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Posts posted by Laurens
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If that did in fact help I will modify the tutorial at once, and then go feel ashamed in a corner
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I would think you would need to do that. If the client is just sending user input to the server, then the server controls all unit information and would have to send that data back to the clients to sync.
What Rick said. Would be awfully inconvenient if clicks would be sent to the other peer and both clients would do their own pathfinding
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CEGUI has really nothing to do with a GUI. It's mostly a renderer as it loads also fonts and renders them, that's something a GUI should NOT do, but a GUI should only tell an existing renderer to draw something with OpenGL commands.
It's pretty easy to make a GUI like in Crysis from scratch with LE. You want to keep things simple for the user, so the easier the GUI is, the better.
I've used my own GUI in 2 games so far, so I think it's soon ready to be universal enough to go open source.
Way to not answer a question
On topic: I wouldn't know about Rolands GUI but if you have not completely given up CEGUI yet, may I please take a look at your CEGUI log file (the entire file, not just the part that is surrounded by "This is important")? May be some clue there as to why the scheme won't load.
One thing I can come up with right now is that your working directory is not set correctly in the project settings. It should be set to the same location as where your exe is written to unless you are changing the working directory in code (you're not doing so in the code you posted here).
Also note that registering an abstract path does not effect CEGUI. It does its own loading.
Cheers!
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You seriously do not trust the Unity web player?
Or perhaps I did not grasp the sarcasm
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You can try running the Update tool. Should sync your SDK back up.
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SDL uses the correct header for the platform your application is compiled on. On Windows, that is windows.h. Leadwerks probably also uses windows.h but only Josh or Lumooja can say.
I don't know if there is any other way. Perhaps by interfacing with a USB port and reading the raw data but who would want to go through that trouble?
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I agree with Rick.
It's great for blocking out levels without getting into complicated applications. I am sure that Blender will be just as fast when you get used to it but the whole point of CSG in the editor (in my belief) is a low barrier to entry, something that Blender definatly has NOT
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When all else fails: http://www.red-gate.com/products/reflector/.
Works great for .NET programming exams that supply an example assembly as well
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I wouldn't know about creating a DDS loader but regarding your linker error I believe you need to include opengl32.lib to your project's "Additional Dependencies" (linker options).
Cheers!
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If there's a viable third party GUI library that exists, why are people requesting a new one? This indicates to me the existing libraries are too difficult to use, or difficult to integrate properly.
Well, I am not really requesting a new one since CEGUI is working just fine but since you showed interest in building one anyway I was suggesting HTML/XML as a file format.
The 3rd party libraries are quite easy to use and integrate in C++ once you get through the docs. The main problem that started this thread was using the existing libraries with Delphi.
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Environment variables work in Linux. Not sure about Mac but since it's based off of Linux I would suppose so.
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But this is important that if a programmer want to do his own day/night cycle he can do it with no problems and the daynight cycle of the engine can be disabled
This. My game is space-based so a day/night cycle would be a little out of place
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AFAIK, networking is working just perfectly.
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Wow, thats a wonderful person, lol.
Can't you run your application with engine.exe and check the console window (not the log) for the error or is that truncated as well?
EDIT: the profanity filter is lol as well
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Those are not primitives. That's CSG modeling. I would kill to have THAT in the editor.
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Could be worth taking a look at CEGUI. Their GUI's can be in an XML format, allowing for the binding of events in actual C++ code.
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CreateCube()
CreateSphere()
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yea for you is it easy,your a programer ,but for us the graphical artist guys .we scream and run when we see a lik of code!
I agree with Lumooja on this one. Rolling all those libraries would just lead to unnecessary bloat. Josh expressed the wish to provide us with a single .lib (which I applaud) for the engine, something that will most likely not be possible either due to libraries only providing .DLL's or license restrictions prohibiting you from statically linking their libraries in a commercial product (SDL comes to mind here and I am sure there are more examples).
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I have been trying to get it working but no success so far. Some more googling got me this:
Once declared virtual, a member function can be overridden in any level of derivation, as long as the overriding version has the identical signature of the original declaration. This is quite straightforward, but sometimes a virtual has to return an object of type that differs from the return type declared in its base class. The C++ Standard allows that only when the return type is replaced with a class publicly derived from the original return type.
from http://www.devx.com/tips/Tip/12476.
Have you got an actual working piece of code Lumooja? I would love to see this work.
Cheers!
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Good point. I know for a fact that Navi (which uses Gecko) draws on a 3D plane attached to the camera. I am not sure if it's possible to draw it as an actual 2D element but I can't imagine it's impossible.
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There are some HTML renderers out there. I believe Tyler implemented Awesomium a while back although that will probably be to expensive in licensing. There's also Gecko which is used by Firefox but I am not sure to what license that is bound.
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If it were HTML/XML there wouldn't be a need for Josh to create a designer. Plenty of editors out there. Dreamweaver comes to mind.
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Why does it need to be in LUA? I can't see any advantage over having a data-driven HTML/XML format that can be loaded through an engine command, exposed to all languages that can be used with LE.
Coding a GUI instead of designing it with highly available WYSIWYG editors is just lunacy.
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I have not tried it yet but the documentation I was able to google was sketchy at best. The general consensus appears to be that return type and signature need to be the same. I will try sometime later this week though.
loading scene classes without loading scene
in Programming
Posted
I you want an actual pointer to a TEntity using LoadModel or something, then no. Basically all commands require that LE has been initialized and the server therefore needs to be SM3.0 compatible.
You can however use some other networking library (SDL_net, RakNet) and read the SBX file by hand. It's plaintext anyway.