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Einlander

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Everything posted by Einlander

  1. A connection is a message that it needs to send. IIRC it will do nothing until the client calls update.
  2. I'm want to put this on different indie store-fronts so Steamworks isn't always an option. This also is easily defeated if they have multiple accounts but use the same ip to troll people. Also it helps when a person gets disconnected from a server. In source games, if you have the console enabled you can type 'status' and it will give you the ip address so you can get it later. I do not want the clients to tell each other their ip addresses. Also it helps when you are self hosting the server yourself. It would be much easier if it gave you an address thats not 127.0.0.1
  3. I think the client needs to have it's own while loop with a Update() call.
  4. I have yet to sell anything on the workshop yet, but I hope it allows bundles. Maintaining a separate Item for the bundle would be a pain, especially when updating.
  5. That the solution that I came up with.Makes the entities move in fast forward. I have not added user input so I dont know how that will work yet.
  6. I also found that once a client lags, it will never be able to catch up. There is no way to tell the client that it is lagging behind. There should be an option to explicitly get data from channels.
  7. This is an example using Josh's chat client code. Ctrl+F Broadcast This will work if you send from client to server, but the client will not ever receive data. If the server send no text at all, and you just click send, it will crash.
  8. I have found at least with the server, I need a little more data than I am currently supplied in lua. These are some things I would find commands for very helpful. Commands for: How many peers are connected to the server. What are their ip addresses. ipv4/ipv6. Just in case I need to add someone to a ban list for a little bit. Return a list/table of currently connected peers. Disconnect all clients at once. Get the client/servers own external ip address (if possible) Finding out the ip/address of server a client is connected to.
  9. When I use Server:Broadcast it does not send the message, it just sends nil. I am sending text to all the clients.
  10. You can always sell them in parts, but have a bundle that has them all for slightly less then all of them separately.
  11. This might help thread might help
  12. You would need to use the hook parameter in the map load function. Point it to a function that will handle your screen drawing.
  13. I wrote a script that processed all top level entities. When rearranging the scene hierarchy and running the game again WITHOUT hitting the map save button it gives the wrong result. It fixes itself when you explicitly click the map save button. Video: http://einlander.duckdns.org:8000/f/32c4297246924043960b/
  14. Avoid using port 8000 and 8080, those are standard web ports. Around 20000 or so it is safe to use.
  15. I have no clue how to solve that, you would need to modify the shader to fix that The haze shader is out of my depth :/
  16. The easiest routes would be stl, dxf and vrml/wrl. Blender has import plugins for them. Open source tools to convert them are a bit hard to come by though :/
  17. A entity would need to explicitly need to be told what world to spawn into. Well when I load the prefab, to what world is it assigned to? It is not a child of any other entity. A drop in script would not have any clue what world it is being loaded into. So unless I can find what world I'm in then I would be stuck.
  18. With the removal of world:getcurrent it would make scripts like my grenade script harder to make. I would need to know ahead of time, pre compile what world a prefab/entity will be loaded into, instead of asking what world spawned an entity. Also keep update,render,sync separate. A game server usually does not need to render or sync, but games where you might use buffers for game mechanics might need to renderer and not sync.
  19. I mean who doesn't like looking at chris.palusak's screenshots for days on end? Shame what he does to the recent queue. I also liked the gallery.
  20. I consider the game launcher to be a workshop extension of the editor. Instead of sharing projects you share games with people who currently have no interest in buying the editor. I would use it more but it simply lacked common usability. I should be able to see what games I already have subscribed to, there should be a page that mirrors the steam page with it's description and screenshots with the option to unsubscribe if possible. The problem is that you are giving the option of steam direct as an avenue of exposure, when it is not even an option for 99% of the games in the launcher. I know my game has 'potential', but $100 worth? Nope. The project was a project of love and was always going to be free so there is no way I am spending $100 for a 1 level experiment. Vectronic, that has production value and a goal. Every game that is released on steam is not potential exposure for Leadwerks. There are no outward tells that a person is using Leadwerks, and a splash screen is a nicety and not a necessity. Further we have frameworks, mine included that make Leadwerks pass almost for the Source Engine. When releasing through the launcher, you force the audience to know that 'This is made with Leadwerks'. Every game in the launcher is a testament to what Leadwerks can or can't do. In fact The launcher should link back to Leadwerks in some way in passing explicitly encourage the user to make their own version of the game or even a new one. The launcher should be able to contribute some statistics for you to use. How often is each game updated, how many players play a specific game, genre or author. This can help you make relevant time sensitive templates. We are on the tail end of the zombie onslaught shooter and entering PvP Battle Royal games. And guess what? We now have networking in Leadwerks. Kind of timely don't you think? For all the things I have wrote there is the problem of reality. These things take time to create. Josh is only one person and he has other things he has to do to survive. Hiring another person to do some simpler things costs money so many things will have to wait. If Josh did an gofundme campaign I would donate (it is a donation and not an investment) some money so more things can get done. As long as it goes toward community enhancment or must have things in the game engine. TL;DR Game launcher is missing many features but It takes time money and manpower to improve.
  21. Assimp has some cad formats, and some formats that Solidworks exports to. Also Blender has some plugins for the same.
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