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Everything posted by DerRidda
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Physical barrier through which default FPSPlayer can pick/use.
DerRidda replied to DerRidda's topic in Programming
You are right, setting the collision type of the actual pick to Collision.Scene (which equals 2) did the trick as scene does not collide with scene but still collides with prop. Though I'm surprised that SetPickMode(0) didn't work in a way that basically means "No matter my collision type or how you pick, I will be ignored." I probably misunderstand what this actually does. Thanks for the help. -
Physical barrier through which default FPSPlayer can pick/use.
DerRidda replied to DerRidda's topic in Programming
Well, that would make the whole barrier useless but yes, I tried and it is independent from the pickmode, as I fall through it but it still manages to block the pick. Here's the project: https://drive.google.com/file/d/0B3jPhxJap2Y3V05iMlRjYmVSWTQ/view?usp=sharing It's as close to desired behavior as I could get it by changing the "closest" parameter in the picks inside FPSPlayer.lua to false. The left and right columns can be used (good) while the center one still can't (bad). I hope this clearly shows what I'm trying to accomplish. -
Physical barrier through which default FPSPlayer can pick/use.
DerRidda replied to DerRidda's topic in Programming
Huh? Was I that unclear? I need the hand to show up and use the items behind the barrier but apparently my barrier is still being picked even though I set self.entity:SetPickMode(0) which should mean that this entity is ignored in pick tests according to this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetpickmode-r135 -
Physical barrier through which default FPSPlayer can pick/use.
DerRidda replied to DerRidda's topic in Programming
Big, player sized sliding puzzle. I basically have a portion of the floor carved out for this and if the player stands in the empty slot in which the blocks should go they either just block the movement, get squished or telefragged depending on how I set up the movement of the blocks. So I just don't want the player in the gap but that gap could be anywhere depending on the state of the puzzle. -
I have a bit of a problem here. I need to have a physical barrier behind which entities can be used by the default FPSController. I created a thin barrier with scene collision, applied the invisible.mat and attached a script that basically only does self.entity:SetPickMode(0), in the hopes that that would be enough to accomplish my goals. Well, if it did I wouldn't have to write this... The hand doesn't show up and I can't use the objects behind it. The distance is well within the limits and I have tried changing the "closest" flag in the picks itself to false, which worked but only on some of the objects behind the barrier, others still wouldn't show up/be usable. Any help would be appreciated.
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Carve, hollow, and cleaning up the scene tree
DerRidda commented on Josh's blog entry in Development Blog
Really well done, makes the editor a whole lot more use- and powerful. Though for usability's sake I would love to see Carve and Hollow added to the right click menu as well, even though there are shortcuts, it feels like it belongs there. -
Ah, I just saw you wrote that reply on the OP's Steam thread as well where there is proper context. Reading it here it sounded like you were asking to for the OP's login credentials for no good reason.
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What?
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Another GDC video:
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AMD Driver 14.9 - Fix for "Error r6025: Pure Virtual Function Call"
DerRidda replied to Josh's topic in General Discussion
True but 14.12 is still total toss with OpenGL 4.x on Linux as well. Let's hope that driver hits all platforms sooner rather than later... and actually works. -
AMD Driver 14.9 - Fix for "Error r6025: Pure Virtual Function Call"
DerRidda replied to Josh's topic in General Discussion
There is a preview version for Catalyst 15.3 up in the repos for Ubuntu 15.04. You can download the debs here: https://launchpad.net/ubuntu/+source/fglrx-installer/2:15.200-0ubuntu1/+build/7051725 Use at your own risk! If in doubt, wait for the official version to come out. There's also an archive for non-Ubuntu users to take a look at: https://archive.ubuntu.com/ubuntu/pool/restricted/f/fglrx-installer/fglrx-installer_15.200.orig.tar.gz -
It sounds like basically all OpenGL 4.2/.3 hardware should be able to handle Vulkan, could be quite worthwhile to pursue it as you might not even be excluding a single customer that can already run LW today but rather add a few new ones as it seems that the Intel Linux drivers could support Vulkan before they are even close to OpenGL 4. This might also be the stepping stone back into sustainable mobile support because it should work on all GLES 3.1 (or higher) hardware, if the drivers happen. I hope you are staying on top of this.
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Here is Khronos Group's panel from GDC:
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How to create water in leadwerks 3.4?
DerRidda replied to ArtistDesigner's topic in General Discussion
Maybe I should get used to calling it scene panel here like it's actually called. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/ -
How to create water in leadwerks 3.4?
DerRidda replied to ArtistDesigner's topic in General Discussion
Click on the root node in the scene graph, it's right there. -
Talking Performance: Low FPS due to being CPU bound
DerRidda replied to DerRidda's topic in General Discussion
Alright then, let's hope for a fix. -
So, playing the demo of A Demon's Game I noticed that I can barely hit 30 fps on my GTX 970. That's because it is pegging a single CPU core to its maximum which means my GPU is only being <15% utilized. That's on an AMD FX-6300 @ 3.5 GHz per core not the fastest but it should be enough. That's probably related to Lua being single threaded but that's crazy low, Natural Selection 2 (on Linux) is pretty much the same, Lua + OpenGL (a crappy implementation at that), but that manages 50-60+ (can't tell exactly because of forced VSync) for me completely maxed out and is a visually very demanding. So I would like to see what performance other people are seeing on what hardware and what OS and let's use A Demon's Game as a "benchmark", just the first large open room will do.
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There isn't really a need to have a Linux specific version as long as you are working with Lua only. You always get an executable for both Windows and Linux. But yes, updating the shaders fixed the shader related crashes. The other issues prevail though and are not really on you but rather Josh and Aggror.
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It has been in my subscription, so Firebal probably only needs to update.
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Hmmm, some Linux issues here if you care for it. Your App.lua wants to load Start.map while the actual start map is called start.map, so it fails because of case sensitive file systems. I thought Leadwerks had built-in means to ignore case sensitivity. I'm kinda surprised to see this issue. This is something Josh might want to look into. There are also issues with the shaders which I will address elsewhere because shadmar done goofed apparently. Also Aggror still hasn't fixed flow GUI on Linux even though I reported it to him and he said he'd take a look. :< Seems like you yourself have little to no fault for A Demon's Game not working on Linux currently, so don't sweat it. EDIT: Actually it looks like shadmar has corrected his issues with his post process shaders already. Are you on the latest version form the workshop? There is an issue where every effect that includes the passthrough shader will crash because it gets loaded like this. self.shader_pass = Shader:Load("/Shaders/PostEffects/00_shaders/_passthrough.shader") See the / infront of the file name? On Windows that means nothing but on Linux any path with a / in front is an absolute path from the root of the file system instead of a relative one that would look inside the game's folder. Imagine on Windows it would say self.shader_pass = Shader:Load("C:\Shaders\PostEffects\00_shaders\_passthrough.shader") . It's fairly obvious why that wouldn't find the shader.
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Go to GDC and get a good whiff of Valve VR and glNext, so you are ahead of the curve. About tutorials and documentation, I can't exactly help with how to make it more visible because I found it with ease but I made a suggestion some time ago about how to make the doc more usable. http://www.leadwerks.com/werkspace/topic/11394-page-title-for-documentation-should-state-subject-first/
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Not having Unicode support in the editor is just one of those things that makes me bang my head against the table. And this isn't even me being a picky Linux user, as it is cross platform. There is not a single good and/or acceptable and/or excusable reason to not support Unicode in 2015. Apparently this is BlitzMax related, I have found a thread stating that they added Unicode support to the BlitzMax SVN from last year or so. (Which btw is stupidly late for such a project). So please, Josh, get behind this. Ignoring this will only hurt you in the end as you make your product less viable for the entire Russian and Asian market. EDIT: This is advertising UTF16 support ( http://www.blitzmax.com/Products/blitzmax.php) So what am I missing here? At least the Windows side of things should be cared for.
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gamedeviancy: AMD has recently started to offer their drivers pre-packaged for some distros meaning DEBs for Ubuntu. The generic Linux download is the regular installer that can also build those packages or just straight up install it. It's a simple convenience thing.
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Always been 2snob2wireless. Input devices and networking on my main rig. Dual boots have always worked well for me but I know exactly what you mean. Windows just doesn't give a flying fart about anything except Windows, so when you install Linux first and then Windows, it will delete GRUB (the bootloader Linux uses). The other way around works just fine. A good VM solution can also help with cutting down on reboot times.
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I experimented with attaching physics volumes to the crawler model, my result was a mesh that fell apart and floated in all directions, it looked quite funny but wasn't really useful. I think this is a worthwhile feature to add, as ragdolls have become THE standard way of handling dead NPCs in most games now. One can see why that is when playing the AI and Events demo map and killing one of the first two crawlers on the stairs, the way the animation based death makes the whole thing stick right through the stairs while having the other half float mid air simply proves that ragdolls are the better way.