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toxic72

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Posts posted by toxic72

  1. Debugging should be relatively easy. With C++ or C# I can redirect the console output of the debug build of the game and read from it. We can toggle a breakpoint with the WinAPI call

    BOOL WINAPI DebugBreakProcess
    

    Enabling debug is done with

    BOOL WINAPI DebugActiveProcess
    

    As long as we set SE_DEBUG_NAME in the debugger we can debug any process.

  2. dont know if I should take this seriously.

     

    and why you use leadwerks for your engine? inception?

     

    Also, leadwerks is a decent base for the engine, next gen technologies already built in and it doesn't have as much clutter as other solutions.

     

     

    Writing it from scratch? Simply would take more people than are willing to work on the project.

  3. @Toxic72 :

    I would suggest you some points :

    - make description precise docs : gameplay, weapons, make a first level map design drawings and ideas

    - make a first map yourself with basic zombies and player that works

    - your features you listed can be added after you have a working map level

     

    Are you sure people are interested by your "Open" features ?

    I would say make your game , make these features yourself.

     

    Well im planing on making it open so people can modify and use if they wanted to, no need to close source unless other people suggest otherwise.

  4. Lua / C++ ? What have you already done so far?

     

    Lua. I know C++ but I only have indie edition so thats out of the question for the game except for the external mod tools.

     

    Right now im learning radiants format and trying to parse it with Lua. Im looking for people willing to commit to creating a good FPS game engine with leadwerks as the base to run the zombies engine. Cant have one without the other.

  5. I'm working on a project called Leadwerks Oasis.

     

    The project will feature an extremely revamped script editor with intellisense and code completion with built in Leadwerks API documentation.

     

    Other features include:

    • Better file management (I seem to be having bugs with Leadwerks file management...)
    • Built in array of file converters to drag and drop convert to a leadwerks format.
    • Easy Leadwerks integration, have both programs running at once. (Program checks for file changes made by Leadwerks)

    Hopefully these tools will make the community more productive.

  6. To create a game similar to Call of Duty Zombies, a round based zombie game with mod support and custom content.

     

    Must have Skype for communication and have Leadwerks Indie edition or full 3.x.

     

    Post here if you are interested.

  7. Don't assign the mat via the level editor. Dbl click the model to open the model editor and then you can drag and drop materials from the assets folder over the area that the material is and it'll work. Save the model then and now you're good.

     

    @YouGroove, what kind of suggestion is that man lol

     

    Thank you.

  8. Just a suggestion and really needed feature for instance i have a model that's UV mapped for two textures one is a transparent class one and the other is the base but I can only apply one with leadwerks 3 and the area UV mapped for the glass texture looks like the base texture just repeated...

     

    Thanks.

  9. You have with actual demo included in LE3 all models under model folder. You'll have to make yours or find 3D models, don't use only LE3 stuff.

     

     

    Actually I meant so that we can see all the files and scripts our game uses like App.lua. so Project--App.lua, model.fbx, etc then the standard asset list.

    • Upvote 1
  10. Add a button to open script editor without having to run program first.

     

    Integrate a way to run Lua functions async as Lua doesn't have that built in.

     

    Possibly a list of assets and actual included assets would be nice as well.

     

    More model support!

     

    toxic72.

  11. Hello, i'm new to LE as a game engine and would like to know if the following is possible:

     

    -Modifying a level such as adding walls, expanding walls, and removing walls is possible with code at run time.

    -Loading models at run time and placing them in the map

     

     

    Thanks in advance.

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