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Everything posted by Josh
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0.9.5 Everything updated, on Steam and standalone, this sorts out the terrain problem. Nothing had to be programmed, I just had to make sure all the executables, libraries, and shaders were really up to date.
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It doesn't appear the library supports loading files from memory, if the model consists of more than one file, like external textures, or in the case of glTF, an external binary file. I asked about it here but have not received a response yet: https://github.com/assimp/assimp/issues/5511
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0.9.5 Standalone build is updated.
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I am starting to investigate the assimp library. Posting some code to come back to when I am ready to continue: Assimp::Importer importer; auto d = CurrentDir(); auto path = d.ToUtf8String() + "/Models/xxxxxxxxx.gltf"; const aiScene* scene = importer.ReadFile(path, 0); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // Error handling if the file fails to load return -1; } auto node = scene->mRootNode; auto name = node->mName; // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; // Process the mesh as needed } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { }
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0.9.5 Updated the pro version on Steam to fix zip archive bug.
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Ah, I see. Right now you can just add a call to FileType() and it will trigger a rebuild of the archive directory structure. I will have a build up this morning that doesn't require this: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto package = LoadPackage("Data.zip"); if (package == nullptr) { Notify("No Package Found"); } package->FileType(""); auto font = LoadFont("Fonts\\ZippedArial.ttf"); if (not font) Notify("No Font Found"); return 0; }
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I do not see this on my AMD 6600, but it does seem sort of familiar...
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That is some very strong banding that does not look like shadow maps.
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0.9.5 Update to solve the duplicate components when entities are copied in editor bug. If you have any compiling problems, updating VS will solve it. I think I solved it regardless, but will hold off until tomorrow to upload another update.
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Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Now we will never know if my fix worked! But I think it probably will. -
I don't know. I prefer the subscription model and would love to have a recurring revenue stream independent from Steam, but people often have a set way of doing things so I can't be too pushy with incentives.
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Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Here is something I found: https://developercommunity.visualstudio.com/t/cannot-build-after-vs-update-link-error/1348830#T-N1349621 I checked and the libzip static lib indeed is using the /GL switch. Let me try recompiling this and maybe that will solve your issue. -
Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Is it possible to update VS to the latest? Or is 17.6.4 a typo? -
Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
A new project compiled correctly for me, with VS 17.9.0, in both debug and release mode. I am updating to 17.9.4 now... -
It has been usually, but lately it is taking a lot of time to update and the uploads have failed a few times.
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Copied entities seems share same component in editor
Josh replied to Dreikblack's topic in Bug Reports
I was able to solve this problem simply by changing this code: entity->exportproperties = exportproperties; entity->importproperties = importproperties; To this: entity->exportproperties = exportproperties.copy(); entity->importproperties = importproperties.copy(); The fix will be in the next build that goes up. -
Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Sorry about that. Google has some results on this type of error and I am investigating. I used the release build of libzip for both the release and debug builds, but it seemed to work fine. That may be the cause. -
You can also just navigate to the Leadwerks folder inside the Steam install path, and in a folder "DLC" you will find a zip for each DLC you have. You can just extract the contents of the zip to your project to use it.
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There should be a button that says "Install" on the lower right under the DLC tab.
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Standalone has not been updated yet. Are you able to use the Steam version?
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Copied entities seems share same component in editor
Josh replied to Dreikblack's topic in Bug Reports
I guess the way it is working right now is actually correct, according to the Lua way. In Lua, if you assign a table to a new variable, it will still contain the same subtables. So a table copy feature would be needed to sort this out. -
Copied entities seems share same component in editor
Josh replied to Dreikblack's topic in Bug Reports
I think internally some of the sub-tables are sharing the same STL map. No idea why brushes don't also exhibit this behavior. I can either change the way the map is stored in the table, which could cause other problems possibly, or implement a table copy mechanism. Let me think about this... -
Sorry, but I have to trim things that are holding me back from finishing the vegetation system, particles, and decals. It's hard for me to justify spending more time on Quake files. I sent a PM, feel free to discuss with me.
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Do they show up under DLCs?