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Gonan

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  1. Gonan

    water depth

    Can you set Water Height in the Scene Root, defaults to 0.0?
  2. This is a strange effect. Use a Militarytrailer01.mdl from the zone - Military trailers workshop. Set up the following, Mass 1.0, shape Polymesh, collision type Prop, Physics Mode Rigid body, and hit Fit Shape. then using the FPS Player step inside it and press E near a wall. Then try to move around, inside without falling trough the floor or walls. You can try on water, or set some CSGs below the Trailer. Its like your trying to carry the trailer while stood inside it. Can feel like your being flung around the inside of the trailer.
  3. Thanks Roland, installed it today, is there a way to update the intellesense, it works at self. but extending the text line to self.context: doesn't want to go any further and make suggestion after the : Have you tried the auto formatting, like ctrl K,D to reformat the whole .LUA document, and has it caused any problems. I've not had any so far.
  4. Another update of ShaderTool today 17th Feb.. amongst other details were these. NEW FUNCTIONALITY: - Post-Effects support for Leadwerks engine - Save contents of rendertarget to file (right click into rendertarget node to open save as file dialog) - Effect templates for all possible shader combinations, also for Leadwerks engine (you can find them when creating a new effect node)
  5. My shadertool just got updated today, so read through the details to see what has changed, and the makers of Shadertool are about to finalise their build, they would like to know if anyone has problems using their tool with Leadwerks to let them know, presumably by posting on their steam, shadertool, discussions site.
  6. While doing an MVA course, I came across this link to a Lua plugin for Visual Studio, so I thought I will ask if anyone has tried it with Leadwerks, and what they thought about it. https://visualstudiogallery.msdn.microsoft.com/766bbbb8-630b-418a-9261-95072fa44fce
  7. The only work around that I can see, is to add some API extensions to Leadwerks that allow some game objects to be persisted, like High Score, CurrentPlayerInfo, including Inventory, last save position, dropped items for each level/map, killed bosses. Then you wouldn't need any file i/o to be available from Lua, as the Leadwerks API would be performing the I/O. This could greatly extend the games that would be possible to be played within the Game Player.
  8. This is working now, what I did was use the steam window (not leadwerks) - from the menu COMMUNITY workshop, selected Leadwerks, Browse drop down and selected, subscribed files. then selected the x that appeared in each box or the Unsubscribe button for all but 10 entries, (You can probably have 49 entries in your list and be alright, though I haven't revisited that number of entries, if that's still the restriction. Anyway the workshop is working again for me in the Leadwerks engine and items are installing ok once again.
  9. Just write your games to fail the file handling gracefully, for instance not keeping a high score file, but still allow it to play.
  10. So if every one else is working must be something I've done, I will reduce my subscriptions to the workshop, as there has been a limit of 50 that I found previously, but thought the new system might be different. I also can't find the manage workshop items any more, has that been removed. All my subscribed items show with black no entry signs, no ticks on any of them. And there doesn't seem to be a way to say this ones being used.
  11. I may be wrong as this is just off the top of my head, but if you increase the screen resolution then you are asking your graphics card to do more work. if you run your game at 640 by 480, you are minimising the work on the number of pixels you have to process in your GPU, using 307K pixels, assuming you have a reasonable gpu, your frame rate would be constrained by other things like the CPU, memory, disk etc. But this would give you your base line. Going to 1024 x 768 in 786K, more than double the work for the GPU to output. And running at 1920 x 1080 gives 2073 K. Over 6 times the output of your base reading. So if you got 30 FPS at 1024 x 768 I would expect you could get 60+FP at 640 x 480 and about 10 FPS at 1920 x 1080. If you do get 60FPS at 640x480 I suspect a better GPU, if you have the power available, will give a better frame rate.
  12. like is there an options explicit type setting that there was in the old VB. This might help users begin to transition to more C++ style if they turn on an option using a tick box in the tools option that says you have to declare all your variables before use.
  13. try replacing self.targert,2,1 with self.target,2,1 in your last line.
  14. Trying to get the workshop items downloaded into WORKSHOP projects, so I can see what is available and not overwrite any existing files. Been working most of the evening ok but has stopped working now, even rebooted pc, so looks like the web site has stopped delivering downloads. Using beta 3.4. menu, workshop,browse workshop, picked various entries, clicking on install button displays a downloading popup, followed by a Leadwerks Editor popup with "Failed to download Workshop item." with OK button.
  15. @SomeKnight, did Josh state that himself, if so please provide a link to the relevant article. If he didn't say that please explain how you know what he wants. If you are venting an opinion in your first post, please amend your behaviour and respect the forums provided by Josh, that allows you to ask the community for assistance, and promote your own work. I believe the exporter is written in python, so if you are up to it, you can try improving the exporter yourself. Maybe in your next post we will be able to appreciate the hard work you have made in the making of a positive contribution. This is a really good community, and we welcome new comers, many of us being new ourselves only a short time ago.
  16. Do you get the same stats that we get for our Green Light campaigns for game submissions, like % of the way to top 100. I have left the Green Light community to respond to my campaign without using any other marketing routes, other than the initial Leadwerks update and my graph looks a similar shape but not as steep as yours, making 2 announcements on development progress on Green Light, didn't seem to make any noticeable difference to the number of visitors. after 3 days I had 263 yes votes, 6 289 11 300 25 308 Though my % to the top 100 has kept climbing in the last 2 weeks from 6% to 10% and I can only assume this is because other campaigns have been Green Lit, and are no longer in the top 100. In the last 4 days I have only had 3,5,5,3 visitors compared to 1013,596,178,67 in the first 4 days of the campaign. Looking at the way the graphs grow, I think that there is an active pool of Green Light community members most of whom will have visited your campaign in the first 3 days, then you pick up the pool who check once a week, then after that you might get 10 visitors or less per day. Not sure if this is steams algorithm for presenting your Green Light campaign to the steam users, which might present new campaigns to Green Light visitors more frequently than ones that have been going for longer, sharing them out more for those receiving recent yes votes, I suspect it might weight this into its algorithm, or if its simply sharing out the new visitors across all the remaining Green Light campaigns.
  17. Why not have a Mods folder, into which you can copy and modify any of the standard scripts. Make the Leadwerks engine search path, check the Mods folder, like the addons folder, before looking in the normal folders. If you use the Mods folder and you want to add in the changes, use notepad++ to find the differences and make the changes to your private code base manually. This would protect you from having your amended code overwritten. If you don't use the Mods folder, then you are allowing the "Updates Required" to work as they do now.
  18. On the bonus level on LOSW, I have a 3 metre wide ball that knocks the fighting zombies and crawlers off the platform, but sometimes they get stuck in mid air, throwing a present at the lowest one allows them all to fall, its as if the lowest one is supporting the others, so that is potentially correct, my concern is that why is the lowest one not falling when there is nothing under its feet. Is it because there are two or more characters and they are supporting each other in mid air? Has anyone had the same issue and found a work around?
  19. Using the new Beta water level, I have tried increasing the mass to 5000 for a 3 metre wide sphere, but it still floats, after bobbing up and down when it falls into the water. Do we need to create density value to compare against the water, eg. 1000kg/m^3 if its higher it sinks. How would we flag that an object sinks rather than floats to the physics engine?
  20. Make a copy of your project, and try the beta, Josh had done some work on it and found 3 memory leaks. I don't know if this has moved to the release version yet. I say make a copy because if you run the beta the version number within your map may get changed and you will need to wait for that beta to become the release, if you want to go back to the release version, or get a copy of the map from the backup folder. But its far easier to make a backup of the project.
  21. Anyone noticed that the off-screen action stops when its placed behind the fps character. In level number 2 on LOSW, if you don't move, a fight will take place directly behind the player. However the score will settle down to 12 13, and doesn't change. If you turn a quarter turn to the right or left, the fighting will continue. Is this an optimisation in the Leadwerks engine, in that nothing gets processed if its in the quadrant behind the camera. Is there any way to control it? Will increasing the FOV have an impact on the rear quadrant.
  22. I was really worried initially about using the beta, but most of the time, its been ok. And you can help Josh improve the product. The biggest risk that I have come across is the work you do in the beta may not be able to be used in the current release version. For instance if the internal map version has been updated in the beta, then your stuck using the beta, or you will have to re-create your map in the release version, or wait for the updates to be made to the release. Other than that you can always go back to the release version, and to work on something else and come back to the beta when the problems have been fixed. For most of the time, my experience of reporting an isolated bug, to Josh picking it up, is just a couple of days, and its been fixed within a week. But if your up against a deadline then stick to the release version. One thing I find hard to keep track of is when the release version has been updated, and what has changed. Josh normally releases a blog when the beta has been updated with new features. And emails you when a bug fix has been applied to the beta for your reported bug.
  23. Hi moechofe If you're running windows, you can find your last log here. C:\users\<your userid>\AppData\Local\<your project name>\<your project name>.log
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