Jump to content

Rick

Members
  • Posts

    7,936
  • Joined

  • Last visited

Everything posted by Rick

  1. Reload animation on the upper body would be nice. I'll implement some split animation to give him a lot more animations
  2. Click on the root entity in the scene tab to control the ambient lighting. Set all values to 0 and it'll be pure black. Then you add other lights to your scene.
  3. This has happened to me as well and I have no clue on how.
  4. @Mordred you should buy a lottery ticket. This is a rare Marley's Ghost sighting
  5. I think the first value is the min range and the last value is max. Try calling http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/cameragetrange-r202 just once to get the default values. Then use the default min range, and just play around with the max range. If you want to do it in real-time you can wrap calling this function and increasing the max range when you hit a key or something .
  6. What whole thing? There should only be the 1 line that sets the range. Don't copy/paste the entire example from the doc. That would be incorrect.
  7. Put this code in wherever you have your camera. If you use the default fpsplayer.lua then it creates the camera in there. Find that line in Start() and put the SEtRange() after that.
  8. hmm, every call to math.random() should produce a random number. Are you sure your example always gave the same number between 2 different calls, when you did a seed on it only 1 time in your app? I can't test that right now as I'm not at home, but I don't recall seeing that issue with other stuff I did with random. Can you produce a simple example that shows this possible issue?
  9. You normally only want to seed once in your entire program. Move that seeding line into App.lua Start().
  10. It looks like the inside "floor" of solid csg puts a navmesh there. Put a big block csg in your scene. Build the navmesh, then go inside the block and you'll see the navmesh there on the ground, which isn't reachable. Might not be a huge deal but seems odd that it does that so thought I'm post something.
  11. It's a bummer that the path that is found isn't exposed to Lua. I know in 3.0 C++ you get actually get the path points and just use those without having to do anything with the character controller. That would be really handy and maybe make a suggestion that Josh expose this to Lua?
  12. I think the way this was meant to be handled is to load everything and find all the child gear and call :Hide()/:Show() based on the ones you want. I seem to recall talking with the creator about that (I recommended he do something like this although I was more thinking it wouldn't be a hide/show thing) You might think that's a waste to load everything, but you have to remember that if the player can wear any of those at any time, then you'd want to preload the individual pieces anyway or else you'll get a pause while it loads because LE doesn't load models in separate threads. So loading them all and just show/hide what you need makes sure if they switch gear it's instant.
  13. I sort of feel like this isn't a very common thing. Every tree model I've ever purchased were separated. So he actually has 40 DIFFERENT tree models all in 1 model? If even 1 of those are repeated you are wasting memory and for sure should get them separated out.
  14. @Gamecreator what if you try copying the child models? Will it just copy the child model (basically allowing us in code to break apart models that are like this?)
  15. http://www.leadwerks.com/werkspace/files/file/475-darkness-awaits-project-31/ Problem solved
  16. @YouGroove you don't understand. He's saying EVEN WITHOUT Release() IT DOESN'T WORK FOR HIM. He's telling you he gets a "Failed to load file error" WITHOUT using Release(). Read what he is saying man
  17. I think what dude is saying is to just make 1 physics box/shape that is your tanks body. When you apply force to it, it'll then move the way you want. It'll go up hills and rotate along the x to pitch up or down. Just play with the friction, mass, and where you apply the force and you should be able to move the physics box (tank) around and get the effect you want.
  18. Because you can make multiple worlds and switch between them. I know in LE 2.x it was needed for transparency. Whenever you set a new world as current, all entities loaded/created after that will be in that world: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldsetcurrent-r508 Release() isn't mandatory, but if you don't call it, it's important to know that all your entities still exist in memory, which the majority of the time is not what you want. Again, when it was needed for transparency, which I think you could still use/do in 3.x, you would want a different world at the same time for your transparent objects, but even then if you were actually switching maps while the game is running, you'd want to free the entities that were in said world.
  19. @YouGroove He's saying even if he doesn't use Release() he gets a different error. My guess is Josh did that off the top of his head and confused Clear() for Release(). Seems like a simple mistake. I think the important thing to take away from what Josh has there is that you have to do something to free the entities in the world before you load a new one or you'll have a memory leak. Seems logical does it not?
  20. Because it seems to create a memory leak. Because the creator of Leadwerks says to not screw around with the world object while inside world:Update(), which is what you are doing. I did download his project and when I replace his exe with one created from my project, it works. Which tells me something about the version you and he has is somehow different than my version. I'm in beta though so maybe that's the reason, but I seem to remember this working before this beta. This isn't good that people can have different versions like this.
  21. AFAIK the problem is that both versions share the Leadwerks.cfg file. So 3.0 is trying to open up a 3.1 map (because that was the last thing you used), which fails. If you navigate to that cfg file and change the map it opens up by default manually to a 3.0 project (it's just a text file), then it should work. C:\Users\Rick\AppData\Local\Leadwerks
  22. There is no such thing as a map object. Map:Load() doesn't return a map object. All entities that get loaded from Map:Load() are put inside the current world object.Which is why you have to release it to release all those entities that got loaded. That's because it doesn't exist. Again, not sure where you came up with even trying that. Just guessing? Maybe check that you are opted into the beta? That's what I have and it works. I really wish Josh would address this though... @YouGroove could you provide a project here that crashes for you. I'd love to give it a try.
  23. I will not ignore them seeing as Release() is documented: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/object/objectrelease-r21 and that it works. Why do you have World:Clear(self.world)?? Did you just make that up that syntax yourself? Did you try App.world:Release() in App:Loop() instead? Just need to make sure you didn't do something like World:Release(self.world) because that would be wrong. @cow, just so you know, when I replaced your exe in the project you sent me with one of my exe's everything worked. I'm not sure what version you have but that's what's causing issues for you. Would be nice to see what sub versions people have.
  24. Where/when are you calling Release()? If you call it inside the collision it will crash which makes sense because you are currently inside the world. You can't release the world when you are inside of it code wise. So make sure you are releasing the world outside of being inside it's Update() call, which all entity script function calls are.
×
×
  • Create New...