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NobbyVedania

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Everything posted by NobbyVedania

  1. I recommend to make such surveys BEFORE making descisions. Ask the costumer which update method they prefer and THAN decide. It's a question of respect to the costumers, to make business decisions according to their needs. This is also a good idea for the process of implementing new features. Ask the community and THAN decide. The community will be grateful to see that they can incorporate in developing your product. If you now the unreal community, you could get a feeling of what are their factor of success. That's my last comment on this topic.
  2. I buy via paypal and download in 2 minutes at gamesrocket.com. Download links will stay in user account ... no client software needed.
  3. I don't like steam since valve forced their user to use it to play half life 2. I don't like facebook also, even when lots of friends are recommending it to me. I enjoy to play around with game engines and decided to give leadwerks a try a view month ago even if it costs me 200$. Unlike CryEngine it was available without using third party tools like steam for getting updates. That was a main point in my purchase decision. In september I asked Josh if we still get standalone updates even if he doesn't sell it as standalone version anymore. He sayd "YES" and I trusted him. Trust is a main issue in customer relationship. It's not only about getting maximum money with a minimum of effort. But since my questions about his promise to continue providing standalone updates has been ignored, I lost the trust completely. I am not willing to get forced to use steam and I will drop using leadwerks. It's not an option for me anymore, as CryEngine is not an option for me also since the free version was frozen since they sell the engine on steam. Bye leadwerks community, it was a nice time here.
  4. I will continue to work on my ue4 project meanwhile, there's no hurry Josh.
  5. Will you take care for the standalone update when the steam key requests are completed?
  6. Josh, please stand by your word and provide the latest standalone update on a regular base without the need to begging for it.
  7. still waiting for the 3.3 update here ...
  8. If the standalone version is being discontinued, I don't need Leadwerks anymore because I don't use steam. Is it possible to cancel my license and get a refund? Bought Leadwerks on July 30th this year. Possibly someone likes to buy my license (lua and c++) and transfer it to a steam version.
  9. "It's always possible for something to sound like a good idea, but I don't know how well it will work before I actually implement." (Josh here)
  10. Thanks for your reply on my comment. I was just wondering why the current list of requested features of the community was not mentioned in your forecast.
  11. Thanks for the forecast on the next updates. Some ideas sounds really nice. I like to share my thoughts in this comment ... I totally understand that you dislike to pin yourself on promises and plans but it would be great if you can incorporate some community ideas in your plans for Leadwerks 3.3 and 3.4 as already statet out in this thread. Unfortunately you didn't reply on this discussion yet. It would be great to get a statement if any of the listed ideas go along with your plans for the feature updates. I didn't recognized a kind of process which synchronizes the community needs and ideas with your own plans yet. Your response sounds like "don't bother and let yourself be surprised". This makes me feel like a kid waiting for santa claus.
  12. you're right, thank's for this hint changed the code ... --Draw a line from box position to current mouse position local p0 = self.camera:Project(self.entity:GetPosition()) local p1 = self.window:GetMousePosition() context:SetBlendMode(Blend.Alpha) context:SetColor(1,0,0) context:DrawLine(p0.x,p0.y,p1.x,p1.y) context:SetBlendMode(Blend.Solid) context:SetColor(0,0,0) THANKS AGAIN to everyone for your help!
  13. That's it, thank you shadmar! Learned to draw on context in the PostRender Function, not to clear the context and to use camera:Project instead of Transform to get the screen space coordinates from an entity. Now I'm happy again.
  14. See posting #3. This script I've attached to 'box2' in the sample scene and also dropped the camera to the script camera parameter.
  15. Thanks Aggror. This tutorial is very helpful for learning raycasting. I've already seen it and played around with raycasting in C++. But in LUA the screen keeps black in my object script. This is the main issue currently. In App.lua everything would be work fine drawing on the context. Thanks also to macklebee. But this is also an App.lua sample code.
  16. Thanks for quick answer Aggor and btw thanks for all you great tutorials. Unfortunately the screen still keeps black. This is the new code: Script.camera = nil -- entity Script.window = nil function Script:Start() self.window=Window:GetCurrent() end function Script:UpdateWorld() end function Script:PostRender(context) --Draw a line from box position to current mouse position local p0 = Transform:Point(self.entity:GetPosition(),self.camera,nil) local p1 = Transform:Point(self.window:GetMousePosition(),self.camera,nil) context:Clear() context:SetBlendMode(Blend.Alpha) context:SetColor(1,0,0) context:DrawLine(p0.x,p0.y,p1.x,p1.y) context:SetBlendMode(Blend.Solid) context:SetColor(0,0,0) end Also the line does not start at box 2 position.
  17. Have made lots of test with C++ and testing LUA now because this seams to be quite easier to work with. I have made a new lua project and loaded the start map. In "box2" I added this script: Script.camera = nil -- entity Script.window = nil Script.context = nil function Script:Start() self.window=Window:GetCurrent() self.context=Context:GetCurrent() end function Script:UpdateWorld() --Draw a line from box position to current mouse position local p0 = Transform:Point(self.entity:GetPosition(),self.camera,nil) local p1 = Transform:Point(self.window:GetMousePosition(),self.camera,nil) self.context:Clear() self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(1,0,0) self.context:DrawLine(p0.x,p0.y,p1.x,p1.y) self.context:SetBlendMode(Blend.Solid) self.context:SetColor(0,0,0) self.context:Sync(false) end I want to draw a line from box2 position to current mouse position. But the line starts not at the box2 position and the screen keeps black. The scene camera has been already attached to the script parameter. Searched documentation on context drawing with LUA, but could not solve this issue yet. But I'm sure it take you just a minute for the experienced members here to see what's wrong with this code. The idea is to fire missiles along the line which represents a kind of laser pointer. The targets gets focused with the laser pointer and on mouse click a pick function will raycast the route to the target and fire the missile. It's a different map where I'm working on with more scripts than this snipped from the launcher script. I reconstructed my issue on the start map so it's easier for you to check it in your environment. btw ... I'm using the windows version of Leadwerks 3.2.
  18. cross posted from this thead ... +1 for making this high priority Instead of folders layers would also be a great help for organizing the scene. There could be a layer for lights for example or for characters, scripted objects, brushes, collision objects, trigger, sound objects ... Layers can also be hidden so it's easier to work on specific parts of the scene. I loved that layer technique in cryengine (as documented here). ____ I'm sorry that my posts currently are mostly related on requests for improvements. I'm just checking out if Leadwerks could be the right tool for me on a long term and therefore my attention also covers the criticical aspects. There are lots of features in Leadwerks I really aprreciate. The community is very helpful and friendly as well. Thanks for every help I already got here especially from aggror, rick, shadmar, ... btw ... I'm german and my written english is not perfect. I can read much better than write. So please don't pull me in any discussion. I can't defend my arguments because of my language lags.
  19. This seams to be the debug mode (F5) which is quite slower than the run mode (F6). In run mode I have ~70 fps on same resolution on a slower machine (i7-2600 3.4 GHz, Windows 7, 16GB DDR3, GTX 560 Ti with 1 GB GDDR5 memory *). In debug mode fps drops to ~15 fps. * Nvidea driver version 9.18.13.4052 - July, 2nd 2014
  20. package compression and encryption in publish process + detection and removal of all unused resources from the release
  21. I would highly appreciate it if this feature will be implemented in one of the next releases. BTW: It would be nice if we had a list of planned features were the community can vote for each planned feature. Something like that which epic offers their UE4 community on https://trello.com/b/gHooNW9I/ue4-roadmap . With this tool devolopers could share priority management with the community. It would be a win-win solution for everyone.
  22. Thanks for that pleasant and quick information. It should be possible to optionally exclude steam_api.dll from the published release version than I guess (manually not with the publisher of course). I can wait because my project still takes some month to be completed. So I can continue to learn the API and work on the project meanwhile. Another question please: Lua51.dll is been called also in pure C++ apps. Is there a way to avoid the access to this dll when lua is not used?
  23. I bought LW yesterday and want to use it as a API for C++ programming alternatively to other previously used open source APIs. I don't have expected any steam constraints and I've assumed that steam connection is only implemented in the steam version not the web shop version. That's very dissapointing to me, because I've wasted 200 $ now for a commercial API that forces me to worry my customer with an steam_api.dll which I can't drop out of the release version of my programs. Unfortunately there is no money back guarantee guarantee on online sales for software. I can only hope that there will be a solution for this issue in the near future or I have to look for another 3D graphics API. I recommend to make this clear in the sales process, so customers can face this issue before they click the buy button.
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