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Michael_J

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About Michael_J

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  • Birthday June 4

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    Texas

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  1. Michael_J

    Random mouse hide problem after lastest beta update...

    No suggestion on how to duplicate other than that I use the HideMouse() command to hide the mouse, and it doesn't. This gets called more than once, by the way, depending on the game's current state. This behavior does not occur in Leadwerks release version, and does on latest beta version. The wait icon is arbitrary--it's visible because the mouse isn't hidden; but it's not a trigger as I first thought. I build against the beta and it's broke. I build against the latest release and it's fine.
  2. Michael_J

    Random mouse hide problem after lastest beta update...

    An update on this: it is definitely a bug with the latest beta update. I've confirmed it does not happen with the previous beta data. I understand this is beta and such. Just letting you know there is something going on...
  3. Hi Josh, You closed the other thread where I mentioned this is. While the other issues were resolved (thank you), I still get random cases of the mouse pointer not hiding when it should. This was not an issue before the recent beta updates that included the GUI work you added. It SEEMS like a Windows wait icon (the small spinning circle thing) will trigger it. That's the only connection I've been able to make, but I can't say for certain that's the cause.
  4. Just a head's up to AMD users about PlayTV (I believe that's how it's deployed--through AMD driver updates?) PlayTV, beginning last night (an update I guess) suddenly caused ANY Leadwerks-based program (this included the Leadwerks Editor AND my game--Rogue System) to crash at random times during startup. If you suddenly start encountering a Leadwerks crash at startup, check if you have PlaysTV installed. If you do, remove it and all will be well. The telltale sign of this is the error details: Application Name: PFPX.exe Fault Module Name: ltc_game32-114279.dll So, Josh, THIS is what was causing the crash I was telling you about yesterday. Leadwerks Beta is fine...
  5. OH, sorry--thought you meant "we" (as in the end-user) needed to rebuild. I saw the update this morning and thought everything on your end was good. My bad
  6. Hmmm. Window::Center still missing after update, Clean and Rebuild. Not sure if it's needed or not, but I can't update my project through the Editor as it now CTD's at load... Edit: And, RogSys crashes during load when building against this, too... The debugger doesn't even catch it when it does. Just FYI...
  7. Since getting the most recent from the beta branch: 1) Getting a cannot open include file error for glslang/standalone/resourelimits.h even though glslang is in my include directories. In my Steam Leadwerks, there is no glslang\StandAlone folder. ResourceLimits.h is in glslang\Include After adding the above directory and copying resourcelimits.h to it, I can build. 2)After being able to build again with the above change, I get a build error for: 'Center' : is not a member of 'Leadwerks::Window'. You certainly didn't remove the ability to set the window to the center of the display, did you? 3) Also, since this update, seems like every so often the mouse cursor will not hide when it should. I haven't had a problem with this prior; and I haven't touched any code that would affect this on my end.
  8. Michael_J

    Beta branch update

    After adding the above directory and copying resourcelimits.h to it, I can build. But now I get an error for: 'Center' : is not a member of 'Leadwerks::Window'. You certainly didn't remove the ability to set the window to the center of the display, did you? Edit: also, since this update, seems like every so often the mouse cursor will not hide when it should. I haven't had a problem with this before, and I haven't touched any code that would affect this on my end. I'll open up a bug report about all this...
  9. Michael_J

    Beta branch update

    Getting a cannot open include file error for glslang/standalone/resourelimits.h after this update, even though glslang is in my include directories Edit: Yeah, in my Steam Leadwerks, there is no glslang\StandAlone folder. ResourceLimits.h is in glslang\Include
  10. Edit: got it, yes. Thanks Josh....
  11. I don't really see where you expose the data needed to use Newton functions such as http://newtondynamics.com/wiki/index.php5?title=NewtonCollisionCollide Is there a way to at least get the NewtonBody pointer for a Leadwerks entity that has collision? This would then allow me to get the required information using other Newton functions such as http://newtondynamics.com/wiki/index.php5?title=NewtonBodyGetWorld Thanks
  12. Ah, that makes sense... Ok, is there any type that acts like a trigger (no physics response), but does perform a "regular" collision test (understanding the limitation that if one object is inside another the test would fail); or could one be added in short order? Namely, I'd like to do some VFX work where a collision occurs between two objects, but I don't want a physics reaction when this happens. Depending on the shapes of the objects, a ray test wouldn't always work for something like this...
  13. Can anyone else verify that a collision callback, when the response type is Trigger, only returns 0,0,0 for position and normal. Setting the response type to Collide returns expected results. I mean, even if the response is only a trigger, it should still be able to return at LEAST where the collision took place, yes?
  14. Sure... Tiled diffuse on TexCoord 1 baked lighting on texCoord 2 High detail stains, insignia, etc THAT ACCEPT THE BAKED LIGHTING (decals would not) with TexCoord 3 Baked lighting is STILL often a viable solution, especially for AO.
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