SpEcIeS

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SpEcIeS last won the day on September 9

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About SpEcIeS

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  • Birthday 01/12/1970

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    Courtenay, British Columbia, Canada

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  1. It would be really nice to have these ("MyActor.h" and MyActor.cpp") included in the Source directory, as indicated in the tutorial, or at least posted somewhere on the forum. To further C++ progress, people following the C++ tutorials do need to reference them.
  2. Using "find . -type f -exec grep nodes.mat {} \;" and "find . -type f -exec grep handler.mat {} \;", it appears that the issue is within the prefabs as well: Binary file ./Prefabs/PathNode.pfb matches Binary file ./Prefabs/RoadNode.pfb matches Binary file ./ExampleMaps/Roads/Roads - Road options.map matches Binary file ./ExampleMaps/Paths/Paths - Rotation based on nodes.map matches Binary file ./ExampleMaps/Paths/Paths - Camera freelook.map matches Binary file ./ExampleMaps/Paths/Paths - Moving platforms.map matches Binary file ./ExampleMaps/Paths/Paths - Rotation based on spline.map matches Binary file ./ExampleMaps/Paths/Paths - Camera lookat.map matches From what I am seeing, the problem is Leadwerks, on the Microsoft platform, is not case sensitive, when it comes to building prefabs and maps. However, using a hexeditor, looking at the map and prefab files, while using the Leadwerks on GNU/Linux, case sensitivity is being used. Likely this is nothing of a solution, but an assisted investigation.
  3. The price was $9.99 USD ($12.49 CDN) this morning.
  4. It is finally active in the workshop. Thank-you Aggror.
  5. Pretty sure you need to upgrade to 4.4.
  6. Nice work. It is really excellent that you shared these at no charge and it would be awesome to see more of your work in the workshop. Keep up the excellent work.
  7. Here is another video showing the issue and a work around: https://youtu.be/vvYrZrNa7pM
  8. Seems that scripts cannot be attached to objects, while using Linux Mint 18.2. In the following video an attempt to attach the Spectator.lua script to a camera results in failure. This was also applied to a CSG and the TriggerChangeMap.lua, ending with the same results. https://youtu.be/ucTMUP8cZSg Edit: This morning the Leadwerks contents were verified through Steam and everything checked out. Also, started a new Leadwerks configuration directory, and project, ending with the same results. Scripts are not attachable. @Josh
  9. In the open source community, many people donate code, and projects. This is a major features in the GNU/Linux community, however many do get paid, whether as a wadge or donation, from one company, or organisation. Globally a lot of people will also donate code and spend time contributing to the free, as in speech, and open cause. Licenses such as the GPL, protect the freedom of code and distribution of code. https://en.wikipedia.org/wiki/GNU_General_Public_License
  10. Sure.. looking at it now, but the curiosity had me. @jen yeah, it is certainly an interesting game engine. I have even gone through the trouble to compile UE4 (4.17.1), but my preference is still Leadwerks. Sometimes it is interesting to see what others are using and what the pros/cons are to these options. When it comes to such issues as license, then I am always interested.
  11. This is the first time I have heard of this engine and now checking it out. Thanks for mentioning this game engine. I always come back to Leadwerks.
  12. Since this was something that was not even considered, this information that you have provided will be most helpful. Many thanks.
  13. The last few days have been a GUI experiment time. Now applying color to panels seem to be easily done with: GameMenu.mainpanel:SetObject("backgroundcolor",Vec4(0.5,0.5,0.5,0.5)), however this does not seem to work with the button widget. What would be the method of changing color with widgets such as buttons?
  14. Maybe a little more info would be helpful, such as distro (flavour and version) and version of CodeBlocks. So far, while using Linux Mint 18.2 and CodeBlocks 16.01, no problems compiling have been encountered on my rig
  15. Awesome progress. The finished product is really something to look forward to. The evolution of this project as well. Thank-you for posting videos of your project progression.