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- Today
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Song Menu. [Intro - Long Instrumental] [Orchestral swell with synthesizers] [Verse 1] The planet waits below Red dust and ancient stone I float above the surface Weightless and alone [Chorus] We came here for the sky We came here for the sky To see what we could find To see what we could find [Instrumental Break] [Strings and synth pads] [Verse 2] The mission pulls me forward My body feels the pull Gravity is changing The silence makes me full [Chorus] We came here for the sky We came here for the sky To see what we could find To see what we could find [Bridge] (Where do we go) When the earth is small (Where do we go) When there's nothing left to call [Chorus - Variation] We came here for the sky We came here To see what we could find What we could find [Outro - Fade] [Orchestral descent with soft synth textures] The horizon opens wide The horizon opens wide
- Yesterday
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Mint is still the best, and it feels like they're the only one even trying to make a normal OS for computers. It seems like for everyone else, the actual desktop user is an annoying afterthought. Ubuntu is still chasing the Windows 8 dream of having a big touchscreen on your phone, TV, and computer. (Yes, I know Canonical no longer controls that, but that's even worse because they are allowing their name to be damaged.)
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Some Martian to tell me if the wind on Mars is okay. xD
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I tried to find the instructions or follow what I found and never could get it to give me the option,. this morning it was easy to find on the steam tree as a simple option., Maybe my eyes were tired from regaining my internet use after a blue screen which took me 3 hours to get straight. Nothing to do with Leadwerks or steam of course but rather my VPN locked down my network and online settings. It all works good now
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deusex696 joined the community
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"sudo apt update" is Debian based distro. Bazzite is Fedora based. So you probably need to write "sudo dnf upgrade" . Not sure about the command. Arch based distros (CachyOS, Manjaro) is using different command also. If you like Debian based (like Ubuntu -sudo apt update style), probably should try Linux Mint. (I'm biased on this. haha). Do not use the "LMDE 7" of linux mint, use the Zara Edition which is stable LTS version.
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Okay, I quickly ran into some limitations when trying to do actual development on Bazzite. It looks like this OS is really just meant to act as a console OS, and doesn't allow you to install software in a normal way. There are pros and cons to that depending on intended usage. I tried "rebasing" to the developer version of Bazzite, which bricked the hard drive. My impression is that it's really just meant as an alternative OS for the Steam Deck and desktop usage is an afterthought. Linux Mint is probably my next stop, although I love the branding, name, and visuals of Bazzite, and that stuff matters to me.
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Josh started following Leadwerks 5.01 offline work without steam running
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Steam has worked like that for as along as I remember.
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Yue started following World:SetShadowQuality
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I found the answer to my own question. While online you can turn off online steam and continue using Installed Leadwerks. I assume this is a newer feature since it is not mentioned in online browser help.
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Also, I'm wondering when the code that allows us to adjust texture, model, or shading quality will be added.
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Qulex3 started following ShadowQuality
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TRM started following Leadwerks 5.01 offline work without steam running
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I experienced a network problem late evening yesterday. I lost internet for about 3 hours before I finally discovered that my commercial VPN had misfired and caused a blue screen win 10. My provider checked and reset but the problem persisted so I spent two hours uncovering every rock and finally turned on my VPN again then off and that corrected the no internet. However it did present another problem with not showing my network and I managed to get that straight with reset. So now it brings up the question, is it possible to continue working with Leadwerks offline . Duck Ai says you can still download the engine and install and run it but I have never found the proper procedure to download from steam, altho the engine is installed in the proper folder and location. I think all I would need to do is use the exe from that location. Any help would be appreciated. I just want to be able to use the engine and continue working on a project knowing that I would not be able to download content or other things etc until it was back online. Thanks
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I see now that you can click on a prefab and it will load into editor but what happens after that is VERY confusing. There seem to be 3 issues 1) The loaded prefab does not use the settings (e.g. ambient level) from the prefab that it is usually necessary to put in place in a prefab to avoid it being tied to map ambient level (which is an issue if you are working on a dark horror game for examples). 2) If you DO change the world settings you seem to be actually getting the current map settings (I think) but when you save they will save into the prefab you're looking at, even if it had it's own world settings before. During this time the file edited shown in the title bar changes from the map to the prefab. 3) I can't figure out how to get back out of the prefab so if there is a way it seems its not so obvious that all users can figure out what it is. If it's supposed to be that you go file->open map then that is a bit strange because a) the title bar probably says you are already there b) having to do several clicks to re-open the map you thought you were already in seems very odd versus a one click 'return' button or something like that. The request to have prefabs in the file list was not because I want that exactly but it seemed that it simplified moving between maps and prefabs and now I found this existing movement between map and prefabs the current way seems very strange so far. I think it still probably makes sense to have prefabs in the recent file list but maybe there are good reasons why not. Is it because of the need for some reasonable world settings to avoid them just being dark and/or having to define them for each prefab? I've had to define ambient world settings 50 times now - one for each prefab in my current project as I'm working on a horror game. This seems a bit odd. Am I missing something?
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And now for some technical stuff that might be useful for people still wanting to use Leadwerks 4: Im using Fedora linux 43 to make this game. gcc version 15.2.1 20251211 (Red Hat 15.2.1-5) (GCC) Leadwerks 4 comes as a static library (Leadwerks.a) I get a lot of this errors from the linker: dVec3.cpp:(.text+0x1c58): undefined reference to `__atan2f_finite' /usr/bin/ld: dVec3.cpp:(.text+0x1dfa): undefined reference to `__atan2f_finite' /usr/bin/ld: dVec3.cpp:(.text+0x1ef3): undefined reference to `__asinf_finite' /usr/bin/ld: dVec3.cpp:(.text+0x2231): undefined reference to `__atan2f_finite' /usr/bin/ld: dgDynamicBody.cpp:(.text+0xda2): undefined reference to `__powf_finite' /usr/bin/ld: dgDynamicBody.cpp:(.text+0xde9): undefined reference to `__powf_finite' /usr/bin/ld: dgDynamicBody.cpp:(.text+0xe30): undefined reference to `__powf_finite' After some investigation, it seems this math functions where removed from glibc for some reason but the Leadwerks.a need them. Since i cannot recompile the static library as Josh need to do that, i created a small compatibility wrapper: #include <math.h> float __powf_finite(float x, float y) { return powf(x, y); } double __pow_finite(double x, double y) { return pow(x, y); } float __logf_finite(float x) { return logf(x); } double __log_finite(double x) { return log(x); } double __log10_finite(double x) { return log10(x); } double __exp_finite(double x) { return exp(x); } float __acosf_finite(float x) { return acosf(x); } double __acos_finite(double x) { return acos(x); } float __asinf_finite(float x) { return asinf(x); } double __asin_finite(double x) { return asin(x); } float __atan2f_finite(float y, float x) { return atan2f(y, x); } double __atan2_finite(double y, double x) { return atan2(y, x); } double __sinh_finite(double x) { return sinh(x); } double __cosh_finite(double x) { return cosh(x); } Compile this in your project and you are set to go with Leadwerks 4 and latest gcc. And as a side note the binaries from this Fedora gcc 15 and glibc are compatible with Steam OS 3, i tested them on the steam deck. Leadwerks 4 is still a usefull engine in my opinion and should be protected from such bit rot by the author. But not my decision to make. Looking forward to use Leadwerks 5 on linux.
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aiaf started following [Winter Games 2025] Nerva
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Hello, Nerva is my entry for the Leadwerks Winter Games 2025. It was initially designed to be a physical board game. But it deviated from that quite a bit , im making this with Leadwerks 4 c++. It was quite a joy for me to return to using Leadwerks after quite some time. You can read the game rules in the below screenshots. I will update this thread with progress and other interesting info
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Prefabs Not Working As Expected
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
Did another test with the barrel and books. I moved the books (moved and rotated) and saved the prefab. Then I opened the test map that uses three instances of the prefab. Like in my previous post, the first barrel and books was visible while the second and third were invisible in the editor (see post above). Selecting and moving them made them visible again. However, the books were moved and rotated ONLY on the initially placed prefab (the one that's visible when the test map is opened). The other two prefab instances retained the original book orientation and position (see image). -
Prefabs Not Working As Expected
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
I did further testing with prefabs, this time without using any brushes, but just models. I still ran into issues. This time, I brought in a barrel model and placed a single book on top of the barrel and saved it as a prefab. I started a new map and populated it with three of the barrel/book prefabs and saved. Then I opened the prefab and added a second, different book model and saved the prefab. When I opened the map file with the three instances of the prefab, only the first (initially placed) prefab was visible, but the second book had been properly added. The other two prefabs actually were there (you could see them in the scene editor), they just weren't visible in the Leadwerks' editor. However, selecting them in the scene editor and then moving them made them suddenly appear (see attached images). -
You can take a look at flatpak format. It supposes to package all your runtime library and etc. Should work with either debian, fedora or arch based os or any linux distro that supports it. However some distro like ubuntu , you need to enable it to support it (ubuntu have their own format called "snap"). Just install it (in ubuntu based os) by "sudo apt install flatpak" in terminal. Bazzite(and a lot of distro) support flatpak out of the box. Flatpak got their own "digital store" called Flathub. There are many free and commercial software distributed there. I have bought 2d tools called TexturePacker from a website, they have their own software activation, and etc and uses flatpak format. I am using Linux Mint (which is based on Ubuntu, but supports flatpak out of the box).
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Alkevier joined the community
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MuteProphet joined the community
- Last week
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I think the problem above consists in a work with containers: set and map as told in the message. I created a lot of bullets.
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@Josh your code from Top-Down Shooter Example works well: coord.z = self.camera:GetRange().y farpoint = self.camera:ScreenToWorld(coord, framebuffer) but If I create a camera in the editor and assign the camera to a variable in the code, the GetRange and ScreenToWorld functions don't workโthe lua interpreter throws an error saying it doesn't recognize such functions. Other functions work fine.
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MarsvinNub joined the community
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Nice, this means we going to get a linux build soon ?
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mdgunn started following Prefabs Not Working As Expected
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Did a little test. I agree prefabs do no update as expected. My case may be different (or the same, I don't know) as I am experiencing headaches with brushes and prefabs. About 100% of the time brush based prefabs do not update as I expect and I have to delete ALL old instances and put new copies in and they will look as I hoped the update would have made them look (but did not). Here is an image of what is about to be explained. Try the following 1) Create a box, anywhere EXCEPT the centre of the world. World centre would be stupidly convenient of course so we don't do that. 2) Save as prefab. Prefab will inherit the old world position which to me feels like it probably never what you want. 3) On the original map place the prefab some where else not at world centre. If it's a brush it won's sit on surface as you might hope but rather use the root object centre. To avoid this if I use a pivot to provide an origin point for the brushes that I make children of the pivot. I don't want to commit to moving to a 3D program yet brushes are just fine at this stage! The pivot then interferes with the ability to edit the brushes (have to move brushes out, edit, put back under pivot etc. super painful and prone to error). Anyways....next. 4) Enter prefab and add a box or other geometry to it. Will look fine in prefab. 5) In world the box will appear based on the location of the original item. If you didn't delete the prefab source the original prefab source will gain the new geometry and the ACTUAL prefab will appear to not gain the geometry because it's getting offset back to the position of the original. This feels like a SUPER weird and confusing situation to me. In the image you can see the red box and yellow box appearing over the original green box when in the prefab they were put over the green box. Odd because it LOOKS like the original got updated (which isn't itself even a prefab at this point) and the prefab appears not to be update but it did but the objects are updated back to the original world offset and not by their relationship to the geometry inside the prefab.