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reepblue

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Everything posted by reepblue

  1. Really cool news! I've been dropping by for the past few months as the site has been slow. I like what I've read, happy that a "pay up front" option is still available, as it's one of the pluses of Leadwerks for me. Not a big fan of subscription-ware, but I understand why it's there. A question though: Since Leadwerks 5 is gonna be different when it comes to API, and it being a separate product than what we have now, what's gonna happen to 4.3/4.4 support? Because I suspect that the current Steam app is gonna be Leadwerks 4, and unless you request to take down the app, people might still buy and use the current version while 5 is well out. I know for 2.x, you moved all documentation to a legacy page, do you plan to do that? It's something that's not worth getting worried about; I know, just was curious on your thoughts. Also, is 4.4 still gonna be a thing? I wish you the best and looking forward to the future, looking forward to your future development blogs too. I'll be happy to early-adopt when available!
  2. Really hope the UI update will make Leadwerks work on most flavors. Having it operate on Ubuntu Studio with the xfce desktop would be a win!
  3. I'll be sure to check this out when it's out of beta. The physics always threw me off in the past and I'm glad it's finally being addressed.
  4. Oh, I thought you wanted to phrase arguments as concommands. I don't know what I was thinking, I'm sorry. Yeah, I also had times where a param box would be useful. I got around this by using batches, and checking if debughostname was not nil to check if the app was running from the editor. function LSystem:LaunchedFromEditor() if System:GetProperty("debuggerhostname") ~= "" then return true end return false end TBH, running fullscreen in debug is like asking your game to run as slow as possible unless you're testing shaders. I had the game always ran in a case where I could close it in case something bad happened. To make sure that my "full experience" settings didn't load when I was just testing/developing, I'd use that function up above. Again, thought this was in the Programming section about turning properties into concommands. >>
  5. Lua: https://github.com/reepblue/Luawerks CPP: https://bitbucket.org/reepblue/lex2-dev I didn't really mix this with the engine's Arguments vector, but that's easy to do in C++.
  6. I was just making a new projects with the project manager. *shrugs*
  7. Usually out and about on Saturdays, but I'll try to be there!
  8. Assigning an actor to an entity during or after level load causes crashing. CPP: #pragma once #include "ActorFactory.h" /* #include #include #include */ #include "../../Game/SimpleActor.h" namespace Leadwerks { void ActorFactory::AssignEntityToActor(Entity* entity, string actorname) { if (actorname == "actor_test") { SimpleActor* a = new SimpleActor; if (entity != NULL) { entity->SetActor(a); } } } /* Actor* TestCreate(vector parameters) { Actor* b = new Actor; return b; } */ } Header: #pragma once #include "Leadwerks.h" namespace Leadwerks { class Actor; class Entity; class ActorFactory : public Object//lua { public: //static void AssignNameToActor(string pName, Actor* actorclass); static void AssignEntityToActor(Entity* entity, string actorname);//lua private: ActorFactory() {}; ~ActorFactory() {}; }; } What I was trying to do was a system in which I'd register all my actors to a map, but this simple function is causing issues...
  9. reepblue

    Website Updated

    Wow, looks really great. It feels very fresh, and makes the engine itself more updated somehow. Probably cause the old site just made a list while this gives you screenshots/pictures of what the engine is capable of!
  10. Splendid. Came back here for my Base Actor Class for a C++ player. I'll let you know how it works out!
  11. Make an invisible ramp over the stairs.
  12. Say hello to new set! Higher poly, and way better UV maps than my old models.
  13. Yeah, I missed that post, Thanks Mac!
  14. reepblue

    Website Design

    I agree, only thing I recommend is a way so new games can easily get discovered.
  15. reepblue

    Website Design

    You make roughs like me!
  16. That was most likely the intended purpose, but I can think of a few cases in which an artist might want to bring a brush (or a set of them) into their model editor. Depends on what you're trying to do really.
  17. Unless they are desperate, nobody is gonna want to do that. I was hoping I could just make a batch that converts the vmf to obj. Really odd that editor's obj export doesn't export the uvs in the first place..
  18. My goal was to use propper but since it's a modified version of vbsp, it needs the Source Engine binaries to work and will not build a obj unless you have your textures as a vmt in a source project. It's a lot of work for a simple thing, but do-able. Here's propper's source code. Maybe some one here can make it a standalone app?
  19. Very Cool. I was thinking about UV map exporting to obj, and I think you can by exporting it as a vmf and using propper to convert it to an obj. I'll check it out tonight.
  20. Thanks, I'll give this a try. With my current setup, the local and global rotation values are different so I wanna see if your settings help with that.
  21. Just want to point out that you don't need to join the beta branch to get the updated VC redistributable.
  22. This class is actually based off my beam script, but much simpler. This is written in C++, and all it does is stretch and orient the sprite to two points. You can use this class to make lasers like in Portal 2, simple elevator cables or physic ropes with a script. This just makes it so you don't have to do the setup and math each time. Since the beam is derived from the Sprite Class, everything when it comes to loading a material, releasing and such; that's inherited from the base entity/object class. All I really did was did the math in the Draw call.
  23. This was a quick test, and it worked first try. This is a Beam class derived from the Sprite class. All the beam really is is a sprite that streaches from one point to another. Use Josh's tolua++ generator to expose it. The only way to create a beam is with something like this: Script.EndPoint = nil --Entity function Script:Start() self.beam = Beam:Create() self.beam:SetStartPoint(self.entity) self.beam:SetEndPoint(self.EndPoint) self.beam:SetMaterial(self.entity:GetMaterial()) end le_beam_class.zip
  24. My friend uses it for texturing. I recall him telling me that the newer version(s) allow AO baking and such so it's still handy.
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