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Found 5 results

  1. Current Save/Load system have flows & bugs and public Component::Save/Load would allow to make custom universal one. In Lua they should be usable as well, with allowable nil for binstream & extra or as overload with just table, scene with optionable extra. Also it would allow to use those methods for other purposes, including save and sending only single component via network etc. Current issues are: All entities are saved - when in fact only 20% or less might be actual needs saving. Beside extra entities it's also saves flowgraph and other binary data And such extra data making "save" file is too big, because it's actually a map which is already too much for save files and can't be used for sure for network stuff. Reload() breaks lights and does not remove entities that were removed from scene before saving. No ability to add own properties, which save file may need It would be nice to have working save/load system in Ultra, but at this moment it's necessary to have at least Load/Save available to user both C++ and Lua so i could finish custom save/load system without users having to wait another months/years before official one will be ready for actual use. While working on my game such system saved me a ton of times and would help a lot other people, but i can't make it universal atm.
  2. Hello, I'll get straight to the point, looking to create UI that incorporates Save/Load functionality. I did see Piller's download for save load and saying it should be attached to Pivot, however wish to further extend that whole thing by creating custom UI with Save Load and options... Any advice on how to accomplish this? Thank you,
  3. Hello, Because I made myself some thoughts about a saving mechanic for my current project, I searched the web and especially the Leadwerks site for how to save simple game data, like the players health or position. The only kind of useful thing I found which works for LUA was this: http://www.leadwerks.com/werkspace/topic/2103-save-data-to-lua-syntax-as-textcompressed/page__hl__save+data and this: http://www.leadwerks.com/werkspace/topic/1853-howto-using-lua-script-as-data-file/ I actually was able to create a data file and read it into my code with "dofile". However I didnt find out how to create/save a file with lua yet. I searched the Leadwerks API and found the Stream and FileSystem Class. So I tried the following code: function Script:Start() local gamedata = FileSystem:WriteFile("Test.txt") end It didnt work, and I also dont know how it works. Where has the file been created? I searched my PC and the Projectsfolder but couldnt find such a file and I also dont get any kind of error message. I guess this is completely wrong, but I was just playing around, because I don't have that much experience with Lua and Leadwerks. The file you can download in the first thread I posted ("TStoreData.lua") doesnt work anymore and I cant find where he saves data. That you clearly undersand what I want. I would like to do something like this: function Script:Start() local gamedata = {} gamedata.playerHealth = 100 gamedata.playerWeapon = "Sword" gamedata.playerPos = Vec3(10, 100, 53) FileSystem:WriteFile("gamedata.lua", gamedata) end This is just some code that you know what I mean. I know this doesnt work xD. So could you please help me out a little bit . PS.: I kind of understood what AndyGFX wrote in his post, I just couldnt find anything how to save a file.
  4. I wish for Leadwerks some functions for saving 3D model stuff. Not inside the editor, I wish to export a model in .fbx format and .mdl as a prefab it would also be nice.
  5. just ideas/thoughts at auto save option its not clear if it wrote only a backup file or just save the map. at run the map is saved. the * from filename disappear, so i think the maps is overwritten. what if i do some tests in my map? i lost the original file? in my view the autosave save .autosave.map at run save as .beforerun.map or .temp.map at save .map > .backup1...5.map then save .map
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