Einlander
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Posts posted by Einlander
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I just started getting the error again. It only happens when you try to change the map. This is the only issue left before I upload my game to the Leadwerks game player.
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I do not understand your question
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This bug my have been fixed on linux, but it it now introduced into windows.
http://www.leadwerks.com/werkspace/topic/12816-linux-al-device-is-not-closed-by-c/
I have gotten it to crash while loaded in Visual Studio but i'm not proficient enough in c++ to diagnose the problem.
A map to replicate the bug
https://www.dropbox.com/s/psw5g2ur77agre6/audiobug.map?dl=0
1. Start a new project with the Advanced First Person Shooter template
2. Load map
Run map, DO NOT PRESS ANY WASD Key. A sound will play. Press esc. It should crash.
Run map again. DO NOT MOVE AGAIN. A sound will play. Move the player until you hear 1 footstep. Press escape. No crash.
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Here we go:
Script.enabled = true --bool "Enabled"
Script.on = true --bool "Start on"
Script.coloron = Vec3(255,255,255) --color "Color On"
Script.coloroff = Vec3(0,0,0) --color "Color Off"
function Script:Start()
if self.on == true then
self:On()
else
self:Off()
end
end
function Script:On() -- in
self.entity:SetColor(self.coloron.x,self.coloron.y,self.coloron.z,255)
self.component:CallOutputs("On")
end
function Script:Off() --in
self.entity:SetColor(self.coloroff.x,self.coloroff.y,self.coloroff.z,255)
self.component:CallOutputs("Off")
end
function Script:Enable()--in
if self.enabled==false then
self.enabled=true
self.component:CallOutputs("Enable")
self.entity:Show()
end
end
function Script:Disable()--in
if self.enabled then
self.enabled=false
self.component:CallOutputs("Disable")
self.entity:Hide()
end
end
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I have a script EXACTLY for this, give me 24 hours to post it since I'm not at home.
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Depends on what you are trying to make the player do, look at and feel.
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Good info, I have a 3d version of the logo I made, and the font is a bit off.
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If so, i'll just wait then.
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I just want to be able to render html elements on screen post render or as a surface. Adobe has the market cornered for AAA game ui's http://gameware.autodesk.com/scaleform
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Are these static meshes? No animation and bones? If so, it would be simpler to write a lua script that will lead obj files.
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You are right, consider this topic closed.
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As the topic says, the page is missing from the api documentation list
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I was updating a pain trigger and noticed that in the fpsplayer.lua file that the functions:
Script:Hurt(damage,distributorOfPain) and Script:TakeDamage(damage)
Script:Hurt will lower your health and when dead initiate the death sequence by calling Script:Kill(), BUT it will NOT set the players self.alive to false, call Script:OnHit() or Script:OnDead()
Script:TakeDamage will lower your health, set your self.alive to false, call the self:OnHit() and self:OnDead() outputs but will not start the death sequence by calling Script:Kill()
Fixed functions:
function Script:Hurt(damage,distributorOfPain) if self.health>0 then self.sound.damage[math.random(#self.sound.damage)]:Play() self.health = self.health - damage self.hurtoffset = Vec3(math.random(-1,1),math.random(-1,1),0):Normalize()*30 local blood = {} local n=1 blood.texture=self.image.blood[math.random(1,4)] blood.intensity=1 table.insert(self.bloodoverlay,blood) if self.bloodindex>4 then self.bloodindex=1 end self:OnHit() if self.health<=0 then self.alive = false self:Kill() self:OnDead() end end end function Script:TakeDamage(damage) -- Decrease health self.health = self.health - damage; -- Call OnHit output self:OnHit() -- If health lower or equal to zero, the player is dead if self.health <= 0 then self.alive = false -- Call the OnDead output self:OnDead() self:Kill() end end
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After some leaps of faith I have come up with a fascinating solution. I used the GetEntityNeighbors.lua file found in the functions folder. I set the entity as itself (i'm using a pivot), with a radius of 0 and false for the scripts parameter. Sadly this will only tell you the outermost object of what you are in. So if you walk in a building in your game, it will return the building entity.
Is there a way to return the innermost entity you are in, if you are in one? For you place an entity inside a box, that's inside a safe?
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I've been making a AI spawning system and I'm finding that there are situations where the spawn location ends up in another entity. I would like to be able to programmatically detect this and move the spawn location. How would I go about this?
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When you place a decal that you want to always be seen, setting the view range does nothing. It always stays in the Near range. I want to put a sign on a wall and I don't want it to disappear.
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I started with qbasic, whe line numbers and goto's , and gosubs were considered bad practice.
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In my game I would like to have flat land with some lakes and pools here and there, but with the current terrain tools its not directly possible. I would need to paint the entire terrain to that height and then make the lakes. I can't zoom out and paint because .1 it gets less accurate and 2. the poly count and culling of the engine.
My solution to this would be to either have a set terrain height slider/number box.
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The ability to take a entity created by csg and convert it to a mdl file WITH all the surfaces preserved would help accelerate my work in Leadwerks. The obj export collapses all the meshes to 1 object, and the vtf and obj exports do not preserve the textures. With the prefab it is prone to texture shifting and when rotated, depending on the rotate tool used, objects rotate incorrectly. With an mdl export it would be another model entity that I can share with few complications.
If implemented, the mdl should not be collapsed. it should preserve the hierarchy and surfaces. Then the user can collapse them later.
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It's possible, but as Rick said, you will need to disable the sandbox. I tried it once and it was lots of messy code. I may try it again when I have the time and peace of mind to make it usable for generic stuff.
http://www.leadwerks.com/werkspace/blog/120/entry-1182-luajit-awesome-luajit-enet-loaded/
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You're going to need more than an overlay for that.
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What happens is if windows detects a failure in the graphics card driver (program doing odd things with graphic contexts, application holding on too long to a context and not responding, and millions of other reasons), windows will simply reset the driver itself. Your screens will go dark, your monitors might say they are disconnected and then they will come back. You will get a system notification that looks something like this https://tinkertry.com/display-driver-nvlddmkm-stopped-responding. The amd ones look exactly the same, but it says AMD. Today I haven't had any problems with Leadwerks. That and its a lot cooler today. So I'll be checking the ventilation and the fans on the cards (I don't run with the case one anyway)
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With today's beta update i get constant driver resets with my amd gfx card. I can't give much info on whats causing it to crash nor can I record it since it crashes the video recording software too.
The fastest way i know to make it crash is to fly around the level in the perspective view. I can get ti to crash withn 5 seconds.
Specs:
Card: dual R9 270x 3GB
CPU : AMD FX- 8350 4.00GHZ
Ram: 12GB
OS: Windows 7 Pro 64
Driver Version: 15.6 (I had 15.4 where it crashed, 15.6 crashes also)
Map that causes the crash.
Easy Programming question
in Programming
Posted
Looks like you might want to make linked lists....
But for named lists use [] around a string