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aarrowh

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Everything posted by aarrowh

  1. I'm attempting to implement a simple x,y display for the mouse and x,y,z for the camera, but I cannot get any text display to work. I'm using the context::DrawText() command, I've attempted drawing the text before the world and vice versa to see if that was the issue, but that didn't work either. The documentation example doesn't use any 3d rendering in the demo code, so I have no idea if I'm rendering everything in the correct order. Here is a copy of the app loop I was testing with //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode = false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; camera->Move(strafe, 0, move); //Get the mouse movement float sx = context->GetWidth() / 2; float sy = context->GetHeight() / 2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx, sy); } context->SetColor(0, 0, 0); context->Clear(); //Draw some centered text on the screen std::string text = "Leadwerks"; Font* font = context->GetFont(); int x = context->GetWidth() / 2; int y = context->GetHeight() / 2; x -= font->GetTextWidth(text) / 2; y -= font->GetHeight() / 2; context->SetBlendMode(Blend::Alpha); context->SetColor(1, 1, 1); context->DrawText(text, x, y); context->SetBlendMode(Blend::Solid); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync();
  2. Shameless bump. Waiting on a reply from Josh, should I use email instead of the website messaging?
  3. I liked the idea of Tshirts and stickers...
  4. I pre-ordered Leadwerks 3.1 which came with indie for steam. Now that the full version is up and running on steam(with workshop) Will I need to purchase the full version on steam in order to utilize the workshop support? Whenever I try to open my project from steam I get a "C++ template not found" error. Is there a way to get the non-steam editor to recognize workshop support or am I going to have to pay the extra $99?
  5. How much LUA do you use with your C++? I'm trying to find a good balance between the two. How do you use LUA in your games? Also, is there a way to access LUA variables from C++?
  6. I've managed to fix the issue by opening Visual Studio first(as admin) then opening the project file from there. Weird, but it works, opening the project from the project folder still causes the issue.
  7. I'm having some trouble with leadwerks on my new laptop.(Surface Pro 3) The engine loads and runs just fine, but when I try and make any changes in C++ and test them out, it asks me to perform a "save as" instead of auto-saving over the file. When I attempt to save under the same name it will not allow me to, giving me an "Access denied error" I've searched on the forum and googled for this and have found nothing, anybody else had this problem?
  8. Perhaps 2.5d would be your best option?
  9. Do I need Leadwerks Standard in steam in order to get full steam support? Or will the standalone from the website also work the same?
  10. The only solution that I have thought of is your second option. Because after lowering the force on the jump to where I don't pass straight through, I'm no longer travelling at a velocity that is strong enough to cause dmg.
  11. Exactly. Hit yellow and you should jump up and into the blue. Grey is just for walking around. I expected with a jump force of 600 that hitting the blue would instantly kill me(My goal). Instead, I fly straight through and into the sky beyond.
  12. Attached is the screenshot of the map, with current physics settings labeled for each brush.
  13. This didn't work, i tried playing with it a bit, and still nothing. But I did notice that it is still killing me even if the force is set under 20
  14. No I don't get hurt anymore(After commenting force dmg out). I just don't understand why going straight won't kill be but sideways will.
  15. But if I'm still on top of the same brush I'm not colliding with anything new, and that also wouldn't explain why getting pushed straight is ok but not a different direction.
  16. *edit* it says I'm not permitted to upload .map files Script.JumpForce = nil --vec3 "Jump Force" Script.SelectiveCollision = false --bool "Selective Collision" Script.ColObj = nil --Entity "Collision Object" Script.Active = false --bool "Active" function Script:Start() end function Script:Enable() if self.Active == false then self.Active = true end end function Script:Disable() if self.Active == true then self.Active = false end end function Script:Collision(entity, position, normal, speed) if (self.SelectiveCollision == true and entity == self.ColObj ) then self.ColObj:AddForce(self.JumpForce) elseif (self.SelectiveCollision == false) then entity:AddForce(self.JumpForce) end end That is my jumppad script Both brushes of ground are set to rigid body and scene.
  17. I'm testing out different types of physics pads (Jump pads, boost pads) I've found a couple odd things. 1. When you use a jump pad and hit the bottom of a brush my controller(FPS prefab) goes straight through and lands on the top 2. when using a force based boost pad, going any direction other than straight will instantly kill you. Both pads are based on the JumpPads tutorial.
  18. I just tried this with my character controller and my prefab and neither one turned the gun model the correct direction. I will press on for a different solution.
  19. I'm attempting to add the shotgun from the assets page into the AI demo level. But whenever I load the model, and save it as a prefab it loads in reverse in the game. I tried using self.weapon.entity:SetRotation() But, then my bullets go behind me and the muzzle flash gets stuck to the floor in front of spawn(No idea there.) I might be blind but I cannot find where the direction of bullet is set in FPSplayer.lua. I'm also trying to orient my weapon outside of the FPSplayer script(So I can use multiple guns) Any ideas would be great.
  20. Something I think would be hugely helpful is a short tutorial on importing gameplay objects(Like weapons) and creating prefabs out of them. I've been having a bit of trouble with that in particular(Could just be me.. )
  21. I cannot resist. Take my money. *edit* Does this give me access to 3.0 until 3.1 is available? Already pre-ordered, but I would like to start toying with it asap
  22. Awesome, I'll definitely be pre-ordering! I assume yes, but just to make sure.. Projects started on the Steam version will be transferable to the standard Windows/Mac/Linux on release correct?
  23. I'm very interested in pre-ordering LE 3.1, but I've noticed that the mobile plugins are no longer for sale in the store. Does this mean that they are no longer being offered? Or are they included in the 3.1 purchase. The mobile plugins being available in any capacity is very important to me.
  24. The reason I'm wondering is because I want to back(Hit that Ouya stretch!) But I ship for Marine recruit training in febuary. As such it will be a very long while before I'll be able to use it again. So should I back the kickstarter and get Linux and possibly Ouya, or stay safe and get PC/Mac now.
  25. If you backed the Linux campaign when could one expect to receive their copy of the Windows/Mac version of the engine?
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