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About Gonan

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  1. Hi, I was wondering if anyone had combined animation sequences, with selecting bones to become controlled by ragdoll physics, as the character sustains injuries to arms, legs body and head. The existing character controller, simply reduces total health, and the dyeing sequence is selected when it drops below 0. However none of the injuries are fedback to the viewer, which would make fighting zombies more interesting.
  2. http://www.leadwerks.com/werkspace/topic/11065-monsterailua-function-scriptendattack-bug-fix/ This problem occurs when more than one monster is attacking you. Not sure if it was ever fixed.
  3. if you want to create a function that will not be sharing variables with other functions with the same name, are you thinking of having a using namespace convention?
  4. Gonan

    Can we add c++ to objects ?

    hi Josh, I can't find any reference to Actor in the API documentation, is this intentional?
  5. Gonan

    Where do I download the engine?

    use steam for leadwerks 4.x
  6. Gonan

    Turn on the forklift lights?

    use a small radius point light source just in front of the light, so that it illuminates the headlight.
  7. Gonan

    Second Performance Test: nearly 400% faster!

    sorry I assumed that each task was on a thread, running independently. I was suggesting that if you had more active threads than cpus, you would experience contention for those cpus. You would see this in the performance stats, as context switches, which will cause the current context to be saved, and another loaded. If this happens a lot you are loosing useful cpu processing power.
  8. Gonan

    Second Performance Test: nearly 400% faster!

    as each thread is doing a smaller subset of the work, you are probably getting more cache hits, are you also using thread affinity on your busiest threads to stop them context switching.
  9. Gonan

    lua dofile prevents exported game from starting

    Have you tried turning off lua sandbox mode? Then are you getting the same results?
  10. Gonan

    Custom material for Pivot

    I imagine that having an assignable icon to a pivot and let it be displayed in the leadwerks editor, and have the option to hide it in the runtime, or debug would be a nice feature, making spawn points, ammo supply, points that effect gameplay. The old FarCry map editor used icons to mark various items added to maps and it did make it easier to tweak the gameplay visually.
  11. Gonan

    Set Light Quality disables lights?

    system:SetProperty is not in the api documentation, I don't know if this is by design, or an omission. If you called your function more than once, my only remaining suggestion, is to compare the quality parameter with system:GetProperty("lightquality") and if they are not equal execute the content of your function.
  12. Gonan

    Set Light Quality disables lights?

    From your replies so far, changing the world:SetLightQuality does not turn off the lights in the fps sample, but you can't see any difference to the quality. My next question is where are you calling SetLightQuality in your code, its not in each pass of the main loop is it? If it is hold your last set quality value in your own variable, and if it changes then call world:SetLightQuality, with the new value, just the once. I'm thinking is it possible that the update and render calls rely on a state of some internal workings after setting the light quality, if this is true, ie world update is affected by a render state change the lights won't display until the next pass of the main loop.
  13. Gonan

    Set Light Quality disables lights?

    There is some sample code in the help for world GetLightQuality. Try a new project with that code. Does changing the SetLightQuality to 0 or 2 work? If so are you making the same calls in the loop in your original code, esp. World update and render.
  14. Gonan

    Kickstarter tutorial project feedback

    Thanks Josh, looking forward to trying it out. Are you allowing updaters to see the updates leadwerks have held back due to user updated conflicts. So that they could choose to integrate them themselves. As you said LE 4 api is pretty stable, so there should not be too many. Hopefully I can use a backup of a working project, and then reapply the new version of the project update. LE 5 is going to be the start of a new set of changes, will the same update process apply?
  15. Gonan

    Kickstarter tutorial project feedback

    I agree with Josh, he must make decisions on the direction that leadwerks needs to follow, ensuring his business meets the needs of its users. My original post also stands, and is not meant to conflict with Josh's plans. I was asking about how others managed their source code, and if there was a standard, or best practice to follow when setting up a new project. Having a tutorial on minimising the effort required to keep projects up-to-date. Its not about main.lua, that was used as an example. What I really need is how to separate my user code from the leadwerks supplied code, so that it can be reintegrated after updating the project. I recently updated a project and was told over 400 files had been updated. Of couse the program no longer works, and would need a lot of effort to go back and reapply my code changes, just to get the program working again. That's why I call it a chore, as I have had to redo this work after each update. I am asking the community if they have developed a standard approach to this problem. I am enthusiastic about leadwerks and the new features, but adding them into existing projects is too big a hurdle to cross knowing that I would need to repeat the process every few months. Imagine you had several projects written over the years, you would spend ever increasing time managing your codebase, and less time creating new work. As Josh says this is a user business decision, in how to manage what is an ever increasing legacy user codebase. So please comment on your best practice, and how you minimise the rework required after project updates.