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Posts posted by Angelwolf
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I seem to get an error message whenever I try to start Leadwerks 4.6 from Steam.
Often I get a popup reading:
Clicking OK causes the box to disappear and aborts the launch.
Sometimes I'll get the below:
Clicking OK causes the box to disappear and aborts the launch.
Occasionally I'll manage to load into my project and get the below error:
Clicking OK exits Leadwerks. I have since installed OpenAL though it wasn't really causing trouble anyway.
Starting Steam as administrator allows Leadwerks to launch normally, but I shouldn't have to do this.
Any idea what's happening?
I don't seem to have trouble with any other software (that I know of) so I'm hoping I can rule any hardware faults out. Visual C++ Redistributables all up to date and installed. Windows is all up to date (aside running Windows 11). I've tried removing C:\Users\USER\Documents\Leadwerks\Leadwerks.cfg and this allows me to access the project manager, but then I get the Exception Access Violation error again when loading into a project. My drivers are all up to date. I've also tried using different versions of Leadwerks (via the Beta options) and they each give me the same problems. I've also verified game files and also uninstalled and reinstalled Leadwerks.
System Specs:
- Windows 10 Pro 22H2
- AMD Ryzen 9 7950X 16-Core Processor 4.50 GHz
- AMD RX 7900 XTX
- 32.0 GB RAM (DDR 5) (DOCP toggled on)
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Just wanted to say that your work here is incredible. Great job!
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I want to echo Slastraf's comment. This looks really cool and looks similar to what I was working on before Leadwerks stopped running on my system. Good luck with your project, it looks very promising!
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I managed to get this working today!
Backstory:
At the time of my previous post, I was using Solus. Nice little distribution but repositories really quite small so ended up moving to Pop!_OS, which is for the most part extremely similar to Ubuntu but with some tweaks. Now, despite moving from Solus to Pop!_OS, Leadwerks would still not run even when trying the fixes previously mentioned here, so I threw in the towel and gave up.Present:
I noticed a couple of days ago that there appears to be a new Steam Linux Runtime available - Steam Linux Runtime Soldier. This runtime actually works with Leadwerks allowing you to test your games without the dreaded CURL_OPENSSL_4 error.- From your Steam library, right click on the Leadwerks Game Engine application and choose properties.
- Tick "Force the use of a specific Steam Play compatibility tool"
- From the list, select Steam Linux Runtime - Soldier
This seemed to work for me.
Notes:
Before trying out Steam Linux Runtime - Soldier, I must mention that I had already previously run the commands as already discussed in this thread:cd ~/.steam/steam/ubuntu12_32/steam-runtime/pinned_libs_64 mv libcurl.so.4 libcurl.so.4.bak ln -s /usr/lib/x86_64-linux-gnu/libcurl.so.4 libcurl.so.4
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I have this issue as well - though I'm running Solus, not Ubuntu.
Leadwerks would not start natively in Steam. However, there was an option to force it to run under the Steam Linux Runtime:
Good enough, now it starts.
I make a basic scene, but when I try to test I get the following:
Executing "\home\administrator\Documents\Leadwerks\Projects\Darkworld\Darkworld"... ERROR: ld.so: object '/home/administrator/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. /home/administrator/Documents/Leadwerks/Projects/Darkworld/Darkworld: /usr/lib/x86_64-linux-gnu/libcurl.so.4: version `CURL_OPENSSL_4' not found (required by /home/administrator/Documents/Leadwerks/Projects/Darkworld/Darkworld) Process Complete.
I checked through my system folders and sure enough /usr/lib/x86_64-linux-gnu/ did not exist, so I created it.
Next I located libcurl.so.4 (of which I found in both /user/lib32 and /user/lib64) and copied it into the new /usr/lib/x86_64-linux-gnu/ directory.
I still get the same error, whether I use libcurl.so.4 from the 32 or 64 libs.
Next I figured why not try it under Proton though the Steam compatibility options? Probably not the best way to do it, but worth a shot.
It starts but hasn't remembered any projects. Easy enough to re-import them.
I make my scene and try to test it. Amazingly... it works! I can run, jump, look around.
Once.
If I press the Play button again, I'm given this cheery error:
Clicking cancel in an effort to debug lumps me with an error reading EXCEPTION_BREAKPOINT. Clicking OK shuts Leadwerks down.
Rather frustrated... I jumped to Linux to escape the Microsoft Big Brother. Linux compatibility is really good these days, especially with tools such as Proton and Lutris.
System specs:
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22 hours ago, Josh said:
Okay, I have no idea how I missed this in the documentation previously but I've just tried it and it's amazing! Should really get this added into the FPS script so people know it's there and can take advantage of it.
Will definitely be using this in my game(s)!!
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1 hour ago, Josh said:
man I could get you some interesting reference photos of some run down places.
I'd love to see them!
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15 hours ago, gamecreator said:
Poor Mr. Tiddles. That cat's been missing so long, the missing poster got a concert poster put over it. ?
Good environment. Looks like the apartment hallways could use some plants or benches or something to mix things up. You might already have this planned.
Mr Tiddles has indeed been missing for some time. I wonder what could have happened to him?
You know, Paradise Apartments offers the best plants and benches this side of the coast has to offer!
Plants
And not-so comfortable benches
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Fog would be an amazing addition! Not only to assist with rendering, but also for atmosphere.
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Been working on the hallways of Paradise Apartments...
A bit less square now, and there's even heating
What would a shady apartment complex be without fly posters?
Mr Tiddles... Have you seen him?
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Supernatural City
A supernatural, gothic adventure...Hi everyone,
I'm back again with a new project in the works. Using the techniques and skills I've learned from my other Leadwerks titles, I'm now working on a game I would like to give a full, honest effort at trying to make with a view to a Steam release. Set in the early 90's, Supernatural City (working title) will be a first person gothic adventure inspired by Vampire the Masquerade 2: Bloodlines.
How did you get here? Who knows. What is your purpose? You'll have to find out. Are you a smooth talker or an intimidating beast? That's your choice.
With a dark, grim setting, rich dialogue and options to level up, the player will find themselves immersed in an engaging environment right from the get-go. Struggles can be overcome with stealth, charisma, or old fashioned brute force. Nearly all choices will have a consequence. There are no right or wrong ways to complete your assignments, so long as the job gets done.
Is my project too ambitious? Perhaps. Will that stop me? No chance.
Where you wake up
A strange apartment. Do you own it? How did you get here?
The ominous hallways outside of your apartment
A neighbour's place, but noone is home
This one is abandoned. Is this city that bad?
This one is being renovated. Perhaps this city is showing signs of getting better?
Dialogue options will reveal your true colours...
Assignments will keep you busy and unravel the mystery of your purpose...
I'm naturally at the very early stages of this project. I'll be updating this thread with my progress, perhaps even seeking help and advice when needed. I hope you enjoy following my journey.
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Nice content. Great work!
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Agreed.
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Might I suggest making one thread and putting all your content on there instead of lots of little individual threads?
Would make it easier to keep up to date on your progress, as all images/videos would be inside one thread ?
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This could be really helpful to a lot of people here. Shame it's only C++ though ?
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Your code is probably overwriting the menu code.
I doubt this is a problem with Leadwerks but your code. Maybe repost in a relevant board and include your code?
Instead of setting the context, just use get and assign to a variable
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This is odd. I do not have issues like this - when my game is run then the game is just a larger version of the windowed mode.
Do you still have the same problem if you set
System:GetProperty("devmode")=="1"
to
System:GetProperty("devmode")=="0"Also, do you have the same problem if you set
windowstyle = Window.Fullscreen
to
windowstyle = Window.Titlebar -
14 hours ago, Josh said:
I would say this is almost definitely the problem. I used to use some apps like this, but it can be very dangerous to mess around with your Windows theme with unofficial stuff. Once I tried to install some unofficial WinXP theme and the whole thing turned every element in the UI pure black. My computer started and ran but was impossible to use at all because everything was black. XD I had to reformat.
You're right. I set up an exclusion within Windows Blinds for Leadwerks and the issue no longer persists.
Definitely a compatibility issue there but, luckily, easily solved without having to remove the software.
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On 7/5/2019 at 7:21 PM, Marcousik said:
But at the same time, windows(10 or 8.1) is still running at the own selected system resolution, so only a part of the game can be seen.
I'd like to ask what you mean by this?
When you say that only a part of the game can be seen, are you saying that a chunk of the viewport (ie player) is missing or something you're drawing over the top (like a hud or text)?
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23 hours ago, Josh said:
Reinstalling does not affect your projects but I doubt that would change anything. This sounds like a windows problem. You could delete your config file, but I think the problem lies with your windows updates or drivers.
Leadwerks is the only application which is doing this.
I remember, however, that I recently installed Windows Blinds given there was a sale and I wanted to treat myself. Perhaps there's a compatibility issue between the two. I'll see if I can do some experimenting to confirm in case there are any other users that have this issue in future.
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Honestly, with the work I've done so far, I'm not prepared to reinstall for something that may not fix the issue, and for something that may come up again.
It's an inconvenience given I can activate the menus with Alt F but I'm not liking the idea of reinstalling at this point.
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Bit of an odd one, I'm sure there's a simple fix but I'm not sure how.
I cannot use the mouse to select items on the title bar within Leadwerks (File, Edit etc). I can use keyboard shortcuts to access these menus (eg, Alt F) and then use the mouse.
Any ideas?
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20 hours ago, aiaf said:
TerminalDialog = { ["11"] = { speaker = "Monolith", text = "Terminal active. Awaiting commands: ", navButtonType = "End Dialog", choices = {"Print command", "Print command input", "Select operation", "Input command data", "Clear command", "Execute command"}, func = UpdateTerminalDialogData}, ["1111"] = { speaker = "Monolith", text = "Monolith command:\n\n N " .. mNorthInput .. "\n S " .. mSouthInput .. "\n E " .. mEastInput .. "\n W " .. mWestInput .. "\n U " .. mUpInput .. "\n D " .. mDownInput, navButtonType = "End Dialog", choices = {}, func = nil}, ["2111"] = { speaker = "Monolith", text = "Current databanks content:\n\n N " .. northInput .. "\n S " .. southInput .. "\n E " .. eastInput .. "\n W " .. westInput .. "\n U " .. upInput .. "\n D " .. downInput, navButtonType = "End Dialog", choices = {}, func = nil}, ["3111"] = { speaker = "Monolith", text = "Pick type of operation performed when pushing data:", navButtonType = "End Dialog", choices = {"Concatenation", "Addition", "Substraction", "Multiplication"}, func = nil}, ["123111"] = { speaker = "Monolith", text = "Concatenation active", navButtonType = "End Dialog", choices = {}, func = function() selectedOperation = 0 end}, ["223111"] = { speaker = "Monolith", text = "Addition active", navButtonType = "End Dialog", choices = {}, func = function() selectedOperation = 1 end}, ["323111"] = { speaker = "Monolith", text = "Substraction active", navButtonType = "End Dialog", choices = {}, func = function() selectedOperation = 2 end}, ["423111"] = { speaker = "Monolith", text = "Multiplication active", navButtonType = "End Dialog", choices = {}, func = function() selectedOperation = 3 end}, ["4111"] = { speaker = "Monolith", text = "All data pushed", navButtonType = "End Dialog", choices = {}, func = PushTerminalData}, ["5111"] = { speaker = "Monolith", text = "Databanks cleared", navButtonType = "End Dialog", choices = {}, func = ClearTerminalDatabanks}, ["6111"] = { speaker = "Monolith", text = "Execute command", navButtonType = "End Dialog", choices = {}, func = ExecuteCommand} }
This looks quite interesting, thank you. How, exactly, does it work?
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Thank you for your assistance with this. Our baby daughter had a good sleep which gave me a good night of sleep for a change. I've gone back to the drawing board with this and it appears to work, and is much easier to read. I'm sure there is still a better way, but this works - so thank you for your help. Any comments are very welcomed.
import "Scripts/Functions/ReleaseTableObjects.lua" Script.enabled=true--bool "Enabled" Script.npcname=NPC--string "NPC Name" Script.indialogue=false--bool Script.intro = Texture:Load("Dialogue/Downtown/Paradise Apartments/paradise apartments security guard - Intro.tex") --texture for the dialogue box (initial intro) Script.introdonerude = Texture:Load("Dialogue/Downtown/Paradise Apartments/paradise apartments security guard - introrude.tex") --texture for the dialogue box (if they player was rude, show this intro next time they interact) Script.introdone = Texture:Load("Dialogue/Downtown/Paradise Apartments/paradise apartments security guard - introdone.tex") --texture for the dialogue box (intro once the player has already spoken to the NPC once before) Script.askedname = Texture:Load("Dialogue/Downtown/Paradise Apartments/paradise apartments security guard - name.tex") --texture for the dialogue box (NPC tells player their name) Script.askedlocation = Texture:Load("Dialogue/Downtown/Paradise Apartments/paradise apartments security guard - location.tex") --texture for the dialogue box (NPC tells player where they are) Script.dialogue = Texture:Load("Dialogue/Downtown/Paradise Apartments/dialoguetest.tex") diagboxcolor = Vec4(1,1,1,0.8) --colour parameters for hudbox, and for alpha diagboxLength = context:GetWidth() --set dialogue box length to the same length as the game window diagboxHeight = context:GetHeight()/3 --set dialogue box height to one third of the height of the game window xback = 0 --set the back (left side) (x) of the dialoge box to the left of the game window yback = context:GetHeight() -diagboxHeight --set the back (bottom) (y) of the dialogue box to the bottom of the game window function Script:Start() self.dialogue = self.intro --Set this as the default dialogue text end function Script:Use() if self.indialogue == false then --Check to see if the player is available for dialogue self.indialogue = true --Register that the player is in a dialogue playerCanMove = false --Stop player form moving when they're in a dialogue end end function Script:UpdateWorld()--in if self.indialogue == true and self.dialogue == self.intro then --Give player the initial introduction if window:KeyHit(Key.F1) then --Player asked name self.dialogue = self.askedname --Change graphic to askedname else if window:KeyHit(Key.F2) then --Player asked location self.dialogue = self.askedlocation --change graphic to askedlocation else if window:KeyHit(Key.F3) then --Player told NPC to buzz off self.dialogue = self.introdonerude --Change graphic to a rude introduction next time (player and NPC have met before) self.indialogue = false --Remove the player form dialogue end end end end if self.indialogue == true and self.dialogue == self.askedname then --NPC answered with their name if window:KeyHit(Key.F1) then --Player asked location self.dialogue = self.askedlocation --Change graphic to askedlocation else if window:KeyHit(Key.F2) then --Player said goodbye self.dialogue = self.introdone --Change graphic to a nice introduction next time (player and NPC have met once before) self.indialogue = false --Remove the player from dialogue end end end if self.indialogue == true and self.dialogue == self.askedlocation then --NPC answered with location if window:KeyHit(Key.F1) then --Player asked name self.dialogue = self.askedname --Change graphic to askedname else if window:KeyHit(Key.F2) then --Player said goodbye self.dialogue = self.introdone --Change graphic to a nice introduction next time (player and NPC have met once before) self.indialogue = false --Remove the player from dialogue end end end if self.indialogue == true and self.dialogue == self.introdone then --Player and NPC have met before if window:KeyHit(Key.F1) then --Player asked NPC to remind them of their name self.dialogue = self.askedname --Change graphic to askedname else if window:KeyHit(Key.F2) then --Player asked NPC to remind them of their location self.dialogue = self.askedlocation --Change graphic to askedlocation else if window:KeyHit(Key.F3) then --Player said goodbye self.indialogue = false --Remove the player from dialogue end end end end if self.indialogue == true and self.dialogue == self.introdonerude then --Player and NPC have met before and player told NPC to buzz off if window:KeyHit(Key.F1) then --Player apologised and asked for name self.dialogue = self.askedname --Change graphic to askedname else if window:KeyHit(Key.F2) then --Player apologised and asked for location self.dialogue = self.askedlocation --Change graphic to askedlocation else if window:KeyHit(Key.F3) then --Player told NPC to go away self.indialogue = false --Remove the player from dialogue self.dialogue = self.introdonerude --Remember that Player has been rude to NPC end end end end if self.indialogue == false then playerCanMove = true end end function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) if self.indialogue then context:SetColor(diagboxcolor) context:DrawImage(self.dialogue,xback,yback,diagboxLength,diagboxHeight) --draw the dialogue box in the screen (within the Script:PostRender(context) function end end function Script:Disable()--in self.enabled=false end function Script:Enable()--in self.enabled=true end function Script:UpdatePhysics() end function Script:Release() ReleaseTableObjects(self.sound) if self.loopsource then self.loopsource:Release() self.loopsource=nil end self.sound=nil end
[Leadwerks 4.6] EXCEPTION_ACCESS_VIOLATION
in Windows
Posted
Define 'funny'
I'm not aware of anything odd with my Documents or Windows settings. I did change my account name a few months ago but it seems the documents folder retains the same name that was previously set up on Windows install