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  1. "To give you an idea of the character interaction, this special feature will highlight a few parts of a minor subquest. [...] All of you who’ve played a role-playing game are familiar with the standard retrieve item-receive reward type of quest. There’s nothing wrong with those, and as a matter of fact, they are very useful for introducing a player into a universe. Unfortunately, typically those quests are implemented as “Hi how are you – if you get me this sword, I’ll give you 500 coins”, and that’s it. [...] " (not by me, credits go to larian studios) -> http://www.larian.com/Site/english/divinity/special_02.html That is what I have been thinking about, too . In my game which I have no name for at the moment I will implement very complex Interaction inside the world , and also with the Npcs . I know this might seem to be a huge project, but I am very into this so I am going to make a pre alpha in january 2016.
  2. Help! My game won't launch. Whenever I launch it, a pop-up window appears and says "Failed to initialize sound device. Is OpenAL installed?" I've narrowed it down to two things. 1, OpenAL is installed and won't load the game, or B, OpenAL isn't installed. if option A, what do I do, and if option 2, what do I do BACKGROUND: I've been able to use this before (like a lot... more than I feel is good for me...). It never has had any problems. I've also downloaded games for leadwerks, where it makes me install OpenAL, and have installed OpenAL before. But I have a timeline and need to finish my game for a school competition and now am feeling super rushed. PLEASE HELP ME!
  3. I am by no means an expert when it comes to Leadwerks, but i have been kicking around the idea of streaming Leadwerks on twitch maybe a day a week to help those with less experience get started and maybe have others come in with more experience to help teach. This is an idea i have been kicking around so if this gets good feedback then i will probably do it. Thanks for your input! -kills686
  4. Hello everyone! I have adapted some of my renders placing the Leadwerks logo. The scenario shows a small area of a typical Chill Out terrace. Thanks to the community for answering my questions. I hope someday be me who can answer someone else's! Leadwerks Chill out terrace 1: Leadwerks Chill out terrace 2: White cushion Leadwerks: Black cushion Leadwerks:
  5. This is going to be a thread where I list various bugs I find, since there are only a few Linux users. Bugs: - CollisionHull Generator, It crashes quite a bit. Sometimes It works, but if you change the settings and reapply, crashes everything. - Apply Texture? Texture Lock? Buttons for these were missed for the Linux release or something according to Josh. - Tool Tips for Sidebar buttons! They work on the top bar, but not on the side bar T-T - Sticky / Wonky control key usage. Something is not quite right, Half the time it doesn't register and instead of duplicating I just move the original.
  6. Error tends to occur when loading "terraintool.shader." Specs are as follow: AMD FX-8350 XFX R9 280x 8gb of Kingston HyperX @ 1600Mhz (And that's all that's important.) This error started happening when I bought my 280x. The engine ran fine on my 660 ti. My friend with a 280x also has this exact same error. Any ideas? Am I simply missing an install, or need a re-install due to a GPU change?
  7. Unfortunately, I am not satisfied with the direction of this engine. I no longer wish to provide these tutorials which support it, as I no longer do. Good luck to you all.
  8. For those that missed the meeting or couldn't attend, here is a summary of what was said (excluding some of the more ambiguous stuff) during the meeting. I might be a bit biased as to what I remembered, so please correct me if other important points were made! Specifically, I forget what was said about multiplayer. Here are the most important key points imo: 1. Due to the success of the model packs, many more of them will come 2. Leadwerks did really well during the Winter sales (a bunch more business talk blah blah) so there is a possibility other employees will be hired to help Josh 3. The first three planned features of 2015 are vegetation, water (similar to LE2's water plane, so nothing too fancy), and user generated content (so users can sell their own models and scripts, Josh is currently working with Valve on this) 4. A plugin system will very likely not be added to the editor, although .dlls for the engine were encouraged 5. Post-effects will not be done by Josh, at least not in the near future 6. Josh wants more example games/scripts to help people make games more easily Just to summarize: Priorities: -Water -Terrain -User generated content/Steam store -Decals -More scripts and example games Unspecified (or I just forgot what the priority of these were): -Roads (apparently terrain system was built with this in mind) -Reintroduction of projected textures for lights -Extended CSG tools Not priorities: -OGG support -Shader effects -Terrain holes -Plug in system -More accurate transparency effects -Cutscene editor
  9. Help!!! Bought online program http://store.steampowered.com/app/251810/ Leadwerks Game Engine downloaded to your computer. All right!!!! But after the file has been deleted. And can no longer log writes (not found executable file.) How you can re-download it
  10. I have the urge to get some good answers now because I am reaching the apex of tolerance and patience reloading my old project and EVERYTHING IS EMPTY there is NOTHING in the map Now loading my new project it's also empty
  11. Hi there, i am an old newbie in here (purchased the old Leadwerks 2 back in 2010, because Torque was going Down but has just as of today purchased both the indie and standard license on steam!) and i would very much like to know the answer to my question because i come from a unity background (i haven't left the Unity game engine!) but i want new challenges that are too much of a pain to overcome but i have already stumbled upon a huge problem... i know the differences between unity and leadwerks and other engines, but i can use and re-use a sphere (that has the exact same number of polygons as the one in Leadwerks) in Unity 1451 times with physics Applied to each and every one, where as,i can only use and re-use the same sphere in Leadwerks some where under 200 times before it starts to jitter / lag... how come that be, i can remember back in 2010 the slogan of this website was something like Leadwerks was a next-gen game engine... i can't see that, but i am wondering if there is anything in particular i have to do in order to be able to have more polygons in my scene at once??? (btw, i have tried the debug version of my project, and it start to lag already at approx. 2500 polygons!) otherwise i cannot see how i will be able to use Leadwerks since my vision (no it is not the best vision of a game engine!) of a game engine is that it should deal with way more polygons than a sloppy 15000 polygons before the framerate drops to an avg of 5 fps (ooh, i forgot to mention my pc specs just to ensure it isn't my computer that is the issue... i use Intel core i7 4790K devil's canyon, 32GB 2133Mhz ram, and my gpu is a evga geforce gtx 980 acx 2.0 sc with 4GB) The only reason i mention my pc specs is to close out the theory that my computer is old / semi-old Thanks in advance. Standtall007.
  12. Whenever I run my project it crashes with the error "Framebuffer Incomplete" in the output. Another problem is when i am running it in debug mode, when the memory usage gets to about 300 mb it crashes and says "OpenGL error GL_OUT_OF_MEMORY" Display adapters- Intel HD Graphics 4000 NVIDIA GeForce GTX 660M Operating System- Windows 8.1
  13. I am getting this EXCEPTION_ACCESS_VIOLATION whenever i try to load or create a new project other than the original "MyGame". I have all of my drivers updated, visual studio **** all updated and everything. I've tried everything on every other forum post and nothing has worked. running on windows 8.1 64 bit. Here are my display adapters exactly as they are displayed in the device manager Intel® HD Graphics 4000 NVIDIA GeForce GTX 660M I have also tried using the NVIDIA control panel, and making leadwerks run on the NVIDIA card instead, but it still says that its loading my intel card on startup.
  14. Hello everybody, I'm new here and I bought LeadWerks today. I've made a pretty simple 3D character with a 400 frames animation track containing the idle and the run animation. So I read all the topic and tutorials on how to get blender models to LeadWerks. But my model armature still messed up on LeadWerks. When I export a .fbx file my animation track are here but my armature is not correctly rig to my character like in blender. If I export with the addon for Blender my animation track isn't available in LeadWerks and my armature is messed up the same way as the .fbx file. Please help me Thanks in advance. Lionel
  15. Hi, Can someone please help me find some water shaders I can either buy or download somewhere that would work with leadwerks.. or possibly a certain site that has nothing but 3d models to buy for leadwerks that are compatible with their game files (.fbx files) thank you for your help community! =) also does DAZ3d work with fbx files? i'm sorry i'm asking for so much.. thanks!
  16. Hello, My name is Drake and I was wondering if their is a way to import water into the engine? I've tried downloading this http://www.leadwerks.com/werkspace/files/file/468-water-prefab-for-leadwerks-31-steam-ed/ but its not working... Need help please!
  17. Hello, I recently started to use Leadwerks Indie Edition, but I've never used lua, or a scripting language (I've only programmed in c++, c#, java), so I need some tutorial that explains the basics, but those who I found are all old. So I was wondering if anyone knew of a tutorial lua updated that works with Leadwerks 3.1 Thanks
  18. Working on two principles K.I.S.S. (keep it simple stupid!) and more for less. I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am setting out to create, but the "research" was most enjoyable. First Step: Machine Intelligence "Kinda Almost": Machine Intelligence "Kinda Almost", simply gives an illusion that there is intelligence at work but there is not, sort of like, the lights are on but no ones home. There are several subsets to this group but the obvious one is simple animation. Also this can include proximity reaction behaviour, a posh and complicated way of saying when the player is near, stop what you are doing, and do this instead. But that's as far as interaction goes for those NPC's in this group. This simple ambient NPC type could also use lua scripts, loaded with the level and be left to attend to themselves. For example, just two chaps having a chat: Having a chat is basically all they do, its simple per character animation's controlled by lua scripts. The purple block volume is the walkable area that would be utilised by more "advanced" ambient NPC's, typically those that move about, particularly those that would use Pre-Loaded and Pre Calculated path routes for this particular level. The purple block volumes are simply required by the application I wrote to generate the route node data for the pathfinding tools I created and have demonstrated here. Not that this is a level just something thrown together for testing but I think I should unarchive some of my GMF format models and put together a small town/Village for testing this, rather than another simple "BlocksVille". There are obvious limitations to consider with this approach to the first tier of the Ambient NPC population for a "busy" town/village. The NPC's need animation's, most come with maybe 15 animation's (if you're lucky). My intention is to surmount this by adding animation's to them, primarily Mo-Caps. This will require a little work but will be the bedrock for the construction of this "tier". There are some very good applications on the market for achieving this. For me I prefer Fragmotion, there is also a free alternative that I also use on occasion called Pacemaker. But don't be fooled though, none of these applications will do it all "for you", you will need to skin the mesh to the correct rig for the plethora of free to use Mo-Caps, or indeed ones that can be purchased. It will all depend on budget and or requirement. This is still only a very basic outline for this "packing" stage, it will still require a lot of work but my goal is to get the impact of it at runtime to an almost negligible effect even when including proximity reaction behaviour.
  19. Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea. 1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NPC Pilot reads that data. 5. NPC follows the pilot. Think of the "pilot" as the plastic stick thing on the underside of a scaletrix car .. it follows the groove in the track and the car follows right along. This was the quickest and dirtiest method but solved a variety of issues in one. Plus I just wanted to get the NPC moving and the sands of time were running out. So an hour later and I have not only the NPC following the generated path but the path is updated with a repositioning of the target and the pilot takes the NPC off onto the new track. This is all still quick and dirty, when I can remember what the code does and does not need, I will up a small demo.exe to the thread Pathfinding With A* EDIT: I have uploaded a demo.exe here : Hide And Seek Demo
  20. Well, it has been a while since I made a blog entry, let alone done any work in LE. But I do keep an eye on the forum and Leadwerks in between Daily life and working on my project(s). I have also been going through my Blitzmax code archive, where I stored all my Blitmax/LE projects and code snippets (finished and not completed). One idea I had been playing with before, was basic NPC AI. I had some small success with some Bugs using autonomous logic. See Here In my "treasure trove" of unfinished and messy development code I found what was going to be the next step (for me) with AI functionality. The dreaded "pathfinding". I have read that Naughty Alien said he will be doing a two part tutorial on this and I am looking forward to that, having followed his work with Hidden Dawn I expect the tutorial to be top notch. But I wanted to get to grips with the in's and out's myself. So I started with the basics. I spent some time looking for code snippets and A* lib's in any language that had them to see of I could follow along what was being done ... Not a good place to start, in the end I spent some time reading "A* Pathfinding for Beginners", very helpful.I decided it would be best to start with a "2D" approach and maybe use nodes. Most 2D implementations use a grid based on the X and Y co-ordinates of the screen and tiles to represent an "unwalkable" tile. So I thought I would translate this approach to a 128 x 128 flat terrain with some primitive models to define the "unwalkable tiles". As this was a time limited "side-track" in LE from my other projects, it was all going to have to be quick and dirty. I wrote an app to calculate which "tiles" of the 128 x 128 terrain did not have an obstruction and then squirted this data out to a text file to be read into another app as a 2D array. The map data loads in a few milliseconds so this eliminated having to wait for the same data to be generated by the application I wanted to use to try and get the pathfinding working. One problem I did encounter was that I ended up trying to reconcile three different centre of origins for the co-ordinates. The map data had 0,0 at the top left, the terrain of course has 0,0,0 in the centre and my maths managed to get the A* to read 0,0 at the bottom left, after some profanity meditation I used some quick and dirty and hastily constructed math functions to bring them all into focus, thus as per usual the dev. code was a complete mess, atleast on that score I am consistent lol This version of pathfinding is very limited, mainly due to the way I created the node info. But for a first attempt I was quite happy. I have uploaded a demo App to the showcase , the picking can be a little temperamental and sometimes the quickest path is not always found and some "sightseeing" seems to find its way into the route. But on the whole I think it is definitely a platform on which to build.
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