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AggrorJorn

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Everything posted by AggrorJorn

  1. As Rolands example states: You are declaring the material veriable in the start function. It no longer exists out of that function, so in the collision function, lua has no idea what that variable is. Another caveat: does your csg box have mass or a script attached to it? Otherwise it is being 'collapsed' at startup (for performance sake), and will no be accesable in the script.
  2. Great job on the preparation Thirsty Panther. If I find the time I want to replicate the jetpack from Starwars: shadows of the empire.
  3. Apart from the fact that I would be interested to know this as well, it is impossible to make this comparison. According to their devlogs they already have 13 developers in the engine team, which is dedicated to engine performance and work closely together with the Cryengine devs. Their needs are highly tuned to the type of game they are making. That said, I do think there is a lot to gain here for Leadwerks, but without someone making a massive project, you can not forsee all the things that are neccesary on such a large scale. from a technical point you could say that Leadwerks supports large scenes, but I know for certain that if you would fill you level up with models and load your map, this would take minutes to load.
  4. Perhaps listing your exact skills or the kind of project you are looking for can help. Or perhaps you have an idea of your own where you want to work on with new teammembers.
  5. I am not sure what you are asking here. So the player walks in these pools and the water comes up to your waist. What do you mean by setting the depth level? Could you please elleborate a little bit more.
  6. Not at home right now so I can't test it, but is it already possible to upload maps to the workshop?
  7. I am working on a camera path system. I use a similar system for indicating the ai paths. With all these of pivots I am starting to lose track of things. Currently I am solving this by having a small entity underneath each camera node to identify it, but this system is not very flexible and a pain to keep up to date. Drawing an in-editor line with 2 given 3d positions and perhaps even a color, I can distinguish these paths. Besides the pivots I can't get any feedback to how these paths look. Perspective viewport would be nice, possibly togglable for the editor windows. Drawing these lines during game runtime would be in the same category as debug lights, debug navmesh etc. So it could certainly help, but the main "tool" I would like to see is the drawing of lines while inside the editor views.
  8. I really would like to see a simple a drawline function for the editor. Back with Le2 you could do this by making a connection. I am not talking about linking objects (as demonstrated in the video), but purely drawing a line between two 3d vectors while in the editor. function Script:EditorDraw() Editor:DrawLine(position1, position2, color) end
  9. What would be nice is if we could combine these scripts in a project that could be downloaded from workshop. Then every single script could have his own example scene.
  10. AggrorJorn

    Digging Deeper

    I like how the menus look. May I suggest adding a keyboard shortcut for the script editor?
  11. Looking forward to see your ideas Thirsty Panther.
  12. Do you have a camera in your scene by any chance? Because the fps script already creates a camera for you. The double camera in your scene might be messing things up.
  13. Congratulations on your progress, your submission and your birthday. Also emailed for beta testing.
  14. This sounds like something you need to share with Josh. I would send him a pm with a link to your project zip.
  15. I am not sure but I believe the item has to be curated by Leadwerks first. Did you do an upload via the editor?
  16. When you trigger a function that loads your maps, have a boolean set that displays a loading screen. On the next update draw the texture and then load your map. This results in the drawing context not being cleared (and thus keeping the loading screen displayed).
  17. A couple of tips The road to understanding programming is (for most people) long, frustrating and results are not always what you want them to be. Patience, trial and error, some more patience, watchting and reading tutorials are part of that. Programming can take a long time to grasp. I am not just talking about understanding syntax, that is in fact the 'easy' part. It is combining that syntax in to something useful and doing something creative with that syntax to perform tasks. In the beginning every next step in the game you want to make, no matter how small it may be, forms a challenge. This is what makes programming (or game development to be more specific) that dificult. There is no 1 road to do something. There are often many ways to get the same result and that makes things more confusing. Make the most basic game possible: a basic calculator game, bejeweled, minesweeper, tetris are on their own basic games but they give you a lot of practice on common problems. Changing scripts will get you only so far and is great for messing around. It sure helps when you want to see how certain 'tasks' are resolved by other, but getting your own logic/creation mindset is so much more useful When it comes to learning programming, start from scratch with your own scripts. Make a new scripts that rotates an object Make a new script produces a block every second Make a new script that animates a model when you press space [*]Did I mention patience, trial and error? Don't beat yourself up on where you are now. I used to be at that exact same spot many years ago, but in time things got better. progamming logic became more of automatic thing that runs in your brain in the background. Then you get a lot more creative with thinking up gameplay coding as well. It is not something that is learned in a matter of weeks unfortunately.
  18. Do you see anything in the log? most logical thing to me, is that your map can't be found. Either the map name is incorrect or the location might not be valid. Something to try: - Is your map located in the root of the scenes map? Or is it a submap? - have your tried with or without the .map extension?
  19. I assume you have attached this script to a trigger at the end of your scene? - Have you filled in the map name? Look app.lua or start.lua to see the variable changemapname. Once that variable has a value, the map is being changed. Not sure if that already included the .map extension.
  20. I can relate to what you are going through. Sometimes video tutorials are nice to see how someone works, and other times you just want to read the code at your own pace on a webpage or book. Still, some of those video tutorials, al be it that they are oudated on the engine itself, are still usefull for when you look at the gameplay coding idea. Api and menu options might have changed since then but the general idea on how you create a third person camera is still valid.
  21. Yes, thanks Thirsty Panther. I don't know for sure if it is the problem in the OP's scenario, but the 'communication between the entities' he wrote made me immediatly think of that.
  22. Can't remember exactly what it was, but there was something with tables being shared between scripts if they are not defined within the Start function.
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