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ZioRed

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Blog Comments posted by ZioRed

  1. @Einlander: if it's the Steam system that prevents it then I agree (though you cannot compare a game DLC with an asset for engine, because their use is completely different), but the following sentence doesn't seem to be the case:

     

    Protection of intellectual property rights is one of my design goals. The system I designed actually allows more freedom to work together by supporting derivative works, and at the same time has strong copyright protection to make sure your content doesn't wind up on bit torrent.

     

    Anyway it's not an issue for me, I just won't use it and I can still live (anyway I can still use LE with models bought elsewhere, so no problem at all). I only wanted to be sure how it would work before discover myself wasting money, I don't want to take control of how LE (and tools) works at all. wink.png

  2. Thanks for clarifying it, I see that I unluckily understood well, so I can only be glad to stay out of Steam and Workshop. Honestly I think you're considering piracy something that really isn't when you're in a team, you're just protecting authors at the expense of customers (there are lawyers and lawsuits for something like that). I will likely purchase nothing from Workshop with such restrictions.

     

    PS: the asset's price is completely countless, even if it's at 10$ I should pay it 100$ if my team has 10 members... would you really pay 100$ for a crate? I doubt. And things go even worst when you want to buy an asset that costs 100$, it's just unfeasible. This kind of rule may be good only for one-member teams :)

  3. To load the level completely, you need to be subscribed to the item.

    I don't fully understand the point, does it mean that if my level designer subscribe (that is purchase, when it'll be possible to sell and not only share for free) an item from Workshop and use it in our scene then every team member must purchase it? I hope to have misunderstood on this, cause it would mean the cost of each asset is multiplied by team members count (that is just unfeasible and also illogic in my opinion).

  4. No Furbolg, I meant exactly what Jorn answered (about the screenshot posted just after the video). Ok thanks Jorn, thank you for your kind sharing option but I'd like a robust full-fledged GUI library with all the whistles&bells (labels, textfields, textareas, windows, boxes, popup lists, grid, buttons and any other common widgets)... will take a look again at CEGUI.

    Beginning work on Leadwerks 3.1

    Looking forward to it. Any very rough ETA on 3.1 and pricing?

    Pricing? I hope that updates to minor versions are definitely free and would pay for major version releases (that is Leadwerks 4).

     

    I suppose by PC you mean Windows and OSX (mac) or just windows?

    As far as I know OSX does not currently support OpenGL 4, only up to 3.2 (https://developer.ap...engl_intro.html). Unfortunately Apple sucks very much, as usual (even if I'm loving OSX 10.8).

  5. @Furbolg: About the shape I think Josh's is more usable, in case you need to apply the same shape to more models you'd need to manually create more shapes. Personally I find the current model more usable.

     

    YOU should need to know WHEN your object will be released, not whatever method of another class. Just my opinion... smile.png

  6. With Leadwerks3D, I am making the art pipeline and ease of use top priority, which is why I don't like hearing that people are already planning their own ways to work around the default pipeline.

     

    For some strange reason you're still believing that the goal of a custom editor script is a workaround to the editor itself or the pipeline or both, which is absolutely not. The only reason why custom editor scripts exist in any piece of software is to extend the features to a very specific need, it's not a workaround to the software's developer pipeline or such.

     

    Take this as example (even if Niosop already made it clear in his first post): some days ago I changed many times the structure of my scene while prototyping (in another engine, I don't want to advertise it), I changed it so many times that the result was that I created an editor script where I set a couple of parameters to automatically and randomly create the map at all from walls to floors in an indoor scene. This was so specific that of course couldn't be thought or developed by the engine's developer (in terms of development cost against the amount of times/users would use it), but luckily the engine allowed me to completely extend the editor so I could achieve my own needs for that project.

     

    It's only an example, but many others could come in mind, not mentioning the chance of business that a customizable editor could bring to a capable licensee who make scripts for editor to help make things easier while prototyping or scene/entities creation. There should be something I'm missing in your reluctance...

  7. Unity3D is totally out of the race, since it's slow as hell, and it's slow even without the support of ANY shadows on Android and iPhone, iPad. So the rendering engine of Unity3D must be the biggest **** ever made.

    As usual you are slandering here everything you don't use and without good reason. I am not paid by Unity but I never saw slow games on them, AngryBots that is their demo example (where they use many shaders) and is free of charge on Market runs quite good, I tested it on Android both a smartphone and a tablet and never had significant slow render. I'm sorry that you still didn't learn to not defame :)

     

    Besides this, Aria welcome in "our family", I'm very interested and excited to see what you guys will come on the Android platform with LE3 :)

  8. Oh, you mean probably extreme OOP, with .Get/.Set style methods, like in C#

    Doing that increase the number of code that you must write, I would stay on your first way and just let us create or load entities from constructor instead of forcing to iuse .Create and .Load methods [in my opinion they are ugly :)] (if you don't write the library in C# eheh :)).

  9. I've set it as default browser (even if it's still beta) on my Win7 x64 and istantly "pinned" Werkspace (so I wait for the hotlinks on my context menu soon :)), no problems here and it seems as quick as Chrome, don't know why Lazlo has those performance issues, my CTRL+T opens a new tab in 0.3s, but I disabled all the plugins which hits more than 0.3s to load.

     

    EDIT: an issue is when I click on an image thumb controlled by the script of this site (I'll try more sites which have the same script to handle automatic thumbnail with zoom in as lightbox), clicking on the image it redirects to the image instead of opening the javascript zoom window.

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