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Olby

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Everything posted by Olby

  1. 4.5 beta, AI and events map, press F12 (fullscreen) on the perspective view, boom: EXCEPTION_ACCESS_VIOLATION.
  2. Cool. But can it beat BeamNG.Drive ?
  3. Can anyone recap the mtg? Thanks.
  4. Olby

    Documentation Update 2

    BuildNavMesh This function builds a navigation mesh for AI pathfinding. Returns Returns a 4x4 matrix describing the tire's position and orientation in space.
  5. Olby

    Documentation Update 2

    Leaderboard functions are missing
  6. Olby

    Documentation Update 2

    Flag parameter description is not clear: https://www.leadwerks.com/learn?page=API-Reference_Object_Context_DrawImage
  7. Olby

    Help System Revision

    Offline please please.
  8. Olby

    The path we are on

    Yes, but first we need to fix the Flowgraph: http://www.leadwerks.com/werkspace/topic/12529-improvement-in-flowgraph-editor/
  9. I can hear Josh's voice in my head saying "this doesn't necessarily translate to more games being made with Leadwerks" that's why it's on the backburner for so many years.
  10. You might want to follow this thread. None of those requests have been implemented as of yet: http://www.leadwerks.com/werkspace/topic/12529-improvement-in-flowgraph-editor/
  11. It was shortly, you implemented it in beta and took it out a few weeks later. We could name them and group the brushes. Doesn't even matter if it was there or not. I just can't understand how are we supposed to make CSG levels without grouping respective sections of the level together to protect them from accidental movements.
  12. And brush grouping, please bring that back too. Can't talk about serious CSG implementation without grouping.
  13. OGG support.. excellent Christmas gift. Thanks Josh.
  14. Good stuff! Excellent news, although I would change that font to something more modern.
  15. Olby

    Slider Widget

    Cool! Josh is on the roll, making all these widgets.
  16. Olby

    Widget Progress

    Are you going to use this UI for the Leadwerks editor?
  17. http://www.leadwerks.com/werkspace/page/api-reference/_/buffer/buffer-r914 It's going to be
  18. Mind blown! This is amazing. I always liked Doom3 style interactive menus.
  19. Callbacks, I agree. Cleaner code, easier to separate different functionality and it gets triggered instantly.
  20. It might be. I remember back in 2005 I had an Nvidia card when playing GTA San Andreas. It failed one day and we swapped it with a comparable ATI/AMD model. Without changing any in-game settings the graphics looked completely different. ATI was way more sharper and cleaner yet darker as it had more contrast. I'm pretty sure things are different these days but it's a possibility.
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