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  3. For many of the models I've created for games, I've created custom collision meshes (simplified meshes for collision only). I would love it if I could select Mesh as a collision type and then have the ability to select another mesh to use just for that collision. Thanks.
  4. I'd like to see the ability to 'lock' scale so that the end-user can enter only ONE number and all three update. Typically, I need to scale a model equally along all three axis and currently I have to enter the same number three times, once for X, Y, and Z. It would be nice to be able to lock these three together when needed and 'unlock' them when not needed. Thanks.
  5. Hello, I'm trying to force the engine. use unpacked folders. project files. I want to write scripts and maybe mods. under a different OS . by transferring the build ?pls add offline doc and sample. in engine folders pdf or html.
  6. Currently, when you slide the File Preview Size slider to make the file preview larger, the Leadwerks editor 'forgets' the setting on a restart. It would be nice if the UI remembered the setting so it wouldn't have to be reset each time. I work on an ultrawide monitor, so having the preview icons larger is beneficial to me. Thanks.
  7. I'd like to suggest a means of easily changing the grid colors. Currently, for me, the grid is too visible and gets in the way. I'd like to make it 'fade' more into the background, so to speak, by being able to select colors for the minor and major grid lines. I found the JSON file that controls the UI and made a few minor changes there, but there was nothing there to control the actual grid lines seen in the three 2D views. I'd love a setting to be able to control the color of these. Thanks.
  8. I'd like to suggest a few features for snapping in Leadwerks 5: 1 - The ability to turn on/off snapping via keyboard shortcut 2 - A button on the editor UI to turn on/off snapping 3 - A place to set snapping values by entering a number, not just using the brackets to enlarge the grid 4 - A place to set snapping values for rotation snapping Thanks for your consideration.
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  9. yes, i download and translete. for pop in my country. my opinion: the engine. it has disadvantages. There is nothing in the universe that I want to call perfect. at the same time. it is one of the best that uses lua. I would like to tell you about him. in my country. lua for my generation and the older ones . people should know about it. Corporate search engines don't give you a chance. for popularization purposes . products that have no commercial advertising. speaking of disadvantages. I believe that you will succeed. I bought leadwerks 4 pro a long time ago. and I am watching with great interest. for the development of the engine. a year and a half ago . I thought the project was dead.
  10. Nice to update here your work Please keep it up and thanks for sharing
  11. 1. Most people prefer the name Leadwerks. 2. The Steam algorithm prefers the Leadwerks app ID, and will always show it more than the Ultra app ID.
  12. why? cool old name " Ultra engine Pro " . звучало премиально. и выглядело тоже классно " Ultra engine Pro ".
  13. Podcast?
  14. If you need 4.6 it's still available:
  15. pls add podcast ... in site .
  16. No, I didn't click "No" because Visual Studio didn't ask me anything this time. Well, I think the problem might be the Ultra engine update to Leadwerks 5. I believe that's because my Windows environment variable is pointing to the wrong folder (the Ultra folder). Now all works as expected. BTW: You have a very nice game engine, I'm very excited to work with
  17. We meet each Saturday at 10:00 Pacific Standard Time to review the week's developments and discuss future plans. Join us: https://discord.com/events/1175951843118031049/1393684974539902997
  18. Leadwerks 5 can load model, texture, and map files from Leadwerks 4, but the API and shaders have changed a lot and it can't load a full Leadwerks 4 project.
  19. When a new C++ project is created, the editor will attempt to create an environment variable called LEADWERKS, if it does not exist already. The environment variable points to your Leadwerks installation path and tells the compiler where to look for headers. It sounds like maybe you clicked "No" and did not let it create the environment variable, or maybe it failed to for some other reason? See the section here titled "Environment Variable": https://www.leadwerks.com/learn/Programming?lang=cpp
  20. Team, I've done more testing... If I create a blank project or a first-person shooter project, the viewers work fine in Leadwerks 5. But if I try to import a project, like my FotoMuseo 3D game (made on Leadwerks 4.6), it doesn't work in the new Leadwerks 5. So I used the Betas tab to temporarily revert to Leadwerks version 4.6. I don't know if it's possible to import projects from previous versions of Leadwerks without encountering errors or losing data. Is it possible? Or do I need to take some preliminary steps to convert the project previously?
  21. Hello team, Leadwerks finally updated to version 5 on Steam today. But when I opened it to familiarize myself with the tool, nothing loads/shows in the viewers. I've tried "verifying file integrity in Steam" and uninstalling and reinstalling Leadwerks, but nothing works for me. This situation applies to both new projects and imported projects. Is there anything I can try to get it working? Many thanks.
  22. Hi, I'm new here Trying LeadWerks 5 C++ (First Person Template), the release can't be compiled, I get the error on VS: 'Leadwerks.h': No such file or directory. Also If I try to compile from the Leadwerks editor, I get error too: Failed to create process 'New Project.exe' What I'm doing wrong?
  23. Thank you, I wasn't sure if I had to manual include it
  24. No, the engine will load both scripts.
  25. Ok, is there something I need to do to include the script within the player script?
  26. You'd probably want a separate script that you add to each powerup object.
  27. Should powerups be made within the player script? or can they have their own script files to be called within it. Such as I create a entity that when collided with adds an effect on the player. I code that entity separate from the player script, and just call a collision with it within the player script?
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