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Rick

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Everything posted by Rick

  1. So the base of the character controller goes to the center of mass and for csg the center of mass is the middle. You can change the center of mass with http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetmass-r74. I believe with this you could get the character controller to be lined up correctly. I assume you are using the csg box as a filler, but it's a good thing to see that your characters should have that center of mass at it's feet so things line up with the character controller.
  2. Perhaps just changing parent/children entities around?
  3. I may be blind. I often miss things, but I don't see an LE way to loop over files in a directory. I need this as I dynamically load some files in specific directories. For now I'll use lua functions (hope they work) but would be nice if LE has some for those wanting to stay in Sandbox mode. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/filesystem/
  4. When you make a new topic there is a topic tags field below the title field where you can put your tags like C++. I agree though not everyone does that, but just showing that Josh did this on purpose as he deemed it the way to go at the time.
  5. I have a prefab that has a child. The child has a script attached to it and it seems that child Script:Start() is not getting called. I load with Prefab:Load(prefabName, Map.LoadScripts) All children of the prefab really needs to have their Script:Start() be called when Map.LoadScripts is specified.
  6. We used to have different forums per language I believe but it was scrapped in favor of tags that specify the language.
  7. This is the classic gameplay vs visuals. Visuals catches their eye first but gameplay makes them give good reviews which ultimately will result in more sales of a game. This seems like polish on a game that can be pushed down the priority list. If someone has a finished game ready to ship and it looks like it has potential and this is a missing piece I'm sure Josh would be more willing to put it in. Until then we need CSG tools yet.
  8. Josh, sent you a project where CSG hints didn't seem to be working. I can't post it here as it had purchased models in the test. Not sure if it's a new bug or not. Haven't been tracking the usage of CSG hints.
  9. Rick

    A book

    While I agree, after you have this higher level guide it will become neat but not enough in depth. Not to mention there are many ways to structure a game. This is something that nobody really knows the sweet spot on how complex the game should be and how in depth the guides should go. Maybe if people gave ideas on how this should work someone will look into it.
  10. I'll give it a look and maybe do a live tutorial. Twitch seems to have a fairly big delay the last time I tried to help someone on it and twitch always freezes for me so I'm not a fan of it. I have something like 10Meg download and twitch just pauses all the time.
  11. Rick

    Steam

    You can tell Steam to not update and I'm pretty sure you can still use the software if you don't upgrade can't you? Guess I always just update.
  12. Rick

    A book

    Everyone has their own idea of what is needed. It's an impossible task to please everyone.
  13. Rick

    Steam

    Yeah I was asking about Steam. However it sounds like Steam has been a huge boost to LE's sales so it sounds like it was a good decision even if it upset some customers. I mean you can't please everyone.
  14. Rick

    Steam

    Yes. I have a laptop and desktop and run LE from Steam on both.
  15. Rick

    Steam

    Ah OK Noshi, so you aren't against online marketplaces just the need to download a client to get and play. I see now. So what bothers you about needing a client specifically? What do you mean? Steam has a separate area for non games in their listing of what software you have.
  16. Rick

    Steam

    Where do people even get their games if not on Steam? I mean I don't even have a CD/DVD drive in my PC's anymore and haven't stepped foot into a game store as they don't seem to sell much on PC games these days. Targets section is getting smaller and smaller each year and is about 50% The Sims! My view is that resisting online marketplaces is pointless. Soon there will be no CD's/DVD's and everything will be digital. It's clearly the future that's coming closer every year. It can't be stopped.
  17. Rick

    Multi-threading woe's

    Any chance on getting a function call that returns how many entities are in the map without actually loading them? Just the number? This would allow people to make an accurate progress bar while loading if they put draw and update/flip code inside the map callback.
  18. Rick

    Multi-threading woe's

    Wouldn't that be after the map is already loaded though? You'd need this count before you load the map to make an effective progress bar.
  19. Rick

    Multi-threading woe's

    Would be nice if josh made a function to get entity count for a map.
  20. Rick

    Multi-threading woe's

    Yeah, I think if you take the 2D drawing logic that's in App:Loop() and place it in the map loading hook you could get a moving image.
  21. What are you using to move the player? GoToPoint()? If so, this function doesn't care about the navmesh. It simply will try to go to that point. It is up to us to determine if GoToPoint() is reachable.
  22. I agree with Olby. Josh if you thought mobile was a lost cause then console would seem to be going up the same tree as it's the same idea. Hardly nobody will buy one if they can just develop the game on Windows/Linux and the only need to have a console license is when you are ready to release your product. You'll get the same result as mobile. Very few ppl buying it up front.
  23. Rick

    Multi-threading woe's

    Aggror, if you can show a screen couldn't you show some sort of moving progress bar? I mean it would probably not be fluid but you should be able to get something moving on screen right?
  24. Rick

    Multi-threading woe's

    So there should be a callback function to the map load function. I believe this will be called as entities are being loaded. If you put your drawing updating inside this where you draw to the screen (the stuff that's inside App::Loop()) then you should be able to have a loading screen that updates as your map is loading. It might not be the smoothest but it could be something. I believe anything you do with LE entities needs to be on the same thread that LE was initialized on.
  25. Rick

    Multi-threading woe's

    What are you trying to do with threading? Load stuff in real-time or do some sort of loading screen while the map loads?
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