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  1. Today
  2. As requested by Josh, I've posted my issue here so it doesn't get lost. My project currently works just fine in-editor and when tested via the in-editor "test" button. However, when I publish the project, the .exe refuses to run, with no Windows dialogue box, or any other form of error prompt. (e.g., when double-clicking the .exe, the cursor gets a "loading" icon very briefly, then nothing happens.) Notes: I have attempted numerous options in the publish prompt; various levels of compression, 0 compression, include every fathomable file type, default settings, ticking/unticking the "only include used files" box, etc. My project is a .Lua project. I am using the Standard version of Leadwerks 5/Ultra Engine. My project does include a start.map. I have verified that "main.lua" is looking for "start.map" and not "start.ultra", just in case. I have tried moving the exported project to other file locations and running as administrator, just to see if it was some kind of issue of attempting to write a file to an unwritable location. I have checked the task manager to ensure no background Leadwerks/Ultra process of some kind may have been running, causing it to think it was already open/running. Included below is my exported project's "data.zip" as Josh requested to diagnose the issue. https://www.dropbox.com/scl/fi/jgdp7yhj9lv49r1p8r6fn/data.zip?rlkey=ldpzc727je9o83e1iefpjmjyp&st=dq5uk3hx&dl=0
  3. Yesterday
  4. Last week
  5. Fun fact: I was going to call the engine "Turbo" for a while. Fortunately, the drugs wore off.
  6. Thanks for the clarification!
  7. Originally, there was Leadwerks. People constantly mispelled and mispronounced the name. For version 5, I thought calling it "Ultra" would eliminate this problem. Name is super-generic and doesn't catch on. I decide to call the full release Leadwerks 5 once it gets out of early access. Ultra Engine and Leadwerks 5 are the same thing. If you get Ultra Engine you will be upgraded to Leadwerks 5 at no charge, when it is ready. The Pro version includes C++ support, and the regular version does not. Sorry for the confusion, but that's the way it happened and we are almost through the change.
  8. Thank you for the reply, Josh! It looks like this is exactly what I've been looking for in a modern game engine (that doesn't cost upwards of $25k to license). Can you provide clarification on the branding for Ultra Engine / Leadwerks? I'm assuming Ultra Engine Pro is what I should be getting? Are there any benefits to going with Leadwerks 5 or are they the same thing?
  9. 1. Yes, this is correct, but our version of brushes has some pretty big advances. Each face can have edge-turn bevels toggled on and off to make smooth rounded corners, and we support face subdivision and per-vertex material painting, similar to what id Tech's latest tools support. 2. Visual Studio is required for C++ programming. A built-in IDE is provided for Lua programming. At this time, only Windows is supported.
  10. This engine is interesting but I'd like to confirm a few things before I dive in. 1. It seems like the level editor is a modern "brush" editor (as opposed to say Unreal where basically everything is a mesh), similar to Valve Hammer, is this true? I'm most curious about this and would appreciate any details about it anyone can provide as this would be a massive selling point for me. 2. On the Steam page for Ultra Engine it seems like Visual Studio is required for C++ development. Is this a hard requirement? How does C++ development work for Linux or Mac users? As for the branding, it seems like everything is in a bit of a limbo? I saw a post saying Ultra Engine is a rebranding on Leadwerks but all the ultraengine.com links take me to leadwerks.com which makes me think it's being rebranded back to Leadwerks? Buying Leadwerks 5 on this site is $99 for early access and on Steam Ultra Engine Pro is $99. Can someone please break it down for me?
  11. So, if I leave the default side value at 16 the collision works fine.
  12. Half of the brush works well the collision of the player against the ground, but if I go further it starts to try to fall but does not fall, I don't understand.
  13. The problem is the depth and color passes are not producing the same depth value on Nvidia cards. This is likely a driver bug. However, if I switch to a deferred renderer, the problem magically goes away because there would be no separate depth pass to worry about. Since this there is a good probability I will end up doing this, it does not make sense to put more effort into the vertex animation shader right now. I need to release the Leadwerks 5 Steam store page in order to get an idea of how many wishlist adds a new page will achieve. Depending on that result, I may launch version 5.0 with the current clustered forward renderer, or I may switch it over to deferred before launch. Steam Next fest is happening right now, and the Summer sale may occur soon. Launching a store page during this period is a bad idea because you will have lower visibility. So it will go up after the Summer sale ends. Otherwise the Leadwerks 5 page and demo would be up right now. So the answer is we can expect to see this soon, but there is a chain of events that has to happen first. Moving this from bug reports, because this is not currently a supported feature.
  14. In order for us to start porting projects from Leadwerks 4 to 5, can you please try to finish the wind-swaying vegetation shader? This is exactly the kind of thing we won't be able to fix on our own.
  15. Yue

    Astrocuco - Dev Log

  16. Thank you, I fixed the link.
  17. Error Web.
  18. Lots of stuff going on this week: I've created new free Mp3 music tracks for your projects. They are: "The Island of Horribleness"_LoFi "Ghouls Rule"_LoFi "Creepytown"_LoFi Good creepy fun! You'll find them on my Horror 2 page: https://soundimage.org/horror-2/ Ogg GENRE PACK PREVIEW VIDEOS You can now preview my genre packs as well as my Mega Music Pack on YouTube: https://www.youtube.com/playlist?list=PL7oAWDZHVlg50yMMdGs0-MPQGhh6gQ3sw CUSTOM MUSIC I'm off and running creating a custom soundtrack for "Warbound," a strategy role-playing game set in a fantasy world. If anyone needs some custom music created, I'd love to help out. You can contact me here: https://soundimage.org/custom-work/ OTHER HELPFUL LINKS (I hope) https://soundimage.org/ogg-game-music-mega-pack/ https://soundimage.org/ogg-music-packs-2/ As always, enjoy, stay safe and keep being creative!
  19. Under a Baleful Star

    © CJO Games 2025

  20. Yue

    Astrocuco - Dev Log

    I'm going to pause level creation, I've learned a lot about mapping in Leadwerks 5 and it's great, but at the moment the prefabs are not practical, I'm sure Josh will soon improve, because when you save a prefab and want to use it again, the textures move from their place, and when you rotate the prefab it happens the same way. :)
  21. When rotating the prefab, even if the texture lock option is activated, the texture runs over the prefab.
  22. Have to use a script to do it (for precise object movement in 2D viewports), but on save it's also hides terrrain in game
  23. Can't finish Lua tutorials without having access even to size of tile
  24. The prefabs ones do not keep UV strings correctly, if I keep a precast and when I turn it on the stage some textures and materials are deducted from their UV
  25. Yue

    Hope.

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