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beo6

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Everything posted by beo6

  1. looks like you call context:SetColor() somewhere in your script. As a quick workaround you can call context:SetColor(1,1,1,1) right before context:DrawImage() in the Note.lua file in the PostRender function. //Edit: I just added the setcolor for the texture drawing and also added some more text settings like text alignment, size and line spacing. I just uploaded it to the steam workshop (first item i uploaded to the workshop) http://steamcommunity.com/sharedfiles/filedetails/?id=388493460
  2. don't know about the texture. Maybe some wrong setting in the Texture Editor? The text does currently not know when to break to a new line on its own. So you need to have the lines short enough to fit on the texture. But i agree that it would be nice. But then there is also the issue about different display resolutions that could limit the available space or text-size. another nice feature would be to have multiple pages to read
  3. beo6

    LCP 3.0 ?

    i would say both can learn from it. If you get stuck i would love to help as long as i am able to. I am sure other will help too. And since everyone is working on the same code you can also learn from others. Some people even know coding but just wanted to help in modeling so they can get some experience with that.
  4. thanks. i know how to convert. it was just late and i didn't looked up the documentation. i changed it. Now you can select the color. Also the note can be closed either with pressing E again now or just by walking away and looking away. Note.lua
  5. Ah. Now that you write it i know what I did wrong. the colours are between 0 and 1 and not 0 and 256. Will fix that later.
  6. no problem. was fun to code. I needed something else and i thought this is a good way to keep scripting. some small things i didn't got to work like changing the text color. it was every color but not the one i had set. also i tried to bakup the original font so i can revert back to it after drawing but that didn't seemed to work. will need to look into that further to see if that are bugs or i did something wrong.
  7. i just hacked together a script like that. it works together with the default FPSPlayer.lua script. You also need to disable Sandbox LUA mode in the editor to read the text-files. (i might look at it if i can use lua files for the text instead) Tools -> Options -> Sandbox LUA = disabled Notes.zip - got the texture from here: http://www.wildtextures.com/free-textures/old-grunge-paper-texture/
  8. beo6

    LCP 3.0 ?

    I have counted and so far only 8 from the 14 interested people have registered. So if someone is still interested he can still join.
  9. Your Projects don't necessarily have to be inside the projects folder. For example when you import a project it can stay everywhere. I guess you could even change the default project folder.
  10. Just go into the leadwerks project manager and double-click on the project name. the explorer should start with your project directory open already.
  11. are you modifying the script that looses all connections?
  12. beo6

    LCP 3.0 ?

    ok. i have created a project in redmine and created a forum where we can talk about more detailed stuff so we keep this forum clear. Everyone who voted yes should have got a personal message. If not just scream.
  13. beo6

    LCP 3.0 ?

    Thanks Guppy. hadn't thought about that but you are right. Wonder how Rick managed that problem. @YouGroove. I think we will have some more discussions about some game specific stuff later. But i don't want to spam the Leadwerks Forum with that. For a FPS and TPS controller i had made that script here: http://www.leadwerks.com/werkspace/files/file/436-fps-and-tps-controller/ based on Aggrors tutorial. I guess that should still work in the new LE version but i haven't tried it. Just a small modification to switch with a keypress.
  14. beo6

    LCP 3.0 ?

    Thanks for the big interest. I had not expected so many and i am really happy about that. So far it looks like FPS/TPS got the most votes. Soon i will try to contact every one who showed interest and ask them some things like what they want to do on the project etc. Please be patient as this is the first time i do something like this.
  15. Nice that you where able to solve the issue. it should not matter to what you attach the listener. But the most common is the camera. And as long as you give the listener your parent as argument it should also move with your entity. And i think you should only have a single listener. But i am not sure what happens if you have more.
  16. Physics disabled is correct. But do you have also set the Physics in the Physics tab? Set it to Rigid Body set a collision shape give it a mass higher than 0 set type to Prop and you should be good to go. Sorry the checkbox should really be named "Physics enabled at start" or something like that.
  17. You need to have the option enable physic disabled in the script tab. I only wanted to keep it compatible with the original impact script so this defines the physic on start. I tested the script and it works for me.
  18. Have you added a listener to your camera? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/listener/listenercreate-r486
  19. beo6

    LCP 3.0 ?

    i agree that these are for learning. but not only programming. Also there can be new things in a FPS game too. With the new water for example there can be underwater levels. Think of Subnautica for example even though since that includes crafting etc. i would consider it a bit less an shooter but it is in first person.
  20. no problem lxFirebal69xl. I hope you get it soon. It is really easy and you can see a lot of useful scripting parts in the already existing scripts. For example for what you want i just put together what i posted and the existing script under "Scripts/Objects/Physics/ImpactNoise.lua". additionally i just set the Mass to 0 to disable the physic on start and reset it when it is shown. ShowHideImpact.lua
  21. Look into your Scripts/Objects/Triggers/ folder for "CollisionTrigger.lua". I think that should help you. Just change the key script to something like function Script:Show()--in self.entity:Show() end and connect them in the flowgraph //edit. fixed that you don't need to assign the key in script when you already assign the script to the key. (its late)
  22. I have an NVIDIA GeForce GTX 680 with the latest driver 347.25. The crash also not always happens the first time when switching.
  23. Hello, i noticed that the editor often crashes when i switch on or off the realtime rendering in the editor. I could reproduce it quite often when i enable / disable the water and enable / disable the realtime rendering even on a completely new and empty map. (except the default light) --------------------------- Windows exception --------------------------- EXCEPTION_ACCESS_VIOLATION --------------------------- OK ---------------------------
  24. Can you try this? -- disable model picking self.entity:SetPickMode(0) local world = World:GetCurrent() local pickinfo = PickInfo() local pivotPos = self.entity:GetPosition() local rayStart = Vec3(pivotPos.x, pivotPos.y+1, pivotPos.z) local rayEnd = Vec3(rayStart.x, rayStart.y-50, rayStart.z) local pickSize = 0 if (world:Pick(rayStart,rayEnd,pickinfo,pickSize,true,Collision.Prop)) then local pickentity = pickinfo.entity end -- reenable model picking self.entity:SetPickMode(Entity.SpherePick) If that does not work try to set the pickSize higher.
  25. beo6

    LCP 3.0 ?

    Thanks wardtf for your offer. So far it looks better then i have feared. I will let the voting run for a bit and after that i will ask everyone who woted yes in what department he/she wants to work in. I fear after the voting some will leave already since we can't make everyone happy about the choosen genre. But i hope enough will stay.
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