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Everything posted by Mumbles
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Biggest issue I think is the waist - what proportions are you building to? I suspect the waist is for too skinny for the hips size Also is this supposed to be a porn game? After walking two steps forward in real life, that skirt will have moved up slightly, and being as short as that... If it helps you, none in mine in real life are shorter than about 8 inches - and even they're a bit short.
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Need Developers opinion about asset packs!
Mumbles replied to Michael Betke's topic in General Discussion
I'll only pay for exactly what I want... That's usually tailor-made packs. Price I would normally leave down to the person making the pack - it is their hard work after all... Provided it's not too expensive I would normally pay, but only if it has everything I want. Anything missing and I normally won't go for it... -
Apparently... (Equally spam comment as the one above...) But for non-spam, Blitz3D was the first engine I really used so I don't really know any other way.
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Don't you mean: I'm sure that Mikey will play ball with "me".
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Why would you need .smd support? For testing, and your own use, it's not much of an issue, but for anything that gets finished, using other people's smd files could get you in a fair bit of trouble. You can always convert your own media onto the gmf format
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Anyone would think you were from Sweden... Are you sure you're from Finland?
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March will be the last month to upgrade to Leadwerks Engine 2.3
Mumbles replied to Josh's topic in General Discussion
email to support at leadwerks.com probably -
March will be the last month to upgrade to Leadwerks Engine 2.3
Mumbles replied to Josh's topic in General Discussion
It's a TGC order if that makes any difference. Right now, I'm feeling the pinch of fixed term accounts. But just couldn't pass up 6% in my position 11 months ago - too good an offer. I'll still see if I can try "the brother approach". Means I can get started with 2.3 a little sooner, and I've been waiting to upgrade for a while. -
March will be the last month to upgrade to Leadwerks Engine 2.3
Mumbles replied to Josh's topic in General Discussion
Wouldn't you just know that I couldn't realistically make my upgrade until the next tax year... (Yes, even something as low as about £25) Yet interestingly my brother paid for my original order - without any "labour charges. I wonder how he feels about paying for the upgrade - as its probably my best option... -
I think you missed an even more recent edit to that message. Probably edited whilst typing yours
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"now let get back tot eh opengl question" In that case I'll tell a little story about me and OpenGL... OpenGL > D3D But more seriously. Cast your eyes back to 1999 two hit multiplayer games have just been released. Unreal Tournament and Quake 3 Arena. UT only provided OpenGL as a fallback option, and running the game in OpenGL resulted in a message box along the lines of "Really, use DirectX or 3dfx Glide, they're better". Graphically, the game was pretty horrible, even on top settings, although you can't necessarily pin the blame on the underpinning rendering API for that. Quake 3 though was leaps and bounds ahead of its time. Viewing through teleport gates in high quality, nobody had tried it to that extent before. The quality of the player models and weapons were much higher, and it didn't support DirectX at all, but yet you could make that run on Windows 2000 without any sevice packs (whereas DirectX required that SP3 be installed). I dare say it would even run on Windows NT 4. UT certainly would not (unless you were using the OpenGL fallback option). You can play both games with fraps today on top settings and actually see the graphically superior Q3 running 20% faster (average of 600 fps over UT's 500 - both way above what they need to be playable). Back in 1999, it may not have been the same story. I wasn't playing either back then and certainly not benchmarking. Now come forward to UT 2004. Only now is the graphic quality starting to match Quake 3, but I found the D3D renderer in windows to be slow and sluggish to respond. Fraps would say the game was playing at 60 fps, but it sure didn't feel like it (and under 40 I would find the reaction delay to be too slow to be playable). Various tweak guides would suggest different settings, but none were working it still felt slow and horrible. I would finally tweak my ini files manually. OpenGL was not available as a renderer on windows, only D3D or Software. But the game did work on Linux, and the ini files contained quite a lot of OpenGL settings. SO I would manually edit the default renderer line from DirectX to OpenGL - worst case scenario, it would not load, or continue to use DX, so I tried it. Much longer to set up the window, but then frame rates skyrocketed to almost double, 110. ...And indeed most games I've played with the option to choose between OpenGL or DirectX, I've always felt OGL to be much faster and usually with no loss to graphical quality. And although I can't confirm because I don't have first hand knowledge, I'm sure I've read somewhere that DirectX is quite messy in terms of coding, whereas OpenGL is much cleaner (Josh would be the best person here to confirm that - or not). But if that's true, there's just no real reason to use DirectX these days. It doesn't seem to offer much better performance (if any at all) and you can't deploy it on even half as many systems as you can with OpenGL. By the way Carl, have you been drinking tonight? I've never seen your spelling so bad as in this thread... Actually, maybe I have - those spellings I swear were wrong have just disappeared completely...
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What's so wrong with that idea? I remember when I first got a quad-core processor, XP just ignored the third and fourth cores. The Linux version I was using didn't support quad cores either, so it just advanced 2 system seconds for every real second... An old system got full usage out of a quad core whereas in windows, I had to pay for a new operating system (that I didn't really want) or run at half speed.
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You can blame me, as is appropriate in many cases. We got on to user-defined keys, because it seemed to me, to be impractical to create so many one (or two) character-pitcure representing assigned keys. If it had been possible to create a large bitmap and reliably subdivide it into many smaller pictures (or someone to demonstrate it, if it is already possible), I would have recommended the 2D graphics idea originally proposed. To my mind, allowing the user to define keys is all part of a menu system, even though this particular feature is not at the root layer, usually it's nested inside "define keys" which is itself nested within "Options" at the root layer.
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Wait a minute: Of which, not all licensees can use lua in the engine... Is this a sort of "Look what you could win..." type of promotion?
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Oh, I didn't realise you meant staying open, as in: "Can't be closed". What I get, program closes the console then says "Press any key to continue . . . . ." Press any key, and it closes. Since I can't replicate the situation, I can only guess, and assume that ending the process cmd.exe doesn't have any effect?
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You're not the only one who wants to build an online FPS. But a lot of people here are still trying to get fully accustomed to the engine. Indeed in time, I'm looking at making a few, getting gradually more complex. Starting out with something simple, making something close to counter strike first. Getting the basics of solo and team gameplay working with maybe a small collection raycast weapons. Then moving onto something like Quake, maintaining all of the previous aspects but now adding things projectile based weapons (like a rocket launcher), and maybe a capture the flag mode or something. By this point, I would presumably have a quite a solid grasp of the engine, and its capabilities, and be ready to start the game I had in mind all along. A tactical team based FPS (Like SWAT 4 if anyone's heard of that / played it). A game where running around like Rambo doesn't have its rewards, instead relying on good, solid communication and teamwork. In short, there are quite a few people here who are in the same position, and just can't wait to get started. Maybe in time, another community project would be started, one thats focused on multiplayer FPS action. For the time being though, there are quite a few members in the community project that Lumooja mentioned. The biggest advantages are that a fully ready game is likely to be complete much quicker than individual projects, and you'll also get to see other peoples abilities, you might see that there's a good programmer there, or a good artist that you want along side you in your project. So whilst there aren't too many fully fledged titles in the works yet, don't give up hope, soon there'll be a few, I'm quite sure of that.
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I find the console only stays up if I run the project without debugging (CTRL F5), in either debug or release configs (and I only ever use release)
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Remember, that's only going to make the body to its right, irrespective of the camera's angle Changing the last '0' for a '1' will make it constantly make it move to the right in the world, irrespective of both the camera's angle, and the body's own orientation. If you instead write: TVec3 AddForce = Vec3(10,0,0); AddForce = TFormVector(AddForce,camera,0); AddBodyForce(objectBody ,AddForce,0); That will add the force relative to the camera angle (if your camera is called 'camera'). The above three lines could be condensed into one, as follows: AddBodyForce(objectBody ,TFormVector(Vec3(10,0,0),camera,0),0); ...And if the camera is constantly rotated to match the body's rotation, that gives a first person style view. Without meaning to be nasty, if you've not watched the 'introduction to bodies' video tutorial, it's worth watching. http://www.leadwerks.com/files/Tutorials/CPP/Introduction_To_Bodies.wmv http://www.leadwerks.com/files/Tutorials/CPP/Making_A_Spectator.wmv
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No formal documentation. Help is either here, or at http://www.leadwerks.com/wiki so, yes. You have to be online to read documentation
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I would have just done it using 2D images all the way - but then I came across a problem. User-defined keys? Would I really have to create an image for every key? I know I could use text, but somehow that just doesn't look as good. At that point I got depressed and just stopped.
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Did I say dead guinea pig? I think I would have meant a dead pigeon... Equal to me on looks and intelligence. (And that still doesn't explain the creepy lipstick guy...)
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Well, until I put up a picutre of myself - understandable, and mostly not a problem... But why pick a 10-year old though, especially one holding a dead animal, with a creepy little guy to the side? I was having a drink when I first saw it... Nearly went in the keyboard...
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Umm, who's the picture meant to be? My picture (Allegedly) Someone's stuck that on my LCP profile... (oh, and erm, why is the little guy wearing pink lipstick?)
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You have to recreate the buffers according to the new size. calling Graphics() just creates (or replaces) the special "BackBuffer()" with the supplied parameters. If you use the project wizard, the buffer it calls gbuffer, has to be recreated manually.
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If for whatever reason, I was flat on the floor (playing dead maybe?) and I wanted to turn round, I'd probably come off my belly, go into a crouched ball, turn round like that, then lie back down again... Maybe it's just me.