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  1. I was going through the tutorials and i ran into a problem very early. When I create a new project it doesn't give me the option to make my game for any other platforms. According to the user guide I should have an option to make the game for android, IOS, macOS and windows. Please help/explain! thanks
  2. This is using today's update. In the editor for example, the scripts folder you can see all the scripts and shaders of all the child folders instead of just the files in the current folder. I'm at work so I can't take screenshots.
  3. This was planned as a response to this thread in the micro blogging system (See: http://www.leadwerks.com/werkspace/statuses/id/7596/) but look at the size of it and you will see why I made it a proper blog post instead. ___ Here's a hard truth for indie devs: Your stuff isn't anywhere near popular enough that you could even consider the dynamics of the entire market as you do not have a snowballs chance in hell of getting that kind of traction for your product. You are not going to reach the clear cut and homogeneous entirety of the Steam user base. Instead you are probably going to reach a barely predictable heterogeneous fraction of it. The majority of the market will simply not care so addressing an under served niche audience as well as the bulk of the market can be a very prudent choice. There's a reason why all three big Mac port publishers (Aspyr, Feral and Virtual Programming) have collectively started rolling out Linux ports. They understand the dynamics of a niche market, they have done business in one for years, exclusively. Check out these sales data articles (https://www.gamingonlinux.com/articles/sales-statistics-from-developers-part-3.4090), they are mostly concerned with Linux but quite often include Mac data as well. While some of these numbers are silly low ( often owed to the fact that these ports released months after the initial Windows only release and if you look at Rust in article 1 and 3 they manage to catch up) both platforms combined can run anywhere between 6-15 percent regularly, significantly more in extreme cases. It's mostly the popular indie titles that have platform statistics more in line with total market share. But be frank with yourself: How likely is it that your game is going to be the next Rust compared to the likelihood of it being any of these games you have never heard about before? Could you honestly just ignore around 10% of total sales? (Much more in percent if you look at it as an increase over a Windows only release.) In essence you are running the Lemonade stand on the street so thinking like you were the CEO of Coca Cola doesn't exactly apply to you. And while Mac's growth is certainly limited due to the nature of being based on premium products (Some people will never shell out this much extra for a computer while cheaper options exist.) Steam Machines could increase the size of the Linux install base enormously while having just about no chance of negatively affecting the Linux market share. The people that are already using Linux for gaming on desktops do not care whether or not console machines do well or fizzle into irrelevance.
  4. Hello, I have been trying to do some research on the engine for my future projects. Now, I am unable to find information on the licenses (or maybe I didn't look hard enough.) If I bought the license on steam for Windows, would I be able to use that license on the Ubuntu Software Center and use it on Ubuntu without having to pay twice?
  5. If you select swept collision for an object, then select a different object then come back to the object with swept collision, it returns to the unchecked state.
  6. When you throw a small entity (with rigidbody physics, above 0 mass, swept collision mode on or off, and a generated or convex hull physics shape) the entity will sometimes fall right through the ground (whether the ground is a imported model, terrain, or BSP box). The throwing script I use is a slightly modified version of the FPSplayer.lua script. I made a video to help show the problem. https://www.youtube.com/watch?v=NYBlJxsM04k
  7. There are a series of problems when loading an FBX with embedded textures. Textures are extracted to a new directory, but the directory is never view-able in the editor If you manually try to find the texture using the material editor it will show in the file picker. 1.5: If you drag a folder with an naming scheme of *.* (hello.world) into the folder from explorer it will not see it If you create the folder in Leadworks using the built in folder maker it will load the folder. (did not test if it will load on an editor restart) [*]You don't see the model in the model editor. If you put the model in the scene window, it will not appear, even if you click goto.. or frame selected. The model has a black icon. If you load the texture, the icon loads, but not on the model [*]The material does not load any of the textures on load, probably because it doesn't see the folder The Editor Log: Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Failed to read file C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Error: Failed to load model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Converting "models/props/health/health pack.fbx"... Input: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbx Output: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl FBX: Initializing scene... FBX: File version: 7.3.0 FBX: Importing scene... FBX: found null: health pack.fbx FBX: found mesh: Health Pack FBX: found animation: health pack_anim_intervals, fps: 30.000, start: 0.0000, end: 1.0000, length: 1.0000 MDL: total vertices: 234, total faces: 464 MDL: exporting as static mesh MDL: writing C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/\health pack_PtexPlane0.mat Conversion: success Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_color.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_nmap.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_specular.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_disp.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.png". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Deleting shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader" Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Image: File: health pack.fbx
  8. Sometimes prefabs turn invisible for me and are unable to be picked in the editor. I attached an example that contains just CSG. I'm not entirely sure how to reproduce this as it happens in a kind of random manner, but maybe you can spot something wrong in the attached file. Thank you. square.zip
  9. I just found that if you rotate a box csg, the shadow continues to use a backface culled version instead of updating it.
  10. Hello, we are experiencing a quite critical bug that concerns the scene browser, it for some reasons stops drawing new entries and just displays a large white area. This occurs on the latest steam and standalone build, tested on multiple computers. We are hoping for a fast fix as this basically stops us from working on the level design. Here is a picture of the problem: Thank you!
  11. Hello, example code to raise this exception: #include "App.h" using namespace Leadwerks; Entity* entity = NULL; void UpdateWorldHook(Leadwerks::Entity* entity); void PostRenderHook(Leadwerks::Entity* entity); void UpdatePhysicsHook(Leadwerks::Entity* entity); void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed); App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) { } App::~App() { // Clear any set user data entity->SetUserData(NULL); // Remove hooks entity->RemoveHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->RemoveHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->RemoveHook(Entity::PostRenderHook, &PostRenderHook); entity->RemoveHook(Entity::CollisionHook, &CollisionHook); entity->Release(); entity = NULL; delete world; delete window; } Vec3 camerarotation; #if defined (PLATFORM_WINDOWS) || defined (PLATFORM_MACOS) bool freelookmode=true; #else bool freelookmode=false; #endif bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("tst"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); entity = Pivot::Create(); entity->SetUserData(this); // Register hooks entity->AddHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->AddHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->AddHook(Entity::PostRenderHook, &PostRenderHook); entity->AddHook(Entity::CollisionHook, &CollisionHook); return true; } bool App::Loop() { //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); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } void UpdateWorldHook(Leadwerks::Entity* entity) { } void PostRenderHook(Leadwerks::Entity* entity) { } void UpdatePhysicsHook(Leadwerks::Entity* entity) { } void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed) { } Comment out the Object::RemoveHook calls to prevent this from happening.
  12. Hello, the active context is not resizing correctly when changing the window layout without rendering a world. Resizing while rendering a world: Resizing without rendering a world: Example code: bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; if (window->KeyHit(Key::J)) { window->SetLayout(window->GetX(), window->GetY(), 1920, 1080); } if (window->KeyHit(Key::K)) { window->SetLayout(window->GetX(), window->GetY(), 1024, 800); } //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); //} Leadwerks::Time::Update(); //world->Update(); //world->Render(); context->SetColor(0, 0, 0, 1); context->Clear(); context->SetColor(1, 1, 1, 1); context->SetBlendMode(Blend::Alpha); context->DrawText("10x10", 10, 10); context->DrawText("100x100", 100, 100); context->SetBlendMode(Blend::Solid); context->Sync(false); return true; } Comment / Uncomment the world update and rendering and press J and K a few times to resize.
  13. Hello everyone, I am experiencing some issues with the Window::Show/HideMouse methods. When calling both of them multiple times they basically stop working. For example: bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("cc"); window->ShowMouse(); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); window->ShowMouse(); window->HideMouse(); return true; } In the above example the mouse pointer will be visible, but it should be hidden.
  14. Hello, since the last update the camera clipping range in the editor is too low. We are not able to work efficiently on our level with a size of 2048x2048 as some parts of the level are always clipped. Please increase it or make it an option in the settings dialog. Cheers, Bryan
  15. I'm trying to make a Level of detail system, and i found that I can not hide children from a parent. I would like to suggest the ability to hide a child Ie: child:Hide() This would hide the child and leave the childs' children with the same properties (i hide a child and it's children is still visible.). Also the ability to hide all of a childs children ie: child:Hide(True). This would hide a child and all it's children, but leave its' parents alone. My experiments with children Attach this to the parent: function Script:Start() self.entity:Hide() rotation = Vec3(0,0,45) print(self.entity:CountChildren()) local child = self.entity:GetChild(0) print(child:CountChildren()) print(child:GetPosition():ToString()) local child1 = child:GetChild(0) print(child1:CountChildren()) print(child1:GetPosition():ToString()) child1:SetRotation(rotation) -- to check if we are actually manipulating the child of a child child1:Hide() -- the rotated csg should diassapear end Results:
  16. I have a bunch of models that I loaded in the Leadwerks editor. Lets use a broken wall with holes in it for an example to avoid the "just a csg" solution. I want to be able to apply a different texture to a single wall, lets say instead of red bricks I want to use cinder blocks. Is there a way to force the editor to load a non instanced model?
  17. Hello, when calculating the angular threshhold on on of our models the editor just crashes with EXCEPTION_ACCESS_VIOLATION. The .mdl file is attached. Thank you! Car_02_regrouped.mdl
  18. The triangle side of the wedge csg does not respond properly to texture mapping settings. How to reproduce: 1. Make wedge, 2 Texture it. More Testing: Rotate Wedge 180 degrees, the texture is now uv-mapped backwards: Video of some the bugs:
  19. When clicking on a rotated object or while rotating the object in the view-port, the control widget no longer rotates with it.
  20. Hi guys, without a steam_appid.txt my application runs slower than with, especially map loading. I am curious, is anyone experiencing the same? Cheers, Bryan
  21. I made a model in shade 3d ver14. When I load the model in leadwerks one of the models is mirrored in the wrong direction. I loaded it in blender, and fragmotion both loaded properly. Look for the small boxes, they should both be on the outside of the model. model: ac_unit_wallmount_01.fbx
  22. Ever since the texture locking update I will occasionally be locked out of editing my entities general values. Can be seen near the end of this video around 3:20 -- https://www.youtube.com/watch?v=ppHJhwTrsD8
  23. Just started getting this error after closing and reopening my project I am working on. Now every time I open the editor this error shows up. Video-- https://www.youtube.com/watch?v=7IPqD4OchVE&feature=youtu.be Microsoft Windows 7 Home Premium Intel® Core™ i5-3230M CPU @ 2.60GHz GeForce GT 630M --edit After deleting the mdl of the last object I was working with everything has gone back to normal and I no longer get this error. I think this is connected to changing an entites script parameters (like Script.MyEntity = nil --entity "MyEntity") because that was the last thing I was doing before this error occurred.
  24. Hi there. Recently I have been working a lot on one map and it hasn't come to my attention until now that I am unable to create or open another project. I have recently joined the workshop beta and I am running Steam Indie Edition. I attached a video that shows the behavior. I am not sure what to send to you as none of my projects except for one work but let me know if you need anything and I will send it your way. --video https://www.youtube.com/watch?v=iBw2hCEQ0iM
  25. Hey, I'm using Chrome Version 35.0.1916.114 m and i experience some errors when just entering the shop site. It shows like this: I think this should be all the information you need, to fix this. - Mex
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