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Everything posted by DerRidda
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What's the biggest development challenge you face?
DerRidda replied to Josh's topic in General Discussion
What are you even talking about? What you are saying makes no sense at all given the context. -
What's the biggest development challenge you face?
DerRidda replied to Josh's topic in General Discussion
You can team up independently from any engine, we have a forum here, collaboration should be easy to start. -
What's the biggest development challenge you face?
DerRidda replied to Josh's topic in General Discussion
I think the answer to this almost 50/50 split is: -
I'm not (yet) using FlowGUI myself, just some of the recently published Winter Game Jam games use it and all have this behavior when I try to play them, as well as your own games in the workshop. Like this one http://www.leadwerks.com/werkspace/topic/11662-space-runner/ and this one http://www.leadwerks.com/werkspace/topic/11665-crazy-auto-present-dash/
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I have been thinking about that myself and while I haven't tried anything yet I had the following idea. Every time you are ready to play a walk sound, you make a pick from the player controller to the ground, set for scene collision and use GetMaterial to get its material. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygetmaterial-r127 Each material will need to be associated with the according walk sound in a table or something though and a default for stuff that isn't associated. It should be fast enough, as you only play walk sounds every couple of seconds anyway. The one problem I could imagine is that getting the material of collapsed scenery won't work but I'm not sure about that.
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Have you tested FlowGUI on Linux? Because the Winter Game Jam games using it all share the same issues for me: Invisible mouse cursor and barely responsive menu buttons. In general most things seem to work but with some polish that could be elevated to everything.
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Well, before going overkill, some duckduckgo-ing has revealed that turning off PhysX (setting it to CPU) in the Nvidia driver settings has solved a similar issue for other games.
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That's a toughy. Nobody else is reporting Nvidia specific issues so far, I myself did use a GTX 650 Ti until recently and just upgraded to a GTX 970 without any critical issues but that's on Linux. The last difference between that benchmark and Leadwerks is that Leadwerks uses OpenGL 4 while the benchmark is on 3.2 so if your problem happens in one extension that only exists in 4.0 or newer you wouldn't see that. Could you upload your test map, preferably with the project you are using for it as well? My suggestion would be to completely remove the Nvidia driver in Windows' safe mode with the best driver removable tool you can find and then cleanly reinstall it.
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What driver version are you running? Could be that the one you are using has some OpenGL issues. All the games you are comparing it with use Direct3D, so it's apples to oranges here. If you have Wolfenstein: The New Order or Rage try those, they use OpenGL as well. If you have neither of those try downloading any version of the free Unigine benchmark and let it run with the renderer set to OpenGL. This one for example: https://unigine.com/products/valley/download/
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I'm entirely happy with this solution. A sane, simple and safe automated system for the more basic projects out there and the old "include everything" system that allows for total control but also requires it. Let's not bend over backwards for this non-issue.
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How to decrease deployment "data ZIP" folder?
DerRidda replied to domi's topic in General Discussion
Nope, that password field is always there you don't need to enter anything there. The drop down menu above the password field has the beta branch which you simply need to select. -
How would it handle the example I posted here? http://www.leadwerks.com/werkspace/topic/11392-published-game-wont-run/page__st__20#entry83033 It sounds like it would fail that scenario. Is there a flag to turn selective file inclusion off/turn on the old behavior?
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Have you tried playing with SetPhysicsDetail()? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldsetphysicsdetail-r785
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You are officially excused.
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Don't forget to pull it from the Ubuntu Software Center as well.
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I think this is harder to cleanly do than it might seem at first glance. It's probably easy enough to figure out which assets are currently used in a map and on entities but that doesn't give you the whole picture. At any given time you could be loading a new asset through code and it might not always be evident which assets those are before runtime. For example: You make an RPG with player-selectable avatars but you have a lot of them pre-made and maybe you want to allow the player to use their own images as well so hard coding each and every single one would be silly. Instead you iterate through each file in your player_avatars directory, check to see if it is valid and then use those. Now, how would an export option ever know that you are actually using these files in your project?
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Windows and Linux.
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The old "CSG geometry without either a script or mass attached gets 'collapsed' into nothingness" behavior has bit you in the arse, welcome to the club, I can still feel where it bit me. Either add a mass or a script (a blank one is fine) to the CSG in question and you will be fine.
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I Am Also Seeking Help In Failed To Configure Graphics
DerRidda replied to TheNorthKoreaBall's topic in General Discussion
Try the Intel drivers linked here and see if that helps. http://www.leadwerks.com/werkspace/page/drivers -
Have you tried the specific Intel drivers linked here? http://www.leadwerks.com/werkspace/page/drivers
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This is a pet peeve of mine. Working with many web browser tabs of the documentation open is hard because I can't tell which tab contains which subject because all pages on leadwerks.com have "Leadwerks Game Engine" in the beginning of their title. Even at maximum tab width I can only see "Leadwerks Game En". At the very least the documentation pages should state the subject they are about first. For example the current title for the LensFlare doc page is "Leadwerks Game Engine - LensFlare - Documentation - Documentation - Leadwerks"* after this minor improvement it should read "LensFlare - Leadwerks Game Engine - Documentation - Documentation - Leadwerks" making it possible to differentiate tabs at first glance. *This is a really messy title either way if you were to clean the titling up even more I'd suggest going for something like "LensFlare - Documentation - Leadwerks Game Engine".
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Change that to the name of the map you actually use as your game's start map.
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[Linux] New GraphicsMode commands only return one resolution.
DerRidda replied to DerRidda's topic in Programming
Almost all of these have at least three monitors where the bezel is not in the dead center of your view, on dual monitors the whole thing makes barely any sense. Of course that doesn't stop some people from using it. http://cdn.techpp.com/wp-content/uploads/2013/06/dual-screen-gaming.jpg But that isn't the issue here. How many resolutions does it find on your Linux system Guppy? -
Indeed, all the games mentioned are 3D and just mimic the perspective of old 2D side-scrollers. What The Color Red is trying to do should be easy enough. It has already been done before in LW2 http://www.leadwerks.com/werkspace/page/games/_/the-last-chapter-r25
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[Linux] New GraphicsMode commands only return one resolution.
DerRidda posted a topic in Programming
As the titles suggest System:CountGraphicsModes only returns 1. While that resolution always seems to be the total resolution of the current X screen. Meaning GetGraphicsMode(0) returns 3840, 1080 for my dual screen setup and 1920, 1080 when I deactivate the second screen. Of course there are plenty of resolutions available below the native resolution of the monitor and just receiving 3840, 1080 for the dual screen setup is useless data, as nobody spreads their game across two screens, unless they like looking at the monitor edges in the middle all day.