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beo6

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Everything posted by beo6

  1. looks nice so far. Just getting a crash currently in the debug lua executable. The release executable works without a problem. Will try to find the cause when i have more time. I think there is also a bug fixed about pickmode of childs that i didn't even noticed until it picket a child after the update what it didn't before.
  2. You can't change it yourself. The game-name is bound to the appid in the steam_appid.txt. If you are lucky enough and released a game on steam you will have your own appid.
  3. If i remember correctly i have seen a lensflare class in the C++ headers of Leadwerks. Not sure if that works already since it is obviously undocumented.
  4. How do you call the Use function? I would guess you use it from the player script, so you should be able to just give the player entity with it. as a side node. But definetly my own opinion: I would not let another entity play around with the player functions. That way the box don't even need to know the player
  5. I also use svn on my server and the server makes backups on another server. Thinking about that i use bittorrent sync for my password manager I think using that for synchronising and backup should work too. And if you want someone to test your game you can give him just the readonly key so he can't mess with your project and is still always up to date. (Yes i really like btsync )
  6. I just updated it a bit. Now it also deletes empty directories and .meta files (which can be disabled with --keep-meta). Not sure how important these are but it seems they are only needed for the editor and the editor recreates them anyway. I also added a Linux 64bit build. I haven't got the 32bit compiler to work on my 64bit linux yet. http://bytewiese.de/fileadmin/_media/dl/LE3/ProjectCleaner11.zip
  7. I just did something very similar. But it does not use any prefilled filelist but just compares the project directory with the template directory. I have no gui yet so it might be a bit complicated to use as you need to give it the project and template directory. http://bytewiese.de/fileadmin/_media/dl/LE3/ProjectCleaner11.zip It backups everything into a zip file in the project root before deleting so it should be possible to revert all files if something got deleted by accident. But i would still recommend a backup before using it as i haven't tested it much. At the moment i only compiled it for windows but it should be no big issue to compile it for linux and mac when i get to these systems. the order of the directory parameters is important at the moment. The first is your project directory and the second one the template directory. Will change that to something less error prone when i think the program is useful. There is also an .ignore.txt list that can be put into the project root directory to tell the program to not delete some directories or files. But i hope everything is good documented.
  8. infinite loop detected. ( when i open your blog link i should see your blog for the changes? )
  9. I have that functionality already in my RTS code. However i don't draw directly on the terrain but just draw a 2D rectangle. If you wan't to do it like that, i can help. //Edit. sorry again missunderstood the post. Sometimes rereading it helps. i currently just show the health of selected units when they are active. Mostly just as Command & conquer does it. (at least the c&c parts i know and played.)
  10. Not sure. I am on the go, but you could try if entity->SetString("yourVar", "yourvalue"); Exists in the API and set it before calling the function Then read that value in the script.
  11. @Evayr: How are you solving the pathfinding issue? I tried to make a basic RTS too and worked nice so far. However the current pathfinding solution is not really usable for this kind of genre. Mainly because the navmesh is only rendered once and does not take new build or placed units/buildings into account.
  12. still crashing here. If it helps maybe. I am in the Steam Beta and Leadwerks Beta. Updates today for both installed.
  13. still crashing here for me. Setting to "List View" helps. Still only happens for Leadwerks. A bit annoying because i don't like the List View or Grid View. But at least it is a working workaround.
  14. it also does not happen for other applications on steam. So i would say it must be something leadwerks specific.
  15. hasn't leadwerks got a way to save to the half-life format? And if i remember correctly the valve editor has some export functions. So maybe that is a way. Haven't tried it though.
  16. But something like >this< should not happen.
  17. Except you use C++ and add something that is not platform independent of course.
  18. I am wondering. Why shouldn't entity->pick used by the user? The only thing it is useful for is when i use for example the mouse to click on something. But as soon as i want another entity to check for something like in a Realtime Strategy Game i need to use entity->pick.
  19. That interactive smoke is already in PhysX. It is at least used in the last Assassin's Creed.
  20. However if you don't have the Steam version you have no choice.
  21. Wouldn't tessellation for the terrain remove the need to model the road?
  22. I started with a le3 lua autocompletion for sublime text but haven't finished it. A bad thing is that the auto completion is not context sensitive. And i might have been a bit too extreme in describing the parameters of the le3 lua methods. Will see that i share it. Maybe i will even continue with it. Edit: switching is not so hard yougroove. . Just press ALT+Tab to the editor, press CTRL+G and enter the line number Leadwerks complained about. Change and save and switch back with alt+tab.
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