Jump to content

beo6

Developers
  • Posts

    862
  • Joined

  • Last visited

Everything posted by beo6

  1. seems to crash for me in Lua. haven't tried it in C++ yet. //Edit: tested a bit more. using local path = "testfile.txt" System:Print(FileSystem:GetFileSize(path)) crashes. using local path = "testfile.txt" System:Print("size: "..FileSystem:GetFileSize(path)) prints "size: 0" not sure why it crashes the other time.
  2. If that does not work, you can try to call it with a lua library. i made a small one with some additional functions. (was mostly just playing around with it) Have uploaded it for you here: https://cloud.software-sl.de/index.php/s/JLiv6hkd9koCLms You have to extract the files where your executable is and add import("LEAddon.lua") to your App.lua or Main.lua at the beginning. Then you can call something like addon.Execute("http://www.google.de") and the default browser is started. It has a couple of other functions but as i said i where mostly playing around with it and not everything will work. You will have to disable sandbox Lua though.
  3. When i use local building = Prefab:Load("Prefabs/Buildings/"..pfbfile) in my script, the Start function is not called and trying to call it manually with building.script:Start() ends with an exception. If i place it in the Map with the editor, the placed entity calls its start script, however GetKeyValue("name") returns nothing. When the Prefab is placed with the editor and i load another prefab with the script the loaded prefab calls its Start function and returns the correct GetKeyValue("name") This issue might be related: http://www.leadwerks.com/werkspace/topic/13048-foreachentityinaabbdo-to-find-entities/ //Edited thread title as there is even a small bug when placing it with the editor.
  4. That happened to me too once. And that is also when I thought that it would be nice if leadwerks would first load files from the directory and only if one does not exist, load from the zip files. Just like every quake engine game does it i know of. Not for this particular issue about backups, but it would make modding easier I think.
  5. beo6

    Ocean shader

    They are not free to use. You can't use them commercially.
  6. Oculus Support worked pretty well and easy last time i tried it. Even though it can become uncomfortable depending in how your game works. For example loading in leadwerks is a blocking process, so the screen will be stuck to your face while loading which can make you motion sick. Also Leadwerks had some micro lags which did not helped there either. (and leadwerks works very lagfree for me without oculus so it was not my PC speed) //Edit: It also seemed that the game itself continued running. The lag was only the headtracking i think. But i would need to try it again.
  7. i have issues with limitations of the pathfinding/Character controller since nearly day 1 of LE 3. The pathfinding/character controller is not just one part that got limited in later versions of LE (the removed dynamic navmesh generation), it was also one of the most limited parts in the first place. Don´t understand me wrong. I am not whining about it, i already mentioned this often enough. It is just something that would really need more attention in my (and obviously others) opinion.
  8. Even though i am ok with blocking loading for normal games, considering Leadwerks officially supports VR and probably the next Steam VR it is considered really bad practice to have the loading screen being stuck on your face. Not to mention the currently missing feature of menu rendering that does not move with your looking and some other stuff that would be required for good VR support. //Edit: Sorry forgot to answer your question. you are currently sending a string to the load function. You need to give it the function pointer: Map::Load("testmap.map", Loading);
  9. Maybe the Demo is not on the latest version? There where some update of the engine that produced errors together with some Radeon driver. The latest release version of the engine should work with the latest Radeon Driver. ( Is the Radeon Driver still Beta? ) I also would not recommend a quadro card. They are only good if you are really going to work a lot in CAD Software. Not sure what they exactly do different there than the consumer cards though. Every software i know also works with consumer cards perfectly and you will probably get more up2date drivers for them. Have a really old quadro card in my workplace computer that can´t run Leadwerks since it only supports OpenGL 3.
  10. another thing missing is to be able to drag and drop an entity between existing ones on the same level. Currently we can only drop an entity becoming a child of the one we dropped it onto.
  11. MacOS support was not dropped. Josh just hasn't compiled it yet.
  12. as far as i know this is not true. At least substance painter i am pretty sure can also output for normal rendering.
  13. @Rick, i have read about your playing around with node.js. Did you have uploaded it to GIT or something like that? But since Josh is experimenting already, i think we will see what comes out of that.
  14. i agree. i have two screens at work so i know how convenient it is. especially since more and more things seem to default to full-hd screens i think i have to look for a new/additional screen. My current one is heavy as hell. probably because it has a real glass plate in the front. (and no, it is not a CRT) i would like to have a 16:10 screen again but i think they are no longer build.
  15. I meant something like a libraries forum. or else these posts disappear after a short time on late pages.
  16. Can understand that. we can upload elsewhere. But it would be nice we could post these somewhere.
  17. well. ALT+Tab and F5 is quick enough for me, about the debugger that is right, but i can still see the errors in the included editor. STRG+G and the line-number is quick to get to the error line. And the always on top editor annoys me anyway. I have no Full-HD screen so my screen space is limited enough.
  18. i guess i would do it like this: Example: (player.lua) self.player.entity:SetPosition(0,0,0) local test = Prefab:Load("Prefabs/test/test.pfb", Prefab.NoStartCall) --prevent calling start on load if test.script~=nil then test.script.startpos = self.entity:GetPosition() --send position here test.script:Start() --call start here end For test.pfb attached script: (test.lua) function Script:Start() self.startpos = ??? (somehow pass or get player entity position) self.endpos = self.entity:GetPosition() end
  19. Sure it is. I am using sublime text all the time.
  20. What is with Windows and Linux libraries? .dll and .lib or. so i believe.
  21. i would agree, but it would still be nice to also use flowgraph scripts without first attaching it to a pivot. Why would i need to have for example a timer needing to be attached to an entity?
  22. You can use the Point function which does everything for you: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitypoint-r167 Or you can calculate it using this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityaligntovector-r166 Or this: http://leadwerks.wikidot.com/wiki:face-entity
  23. just know that not everyone might have the FlowGUI and you can´t publish it with your template since it is licensed.
  24. Not sure if i understand you correctly but does it maybe help when you use collisionhull1, collisionhull2, collisionhull3 etc. for your floors? I would guess that you can then access these.
  25. Possibly. I have´t tried it, as it was just an idea. You could remove mass from all objects there to prevent that maybe. But i agree i consider all this workarounds anyway.
×
×
  • Create New...