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beo6

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Everything posted by beo6

  1. Hello gamecreator, i agree there where some really good concepts and even models being worked on. we had some coders and i was already coding some things for it like the camera script. Agreed that i was not working on the enemies AI yet. There is not much to show as we only had a demo map with some scripts being used. Not sure why it seems like there is really not a tiny bit of interest anymore.
  2. maybe. But it would be nice to also have the abbility to cover the terrain with other layers. Or else the parameters to define where a texture is applied is useless unless you paint it by hand over the whole terrain.
  3. now you need to tell me how you want to compile dynamic c++ code for your entities. I really think what you plan to do is possible in lua. But i just don´t know what your requirements etc. are. There where already some good examples like the class-like system in lua, the loadstring if you really want to generate dynamic functions etc.
  4. I think when i asked about being able to use a texture for the whole terrain someone said that double-clicking a layer would apply the layer to the complete terrain so you don´t need to manually paint over it. For some reason i think it worked when i had read it at least for the first layer, but now i am either too stupid or it just stopped working in one of the latest versions. I would like to just have a "Apply to terrain" option when right-clicking on a layer. sometimes it is better to just modify it only over the available parameters.
  5. i don´t understand. Why would you have to set these from c++? the example is for lua only. Also you can always change a script that is attached to an entity. There is even a undocumented function.: entity:SetScript("newEntityScript.lua", true) (first parameter is the path to the lua file, the second is if the start function should be called)
  6. You can try to use loadstring. But it is very expensive since your code will basically be compiled at runtime and error handling will be a lot harder. So only do this if you really have to. Additionally I am not sure if you really can attach a Start method to an entity with this. f = loadstring("self.index = self.index - 1") f()
  7. Do you possibly not restart your windows pc after windows updates? I remember that i had this issue after windows update installed some updates but i had not restarted yet. after a restart the issue disappeared.
  8. if you have multiple floors you could change the water height as soon as you enter a floor as a workaround.
  9. There was already a post about this here: http://www.leadwerks.com/werkspace/topic/11922-amnesia-style-doors/page__hl__amnesia actually i was thinking in trying to making a door script for my "like in Amnesia" Series. but i didn´t started yet.
  10. Could not yet reproduce the error with my Windows 8.1 64bit Desktop PC that has an NVIDIA Geforce GTX 680 and quite a lot more RAM. So not sure why it happens on my Notebook. What Graphic card and Operating System where the problem happens do you use @Michael_J?
  11. i would like that too. But this should probably better go into the "Suggestion Box" Forum.
  12. Hello, i noticed with the Tree-Pack from the Steam workshop that the leafes get hidden very early. Pretty much at the same time as the shadows get hidden. Setting the view-distance of the trees or the camera does not change anything. The tree trunks still stay visible. Is it possible to change that limit?
  13. When i exit Leadwerks with the menu it closes without any error, but Steam won´t let me start it again until i force-close Steam and restart it too. I can´t find Leadwerks in the Task-manager too. Error happens on my Notebook with Windows 7 x64 with AMD Radeon HD 6800M
  14. Hello everyone. First I want to apologize that the Leadwerks Community Project didn't really worked the way I hoped it would. Most part of it is surely my mistake. I wanted to keep the development as open as possible. That resulted in me trying to put a open source like approach on it. That went so far in trying to have all the details defined by votes and forum discussions. That combined with the lack of a proper forum software that sends emails if someone answered to a thread or having a proper voting in the forum ended in a really low participation. I am sure some members would like to continue but when I tried to turn the rudder to safe the project it was mostly already too late and a bad choice of time (and a mistake from me with the different time zones) As everyone can see a lot went wrong, but I would like to try not letting it die completely which is why I post this now here. For the meeting only one member so far has responded but that is just not enough. If someone is still interested in the project please message me or post here. The plans are as following: 1. Have a meeting in a chat with as many members as possible to get all the details of the project together. I have done a mindmap for a start with all the decisions so far and questions I think are important to discuss. 2. Define more detailed on which part everybody will work on. 3. Possibly repeat a meeting when a specific goal was reached. To make a fresh start I think I will need to delete every user from redmine who does no longer respond or don't want to participate anymore. If he has created something for the project I would love to keep it, otherwise that part will be removed. If there is anything else what I should optimize I am open for suggestions.
  15. there where some good thoughts about that already in this thread here: http://www.leadwerks.com/werkspace/topic/12063-procedural-generated-levels-using-prefabs/page__hl__procedural and i guess i would not do it much differently. put pivots to the doors where the parts can connect etc. i am just not sure how intersecting parts should be handled. If you go the Binding Of Isaac route, i guess you would not even have to worry about that, since the scenes switch completely and you can unload the other part. (or move the old part out of the way if you don´t want to fiddle with loading/saving if you are able to return to the old part. but it would eat more memory i guess)
  16. @drarem i recommend using any diff application to check for changes in your scripts. There is for example winmerge: https://bitbucket.org/jtuc/winmerge2011/downloads but there are a lot others and some editors also include it. You have to work with them anyway if you start using versioning in your projects.
  17. Ahh. Sorry. Wasn't aware that the LE2 one had more animations.
  18. pretty sure the LE3 one does have a walking animation too. Maybe you just forgot to use the animation shader? Are you starting the animation correctly with the animation manager?
  19. Thank you again Igor, just added the line-wrapping to the notes script in the steam workshop. This is my implementation using 3 functions: -- trim spaces from string function Script:trim2(s) return s:match "^%s*(.-)%s*$" end -- wraps single line function Script:LineWrap( sourceText, maxTextWidth, font ) local tempText = "" local text = {} local lineCount = 0 for w in string.gmatch(sourceText, "[%p%a%d]+") do if font:GetTextWidth(tempText) < maxTextWidth then tempText = tempText.." "..w else --We need to find the last word, learn length, and delete it. local temp1 = string.reverse(tempText) local temp2 = string.sub(temp1, 1, string.find(temp1," ")) temp2 = string.reverse(temp2) local temp3 = string.sub(tempText, 1, string.len(tempText)-string.len(temp2)) --Add new line to list. text[lineCount] = temp3 lineCount = lineCount + 1 tempText = "" --Now we can add the last word to new line. tempText = tempText..temp2.." "..w end end text[lineCount] = tempText lineCount = lineCount + 1 tempText = "" return text end -- wraps Text function Script:WrapTextLines(text, width, font) local finalText = {} local tmpText = {} local count = 1 local countB = 1 for lKey,lValue in pairs(text) do if font:GetTextWidth(text[count]) > width then tmpText = self:LineWrap(text[count], width, font) for lKeyB,lValueB in pairs(tmpText) do table.insert(finalText, self:trim2(lValueB)) countB = countB + 1 end else table.insert(finalText, lValue) end count = count + 1 end return finalText end
  20. Thank you a lot Shadmar. This looks cool
  21. I know it is old but i just remembered this cool library + model and modified the scripts a bit so it has some more options + flowgraph connections. Since the new Leadwerks editor does no longer allow attaching a script to a child of a model i added a field where you enter the Childs-Name where the video should be attached to. now we really only need synced audio playback. LETheoraUpdate.zip
  22. camera->SetZoom(2.0); ? see documentation
  23. nice scripts. i guess i now have to add automatic line-wrapping to my notes script.
  24. Yes. you can either define a specific default font, or if you really want to know the used default font by the engine if you haven´t defined any you need to do button.defaultfont = context:GetFont() button.defaultfont:AddRef() so the actual reference to it is added.
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