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Everything posted by KTyJLXy
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So, i'm trying to make Joint:Ball script and so far i have joint script: Script.parent = nil --entity Script.child = nil --entity Script.position = self.model:GetPosition --Vec3 function Script:Start() App:Joint(self.position, self.child, self.parent) end And app function for creating joints: function App:Joint(parent_position, child, parent) joint = Joint:Ball(self.parent_position, self.child, self.parent) end All it does now - just crashes the game. What i did wrong?
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Well were is http://lame.sourceforge.net/ lame encoder. Afair it can be used for commercial under LGPL licence. But .acc or .ogg would be nice too.
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Any chance we could see some compressed audio formats support, like .mp3? It's really a pain then project gets twice the size, just from adding music.
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That helps, thanks a lot
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Can you be little more specific, please? How do i implement ball joint mechanic in the leadwerks? (Sorry if that questions is kinda stupid...)
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Sup guys, long time no see. I've just wanted to know, if there anyway to get chain physics for the model? For swinging things around on the end of that chain, you know, all that stuff. I can't think of any good method to do this. Any tips?
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game crashes with no stated reason upon map switch
KTyJLXy replied to imjustacowlol's topic in Programming
You might wanna read this http://www.leadwerks.com/werkspace/topic/8845-selfworldclear-bug/ -
By the way, Rick, i wonder if you could sent me empty project with just level change somewhere in it. That way i could check if it is just my leadwerks creating projects wrongly.
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Thanks, done that.
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Btw, how do i submit bugreport in here?
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How to enable post processing Effects for camera
KTyJLXy replied to DudeAwesome's topic in Programming
sorry, looks like i misunderstood ya -
I've opted into beta and have created project just for testing. I've got following error now, instead of windows critical: Object reference count error. And output like
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Should i submit bugreport to the engine devs or smth? Btw, if i comment 52 line it loads next lvl. Lags as hell, but it gets it done.
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Yep, that would be line 52 in app.lua, which now is self.world:Clear()
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it says:
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How to enable post processing Effects for camera
KTyJLXy replied to DudeAwesome's topic in Programming
I've tried to use that like self.camera = Camera:Create() self.camera:EnablePostEffects(true) self.camera:AddPosteffect("Shaders/PostEffects/toon.shader") and i keep having this error: "attempt to call method 'EnablePostEffects' (a nil value)" any tips? -
Changed that. Still error.
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Maps/second_map.map If i understand your question correctly.
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Hi guys. Yep, that's me again. I've got windows critical error (and it says nothing? like bla-bla programm should be closed) on attempt to change level. Lua debug says nothing on this account. Here's the app code --This function will be called once when the program starts function App:Start() --Initialize Steamworks (optional) Steamworks:Initialize() --Set the application title self.title="DungeonScrolls" --Create a window self.window=Window:Create(self.title,0,0,1366,768,Window.Titlebar+Window.Center+8) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end self.menumusic=Sound:Load("Sound/Music/Main theme.wav") if self.menumusic~=nil then self.musicsource = Source:Create() self.musicsource:SetSound(self.menumusic) self.menumusic:Release() self.menumusic=nil self.musicsource:SetVolume(1) self.musicsource:SetLoopMode(true) self.musicsource:Play() end --Create settings table and add defaults self.settings={} self.settings.vsync=True --Create a world self.world=World:Create() --Load a map --local mapfile = System:GetProperty("map","Maps/start.map") self.mapfile = "Maps/start.map" if Map:Load(self.mapfile)==false then return false end self.mapfile = "" return true end function App:SwitchLevel(name) self.mapfile = name end function App:LevelCheck() if self.mapfile ~= "" then self.world:Release() self.world = World:Create() Map:Load(self.mapfile) self.mapfile = "" end end --This is our main program loop and will be called continuously until the program ends function App:Loop() self:LevelCheck() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end --Update the app timing Time:Update() --Update the world self.world:Update() --Render the world self.world:Render() --Render statistics self.context:SetBlendMode(Blend.Alpha) if DEBUG then self.context:SetColor(1,0,0,1) self.context:DrawText("Debug Mode",2,2) self.context:SetColor(1,1,1,1) self.context:DrawStats(2,22) self.context:SetBlendMode(Blend.Solid) else --Toggle statistics on and off if (self.window:KeyHit(Key.F11)) then self.showstats = not self.showstats end if self.showstats then self.context:SetColor(1,1,1,1) self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) end end --Refresh the screen self.context:Sync(false) --Returning true tells the main program to keep looping return true end And here's the trigger code Script.entered = false Script.exited = false Script.hadCollision = false Script.Map = "" --path function Script:UpdatePhysics() if self.entered then if self.hadCollision == false then if self.exited == false then self.exited = true self.component:CallOutputs("OnExit") self.entered = false end end end self.hadCollision = false end function Script:Collision(entity, position, normal, speed) self.hadCollision = true self.component:CallOutputs("OnCollide") if self.entered == false then self.component:CallOutputs("OnEnter") App:SwitchLevel(self.Map) self.entered = true self.exited = false end end
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Thank you kind sir, problem solved. I need a new pair of eyes. And a coffee.
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So, i've tried to do a simple spawner script, like in the video here ( ) and i keep having that error. If i change argument for mob.SetPosition to entity (at least by simply adding Script.SpawnPlace) it wants Vec3. I have no idea what went wrong
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Thank you guys, that would be all of my questions for now
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So, if i'll generate map procedurally from the empty map template - i will not be able to save any changes? That is, if i understand that correctly. Thing is, i want to make labyrinth, like good ol' dungeon crawlers. And no save maps means no save games
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So there are no way to create map files from the .lua scripts? I just need to have some empty map files as a premade and use them?
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**** this i'm blind Thank you. Just found that button. Were trying to use export button instead. So, last question, how do i create new map file from app.lua and open it for editing?