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Everything posted by Rick
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First off is there a Terrain documentation page? Can't seem to find it. Also, are we able to manipulate the terrain at run-time? I'm thinking of like an RTS when you place a building on the terrain and want to flatten the land under where the building will be placed. I want to be able to get the verts and change their height. If possible at this time, does this screw up the terrain collision/navmesh at all? Would I have to recalc things? If so how and can I do it today?
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I find the trade off between spending the time making unit tests (which seems to not really be about making the tests as much as it is taking the time to organize your code a certain way to aid in unit testing) vs "normal" testing and fixing issues when they come up, interesting. I almost feel like we're so used to bugs in software in general that users don't really value bugless code all that much. We seem to be able to put up with bugs if the software is good and works most of the time. Windows almost seems to be the prime example of this.
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I wish I could get into Unit Testing but every time I do it, it all seems so tedious, trivial and pointless :-/. Maybe I'm doing it wrong, but even the examples I see online always seem so small and pointless. It has a big following so it must work well but I just can't get used to it.
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I think the theme makes it much harder and I'll be voting to not have one for the next one
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It's my understanding that there is supposed to be a terrain tab? I see the Tools->Build NavMesh so I assume I got the update. However I don't see any terrain tab. Just objects, assets, scene.
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Yeah, my PC is still broke :/ I have a MacBook now so will be ready for the next one. Honestly, I was having issues with finding a good idea around the theme that was small enough to do in the timeline. I personally don't like the theme route
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I put one in my demo and made it follow the player around. My assumption on it was that the range settings on sounds and the listener work together to limit sound range. It seemed to work for my fireplace sound.
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Hey Jimbo, I think you'd be best to ask for specific scripts and maybe some of us would help you out.
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Nevermind, found it. Now to track down my reg key...Email sent to support Josh Would be cool if our reg key showed up in our client area.
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My PC is getting fixed but I bought a MacBook Air recently. Where is the mac LE downloader again?
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You need VS 2010 and go into the projects Windows project folder and open up the solution .sln file and compile it in both debug and release manually every time you make a new project and/or every time Josh releases a new update.
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Remember the videos of Josh moving cubes around and the AI being able to move around and on this cube? Is that what you mean?
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Inspiration and ideas for games - where does yours come from?
Rick replied to karmacomposer's topic in General Discussion
I tend to play flash games. There are so many of them that I am bound to get some ideas from some of them. -
I think I'm screwed for this one. Still don't have my desktop fixed.
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@josh why would you do that? That's for sure not the norm.
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I'm struggling on a game idea. I have 1 in my head but I don't want to make it The theme based idea for sure makes it more challenging.
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You should provide a small demo Andy otherwise it won't get looked at.
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http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/cameraunproject-r201 http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/cameraproject-r200
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@Aily All that's important is that you are using the LE API. So sounds like you are good to go with using your own editor.
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As far as I know, external Models can only be lit with dynamic materials on it and calculating light does nothing for external models. The calculate light feature will only light BSP created models in the editor. You can set a lightmap in the material for the model to have it "lit", but no shadows or anything. You could make all materials dynamic and you wouldn't have to calculate lights, but then you can only have so many lights per model.
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I just had that same issue. Annoying :/
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@YouGroove Dude, why do you have to make everything difficult my man . Just go with the flow and make a game that has somewhat to do with elements. As a teaser I'll say you will all want to practice up on your game making skills in competitions like this because something cool is coming.
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Thanks shadmar, that worked! It's pretty neat to see the inside of my building pitch black when I have a directional light and ambient light turned up. Of course the downside is as stated that "windows" don't shine any light in at all. Would be really cool if you could do this Josh, and would give a more real feel. I don't recall if LE2 did this or not? For now I think I might be able to get away with spotlights angled to look like light coming in from a window or open door.
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If you define an input as having some parameters, the connector line will show dots on it. One for each parameter in order form left to right. Then in the script that has the variable you want, make a getter function and put --arg at the end of the function name like: function Script:GetHealth()--arg return self.health end This getter will show up in the node and you can drag it to one of the parameters on the connector line. When the input is raised, the engine will call every getter function hooked up to each parameter for the input function. So for an example, let's say the above function is part of your Player script, and that your Player script raises an OnHurt event. Let's also say you have a HUD.lua file that has an Input called UpdateHealth(value), where you want value to be the players health. You would hook up the Players OnHurt event to the HUD's UpdateHealth(), and 1 dot would show up in the middle of that connector line (because it has 1 parameter), where you would hook up Players:GetHealth() getter to this dot. Now when OnHurt is fired, it'll call GetHealth() and pass that value to UpdateHealth() and now your HUD can display that value for the players health. You've just passed the health variable from the Player script to the HUD script! I agree, it would be pretty cool to have variables in the flowgraph as well, but again we can simulate this using this method. Each variable would just be node, and we'd make a script for the variable. Variable script Script.value = 0 function Script:GetValue()--arg return self.value end It's not ideal but it could work. I was playing around with an idea of making a script called GetProperty, where it has an exposed text property which would be the variable name you are after from a given script. It's a little confusing and is just easier to make a getter in the given script and make it --arg.
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The directional light seems to light up everything (even "in-doors"). Is there a way we can better simulate the sun where it doesn't penetrate buildings/hallow boxes? Maybe we can have certain materials ignore directional lighting only but "see" other kinds of lights? Not 100% ideal but might help in certain situations like housing that shouldn't have the sunlight in the house (if shades over windows down). We could probably do some godrays to simulate sunlight coming in if we wanted that. I was able to make a shader to ignore ambient lighting (pretty easy ), but not sure if shaders can tell the difference between directional lights and the other light forms.