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beo6

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Posts posted by beo6

  1. 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.

  2. 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.

  3. 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.

    • Upvote 1
  4. Hello,

     

    here the next bug/feature. ;)

     

    If you drag one prefab into your map, and select a material for it in the sidebar:

    post-60-0-58469700-1437846093.png

     

    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?

  5. 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.

    • Upvote 1
  6. 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.

  7. 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.

    • Upvote 2
  8. 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);
    

    • Upvote 1
  9. 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.

  10. 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.

  11. 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.

  12. 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
    

    • Upvote 1
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