Jump to content

Gonan

Members
  • Posts

    185
  • Joined

  • Last visited

Everything posted by Gonan

  1. I think it might be your directory "Nick Washco" as it uses a space. Just a guess.
  2. when reading an update to a long article, for instance the kickstarter tutorial, it would be nice to have a bottom button to scroll down to the last entry. This is much more useful when using a smart phone, rather than a pc, where you can use a scroll bar.
  3. please update the introduction to c++ learn article to replace the pre requisite for vs 2015 to vs 2017.
  4. I think you should have a live and beta, version, like you do at the moment, otherwise you will have users on different versions, some reporting bugs that have already been fixed, which will annoy anyone maintaining code. Users who want stability can use a previous version, but it would be unlikely to be fixed, should a bug be found, in that version. So basically as it is now with LE4.
  5. The text in the if statement tutorial states if statements are terminated with end keyword. C++ if blocks are terminated with } , there is no end or endif in c++.
  6. The text used in the tutorial for c++ comments, still refers to the lua style, -- and --[[ ]]-- Instead of // and /* */. The examples shown are correct its just the text descriptions that are incorrect.
  7. entity:GetScript()) and entity:SetScript("path/filename") are missing from the reference.
  8. Thanks, I added a line to the Monsterai.lua Script:Start System:Print("self.GetScript()="..self.entity:GetScript()) this gives the full path and file name of the script in the log. Then using those results followed it with a line to load a new script self.entity:SetScript("C:/Users/....................../monstera3.lua") In the log this caused the old script to be deleted, the new script loaded and then executed. So looks like it can be done, with that method, though will have to check that it doesn't cause any leaks.
  9. I am trying to work out how to manually take control of the monsterAI.lua controlled entities, my initial thoughts are is there a way to assign a script file to the entity programmatically in a lua script. And if so can the entity be stopped, and have the script reset back to monsterAI.lua once I release manual control. The Idea is to be able to tab key among my army of entities, and "mind control" them, taking over from their normal monsterAI.lua script and using my own controller.lua script. When I tab out they revert back to their normal script. I haven't been able to find any API reference to setting the script file for an entity. Would this be a possibility.
  10. Shutdown and restarted the PC, launching steam and the update completed straight away, and can now launch Leadwerks.
  11. I think something is wrong with the latest steam update for leadwerks. I'm using the beta. When I look in the Steam Library it shows Leadwerks Game Engine - 46%. Unable to launch Leadwerks until update finishes, but it keeps downloading and then saying - UPDATE REQUIRED (NOT QUEUED) and then repeating , and scheduling a new time a new time for the current minute. Will try a re-boot to see if this clears.
  12. No, lua only, as the game launcher is advertised as can do no harm, due to lua being sandboxed. Ie the code running in sandbox mode can not execute anything that can damage your data or other programs. Is what I believe to be the current situation.
  13. Instead of trees, could you use it in an urban situation, and use human or animal figures and to make it feel crowded.
  14. There is some tuning that can be done in the monsterai.lua functions.each alive monster looks for targets and selects the closest. But instead of searching a big area for all targets , start with a smaller area and if you find a target or many, just chose one. If you don't find a target repeat for a bigger area. When there are lots of monsters in the world the finding of an enemy is much quicker and more relevant.
  15. I wouldn't be in a hurry to use file i/o if you are just using LUA, as that would probably preclude the use of the game player, which requires sand pit mode, and using file i/o will probably mean you cant get your game published as easily. If you have a requirement for file i/o and it would be general purpose and safe, Josh may code some new api, to wrap up your functionality that would then allow that to be added, like he did for the high score board.
  16. Not sure if this bughas been fixed yet from last year, but it was a similar issue and has a simple fix http://www.leadwerks.com/werkspace/topic/11065-monsterailua-function-scriptendattack-bug-fix/
  17. Hi Josh, I think having a rating system and a ranking display on the game player would be a great addition, but please allow a non ranked view, so that each game has an equal chance of being displayed first. You could have all time ranking, this weeks ranking like music charts that change each week, this will prevent the most popular games staying the most popular simply because of their sequence in the game player. New releases, for new titles, or fixes, or additional content, to give the game playeruser an incentive to try out games they previously played. If a game player user gave a thumbs up, to the original game and they don't like the layest version, then they should be able to remove the thumbs up, but not add another one, and vice versa.
  18. So if its possible to load 9 maps each occupying one tile of a 3 by 3 grid but 8 low poly and 1 high poly representing your current location, then when your location changes toone of the outer tiles, that tile becomes high poly and the new centre and 3 or 5 new low poly tiles are loaded with 3 or 5 tiles discarded depending on the location moving to a corner or side tile, and the old high poly tile is replaced with a low poly version, thus providing an infinitely sized world.
  19. I have wondered cor some time now, about adapting models by adding clothes, and how can it be done so you design the item once and size it to an existing model, and it reacts correctly when animating the model. Is there some simple way of doing this, as I have seen it done in games where the player choses his character and can choose what to wear.
  20. Hi, just wonderered if Josh is still controlling updates and additions to the game launcher, as it hasn't got to full release, and if he is will he still control publishing after full release, and if that's why you're not seeing your changes just yet
  21. Awesome addition. Just tried it with blocks using a smaller block to carve out of a big block. Not sure what the size prompt thing is in Hollow, is it like making swiss cheese?
  22. Hi Leadwerkers, Thought I would share a feature that I have just found on the Leadwerks web site, and request for comments, on what tags we should use to allow sub sets of articles to be easily found in future. When you create a new topic, there is a field called Topic Tags, where you can create your own words that can be used to describe the content of your post. If you open a tagged article and click on one of its tags, you will get a list of articles that also have that tag. As far as I can tell the listing is available on 1 tag. If we had a standard list of tags, we could help ourselves collate the posts that would be useful for tutorials, C++, LUA, coding, textures, maps, materials, weapons, AI, animation, shaders, documentation, gui, effects, transitions, tuning, testing, publishing. Try to imagine the tags being used to gather articles into chapters. While multiple tags can be assigned, remember only 1 can be used to get a list of matching articles. What common words would you want to be able to use, when looking for information in the forums?
  23. Hi fellow Leadwerkers, It might be just me, but has anyone else noticed that the forums seem quieter of late. Where is everyone?
  24. Hi Josh, the workshop 50 item limit may need some attention, unless you can subscribe and pay, unsubscribe, and subscribe without repaying.
×
×
  • Create New...