Jump to content

Gonan

Members
  • Posts

    185
  • Joined

  • Last visited

Everything posted by Gonan

  1. Start by creating a general map loading function, use it where ever you load a map, add logic to that function to detect if a uniquemodel file exists for that map. If it doesn't load the map, create a dummy progress bar, then create a file of the uniquemodels currently loaded. Animate the progress bar. Next time the function is called for that map a uniquemodels file will exist, get all the entities loaded, counts the number of unique models, use this when animating a progress bar during this loading stage. The model list file could use the name of the map + "uniquemodels" . Once written the whole process could be automatic for future projects.
  2. try setting the account name to NickWashco rather than Nick Washco. I'm guessing the space is causing a problem for the shader loader.
  3. Create a new multiplayer project and the following files show up as Error: Failed to load after connecting to a new server on the debug log. 4.6 Leadwerks beta. Windows 10. …/Materials/HUD/crosshair.tex …/Materials/HUD/use.tex …/Materials/HUD/blood1.tex …/Materials/HUD/blood2.tex …/Materials/HUD/blood3.tex …/Materials/HUD/blood4.tex …/Sound/Player/flashlight_02_on.wav …/Sound/Impact/body_punch_03.wav …/Sound/Impact/body_punch_04.wav …/Sound/Player/pickupammo.wav …/Sound/Footsteps/Concrete/step1.wav …/Sound/Footsteps/Concrete/step2.wav …/Sound/Footsteps/Concrete/step3.wav …/Sound/Footsteps/Concrete/step4.wav …/Sound/Footsteps/Concrete/jump.wav These files do not exist in the C:\Program Files (x86)\Steam\SteamApps\common\Leadwerks Game Engine\Templates\ Common or Multiplayer Game folders. But they can all be found in the First-Person Shooter folders.
  4. I saw the Google Stadia announcement, cloud gaming, and its running on Linux, with Vulcan graphics, Havok. They seem to be talking about 2019 launch. Do you think this will be a game changer, will it make Linux more popular, and require more devs to be familiar with using a Linux platform?
  5. Over a period of time, these forums will collect lots of data. That data may remain relevant and be useful, or irrelevant and obscure relevant data. If nothing is done the irrelevant data will be more prevalent than the relevant. Thus making forums less useful to users. A knowledge management solution can help, but it needs some sort of data maintenance where user feedback keeps useful items, and relegates unhelpful items. Have you considered a knowledge management solution?
  6. 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.
  7. 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.
  8. 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?
  9. hi Josh, I can't find any reference to Actor in the API documentation, is this intentional?
  10. use a small radius point light source just in front of the light, so that it illuminates the headlight.
  11. 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.
  12. 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.
  13. Have you tried turning off lua sandbox mode? Then are you getting the same results?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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?
  19. 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.
  20. way back in the 80s when I was an IBM systems programmer, user exits were provided, which simply returned, by default, but would allow user supplied code to be substituted. Obviously this is done at each significant point in the supplied code. eg. main; //initialise supplied code and setup internal_memory up=addr(internal_memory) call userexit01(up) //start up call userexit02(up) // main loop . call userexit03(up) // main loop end call userexit04(up) //end as user supplied code was changing a supplied module that simply returned, it never needed changing during a version change. Also we never had to change main. other Leadwerks users may have a more modern way of doing this. An alternative is a optional user folder where modified versions of supplied code override the standard implementation. Leadwerks updates would not update the user folders. This would require some sort of path search , looking in the user folder before the existing folders, to be implemented in Leadwerks.
  21. I would like to see how you should create your own source code in LUA, by starting with a new project, and what you should do to implement your changes to the existing starter code, so that you are never impacted by a new version, or project update. Its very tempting to start tweaking the starter code, and save it back overwriting the original. For instance making changes to main.lua, means any updates to the main.lua made by a new leadwerks update, when applied to the project, with the project update facility, will mean remaking those changes by looking in the .bak files. keeping a project uptodate with the latest version can quickly become a chore, especially if you are using the beta to get the latest features and fixes. Managing this aspect of using leadwerks in a long running project, is my biggest negative experience, all I would need is a standard to follow for making user changes, that would eliminate or minimise the impact of this issue. I'm sure someone else out there has found a way to avoid this from impacting their development.
  22. what is the value that you are passing in the call to SetLightQuality(). What value do you get back from GetLightQuality(), and have a look at the help for world and SetLightQuality if you haven't already done so.
  23. I looked at the creation dates on the folders and it does look like they were created as a project new with the create subfolder option unchecked, making sense as to an explanation for their existence. This was under version 3.3, and I was experimenting with the option, but have not used it in any real project. I should do some house keeping, after I take a backup copy.
  24. The missing files exist in my projects folder, but are not related to a particular project, eg shaders folders directly under projects. So I think these are created when the projects folder is first created, not when you create a newly named project. Does the projects/shaders folder exist?
×
×
  • Create New...