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Canardia

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Everything posted by Canardia

  1. It's IE which destroys the formatting. Use SeaMonkey, or any worse browser, but not IE.
  2. The LUA entity scripts have been simplified, so make sure your entity scripts are done the same way.
  3. Canardia

    Chat example

    If there is only 1 message per packet, it's only 1 byte more to send, but the multiple message feature allows you to have the packet sending on its own time interval, which is very important. With a single message per packet you could only send 1 message per interval, but with multiple messages you could send all messages which happened during that interval, so there would be no huge delay between messages if the interval is set to 5 seconds. If you want to make it even more advanced, you could tune the interval according to the network latency. If there is no latency, the interval would go down, and if there is high latency, the interval would go up to prevent total overload of the network connection.
  4. It's explained in the wiki: http://www.leadwerks.com/wiki/index.php?title=Visual_C%2B%2B_Custom_Syntax_Highlighting
  5. You have to remember that most people don't know english very well either, so better keep the words simple Normally in games those things you mention are called: Bank and Item. For example: Bank: 1p 35g 12s 43c Item: sells for 4g 5s
  6. Canardia

    Injury

    Take your time to rest and hurry up to get well soon
  7. Canardia

    Data

    Reading/writing text and binary files seems very easy in LUA: http://www.lua.org/pil/21.2.html
  8. In space you should set the world gravity to 0/0/0. Then you make a AddBodyForce loop around each planet, so they will drag objects towards them.
  9. That's where the wiki comes in handy: http://www.leadwerks.com/wiki/index.php?title=Collision#Collisions Actually LE doesn't have other collidable collisions than sliding collision, probably because the behaviour is then handled by physics settings (BodyFriction, BodyBounciness, etc...), I remembered it from Blitz3D which has no physics and needs to simulate that behaviour via the Collisions command. Also the recursiveness is set with EntityType.
  10. The actual number of EntityType doesn't have a predefined meaning, it's just a number you use in combination with the Collisions() command to define which EntityTypes should collide with which EntityTypes and how (sliding, stopping, informational) and how deep (recursively all childs or just the body in question). In addition you can also use the SetCollisionCallback() command to add automated program code which is executed when a collision of specifed EntityTypes happens. For example, in addition to the normal sliding collision of a rock on a slope, it would also emit a rumbling sound, and why not also some dust particles.
  11. You don't need those lines at all, since UpdateFramework() does the same thing. It could be also something else, like missing models or scripts.
  12. Yes, but those lines: UpdateAppTime(); UpdateWorld(AppSpeed()); might mess things a bit up.
  13. GameLib itself is ready today (almost got it ready yesterday already), but Josh needs to update a few C/C++ files (which I sent him yesterday also) since they were missing the commands for fog range setting.
  14. It sounds like you didn't update newton.dll in your game folder.
  15. Those are made by code in Editor.exe.
  16. It would be too much code to paste here, but the principle is that you check what was the name of the mesh which was hit with EntityPick().
  17. Could be many reasons, for example that your Character Controller has a too big mass. Better post some short example.
  18. You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code.
  19. That's just a lot of wasted time. You would have to check each new file also, and implement the new changes to your changed files. With seperate filenames you don't have to do anything.
  20. Yes, LoadScene() loads also roads.
  21. You should make your own improments in different files than the original files. For example the PointLight2 I made.
  22. You can also press the number keys to select the index before creating the link.
  23. Basically you can "customize" 3DWS by adding your own custom entity keys to objects. Then you just make your code to recognize those custom entity keys, but there's no way to make 3DWS recognize them (other than just having them as keys and/or as entities with those keys prepopulated). Instead of always manually adding all custom entity keys, you can also add your custom entities to the entities.def file at the end, for example if you want to add a weapon to 3DWS, you could add this: @pointclass Weapon : "sprites\weapon" [ firepower : 100 range : 200 delay : 10 ]
  24. I started to work on gamelib 0.0.16.0. This is getting interesting... Framewerk C++ source has been removed, and LEO (which has Framework C++ classes) has been added I think it will be ready today, as it's not too much to change, when done this way. Actually there shouldn't be anything to change, if LEO's Framework works the same way as the Framewerk C++ did, which is again a good thing, because then GameLib keeps it promise that customers don't need to change their code when the engine changes and they use GameLib. That's the idea of ROI.
  25. You can't do that, since it needs the integrated framework. But I'm looking today how to get the integrated framework to work with gamelib 0.0.16.0.
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