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beo6

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Everything posted by beo6

  1. 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.
  2. MacOS support was not dropped. Josh just hasn't compiled it yet.
  3. as far as i know this is not true. At least substance painter i am pretty sure can also output for normal rendering.
  4. @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.
  5. 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.
  6. I meant something like a libraries forum. or else these posts disappear after a short time on late pages.
  7. Can understand that. we can upload elsewhere. But it would be nice we could post these somewhere.
  8. 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.
  9. 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
  10. Sure it is. I am using sublime text all the time.
  11. What is with Windows and Linux libraries? .dll and .lib or. so i believe.
  12. i would agree, but it would still be nice to also use flowgraph scripts without first attaching it to a pivot. Why would i need to have for example a timer needing to be attached to an entity?
  13. You can use the Point function which does everything for you: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitypoint-r167 Or you can calculate it using this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityaligntovector-r166 Or this: http://leadwerks.wikidot.com/wiki:face-entity
  14. just know that not everyone might have the FlowGUI and you can´t publish it with your template since it is licensed.
  15. Maybe I could try to make a resolution change into a library for lua. Would have to test it under Linux though.
  16. Not sure if i understand you correctly but does it maybe help when you use collisionhull1, collisionhull2, collisionhull3 etc. for your floors? I would guess that you can then access these.
  17. Possibly. I have´t tried it, as it was just an idea. You could remove mass from all objects there to prevent that maybe. But i agree i consider all this workarounds anyway.
  18. I am actually someone who reads instruction papers that come with for example a wardrobe to build. And I am constantly reading through the commands list of Leadwerks. Maybe having the collision mesh part not with all the other game art stuff on a single long page but instead having it displayed tree-like just like the commands would help. But I am not sure.
  19. hah. you must have silently added that. (btw. there is only the "collisionhull" convention, nothing about "CollisionMesh" [is the upper/lower case unimportant?] ) no just kidding. Sorry that i didn´t knew about that. turns out i must have skipped the game art stuff since my art ends up unrecognizable anyway.
  20. thanks for all your comments. Really good stuff to think about. I will probably see if i can come up with a small demo game first before i continue. It will most likely only contain boxes or spheres
  21. ah. thanks shadmar that could explain why it cuts the terrain. I think the leadwerks terrain does not get cut by the camera range, but only gets less detailed. Will make some test with the camera range. I thought i had tried to set it very high but i will try it again. But it is correct to attach the mesh to the camera. right?
  22. These are actually the little things that make Leadwerks great but would need to be documented somewhere, and i do not mean in the forums.
  23. Hello, I used the DayNight script from Shadmar now and noticed some issues with view-distances. First the included Circle Mesh (named Sun in the Prefab?) does not fit Terrains with a size of 2048 and more. second it seems the mesh gets cut off after a distance when it is not exactly centered around the player camera. That would be no problem except that when i move the whole sky mesh with the player the terrain gets cut from the sky mesh since it intersects it. Changing the view-distance of the mesh to infinity does nothing. Got anyone experience with it using big terrains? Other then that i really like the DayNight cycle script.
  24. since nearly nothing of the steamworks api is exported for LUA except some controller methods i don´t think it will work. Maybe you could compile your own library for lua that includes the required steam methods if you really want to stick with LUA but it would disallow you to publish for the leadwerks player since sandbox modus must be disabled for it to work.
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