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Posts posted by Guppy
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Did you actually compile the debug binary?
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Most of it is Akin to cc-by-nc some of it is more permissive tho
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We're using GoogleDrive and it totally screws the maps up. It constantly copies maps with (1) or [conflict] in the name. It's a pain.
Try https://bitbucket.org/ instead
you can use either git or mercurial - while I prefer that latter the truth is that unless you plan on using the comand line client the there isn't any difference ( hell you can even convert your repository from one to the other while preserving history )
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Did you try deleting the editor preferences?
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you may have to reload the map, but changes to models/textures/scripts/etc are automatically picked up by the editor
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Noting is stopping you from using a versioning system - I personally use Mercurial (hg) and that works just fine
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LE isn't internationalised so stay clear of extended ASCII and utf-8.
Also living with in a country that uses different comma and thousands separators causes a world of trouble
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not as easily but it can be done;
http://lua-users.org/wiki/BitwiseOperators
I think LE uses lua 5.2?
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If I do not do shader->Release() but have done shader->AddRef(), wouldn't I get a memory leak? Isn't the point that when shader->Release() make the ref count go to 0 the Leadwerks::Object sub-class freed?
Have I misunderstood Leadwerks ref count completely?
It gets automatically freed when there are 0 refs, but you can free it manually before this.
Eg. I imagine that the engine will free entities when unloading the map that spawned them regardless of ref count.
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Why do you want to count references - if your looking for leaks surely instances are what's interesting?
I mean you could potentially have lots of pointers pointing to a free()'ed instance and that wouldn't indicate a leak.
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Is it also possible for the LE Standard users to add the raknet code inside the main.cpp or app.cpp and debug to use within a lua game ?
of course - but you will still need to export "handles" for lua to pull at
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Also when ever I try to edit the armature blender crashes on me - that me be down to me using a bleeding edge version, but I never hard that happen before.
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Hum,
I tried your solution Guppy. the bones still messed up.
I do what you said, so I select my bones in object mode and hit ctrl+a and select scale.
You need to apply rotation,scale and location for both armature and model - that said when I export your model I just get a flickering ghost with a skeleton that seems to be upside down and missing a bone - not sure what that is about but the animation viewer is kinda wierd on linux atm.
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Your armature is scaled in object mode - select it ( while still in object mode ) hit ctrl+a and select 'scale', now re-export again.
screenshots of what to watch for here;
http://www.leadwerks.com/werkspace/topic/10181-error-failed-to-load-model/#entry75349
Honestly scaling in object mode is the cause of almost all problems new blender users encounter, it should be disabled by default.
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Sounds like a permission problem - does it work if you run it as administrator?
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Imperial nose lengths !
As long as you stay consistent does it really matter? that said however I seem to recall josh switching from meters to cm some time ago I believe you can set it up per map ( defaulting to cm )
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I was referring to the download, wondering why you would need it - seems it a GUI frontend?
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I thought symbolic links was standard on windows these days?
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Well gameclaw can record multiple audio sources, fraps can't record sound iirc
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It is possible, there are various way of doing it one is outlined here;
http://www.leadwerks.com/werkspace/blog/138/entry-1288-pushing-complex-lua-tables-from-c/
Not mentioned in the blog, but in the source file are additional classes "luaMemberFunction" and "luaFunction"
Which lets you add functions to your lua table.
Alternatively you could skip the that and just push the functions directly with (lua_pushcclosure), but I think wrapping them in a global table will do much to prevent name clashes and it looks prettier.
if you do chose to to go the manual way you should remeber to use Leadwerks::Interpreter::L
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I'd copy SDL's implementation as well;
https://hg.libsdl.org/SDL/file/3331d2f57704/src/video/x11/SDL_x11window.c#l1242
There are simply way to many edge cases for it to be a productive use of your time, especially when the license is so liberal;
Simple DirectMedia LayerCopyright © 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Selective bold is mine - to highlight the relevant parts.
Only 3 is an issue and even there is just when you sell source code that you have to have a comment going "/*the following X functions were copied from SDL under the following license, the rest of this document is not released under that license.*/"
Really shouldn't be a problem
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Updated today and it's no longer an issue
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uninstall and then reinstall.
You may want to check your disc's S.M.A.R.T status also
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Couldn't you just recalc a sub selection - I mean you will know roughly where you obstruktion / new path is
Linux usability improvment ideas
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