
beo6
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I am actually someone who reads instruction papers that come with for example a wardrobe to build. And I am constantly reading through the commands list of Leadwerks. Maybe having the collision mesh part not with all the other game art stuff on a single long page but instead having it displayed tree-like just like the commands would help. But I am not sure.
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hah. you must have silently added that. (btw. there is only the "collisionhull" convention, nothing about "CollisionMesh" [is the upper/lower case unimportant?] ) no just kidding. Sorry that i didn´t knew about that. turns out i must have skipped the game art stuff since my art ends up unrecognizable anyway.
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thanks for all your comments. Really good stuff to think about. I will probably see if i can come up with a small demo game first before i continue. It will most likely only contain boxes or spheres
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ah. thanks shadmar that could explain why it cuts the terrain. I think the leadwerks terrain does not get cut by the camera range, but only gets less detailed. Will make some test with the camera range. I thought i had tried to set it very high but i will try it again. But it is correct to attach the mesh to the camera. right?
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These are actually the little things that make Leadwerks great but would need to be documented somewhere, and i do not mean in the forums.
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Hello, I used the DayNight script from Shadmar now and noticed some issues with view-distances. First the included Circle Mesh (named Sun in the Prefab?) does not fit Terrains with a size of 2048 and more. second it seems the mesh gets cut off after a distance when it is not exactly centered around the player camera. That would be no problem except that when i move the whole sky mesh with the player the terrain gets cut from the sky mesh since it intersects it. Changing the view-distance of the mesh to infinity does nothing. Got anyone experience with it using big terrains? Other then that i really like the DayNight cycle script.
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since nearly nothing of the steamworks api is exported for LUA except some controller methods i don´t think it will work. Maybe you could compile your own library for lua that includes the required steam methods if you really want to stick with LUA but it would disallow you to publish for the leadwerks player since sandbox modus must be disabled for it to work.
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Hello gamecreator, i agree there where some really good concepts and even models being worked on. we had some coders and i was already coding some things for it like the camera script. Agreed that i was not working on the enemies AI yet. There is not much to show as we only had a demo map with some scripts being used. Not sure why it seems like there is really not a tiny bit of interest anymore.
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maybe. But it would be nice to also have the abbility to cover the terrain with other layers. Or else the parameters to define where a texture is applied is useless unless you paint it by hand over the whole terrain.
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now you need to tell me how you want to compile dynamic c++ code for your entities. I really think what you plan to do is possible in lua. But i just don´t know what your requirements etc. are. There where already some good examples like the class-like system in lua, the loadstring if you really want to generate dynamic functions etc.
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I think when i asked about being able to use a texture for the whole terrain someone said that double-clicking a layer would apply the layer to the complete terrain so you don´t need to manually paint over it. For some reason i think it worked when i had read it at least for the first layer, but now i am either too stupid or it just stopped working in one of the latest versions. I would like to just have a "Apply to terrain" option when right-clicking on a layer. sometimes it is better to just modify it only over the available parameters.
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i don´t understand. Why would you have to set these from c++? the example is for lua only. Also you can always change a script that is attached to an entity. There is even a undocumented function.: entity:SetScript("newEntityScript.lua", true) (first parameter is the path to the lua file, the second is if the start function should be called)
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You can try to use loadstring. But it is very expensive since your code will basically be compiled at runtime and error handling will be a lot harder. So only do this if you really have to. Additionally I am not sure if you really can attach a Start method to an entity with this. f = loadstring("self.index = self.index - 1") f()
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if you have multiple floors you could change the water height as soon as you enter a floor as a workaround.
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Published Workshop item not in Addon Manager
beo6 replied to epsilonion's topic in General Discussion
tried the height-maps too and could not find them. -
There was already a post about this here: http://www.leadwerks.com/werkspace/topic/11922-amnesia-style-doors/page__hl__amnesia actually i was thinking in trying to making a door script for my "like in Amnesia" Series. but i didn´t started yet.
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i would like that too. But this should probably better go into the "Suggestion Box" Forum.
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Hello, i noticed with the Tree-Pack from the Steam workshop that the leafes get hidden very early. Pretty much at the same time as the shadows get hidden. Setting the view-distance of the trees or the camera does not change anything. The tree trunks still stay visible. Is it possible to change that limit?
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Hello everyone. First I want to apologize that the Leadwerks Community Project didn't really worked the way I hoped it would. Most part of it is surely my mistake. I wanted to keep the development as open as possible. That resulted in me trying to put a open source like approach on it. That went so far in trying to have all the details defined by votes and forum discussions. That combined with the lack of a proper forum software that sends emails if someone answered to a thread or having a proper voting in the forum ended in a really low participation. I am sure some members would like to continue but when I tried to turn the rudder to safe the project it was mostly already too late and a bad choice of time (and a mistake from me with the different time zones) As everyone can see a lot went wrong, but I would like to try not letting it die completely which is why I post this now here. For the meeting only one member so far has responded but that is just not enough. If someone is still interested in the project please message me or post here. The plans are as following: 1. Have a meeting in a chat with as many members as possible to get all the details of the project together. I have done a mindmap for a start with all the decisions so far and questions I think are important to discuss. 2. Define more detailed on which part everybody will work on. 3. Possibly repeat a meeting when a specific goal was reached. To make a fresh start I think I will need to delete every user from redmine who does no longer respond or don't want to participate anymore. If he has created something for the project I would love to keep it, otherwise that part will be removed. If there is anything else what I should optimize I am open for suggestions.
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there where some good thoughts about that already in this thread here: http://www.leadwerks.com/werkspace/topic/12063-procedural-generated-levels-using-prefabs/page__hl__procedural and i guess i would not do it much differently. put pivots to the doors where the parts can connect etc. i am just not sure how intersecting parts should be handled. If you go the Binding Of Isaac route, i guess you would not even have to worry about that, since the scenes switch completely and you can unload the other part. (or move the old part out of the way if you don´t want to fiddle with loading/saving if you are able to return to the old part. but it would eat more memory i guess)
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@drarem i recommend using any diff application to check for changes in your scripts. There is for example winmerge: https://bitbucket.org/jtuc/winmerge2011/downloads but there are a lot others and some editors also include it. You have to work with them anyway if you start using versioning in your projects.
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Ahh. Sorry. Wasn't aware that the LE2 one had more animations.
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pretty sure the LE3 one does have a walking animation too. Maybe you just forgot to use the animation shader? Are you starting the animation correctly with the animation manager?
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Thank you again Igor, just added the line-wrapping to the notes script in the steam workshop. This is my implementation using 3 functions: -- trim spaces from string function Script:trim2(s) return s:match "^%s*(.-)%s*$" end -- wraps single line function Script:LineWrap( sourceText, maxTextWidth, font ) local tempText = "" local text = {} local lineCount = 0 for w in string.gmatch(sourceText, "[%p%a%d]+") do if font:GetTextWidth(tempText) < maxTextWidth then tempText = tempText.." "..w else --We need to find the last word, learn length, and delete it. local temp1 = string.reverse(tempText) local temp2 = string.sub(temp1, 1, string.find(temp1," ")) temp2 = string.reverse(temp2) local temp3 = string.sub(tempText, 1, string.len(tempText)-string.len(temp2)) --Add new line to list. text[lineCount] = temp3 lineCount = lineCount + 1 tempText = "" --Now we can add the last word to new line. tempText = tempText..temp2.." "..w end end text[lineCount] = tempText lineCount = lineCount + 1 tempText = "" return text end -- wraps Text function Script:WrapTextLines(text, width, font) local finalText = {} local tmpText = {} local count = 1 local countB = 1 for lKey,lValue in pairs(text) do if font:GetTextWidth(text[count]) > width then tmpText = self:LineWrap(text[count], width, font) for lKeyB,lValueB in pairs(tmpText) do table.insert(finalText, self:trim2(lValueB)) countB = countB + 1 end else table.insert(finalText, lValue) end count = count + 1 end return finalText end
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Thank you a lot Shadmar. This looks cool