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Angelwolf

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Posts posted by Angelwolf

  1. 2 hours ago, Josh said:

    If it works as admin but does not otherwise it sounds like a file access problem. Are you doing anything funny with your Documents folder or Windows settings?

    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

  2. I seem to get an error message whenever I try to start Leadwerks 4.6 from Steam.

    Often I get a popup reading:

    image.png.6b2e62ebf7a990438b2b367268105e48.png

    Clicking OK causes the box to disappear and aborts the launch.

     

    Sometimes I'll get the below:

    image.png.6dba67c3a48d779b316df56335394338.png

    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:

     image.png.f2c1dd2191b40fc218a5470a41507edd.png

     

    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)

     

  3. 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

    soldier.thumb.png.836822f4d5c569e8e71a65bc420154c5.png

    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
    

     

  4. 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:

    4qNqUgw.png

    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:

    otltwdz.png

    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:

    S5xeee0.png

  5. 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!

    vtLHmdS.jpg

    Plants

    Aa1tQ9V.jpg

    And not-so comfortable benches

    • Like 1
  6. Been working on the hallways of Paradise Apartments...

    glVwWQ8.jpg

    A bit less square now, and there's even heating

    Q10J35P.jpg

    What would a shady apartment complex be without fly posters?

    65KqgpF.jpg

    Mr Tiddles... Have you seen him?

     

    • Like 1
  7. 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.

    20190720092438_1.thumb.jpg.e30f9f93483912296512bd560d17f904.jpg

    Where you wake up

     

    20190720092501_1.thumb.jpg.a828f305dfe9c54e5e2c88117c8f86b1.jpg

    A strange apartment. Do you own it? How did you get here?

    20190720092613_1.thumb.jpg.6f2dd959ad4df2f8e28c4dab90ec3a46.jpg

    The ominous hallways outside of your apartment

    20190720092554_1.thumb.jpg.7ab97e2545a8e31421f6e2dd1bbb2019.jpg

    A neighbour's place, but noone is home

    20190720092537_1.thumb.jpg.835d03399892ab8964c19c74ecccf25e.jpg

     

    20190720092701_1.thumb.jpg.c5f95bf255bfb1dd07232851efee6013.jpg

    This one is abandoned. Is this city that bad?

    20190720092633_1.thumb.jpg.657a1f4cddc5c9825f447bc81efeeefd.jpg

    This one is being renovated. Perhaps this city is showing signs of getting better?

    20190720092724_1.thumb.jpg.e2cb4c9674babc2bde36d011e8261fff.jpg

    Dialogue options will reveal your true colours...

    20190720092825_1.thumb.jpg.edce0d8d23b9bf018a3fb4850a40f7bb.jpg

    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.

    • Like 6
  8. 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 ?

    • Like 1
  9. 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

  10. 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.

  11. 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)?

  12. 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.

  13. 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.

  14. 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?

  15. 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?

     

  16. 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

     

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