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Everything posted by Rick
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I'm glad to help as I wrote that script but need to see how you have your flowgraph setup.
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A Week in Seattle: Steam VR, Gas Works, and the Strawberry Moon
Rick commented on Josh's blog entry in Development Blog
lol Seriously though I bet you'd feel like a God if you were flying around the world and just placing things with your hands. *tree goes here, animal here* -
A Week in Seattle: Steam VR, Gas Works, and the Strawberry Moon
Rick commented on Josh's blog entry in Development Blog
Would be cool to have a world editor using the VR. Having some kind of HUD for placing models and building CSG. That would be so sweet to be using your hands for that stuff vs a mouse. -
I feel like I'm a good teacher and am able to put it in terms most people can understand. I'm very patient and understanding. Trust me that if you are new 1 session will save you probably a couple weeks of fumbling around.
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@REZ I wouldn't think not having a randomized time would play all 4 sounds. Can you show a screenshot of your flowgraph setup?
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A main menu could be more complex and probably isn't the place to start. I offer Leadwerks Lua for beginner training. It's in my sig. $10 per session. You can schedule some training and I can get you up and running much faster than fumbling around with tutorials. Otherwise, you'll need to learn Lua first so you could google for Lua tutorials (just note that LE for Lua uses Lua to work with the LE api so in the tutorials you will find things that might not be relevant to LE).
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Maybe Josh removed os object? Just comment out that line to see if you can get things working. That line just makes sure you get a random output. Without it, you'll get the same one each time, but for testing just comment it out to make sure it works. Then we can work on how to get that working again.
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is it possible to draw an image as background and render over it?
Rick replied to Charrua's topic in Programming
Yeah, was just thinking what you are asking for is kinda just like a skybox -
Have you tested it out. I seem to recall a big with just showing the navmesh.
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While I agree, an on/off switch is pretty basic. The configuration could be more detailed and still be useful. I personally use RakNet because I don't think networking will be implemented anytime soon, but having some basic options/configs for things in LE networking is doable and can work for a vast majority of the indie games that'll come out of LE with the option to still use a 3rd-party if you want.
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Was there 2 updates just yesterday also? Thought I saw it update at 9:25pm CST also.
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I think Steam just gives the social and room/lobby aspects and not the actual gameplay networking code.
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It's called RakNet or eNet or whatever networking you want to use that works with C++
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I love monthly fees with no contracts! Purchase for 1 month and not another if I don't want.
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photoshop is $10/mo? Sweet! Everything should be so I can afford to use it for at least a month
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It was talked about before, but networking is a big task to get right. I don't recall a timeframe ever being talked about around it.
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What happened to LE 1.x? I remember those days back on the old forums That didn't have an editor did it? I guess you could just show some code for it
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So the fact that he set this via the editor and it didn't seem to work but in code it does sounds like a bug.
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Yeah, I do beginner Lua for leadwerks training for people. Check out the link below in my sig or pm me if you want more info or a custom time.
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You know what, if you just want to hide/show at a range look into this function which should let you define this for each entity. So you can loop through every entity at startup and set this for each one: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetviewrange-r151 I used this before with a top/down game I was doing with heavy forest areas and I recall it speeding things up a ton. With a top/down game it works great because you can't see outward. With a first person perspective I would think this would be strange unless you have some fog at the same range to cover up the popping in and out as you move.
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I personally would go with attached scripts. It seems the easiest. The main issue is that you have to know what LoD's to load and generally you do that by the same model name with some numbers after them for the LoD and by just looping over the loaded entities you don't know the model name (afaik). It would be nice if Leadwerks set a key/value with the model filepath and name so we could get this. With attached scripts you could expose variables for you to assign these in with the editor. I'm not sure why you are anti-script attaching but with using prefabs it shouldn't be bad at all. Big long thread about this with different thoughts http://www.leadwerks.com/werkspace/topic/8643-lod-system-questions/page__hl__lod
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It's the beez neez!
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Just curious why you are thinking of making custom physics barriers in max vs using csg in the editor that you paint with the invisible material?
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Without threads this would still cause the main game thread to pause while loading. This is one of the things that I don't like about LE. I want to be able to load assets in another thread and move those assets to the main thread.
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What projects do you need from this? The ispyserver required me to download the kinect sdk and then that compiled after I removed the post build bat file it was trying to run to sign. Not sure if that's required but the app runs. I see an ispyapplication which I assume you would want too? Just curious as to why you want the source instead of using the binaries?