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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
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Danlian279 joined the community
- Yesterday
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Almir840 joined the community
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ownja joined the community
- Last week
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Fun fact: I was going to call the engine "Turbo" for a while. Fortunately, the drugs wore off.
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Thanks for the clarification!
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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.
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Kenkian5386 joined the community
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Big Game Artist joined the community
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troyinator joined the community
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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?
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Josh started following Pre-Purchase & Branding Questions
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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.
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Rich D joined the community
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Vitus started following Pre-Purchase & Branding Questions
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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?
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Vitus joined the community
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Yue started following Error of collisions in Brush Cylinder with 6 sides.
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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.
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Josh started following Shader fix really needed
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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.
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eX Software started following Shader fix really needed
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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.
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michells50 joined the community
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Thank you, I fixed the link.
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Yue started following SCP [Redacted] Developer Log 1
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Sharing my Original Music and Sound Effects - Over 2500 Tracks
Eric Matyas replied to Eric Matyas's topic in Game Artwork
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! -
CJO Games started following Screenshot 2025-06-09 080538
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mdgunn started following UV Cordained Prefabs
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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. :)
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When rotating the prefab, even if the texture lock option is activated, the texture runs over the prefab.
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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
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Can't finish Lua tutorials without having access even to size of tile
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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
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