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  1. Today
  2. Okay, I understand, but to avoid creating new threads, I'll ask this question in this thread: Every time, when i run my project in leadwerks game editor, I get different FPS (I got less of 10 to 15 FPS sometimes). Every time same map, same player and camera location and rotation on map, but different fps. Why is this happening? This is very annoying!
  3. Hello, does someone have a flag shader for leadwerks 5? i tryed to Build one but shaders are difficult for me. in leadwerks 4 there is one but shaders are different in the new engine
  4. Hello. Not sure what to call this one, but in another game engine's editor, they have a feature where you can drag in an asset (model) and cause it to snap to the top of assets (models, terrain faces, etc.) already in the scene. It makes it very easy to drag in items and place them on a desk, on a shelf, etc. You drag in the item and, if this feature is toggled on, the item will snap to the terrain or grid floor or floor tiles. If you move it over a model, it snaps to the collision box/mesh's top. So, if it's a table, the object is now at the top and you can slide it around until you get it where you want. I'd love top see something like this in Leadwerks as it makes setting up things in a level very fast and simple. You want to populate items on a desk or around the floor, easy. No need to drag in an object, position it at the right height first, and then move it about. Drag, drop, done.
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  5. It looks like this was some code to lower the weapon when you are close to a wall, but the part that would make this work is commented out.
  6. 5.0.2 beta Adjusted the behavior of typing into editable comboboxes.
  7. Yesterday
  8. 5.0.2 beta Added option in general settings to not show the project name in the title bar. WASD keys can now be remapped, for users who don't have English keyboards with WASD keys in the top-left. Open the file "C:\ProgramData\Leadwerks\settings.json" and find the section called "controls". You can modify the navigation keys here. It's not the ideal user experience right now, but this is just the first step. "controls": { "back": 83, "down": 81, "forward": 87, "left": 65, "right": 68, "up": 69 },
  9. When a mesh collider is used, the object will be static. Maybe the entity collision type isn't set correctly, but it doesn't make any sense to use a box collider for this anyways. A character like this would either use the player physics mode or would be attached to a navigation agent, for enemy AI.
  10. @Josh When I set the model's physical collider to box (fig.1), the model falls to the floor at the start of the level (fig.2). But when I set the model's physical collider to mesh (fig.3), the model doesn't fall to the floor (fig.4).
  11. Hi Josh. The default FPSPlayer in Leadwerks 4.6 has a strange piece of code that seems to run when the player gets hit. If I delete it, nothing really changes, but the FPS goes up by about 7. What was that code for?
  12. Everything is good
  13. Last week
  14. Hello, I'd like to suggest that a 'scatter' tool or brush be added to Leadwerks in the future. The purpose is to quickly drop down things like debris in a level. This would have to work with both level brushes (the box, wedge, cylinder, and cone) and imported models (for both level geometry, like floors, and props, like tables). It should use physics and collision to allow for objects to be dropped onto surfaces. Like the brush for terrain, you should be able to select which models to use for your debris. And it should have parameters for brush size (how far debris is scattered), amount (how much debris is scattered), etc. Thanks.
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  15. 5.0.1 Version 5.0.1 is now on the default branch. This removes the need for a system environment variable for C++ projects, and fixes several bugs. Beta and default are in sync. Version 5.0.0 is now archived.
  16. camera:SetRange(near, far) will do it.
  17. There is no "current" camera. There's just cameras. You could do this: local entities = world:GetEntities() local n for n = 1, #entities do local camera = Camera(entities[n]) if camera ~= nil then if camera:GetHidden() == false and camera:GetProjectionMode() ~= PROJECTION_NONE then --this is probably the camera you want end end end
  18. Without knowing her name?
  19. A camera radius culling feature would be great. My scene is getting very large and detailed and as a result the performance is dropping a fair bit. Being able to set the visible radius around the camera in the editor would be really beneficial in this case and would stop everything in the scene rendering simultaneously or having to hide far away items manually to improve performance.
  20. If I add FPSPlayer.lua to one of characters, it doesn't fall
  21. They don't have a collider. If you set them to use character physics, they will have a cylnder coillider.
  22. Anyway...
  23. Set their physics mode to use character physics.
  24. @Josh The fact that characters fall through the floor with the same properties as a non-falling cube is also related to this?
  25. 5.0.1 beta Full update of C++ lib and Lua EXEs. C++ header and entity definition files updated. Think it's time to release this on default branch soon.
  26. Most of the content will work with some adjustments, but it's not set up and ready to work with version 5.
  27. So, the question is in the title. I tried to load the Zone DLS, and when I launched the game, I got multiple material errors (Fig. 1). And when the game is loaded, I couldn't move the camera—it froze. Everything works fine in Leadwerks 4.6. When I placed characters from other DLCs (Fig. 2) and set their physics properties like cube's properties, characters still fall through the floor (Fig. 3). Although in Leadwerks 4.6 everything works correctly and characters don't fall through the floor.
  28. Can you please post a screenshot that shows this? It's hard to understand otherwise.
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