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epsilonion

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Everything posted by epsilonion

  1. a few things to help you debug; Did you infact start a new C++ project?[/quote] Yes and opened the solution in Vis studio Are you editing the correct map? ( just opening a new project in the editor wont change the map for reasons unkown ) Yes I am opening the start.map. Are you using the FPS prefab? ( in this case you need to remove the camera in the C++ code or it wont work ) Ahhhh did not know this did not see it in any documentation... so this would be why the FPS prefab camera in LE editor when run and in the Vis studio editor are at different locations.. Have you compiled BOTH the debug and release version of the source? I have now thank you for this.. where did you get this information from? its not in the documentation I have read it all twice.. As for the map needing to be called start.map - look for theese line in the App.cpp file; std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); I realized this one as I have changed/loaded levels in lua before coming across to the standard edition but getting it all set up has been a pain TBH.. Thankyou for these notes they are helping a lot, I think some starting out in standard edition notes or documentation is needed because its not plug in and play like the LUA edition... thank you again
  2. Yep C++ version builds a camera automatically, and thank you for the drop down tip... Still can not drag and drop from the leadwerks editor theres a miss match of the map and the code by the looks for some reason...
  3. So after a day of having the Indie version I took the plunge and took the cash from my rent money and upgraded to the standard edition (via steam).. so I opened the App.cpp in V studio compiled it and opened the LeadWerks editor to throw a floor and some walls down.. I noticed I had to save the map as start.map manually and when I tried to run the project I get a failed to launch error the .exe file. The only way I can run the file is through the debug command in the Leadwerks editor program and none of my changes can be seen. When I use the debug command in the LeadWerks editor I get this warning Lua sandboxing disabled. I was hoping that I could drag and drop assets on to the map with the leadwerks editor and then do what ever coding i need to in lua and C++ like I have seen stated around here somewhere. At the moment the only way I can see that I can put assets on a map is to hard code them in C++ myself... I only upgraded because I thought that I would be able to drag drop assets and to code the stuff I want to in C++ etc etc.. Is this an error or is C++ for hard coding only?
  4. Since we are working with two standards with the engine LUA and C++, to help organize and make it easier for people to find if there are already answers to there problems I would like to request the following: A support section (category) on the forum with a few boards under this heading; (some ideas of boards under the heading) C++ Support / Questions LUA Support / Questions Assets Support / Questions (mainly for people importing assets) Publishing Support/Questions Steam Workshop Support/Questions Web site Support/Questions It would stop searching through like 22 pages of questions and answers to find there is no answer or it has not been asked before.. lol Oh and make the site more organized.. Just a thought..
  5. Oh great thank you very much..
  6. I think I will just raise the height of the ceiling for now and worry about it later if I Implement low ceilings or tunnels, tight spaces.. lol
  7. Basically it is the floor (that is walked on) copied to ceiling height, does this mean I will have to create my own collision physics?
  8. I so wish i had the money to upgrade to standard right now..
  9. Having problems with clipping. If I walk on top of a crate with a low ceiling my head clips through the roof and I die... does anyone have any ideas how to stop this? https://www.youtube.com/watch?v=FbgafHHPT8U&feature=youtu.be
  10. Got ya, thank you for that snippet of info... thats what I was doing wrong, I thought just a straight forward import and it would automatically size it up.. this info should be stickied or on a wiki somewhere..
  11. download it from the website I have put it in there as well...
  12. I have World Machine to build my Height Maps but I get errors when importing the height maps raw files maps always errors.. I am just wondering if anyone else uses this software to create there levels? and if you have the same problems as I am having...
  13. For me it is hands on coding, like produce a proper game with HUD, collect ammo semi inventury, enermy AI and implementing the likes of that, a proper tutorial to show me how to code that would set me off into actually been able to produce something worthwhile. In the meantime whilst I am waiting for some proper tutorials I will be working on asset packs etc in 3DS Max, Blender Zbrush and all that for people to use... (in my spare time of course)... I have idea's but no idea how to implement it .. Oh and I would upgrade to C++ (standard edition) if I could afford it, there are more game related hold your hand tutorials out there for that language... lol and thats what I need.. I 100% Agree with this +1 from me...
  14. Just came across the https://charactergenerator.autodesk.com/ Autodesk Character, there is a FREE version of it, just wondering if its any better then Make Human?
  15. I am wondering if there is a way to keep the file structure when downloading a asset from the steam workshop. I was making a asset pack and I made it so it had a nice directory structure as I wanted the packs that I am making to become pretty large giving time and it would make it a lot easier to find what your looking for etc etc. I uploaded the first pack with a nice directory structure but when I tested it and subscribed to my pack the directory structure was gone and everything was in one directory. I have deleted the pack and have started uploading the assets individually but I really would like to produce these assets as packs to keep things easy and structured.. Thank You
  16. Hi, I made some walls and published them to the steam workshop, I tested this by subscribing to them and restarting LeadWerks and it downloaded, installed with the Addon manager and I could see it under the assets tab. I have been talking to a person that is having problems installing the wall asset that I have made, it downloads (sync's) when he starts the engine but it does not show up in the Addon manager and he can not install it.. http://steamcommunity.com/sharedfiles/filedetails/?id=369360766 The above link shows the workshop item and part of the the discussion that we have had. Can you help please...
  17. I did notice that there was some sort of update this morning ▶Workshop Warning: simplexml_load_string() [function.simplexml-load-string]: Entity: line 22: parser error : PCDATA invalid Char value 11 in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Warning: simplexml_load_string() [function.simplexml-load-string]: tom have been taken away to reduce the polly count for if your doing large maps. in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Warning: simplexml_load_string() [function.simplexml-load-string]: ^ in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Warning: simplexml_load_string() [function.simplexml-load-string]: Entity: line 22: parser error : PCDATA invalid Char value 11 in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Warning: simplexml_load_string() [function.simplexml-load-string]: om have been taken away to reduce the polly count for if your doing large maps. in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Warning: simplexml_load_string() [function.simplexml-load-string]: ^ in/home/leadwerk/public_html/werkspace/admin/applications_addon/ips/ccs/sources/pages.php(167) : eval()'d code on line 34 Failed to load content.
  18. can someone sticky this for us newbies pleas?
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