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  1. I want to create an inventory. I imagine this as a table that contains names of items that player has in the inventory. When the player opens inventory menu, script loads prefab of the first item in the inventory, display it's icon and values such as damage or price, and the it does it for all other items in the table. But Prefab:Load also creates an entity. Of course for icon I can just take a name of the item and open a picture with this name, but how should I get item's stats?
  2. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  3. I mad a motel room and made the entire room a child of a pivot. When I add a script to one of the csg's the physics and sometimes the light rendering gets misplaced. Here is a Video of it's creation and it happening. :
  4. Is it possible to create geometry in a script at runtime? I'm looking to convert a voxel engine (Minecraft terrain) I made in Unity3d to Leadwerks, but I don't know what can and can't be done in Lua. I need to be able to create a mesh using polygons (not just creating cubes). Can this be done? and if so, how?
  5. Hey guys! It's me Cody here. I have been messing around a lot with Leadwerks 3, mostly programming. I want to start a small game project, and get a feel of what it's like collaberating with other people with the same interests. As much as I hate to say it, I know what type of game I would like to make. The only reason I want to make this type of game is because it is quite simple, a FPS. I think that this would be the easiest one to make because it has no story, lots of re-used props, etc. Right now I'm thinking that this will be a community project, if you would like to participate and help, then it would be very much so appreciated! If anywhere down the road a team develops and we decide to change that, then this post will be updated. Right now these are the positions I'm looking for: 3D Modeler(s) Concept Artist (?) Anyone with experience in animation in LE3 Level Designer 2D Artist (Splashes, scopes, etc.) ​ Now onto more of the game aspects. Anything with a (?) next to it is subject to change. As of right now we need these assets: - A male army character (doesnt need to be rigged or textured) - A female army character (doesnt need to be rigged or textured) - A fighter jet - Some Guns I would like for this to be more of a COD and Battle Field mix. I think it would be nice to have some more open world levels, and some closer combat levels... that way it appeals to both sides of the spectrum. This game will be modern, not futuristic, not past. Classes Medic: This classes main role will be to assist the other players. You will start out with a basic health pack that you can heal other players with. You will be carrying mostly (?) SMG's so that you can be more mobile. But how good is an army if they are all bleeding to death? Gunner: The gunners role is to shoot 'em all down. You will be carrying mostly Heavy Machine Guns and some (?) Light Machine Guns. Lock n' Load. CCQ: The name escapes me right now, but this will be your standard soldier who carries Assault Rifles, SMG's, and LMG's (Light machine guns). You will be the guy who rushes in, and takes out the enemy without fear. Sniper: Your standard sniper class. You get to be the guy who sits back, and blows some heads off! You start with a low damage sniper rifle. Anti "Quick Scoping" is a main thing I want to cover, this should be more realistic. Engineer: Your job is to repair the vehicles used in bigger maps. From planes to helicopters to humvee's its all you. The goal of this game is... wait. It's an FPS, there is no goal! This game will be multiplayer only (?). You unlock better weapons by buying them with in game currency. You collect this currency by how good you do in your matches. If there is anything that you have questions on please ask! Just in case you missed it at the top, Anything with a (?) next to it is subject to change. Thank you for your time reading this, the application process is below. First Name: Position Applying for: Long Term Or Short Term Help?: How much Time Do you Have?: Skype Name: [PM if not comfortable sharing] Email: [PM if not comfortable sharing] For one time helpers please PM me! You will be included in the credits / thanks. Edited for McBerto.
  6. I am trying to implement a molotov cocktail ala Left 4 Dead in lua for Leadwerks. I think I have most of it figured out, but i'm having some issues with the collisions. I would like to be able to throw one at my feet and not have the particles interact with the player. Pardon my spaghetti code: function Script:Start() self.enabled = true self.exploded=false self.particlelist={} self.particalspawntime=.03 self.collisonpoint = Vec3() self.particlecount=15 self.particlecounter=0 self.particlecounter2=0 self.timer=0 self.settle = true self.settletimer = 0 self.settletime = .05 self.burn=false self.burntime=10 self.burntimer=0 self.burnout=false self.burnouttime=.1 self.burnouttimer=0 --self.burnaoutparticlecounter=self.particlecount end function Script:UpdateWorld() end function Script:UpdatePhysics() if (self.exploded==true) and (self.enabled==true) and (self.particlecounter < self.particlecount) then local timer2 = Time:Millisecs() if ((timer2 -self.timer)/1000)>self.particalspawntime then --Debug:Error("Times Up") -- create box local model = Model:Box() -- add to particle list table.insert(self.particlelist,model) --model:SetPosition(self.entity:GetPosition()) model:SetPosition(self.collisonpoint.x,self.collisonpoint.y,self.collisonpoint.z) model:SetColor(0.0,0.0,1.0) model:SetScale(.5,.1,.5) model:SetFriction(0,.3) -- create collision local shape = Shape:ConvexHull(model:GetSurface(0)) --local shape = Shape:PolyMesh(model:GetSurface(0)) model:SetShape(shape) model:SetCollisionType(Collision.Prop) --set mass model:SetMass(5) model:AddForce(math.random(300,500),0,math.random(300,500),false) --model:PhysicsSetPosition(self.collisonpoint.x,self.collisonpoint.y+1,self.collisonpoint.z,.2) self.particlecounter = self.particlecounter + 1 if self.particlecounter == self.particlecount then self.settle = true self.settletimer = Time:Millisecs() self.particlecounter2=#self.particlelist --self.enabled = false end self.timer = Time:Millisecs() end end if (self.enabled == true) and (self.burnout == true) then --Debug:Error("burnout begin") end if (self.enabled == true) and (self.exploded==true) and (self.settle == true) and (self.particlecounter2 > 0) then local timer2 = Time:Millisecs() if ((timer2 -self.settletimer)/1000)>self.settletime then --Debug:Error(((timer2-self.settletimer)/1000)) local mdl= self.particlelist[self.particlecounter2] --mdl:SetCollisionType(Collision.Prop) --mdl:SetRotation(0,mdl:GetRotation().y,0) --mdl:AddForce(math.random(1,1),math.random(1,1),math.random(1,1),false) mdl:PhysicsSetPosition(mdl:GetPosition().x,mdl:GetPosition().y+.5,mdl:GetPosition().z,.1) mdl:SetCollisionType(Collision.Debris) --mdl:Release() --table.remove(self.particlelist,self.particlecounter2) self.settletimer = Time:Millisecs() self.particlecounter2 = self.particlecounter2-1 end end if (self.enabled == true) and (self.exploded==true) and (self.burn == true) and (#self.particlelist > 0) then local timer2 = Time:Millisecs() if ((timer2 -self.burntimer)/1000)>self.burntime then --local mdl= self.particlelist[#self.particlelist] --table.remove(self.particlelist,#self.particlelist) --mdl:Release() --self.burntimer = Time:Millisecs() self.burnout=true self.burn=false self.burnouttimer = Time:Millisecs() end end if (self.enabled == true) and (self.burnout == true) and (self.exploded==true) and (self.burn == false) and (#self.particlelist > 0) then local timer2 = Time:Millisecs() if ((timer2 -self.burnouttimer)/1000)>self.burnouttime then local mdl= self.particlelist[#self.particlelist] table.remove(self.particlelist,#self.particlelist) mdl:Release() self.burnouttimer = Time:Millisecs() end end if (self.enabled == true) and (self.burnout == true) and (self.exploded==true) and (self.burn == false) and (#self.particlelist <= 0) then self.enabled=false collectgarbage() self.entity:Release() end if (self.enabled == true) and (self.exploded==true) and (self.settle == true) and (self.particlecounter2 <1) and (self.burn==false)then self.settle =false self.burn=true self.burntimer = Time:Millisecs() end end function Script:Collision(entity, position, normal, speed) if (self.exploded==false) and (self.enabled == true) and (speed > 8) then --Debug:Error("break "..tostring(speed)) self.collisonpoint = self.entity:GetPosition() self.entity:SetCollisionType(Collision.Debris) self:Detonate() end end function Script:Detonate() --in if self.exploded==false and (self.enabled == true) then self.exploded=true self.timer = Time:Millisecs() self.entity:Hide() end end --This function will be called when the entity is deleted. function Script:Delete() collectgarbage() end --This function will be called when the last instance of this script is deleted. function Script:Cleanup() collectgarbage() end This was designed to be used with the fpsplayer. Instructions: Attach the script to an object with a collision type of prop. Set the mass to something between 1 and 5 so you can pick it up. The object needs to hit an object at a speed greater than 8 The object on impact will on impact dissapear and blocks will explode out of it. It will "burn" for 10 seconds, then it will clean up, removing the particles oldest to newest. When there are no more molotovs in the scene it will clean up after itself. It also attempts to flow down slopes for a little distance to simulate liquids. THE REQUEST: Got to bold it for the TL;DR crowd. Is there a way to make it interact with the world but not interact with the character controller? ToDo: Replace blocks with Emitters to similate fire, create trigger areas to hurt player when inside.
  7. I was trying to run my game from the exe, but I keet running into memory allocation errors. It reaches around 290mb ram in the windows task manager, then quits. If I load the Leadwerks editor and start it, it runs, but it will not run from the exe. Initializing Lua... Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Error.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 431 GLSL version 430 Device: AMD Radeon R7 200 Series Loading map "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Maps/Hotel_Holdout v2.map"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/characters/generic/generic.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/bricklargebare0168_7_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small_dot3.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/bluegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/BlueGrid.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_spec.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal+specular.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/vehicles/pickuptruck.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_nmap.tex..." Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.phy..." Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/tiretruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_nmap.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_spec.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperseventies0048_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperSeventies0048_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperforties0033_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperForties0033_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/concretestucco0179_12_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/ConcreteStucco0179_12_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperstextureno8618_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpapersTextureNo8618_1600x1200.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2_dot3.tex..." Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Functions/ReleaseTableObjects.lua" Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/NavMesh.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/crosshair.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/use.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood1.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood4.tex..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Player/flashlight_02_on.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_04.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step1.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step2.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step3.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step4.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/jump.wav..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/bfn.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/weapons/autopistol.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/fpsautopistol.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/animated/diffuse+normal+specular.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/shadow/shadow+animation.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45__color.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_spec.tex..." Error: Memory allocation error. I have 2 AMD Radeon R7 200's in crossfire, but leadwerks runs in a manner that the crossfire does not enable itself. My specs: Windows 7 Pro DirectX 11 8GB Ram AMD FX™-8350 Eight-Core Processor, 4000 Mhz, 4 Core(s), 8 Logical Processor(s) 2 X (AMD Radeon R7 200 2GB) CrossfireX Enabled AMD Catalyst 13.12 WHQL dual 1080p monitors (game runs in one screen anyway)
  8. Hi lately when I try to create new Materials and/or Scripts the editor will instead open up a 'Rename Material/Script' window and the Material/Script in the 'Rename' window is always the last Material/Script I created. To further the issue the New Material/Script I attempted to create was created but is not visible in the editor unless I exit and reopen the editor. I am using the indie edition (beta), Windows 7. If more information is needed I can try to get screenshots later as it happens quite often.
  9. Hello everyone! I hope that this isn't already posted, I looked but couldn't find a solution. I was curious if someone could make a full (from start to finish) tutorial on how to animate a character for use in Leadwerks Steam Edition. I am hoping for Lua but if you do it in C++ I guess I'll just buy the real version. Thanks alot, and sorry for the short post but I've gotta' run!
  10. Steam Edition v3.1 converts images to the .tex format with loss of quality and various other defects. Attached is some images of the problem. Thread : http://www.leadwerks.com/werkspace/topic/9440-loosing-quality-through-drawimage/#entry71425 Data.zip
  11. Hello. I've taken a close look at my 2D images when they are drawn with DrawImage() and there is a notable quality loss. Not sure if this is a bug in the conversion process or not or if it's my textures... So I've attached the images to see what you all think. One is the original image rendered in Blender. And the other two are screen shots in game; one with the filter mode set to pixel and the other to smooth. Thanks Data.zip
  12. Hi everyone. So this may be basic for some people but I have been having some trouble making my character move forward depending on where the camera is facing. I can make my character rotate and even move, but not consistently forward. I am not using Navmesh (the player is floating underwater) so I don't think SetInput() would work. I have tried messing with other scripts and functions but I am not the best at math yet so any help with this would be appreciated.
  13. As you all may know i have played a lot with the postprocessing feature currently implemented in Leadwerks 3.1. I have to admit Josh was right with implementing them in a stack. But with everything which seems to be easy at first i found some issues which in my opinion need to be adressed. the glsl and lua shaders are nice, but i think a small envelope object for a postprocess might be needed. you can add additional information like a dictionary of shader or script variables which can be accessed and modified from outside [*]the AddPostProcess should at least return an index but better the previously mentioned envelope object together with an index. Add methods to add Posteffects at a specified index and AddFirst and AddLast Helps to manage posteffects which are essential to be rendered at first/last [*]Something which might be hard to maintain, but might be useful for workshop effects and others Add a global buffer dictionary maybe with some naming convention based on buffer usage, size and pixelformat Currently all posteffects with identical buffers would need to create them on their own which leads in unneeded rendering and texture memory [*]A general addition mostly related to (in my case) to posteffects would be a way to add layers of worlds to the editor, eg for volume fog primitives or water regions. Why? Currently the posteffects are nearly unmaintable either from code or from Editor. Without the usage of global tables where you save your variables there is no way to interact with the posteffects. Also with global tables as a variable store you rely on 3rd parties or you need to modify the posteffects on your own which might be a pain for non shader users and artists. This is what came into my mind when working with the post effects. I have some more additions in mind but these are the most important ones from my point of view. cheers klepto2
  14. Hello, I am pretty new working with the Leadwerks Engine. Want to setup a vent, that rotates. (1) Is there a script in Lua around, that causes this? Neat would be, to be able to see, in which direction the vent rotates (To use different scripts for the ceiling or wall vents) (2) How to set up the rotation speed in that script? Please, might someone help me further? That would really be great :-) C.U. R.E.Z.
  15. Hello leadwerks community! I have been trying to find a good way to add Line of Sight to ranged enemies. At the moment I can get them to attack from a decent range by taking the MonsterAI.lua script from the tutorials and changing the attack range to a higher number. Now I run into the issue of the enemies being able to attack me when I am behind objects like walls/trees/etc. So I have attempted using the Pick() function but I just can't seem to figure it out. Can anybody out there point me in the right direction or give me some ideas for how to do this? Any help would be much appreciated.
  16. Sup guys, long time no see. I've just wanted to know, if there anyway to get chain physics for the model? For swinging things around on the end of that chain, you know, all that stuff. I can't think of any good method to do this. Any tips?
  17. I'm using leadwerks steam edition. Had windows critical on attempt to clear world before, now it fail on the self.world:Clear() line with following output: and here is the project i've created just to test that http://yadi.sk/d/7oKiE7UEK2cgM aaand the thread there it all started. http://www.leadwerks.com/werkspace/topic/8840-levelchange-problems/
  18. how you write testcases for your functions/classes in lua? Is there a way to do it like in other languages (phpUnit, jUnit) if the codes grows up more and more its harder to find bugs and avoid exceptions. I will try to avoid this in the future.
  19. Hi guys. Yep, that's me again. I've got windows critical error (and it says nothing? like bla-bla programm should be closed) on attempt to change level. Lua debug says nothing on this account. Here's the app code --This function will be called once when the program starts function App:Start() --Initialize Steamworks (optional) Steamworks:Initialize() --Set the application title self.title="DungeonScrolls" --Create a window self.window=Window:Create(self.title,0,0,1366,768,Window.Titlebar+Window.Center+8) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end self.menumusic=Sound:Load("Sound/Music/Main theme.wav") if self.menumusic~=nil then self.musicsource = Source:Create() self.musicsource:SetSound(self.menumusic) self.menumusic:Release() self.menumusic=nil self.musicsource:SetVolume(1) self.musicsource:SetLoopMode(true) self.musicsource:Play() end --Create settings table and add defaults self.settings={} self.settings.vsync=True --Create a world self.world=World:Create() --Load a map --local mapfile = System:GetProperty("map","Maps/start.map") self.mapfile = "Maps/start.map" if Map:Load(self.mapfile)==false then return false end self.mapfile = "" return true end function App:SwitchLevel(name) self.mapfile = name end function App:LevelCheck() if self.mapfile ~= "" then self.world:Release() self.world = World:Create() Map:Load(self.mapfile) self.mapfile = "" end end --This is our main program loop and will be called continuously until the program ends function App:Loop() self:LevelCheck() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end --Update the app timing Time:Update() --Update the world self.world:Update() --Render the world self.world:Render() --Render statistics self.context:SetBlendMode(Blend.Alpha) if DEBUG then self.context:SetColor(1,0,0,1) self.context:DrawText("Debug Mode",2,2) self.context:SetColor(1,1,1,1) self.context:DrawStats(2,22) self.context:SetBlendMode(Blend.Solid) else --Toggle statistics on and off if (self.window:KeyHit(Key.F11)) then self.showstats = not self.showstats end if self.showstats then self.context:SetColor(1,1,1,1) self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) end end --Refresh the screen self.context:Sync(false) --Returning true tells the main program to keep looping return true end And here's the trigger code Script.entered = false Script.exited = false Script.hadCollision = false Script.Map = "" --path function Script:UpdatePhysics() if self.entered then if self.hadCollision == false then if self.exited == false then self.exited = true self.component:CallOutputs("OnExit") self.entered = false end end end self.hadCollision = false end function Script:Collision(entity, position, normal, speed) self.hadCollision = true self.component:CallOutputs("OnCollide") if self.entered == false then self.component:CallOutputs("OnEnter") App:SwitchLevel(self.Map) self.entered = true self.exited = false end end
  20. Since I'm very new to Lua and to programming with an API in C++. I think a starter kit or template kit would be nice for the beginners to this, who could see what does what, why it's needed, and how it works. This would give a base idea of a foundation for experimentation and development of their idea of a game. As some of us may have a very hard time combining the various tutorials (or no tutorial on subject in lua) and getting the engine to run a single player experience like the start of Half-life, Menu screen, start game, no weapons, explore, then **** hits the fan then load new level, test new weapons, going through a breakable wall to the exit. If the starter kit / starter template is a good idea I think it should contain the following example maps; an example of creating and using a statemachine for main menu, an options menu that effects the game, and the game itself, an example of level/map switching, an example of weapon pickup and weapon switching, and have an example of two weapons, a melee (crowbar, knife etc) and a gun which displays it's ammo count when selected (to help in learning to display ammo count, HP, SP etc.), An example of a breakable wall, or building collapse from breaking a support. and a final example where all the examples are tied to gather. All of these should be covered in both C++ and Lua langauges to help those who are new to programming in either of these languages and picked up the engine, since it looks to be better than some of the other engines out there. Now, I will admit I'm aiming to make an RPG, but since the FPS genre is the easiest type of game to start from. It would be the best starting point to learn from. And if people enjoy the starter kit, maybe a more advanced kits could be made to cover more advanced things like; creating or modifing the AI behavior (learn AI logic and processing), Character subtypes (learn inheritance), inventory systems, Advanced map features, ... Etc
  21. So, i've tried to do a simple spawner script, like in the video here ( ) and i keep having that error. If i change argument for mob.SetPosition to entity (at least by simply adding Script.SpawnPlace) it wants Vec3. I have no idea what went wrong
  22. Sup guys. I hope you all having a nice day and all that stuff. My english is not so good, so i must ask you to forgive me about that, but i hope that you will understand me. (But some build-in grammar check on this forum would be nice...). Well, i've recently bought leadwerks steam edition. It's pretty cool and simple IDE, but i have some questions about it. First, i can't find any info 'bout .lua file that starts the game. Well, the thing i wanna do is to create a map file from starting .lua script and load it. But i cant figure out where that starting script is. I'm pretty new to all that object coding stuff, since in the time of my education i've used such languaches as asm/C and Haskell/Lisp. All this OOP is just very confusing to me Second, there are many tutorials about compiling the game, but they all seems to be outdated. I don't have any "source" folder in my projects. Well, i can run the game allright with the leadwerks editor, but i want to share it with friends of mine, for example. So what did i do? I've packed whole project folder and sent it. Surprice, it works. With steam integration, no less. All that shift + tab stuff. Works like some black magic. I've tried searching throught the tutorials, no effect. So, any help/tutorial links would be much appreciated. Thanks for your time
  23. Hi, I was checking (again) the Leadwerks page from the Steam store, and remarked this details: "... File paths cannot contain Cyrilic characters" So the engine, cannot parse theses type of characters ex: french is using theses "éèçë" in a file paths. So does it also mean that the managing of strings is on a byte basis? It might not handle theses characters in strings inside the engine? Would be nice to have a UTF-8 string class that could handle more types of character to create multi languages games. For now, since the GUI features are at minimum I could perhaps get the display context and use Irrlicht to draw the strings in that context (was using this before pre-ordering Leadwerks) or use a GUI lib. For english only games, this would not matter at all since all the english characters are represented in the basic "ascii" table. But the LUA features that Leadwerk have seem so good, that I would have to do some kind of hack to store my strings in a LUA script (I was thinking to create dialogs/subtitles in multiple language simply by using LUA.) That's not really a problem right now, since I need to give you the time to let you complete 3.1, learn Leadwerks and produce some prototypes to know how to get around. Perhaps, after 3.1 if you would like to have Multilingual support for improved GUI... Being able to store in widestring format would also help if we use a external GUI.
  24. Well here we are again. It's always such a pleasure. So, I have these turrets that shoot out missiles. They do as they're supposed to and sail in the direction they are shot. HOWEVER, it doesn't seem to collide with anything and only collides with the player if the player is moving. I have the collision type for the missile set to 'Prop'. I have tried the 'Projectile' collision type, and it just makes it not collide at all. I have tried detecting collisions from both the player's script and the missile's script. The missile also has Swept collision enabled, a mass of 0, and gravity turned off. I am using Move(x, y, z) to move the missile within the UpdateWorld() function.
  25. Began to deal with lua looked lessons (http://www.leadwerks.com/werkspace/page/tutorials/_/getting-started-with-leadwerks-r8) and encountered this error message as pictured tested concentration with what seems to me a lesson all right local pos -- обьявление локальной переменной function App:Start() --название в правом углу self.title="1_начало" --создаем акно self.window=Window:Create(self.title) self.window:HideMouse() --графическая часть self.context=Context:Create(self.window,0) if self.context==nil then return false end --Создает мир self.word=World:Create() pos=Vec3(2, 2) return true end function App:Loop() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end pos.x=pos.x+(1*Time:GetSpeed())-- обновление х координаты ---обновление приложения современем Time:Update() ---обновление мира self.world:Update() ---рендер мира self.world:Render() self.context:Clear(); ---ресуем жолтый квадрат self.context:SetColor(120,255,0) self.context:DrawRect(0,0,256,256) ------text self.context:SetColor(0,255,0) self.context:SetBlendMode(Blend.Alpfa) self.context:DrawText("Hello world",pos.s,500) self.context:SetBlendMode(Blend.Solid) ---цвет фона self.context:SetColor(0,0,0) --обновление экрана self.context:Sync() --- return true end
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