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Everything posted by neseir
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Had same issues here with the Sci-Fi texture packs. Works perfectly now. Thanks !
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Hi I have earlier had problems with download and tested now with the beta (updated today). Still have issues with some items : Downloading Workshop item "674104688". Error: Item state says it's not downloaded. Error: Failed to download Workshop item. Error: Failed to download Workshop item. Downloading Workshop item "674105752". Error: Item state says it's not downloaded. Error: Failed to download Workshop item. Error: Failed to download Workshop item. Downloading Workshop item "639909514". Error: Item state says it's not downloaded. Error: Failed to download Workshop item. Error: Failed to download Workshop item. Downloading Workshop item "639912902". Error: Item state says it's not downloaded. Error: Failed to download Workshop item. Error: Failed to download Workshop item. This is two SciFi Materials (5 and 6), Nature model pack and Zombie action Figures (the zombie pack I have downloaded earlier without problems (CORECTION - tested and got the Zombie pack downloaded as DLC)). The Merchant and SciFi interior pack downloaded without any problems (have never been a problem with these). Is there some methode I can get more specific information about the download steps/actions (logs) or if there are some tips on the setup of the account or other configurations, it would be appreciated. Regards Eirik
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Hi I would go for a complete removal of the lua interpreter if You are not going to use it. BR Eirik
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Hi Tested this some more and create a test project whith some mixed actions. 1 cube created and controlled in cpp 1 cube created and controlled in the App.lua script 1 cube created designtime and controlled from attached lua script Uploaded the project here http://nesje.priv.no/TestCppLua.zip Hope this can help (I got some ideas testing this myself ) Regards Eirik
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Hi I have not tried to mix CPP and LUA that much but I think the problem is that you start the main.lua script and initiate a window with no camera since it is not defined in the map. The one you creates is added before the main.lua script have initated the world etc (I could not get this working unless I moved the create camera to after the execution of the main.lua script. The problem with calling the main.lua is that it enters a loop waiting for closing the window or esc is pressed. I you still want this lua connection I had better results adding a app.lua script with a start and loop function insted of using the main.lua script. Then it will execute the loop in the app.cpp program and if you inspect the window pointer and other variables, you will see that they are not initilized (sett to zero). I'm not sure how to get the window pointer and context pointer since they are created in the lua script but I think if you are going to use this mix of lua and cpp you will have to know these in the loop (either remove the initilization in the main script and use a app.lua script with a simpler start function or do all the initialization in the cpp program). regards Eirik
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Hi (forget this post.... discovered I downloaded the Express Windows version and not the Express Windows DESKTOP version which is supported on Windows 7.....) Tried to install express 2013. Looks like it requires Windows 8 (did not like my Windows 7 64bit). Knows for sure that Windows 8 does not like my BIOS due to the secure boot stuff. Any chance for a 2010 set of libraries to link to ? Regards Eirik Nesje
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Hi I have purchased 3.0 for both PC and Android version and was looking forward to the OUYA support. But during the time and changes in both the game-engine and the supported plattforms (or planned supported), I support the decision made by Josh. I would rather like to have all effort in further developing/optimizing the PC/SteamOS/Linux editions rather then burning a lot of time on the mobile platforms. Both are as I understand it not generating significant revenue and requires a lot of tweaking and GLES 2 support and will not provide the same level of features as supported (and appreciated) on the OpenGL 4.x supported plattforms. OUYA support should be replaced with e.g. the SteamOS. I have an OUYA and reading all the comments and reviews, it looks like I'm the only one using it regulary and purchasing games. What I have noticed is (as all owners of an OUYA have probalby) that it is seriously underpowered to support most modern gameengines. The games that works well do not use to much effects and fancy graphics/physics but focus on gameplay. Putting even the old 3.0 editions on the OUYA is probably too much for the hardware to get started with and more light-weigth gameengines (preferrable 2D based) should be considered. Looking forward to the comming release of the 3.1 editiion for Linux (and later SteamOS support ). Regards Eirik
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Hi @Rastar: Did as You said and it worked perfectly. Thanks BR Eirik
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Hi Thanks, I did not notice that when I tested this. Will check this and update with more information when I'm home again. Regards Eirik
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Hi I'm trying to modify one of the standard shaders to accept one more Vec2 parameter. In the fragment part of the shader I have added : in vec2 my_offset; Settings this vector to different values changes the offset drawing the texture from the material (offset values added to the texture coordinates) in the material editor works fine. The problem is how to access this input Vector from the lua code. I have added a part witch loads a material and connects the same shader i used in the material editor (from the Start function after the map is loaded) : --Load a material local material = Material:Load("Materials/Mine/greystuff.mat") self.shader = Shader:Load("Shaders/Model/mydefault.shader") material:SetShader(self.shader) -- self.shader:Release() --Create a model local model = Model:Sphere() model:SetMaterial(material) model:SetPosition(0,3,0) self.roll = Vec2(0.0, 0.0) In the app function i have added (before the world:Update()) : self.roll.y = self.roll.y + 0.001 self.shader:SetVec2("my_offset", self.roll) But the texture is not moving. Is this the proper way of doing this ? I found some code doing this in an earlier relase of Leadwerks but it was in C and I'm not sure if I got this wrong trying to translate to lua (think he was using SetShaderVec2 instead of Shader:SetVec2). BR Eirik
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WOW That was quick !! Thanks !! //Eirik
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Hi Any tip how to do this in LUA ? Just installed the indie edition but have not worked with the LUA functions much. //Eirik
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Build a Killer Linux Gaming Machine for $430
neseir commented on Josh's blog entry in Development Blog
Valve just released some specifications of their "game-console". Looks like a competent hardware combination that too (still no price which I think will be a bit higher than the suggested hardware here). http://steamcommunity.com/groups/steamuniverse#announcements/detail/2145128928746175450 The graphics card of their choice is NVidia too. Have not been using AMD cards for a while but had some expectations for the new APU chips but it looks like it will be some time before it is supported (and have good enough performance ?). //Eirik -
Hi I often switch of the internal speaker on my laptop and uses a USB headphone set (some programs just will not detect or prefer the USB headset and it is easier to just switch of the internal speaker and microphone to force all audio input/output to the headset). This causes the Leadwerks Editor (and programs that uses the LE engine) to fail to start if I forget to reenable the internal speaker again after disconnecting the USB headset (get the same message as listed with just a terminated line in the log file). If started from the console, LE will log some information about not able to find a sound device and then terminate. Enabling the sound device solves the problem for me but a warning instead of termination of the application would be great.. //Eirik
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Thanks to all of You ! Got it to work using the two examples here Regards Eirik
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Hi klepto2 Thanks a lot, this is to great help. Both in this specific thing I'm trying to implement and with in some tests I intend to do later using shaders. Regards Eirik
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Thanks Josh! Will check this later tonight. Regards Eirik
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Hi Is it possible to use draw commands like the context functions to create a texture runtime ? I think I saw a simular questions where he who asked it solved it by using OpenGL commands instead of functions in Leadwerks but it would be nice if this was supported in the engine. The idea is to create textures with information drawn using functions like drawtext and drawimage and apply the created texture to an entity. Regards Eirik
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Very good ! I'm new to Leadwerks and these tutorials are a real kickstarter to get started. Thanks a lot ! Br Eirik
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Tutorial - loading a model from blender into Leadwerks 3
neseir replied to Saoru71's topic in General Discussion
Nice tutorial ! Just the combination of tools I plan to use BR Eirik -
Problems compiling LE 3 C++ code using MS VS 2010
neseir replied to neseir's topic in General Discussion
Perfect ! Added this to the "\Leadwerks\Engine\Source" folder and it compiled just fine. Thanks ! BR Eirik -
Problems compiling LE 3 C++ code using MS VS 2010
neseir replied to neseir's topic in General Discussion
Hi Josh Tested now with a not modified leadwerks.h file (fresh update of Leadwerks). Using VS 2010 (Professional edition) I still get this : 1>------ Rebuild All started: Project: CTest, Configuration: Debug Win32 ------ 1>Build started 08.04.2013 20:16:19. 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(299,5): warning MSB8004: Output Directory does not end with a trailing slash. This build instance will add the slash as it is required to allow proper evaluation of the Output Directory. 1>InitializeBuildStatus: 1> Creating "Debug\CTest.unsuccessfulbuild" because "AlwaysCreate" was specified. 1>ClCompile: 1> main.cpp 1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory 1> App.cpp 1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory 1> Generating Code... 1> 1>Build FAILED. BR Eirik -
Texture selection per model instance shader [shader included]
neseir replied to Rick's topic in Programming
Thanks for sharing ! This was right on the spot what I needed for a smal project I'm working on. BR Eirik -
Problems compiling LE 3 C++ code using MS VS 2010
neseir replied to neseir's topic in General Discussion
Hi This is the included folders : /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\thirdParty\pthreads.2" /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.7\include" /I"C:/Leadwerks\Engine\Source\Libraries\OpenAL\include" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dMath" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dContainers" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dCustomJoints" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\openCL" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\core" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\meshUtil" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\physics" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\RecastDemo\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourCrowd\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourTileCache\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DebugUtils\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Recast\Include" /I"C:/Leadwerks\Engine\Source\Libraries\HACD\src\HACD_Lib\inc" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\newton" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Detour\Include" /I"C:/Leadwerks\Engine\Source\Libraries\tolua++-1.0.93\include" /I"C:/Leadwerks\Engine\Source\Libraries\LuaJIT-1.1.6\dynasm" /I"C:/Leadwerks\Engine\Source\Libraries/lua-5.1.4" /I"C:/Leadwerks\Engine\Source\Libraries/glew-1.6.0/include/GL" /I"C:/Leadwerks\Engine\Source\Libraries\glew-1.6.0\include" /I"C:/Leadwerks\Engine\Source\Libraries\enet-1.3.1\include" /I"C:/Leadwerks\Engine\Source\Libraries\zlib-1.2.5" /I"C:/Leadwerks\Engine\Source" /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.3\include" I can't find any referance to the extra folder and only two headerfiles named win32.xxxxxxx.h (opengl and window). The dirent.h should be named win32.dirent.h if available as the leadwerks.h header files tries to include (if the extra folder was also added to the include path) or using the dirent.h name if the \Leadwerks\Engine\Source\extra should be used. BR Eirik -
Hi When compiling a new C++ project created from the Leadwerks 3.0 Editor I get a message that the leadwerks.h file tries to include dirent.win32.h which it cannot find. Searching for this file confirmes that I do not have it installed. Changing the entry #include "dirent.win32.h" on line 190 in the leadwerks.h header file to #include "extra\dirent.h" which I presume does the same works ok but is this the proper way to solve this or should I install/refer to other components that the LE 3 engine depends on ? Regards Eirik