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Blog Comments posted by flachdrache
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Hmmm, i dont quit understand ... i might me too tired.
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Well, iam talking business here and thats why i exclude win8 - you do not go for an additional low end renderer and exclude half of the current potential user base. In 2013, windows 8 might be half through the door - atm its not.
Wargames sell harware for a market where the money was in 1997. Computergames are grown up, there is not just the average 20+ male gamer anymore, its family entertainment.
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That however most likely is because they write dx11+ engines ... even if they would want to support windowsXP - they cant. Actually winXP does not support there games afaik.
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I doupt that i will be a source developer ...
but 2010 with the option for win7/8 (its 2013 then, right).
WinXP is going down just like Win2000 (both good but not supported).
Keeping up with the tech is a good thing - if that means that all the helping hands are leading you in the wonderfull world of stupidity however ?!
... and you just cant do that with some of the nice video/gui/sql etc. libs.
... which means you have to rebuild there libs for/with 2010.
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Are you still pushing normalmap compression with autogen or can we have presets for uncompressed whatever ?!
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PS : you cant copy "thesecretworld" ... its a crossover of left4dead and Nocturne, just like 80% of all the new horror/action games.
[edit] :
just kidding about review with "theSecretWorld" in your "LE Community Project, Inspiration" video.
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We had that in the forum some time ago but with self-contained lua objects ... the dummy object would just load its sub-parts like you do too :
--Load all the parts for the models -- object.mezzHouse_parts01_groof =LoadModel("abstract::gTown_smallBlock_mezzHouse_parts01_groof.gmf") object.mezzHouse_parts01_gfloor=LoadModel("abstract::gTown_smallBlock_mezzHouse_parts01_gfloor.gmf") object.mezzHouse_parts01_gwalls_1=LoadModel("abstract::gTown_smallBlock_mezzHouse_parts01_gwalls_1.gmf") object.mezzHouse_parts01_gwalls_2=LoadModel("abstract::gTown_smallBlock_mezzHouse_parts01_gwalls_2.gmf")
but since all loaded models can have its own lua script we made a simple camera-distance check to repaint the part in question with a transparent material like :
if fw~=nil then object.model:Hide() -- pick1 = LinePick(campos, camera.position, 1, nil) pick2 = CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2, 20.0),0,0) object.model:Show() -- if pick1~=nil then SetWorld(fw.main.world) end if pick2~=nil then SetWorld(fw.transparency.world) object.model:Paint(LoadMaterial("abstract::dirtyglass2.mat"), 1) SetWorld(fw.main.world) else -- [fixme] rePaint original material ... -- and scale materials alpha value by distance (glFragData.w) object.model:Paint(LoadMaterial("abstract::gTown_1_1024.mat"), 1) end end
... the issue which came up was that lights and skinned models are occlussion culled by default and "cant" deal with this way of half-transparency. A real shader for this might work however if you push the object in question into the transparent world.
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So i can drag a highpoly car model into the scene and build a simple version with CSG from it to be used as physics collider or AI obstacle ? - i currently have to convert my Le SDK models to a 3D world studio format or use a bbox to do that.
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... and they are harder to hit e.g. one bullet three hits
But thats for what group leaders are good for - the grunts do move relative to the leader.
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right - i just mean that in old school games if the designer throws enemy at the player the player got used to look right behind him/Her because yesterday`s ai might do walk just in straight lines ...
by offsetting the approach, the player is challenged to pay more attention to the surroundings, enemy behavior he already has experienced etc.
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Welcome in the wonderfull world of ai debugging - you can spend a lifetime with this.
I actually cant say anything about it so far ... but the shortest path aint always the smartest however - will work for zombies ( see you = yummy yummy) but soldiers etc. might move perpendicular to the player movement while they are still hidden to the player ... well, dont know how to describe in english - i mean approaching tactical.
PS: iam a fan of building the node graph from the polygon center of the navmesh however. Still the same area but lowers the need of tweaking the agents radius to not get stuck. But its used the way it is because its way more optimal performance wise i guess.
nice work anyways so far.
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I know "random individual opinions" as much as i know "random individual ideas". I dont mind at all if its straight and solid - i just think that too many options are kind of "bewildering".
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I voted for "Space Invaders 3D" -
just because this post is by far your most strangest offer to date.
Your For-Tran note was still funny but more community "spreadsheets".
I consider myself a dll developer and not a lab worker here.
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Since the 2.43 "bugs" seam to only appear for few of us
-- i highly suggest to get some option for evaluation users to report bugs and issues ...
would help us greatly to react and handle such issues for with our upcoming releases !
PS: could you make such community things sticky in the forum ... i might miss half of it.
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Which would be great for the ipad ... 200 sidescroller a la "manhattanProject" in the first year -
i wonder which gametypes we might develop on the iThing next xear.
Anyways - dont want to rain on your parade but there is an still an issue, in the tracker, i need to know more about ...
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Data Loss Announcement
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I wouldnt say its all your fault josh - as a user we need to expect that the software is configured properly. In case of a backup i too would expect the default setting would be "all-and-everything".
Got me tempted though and i might have to put a bbord up myself, just to work with it.
I hope its not too bad for lw beginners ... at least there is the wiki, the set of tutorials, the user-manual and the C api manual from sep2010.
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Two things from a german -
one does not need to know everything but one need to know where to find the right answer.
Dont downgrade your reality or youll end up somewhere completely different as initially planned.
PS: Vector and matrix math seams to be the only game programming related math i continuously find in the interwebs.
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Whoa
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"reMeshing" complex models to its primitive(s) for physics (boundingBox) is something i have to do atm. -> in Ultimate Unwrap3D Pro i have to "break" the models into parts before i can convert them to its bbox or bsphere.
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Its quit a bit - very nice.
Announcing Leadwerks 3
in Development Blog
A blog by Josh in General
Posted
oh, congrats to finish first wave.