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Guppy

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Everything posted by Guppy

  1. Guppy

    Water Update [beta]

    @marchingcubes that may be the very same error I got - I just assumed it was due to the update and deleted leadwerks.cfg every time.
  2. Think "golden axe" It's bascially a endless supply of enemies and a few limited moves ( unlike fighting games with all their combos and what not ) It would be super cool to make it rogue like - bit I think that would be outside of the scope
  3. ISO metric brawler, casual and different enough that something usefull will come from it ( isometric/fix angle 3rd person controller )
  4. Added it to my watch later queue, but just from skimming through it I would highly advice you to turn on screencast keys
  5. "Run through leadwerks" does this mean debug (the bug icon) or release (the play icon) ?
  6. completely offtopic: you can jump directly to the time code by adding &t=#m#s to the url ( editied your links to show )
  7. the transition between between water and land just shows a plane diving the screen ( not your fault I know ), but perhaps you can hide it with splash decal or by applying the wobble shader a little before? About it being green lit - stranger things have happened, hell add in some child friendly elements where you have to collect X (random) beams with clear visual and auditory showing how many to collect and how many is left. ala "You have placed 2 of the 3 beams. you need 1 more beam" The more I think of it the more I'm sure my son would love to play it - let me know if you need help with danish translations/voice
  8. you can from C++, but unless josh has exposed a function for it the the embedded lua doesn't support it. ( stand alone lua calls debug.backtrace iirc )
  9. Link https://drive.google.com/open?id=0B7B0hlkpWcYWdUV2cFRMN2lkRlE&authuser=0
  10. Not sure if a map or project will help - any time the water plane is not completely culled in release mode everything that is not water turns black - unless I show FPS (F11), debug mode works just fine.
  11. Yes like that, and often even more pronounced
  12. While that looks lovely real ice looks noting like that - it is in fact a very uneven surface with lots of scattering
  13. Just do a quick blur - water reflections aren't meant to be razer sharp anyway
  14. looks pretty dam(n) awsome
  15. From what I can tell above you don't need the font, but you can get it for free here; http://font.ubuntu.com/
  16. Thanks Olby! Sadly it didn't work so well
  17. Bumpetibump, this is still happening in latest beta only now it also happens when selecting anything \o/
  18. Cant for the life of me figure out how to add the water to a project - have a water shader and a whole pile of water normal maps.
  19. if you have a test map I can test it with AMD on Linux
  20. I use std::list<Camera*>::const_iterator camIter = world->cameras.begin(); while(camIter != world->cameras.end() ){ if ( (*camIter)->GetClassName() == "Camera" ){ camera=(*camIter); } camIter++; } if ( camera == NULL ) { // if the map did not provide a camera we create our own camera = Camera::Create(); camera->Move(0,2,-5); } In place of the create camera code in App.cpp ( after loading the map ). That last camera seems to be the one used, how ever there is no guarantee for this.
  21. Also every lightsource is a camera
  22. If you have an extra camera in the scene graph try to delete that - I know that has tripped me up
  23. Well it's beta, so some bugs are to be expected - they wont get fixed either unless they get reported. **Hint** As far as I can tell there are only me and DerRidda reporting bugs for linux (the rest of the linux users are either shy or not using ubuntu LTS ), and this is quite frankly this is an area I've not yet used.
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