Full-HD screen so my screen space is limited enough.
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i guess i would do it like this:
Example: (player.lua) self.player.entity:SetPosition(0,0,0) local test = Prefab:Load("Prefabs/test/test.pfb", Prefab.NoStartCall) --prevent calling start on load if test.script~=nil then test.script.startpos = self.entity:GetPosition() --send position here test.script:Start() --call start here end For test.pfb attached script: (test.lua) function Script:Start() self.startpos = ??? (somehow pass or get player entity position) self.endpos = self.entity:GetPosition() end
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Windows 10?
in Windows
Posted
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.