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Everything posted by Yue
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It is now possible to turn the rim, but it does not roll with the engine drive. Script.rueda = nil --entity "Rueda" -- Wheel Script.susp = nil --entity "Susp" -- Spring function Script:Start() self.volante = self.entity:GetPosition() self.dir = Joint:Hinge( self.volante.x, self.volante.y, self.volante.z, 0, 1, 0, self.susp, self.rueda ) self.dir:DisableLimits() --self.dir:SetLimits(-35, 35 ) end function Script:UpdateWorld() self.dir:SetAngle( self.dir:GetAngle() + 100 ) self.dir:EnableMotor() self.dir:SetMotorSpeed(10) end
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This continues without working, in which case, the steering axle ("pivot") is the one that moves and not the rim. I welcome any suggestions. Script.rueda = nil --entity "Rueda" --<<< Wheel Dir -- This script atach pivot dir. function Script:Start() self.volante = self.rueda:GetPosition() self.dir = Joint:Hinge( self.volante.x, self.volante.y, self.volante.z, 0, 1, 0, self.entity, self.rueda ) self.dir:DisableLimits() end function Script:UpdateWorld() self.dir:SetAngle( self.dir:GetAngle() + 100 ) self.dir:EnableMotor() self.dir:SetMotorSpeed(1000) end
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I've found the solution to this, and the culprit is the wretched Windows 10. After going through screen-scaled GPU scaling, I found the solution to this problem. Windows by default scales to a percentage of 125%, and what you have to do is move this to a percentage of 100%.
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[Solved] Leadwerks version 4.3 or higher again full screen error
Yue replied to Yue's topic in Leadwerks Engine Bug Reports
I've been given to try out a Leadwerks 4.6 game and I have the same problem. This is regrettable. Understanding that with leadwerks 4.1 and 4.2 I don't have that problem. -
All full-screen tests from leadwerks 4.3 to version 4.6 involve an error when trying to run a simple full-screen command. Verification steps. Leadwerks 4.1 Ok full screen. Leadwerks 4.2 Ok full screen. Leadwerks 4.3 Full screen error. Leadwerks 4.4 Full screen error. Leadwerks 4.5 Full screen error. Leadwerks 4.6 Full screen error. I have taken the time to download the update and perform the previous tests, however it is not the first time I do this report so I am not very optimistic that anyone will pay attention and therefore offer a solution, I guess it is because I am not a paying user, or the only bad user that got screwed with this problem. Translated with www.DeepL.com/Translator Windows 10 GTX 1050 OpenGL 4.6
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Well, testing Leadwerks 4.2 full screen version, and everything working correctly, screen resolution 800 x 600. Obviously something happens with leadwerks from version 4.3 onwards, although I know that something is not right, the most complicated thing is for someone to pay attention to me about it. I guess, since I'm the only one who's presenting the problem, nobody's interested.
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Well, I don't know if this is any good, but it's not the first time I've reported this on the forums, so I guess persistence sometimes pays off. I have returned to Leadwerks version 4.1, and I am running the full screen correctly at a resolution of 800, 600. Any suggestions that won't make me think I'm crazy?
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Since I've known leadwerks, I've always had that problem, apparently not with leadwerks version 4.3, the weird thing is that the computer is newly formatted and only has installed Leadwerks engine and appgame kit. I'm going back to version 4.3 of leadwerks and share what's going on.
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I'll try to explain the following and go to sleep. My graphics card is a gtx 1050, it says it has two types of screen resolutions, one called PC. The other is called Ultra HD, and each format displays different types of screen resolutions. What I have noticed is that higher screen resolutions take up all the aspect of the monitor, no problem, but lower resolutions are not displayed correctly in full screen. In this case, resolutions lower than this are not displayed correctly in full mode. But if you put higher resolutions on the screen, if you see it correctly. I don't know what it is, on my laptop, OpenGL 4.5 is used and on this card it is OpenGL 4.6. I thought it was an nvidia configuration, but I'm not sure about anything.
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Oops! System:SetProperty("devmode","0") rescounter = System:CountGraphicsModes() System:Print(rescounter) resolutions = {} for i = 0, rescounter-1 do resolutions[i] = System:GetGraphicsMode(i) System:Print("Resolution "..i..": "..resolutions[i].x.." x "..resolutions[i].y) end window = Window:Create("Supported Resolutions", 0,0,980,553,Window.Fullscreen) --<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< context = Context:Create(window) while window:KeyDown(Key.Escape)==false do context:SetColor(0,0,0) context:Clear() context:SetBlendMode(Blend.Alpha) for i = 0, rescounter - 1 do context:SetColor(1,0,0) context:DrawRect(0,0,resolutions[i].x, resolutions[i].y,1) context:SetColor(1,1,1) context:DrawText(resolutions[i].x.." x "..resolutions[i].y, resolutions[i].x-75, resolutions[i].y-15) end context:SetBlendMode(Blend.Solid) context:Sync(true) end
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Ok, Fullscreen devmode = 0 system:SetProperty("devmode","0") rescounter = System:CountGraphicsModes() System:Print(rescounter) resolutions = {} for i = 0, rescounter-1 do resolutions[i] = System:GetGraphicsMode(i) System:Print("Resolution "..i..": "..resolutions[i].x.." x "..resolutions[i].y) end window = Window:Create("Supported Resolutions", 0,0,resolutions[rescounter-1].x,resolutions[rescounter-1].y,Window.Fullscreen) context = Context:Create(window) while window:KeyDown(Key.Escape)==false do context:SetColor(0,0,0) context:Clear() context:SetBlendMode(Blend.Alpha) for i = 0, rescounter - 1 do context:SetColor(1,0,0) context:DrawRect(0,0,resolutions[i].x, resolutions[i].y,1) context:SetColor(1,1,1) context:DrawText(resolutions[i].x.." x "..resolutions[i].y, resolutions[i].x-75, resolutions[i].y-15) end context:SetBlendMode(Blend.Solid) context:Sync(true) end
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This came out, and if it came out in full screen. o.O?
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With the simple example, it works, but it looks like this. devmode=0
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Initializing Lua... Warning: Lua sandboxing disabled. Executing file "C:/Users/Yue/Desktop/Montacargas/Scripts/Error.lua" Executing file "C:/Users/Yue/Desktop/Montacargas/Scripts/Main.lua" Executing file "C:/Users/Yue/Desktop/Montacargas/Scripts/Menu.lua" Initializing OpenGL graphics driver... OpenGL version 460 GLSL version 460 Device: GeForce GTX 1050/PCIe/SSE2 Error: Window is NULL anisotropicfilter=32 antialias=4 devmode=0 lightquality=2 screenheight=1080 screenwidth=1920 session_number=23 terrainquality=2 texturedetail=0 trilinearfilter=1 verticalsync=1 waterquality=2 Something strange is going on here, and I really don't know what it is. Any suggestions?
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Any suggestions? GTX 1050 Windows 10
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I want to implement wheel steering, however my attempts are unsuccessful, as I have put two additional pivots on the springs on the front tires, and created hinge joints but blocked the movement of the tires when moving the vehicle. Any suggestions are welcome. Script.rueda = nil --entity "Rueda" --Wheels Script.chassis = nil --entity "Chassis" -- Chassis function Script:Start() MotorVehiculo(self) end local vel = 0 function Script:UpdateWorld() self.Motor:DisableMotor() if window:KeyDown(Key.W) then --if tostring(self.entity:GetKeyValue("name")) == "Susp2" then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() - 100 ) -- end if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.S) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() + 100 ) if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.Space ) then self.Motor:EnableMotor() vel = 0 end self.Motor:SetMotorSpeed( vel ) if window:KeyHit(Key.J) then self.chassis:AddForce( 0, 5000*3, 0 ) end end function MotorVehiculo(self) self.posAmortiguador = self.entity:GetPosition() --Spring self.Amortiguador = Joint:Slider(self.posAmortiguador.x, self.posAmortiguador.y, self.posAmortiguador.z, 0,1,0, self.entity, self.chassis) --self.Amortiguador:SetSpring(200 ) self.Amortiguador:EnableLimits() self.Amortiguador:SetLimits( 0, 0.01) self.Amortiguador:EnableMotor() self.Amortiguador:SetTargetAngle(0) --Hinge / Motor Wheels self.posMotor = self.rueda:GetPosition() self.Motor = Joint:Hinge( self.posMotor.x, self.posMotor.y, self.posMotor.z, 0, 0, 1, self.rueda, self.entity ) self.Motor:DisableLimits() self.rueda:SetPickMode( 0 ) self.entity:SetPickMode( 0 ) self.rueda:SetFriction(1, 1 ) end
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:D
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Upgrade to version 4.6, the same model scales it from 1 to 0.1 in all its respective axes, however it still does not work.
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If perfect, I have understood it by force, try after try, a spring, the same happens with certain words, for example Handle tells me that it is a green tropical fruit. I suppose everything would be easier if he spoke English, but I think that with the persistence I already have a car system that I imagined impossible before, and it all started with your suggestion of springs, sliding joints and hinge joints. Translated with www.DeepL.com/Translator
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Thank you, the truth is that the translator is often a real problem. Spring to Spanish equals "Primavera" "Primavera" in Spanish I understand is a time of year, along with winter, fall and summer. That's why I think the best way is to make the videos.
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Okay, here's the model in question. Chassis.fbx
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Here video.
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I'm telling you that if he didn't activate the engine, he's still bouncing the tires a lot, even if he puts a value of 1 in the spring. I'm going to make a video to explain it better, the thing is that the translator doesn't help me much.