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Ma-Shell

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Everything posted by Ma-Shell

  1. Just rightclick on the desktop -> new -> shortcut -> enter "steam://rungameid/251810" -> give a name -> finish (the single points might be named slightly different since I translated them) EDIT: You can also just take the attached file. (The forum here doesn't allow for shortcuts (.lnk-files), so I had to zip it.) LE-shortcut.zip
  2. Well, in Chrome I now have a horizontal scrollbar which can move by like 5px because of the banner .
  3. try "Time:Millisecs()" instead of "os.time()" for seeding. For your other issue we need more of your code
  4. The problem is that self.position is already a Vec3, so you just need to remove "Vec3" local pos = self.camera:Project(self.position) Also note, that your value of right.x will increase each frame, as in the first one it is: right.x = 1 ==> position.x + right.x = position.x + 1 right.x = position.x + 1 ==> position.x + right.x = position.x + position.x + 1 right.x = position.x + position.x + 1 ==> position.x + right.x = position.x + position.x + position.x + 1 ...
  5. To me it looks like you are referencing a variable that doesn't exist yet: The line self.right = Vec3(self.position.x + self.right.x, self.position.y, self.position.z); uses the variable self.right.x, which isn't defined yet, I guess. Try using a constant there (something like self.right = Vec3(self.position.x + 100, self.position.y, self.position.z); ) and see, if it solves the issue.
  6. Let me throw in Wings3d (free, open source): The modeler, I made my first models with. It is very lightweigth and you can get the grip on it quite fast, just give it a try. But it can't export to .fbx, as well and its main purpose is the modelling (I think, it can do UV-unwrapping as well but no animation, etc.).
  7. I hope so, too. The workaround presented in my second link has some serious drawbacks, as the lighting is calculated multiple times and some antialiasing-artifacts can be seen, but it works (kind of).
  8. Sadly, there doesn't seem to be any official way for doing so. This has been discussed in http://www.leadwerks.com/werkspace/topic/9676-camera-layers/ and http://www.leadwerks.com/werkspace/topic/9464-rendering-backgroundsforegrounds/ where the latter one shows a work-around, but I would definitely be interested in an official statement from Josh to this, since in my opinion it was a great strength of LE2.5 that you could say something like: world1->Render(); world2->Render(); context->RenderLighting(); And having the lighting calculated in screenspace only ONCE (not for both render-calls), since this is the way a deferred renderer works (http://www.leadwerks.com/files/Deferred_Rendering_in_Leadwerks_Engine.pdf)
  9. Nice to hear, you solved it yourself. I guess, the cause of the problem has something to do with this: (from http://www.leadwerks.com/werkspace/blog/1/entry-1226-new-build-provides-texture-lock-improved-tex-mapping/ )
  10. The discussion, gamecreator is referring to, is http://www.leadwerks.com/werkspace/topic/8659-implement-virtual-filesystem/ It will work for some script-kiddies but you can't do anything against a skilled hacker (at least I don't know of anything): He could just take all the files from RAM while the game is running.
  11. The problem about this is, that you can not really optimize stuff. There are different requirements for different tasks. For example with an FPS you have to make sure that some important things get through, like e.g. hits. On the other hand, it would be an overkill to really make sure that every position/rotation update is transferred. So you have to design your own protocol for this. If you just have a switch like "synchronize this object", you can't really differentiate between those, so you would either end up having too many losses or a flooded network.
  12. You can simply down-/upload assets by subscribing to them in the steam version of LE. They get downloaded automatically and are kept up-to-date.
  13. Sockets/WinSockets FTW! Highly compatible to each other (as long as you don't use WSA-functions) and free. I think, I read somewhere (probably in this forum) that you can also send arbitrary messages to any steamid.
  14. LE3 doesn't use the shaders.pak any more. Instead there should be a "Shaders" folder somewhere (most likely on top-level) in your project folder. Each material uses only one shader (and one for shadows), which includes the vertex- AND the fragment-shader in a single .shader - file. As far as I understand, you have to annotate, where the vertex-shader starts using @OpenGL2.Vertex (Just use the minimum OpenGL-version, your shader is compatible to.) And your fragment-shader should start with @OpenGL2.Fragment (Don't know if this is sufficient. Just have a look at one of the example-shaders in that folder.) Then in the editor you create a material and assign the shader. (Compiling of the shader is done while loading)
  15. I think, you can disable most of the effects by removing the steam_appid.txt
  16. There is a search function for the Documentation: If you first go to the Documentation (http://www.leadwerks.com/werkspace/page/documentation) and FROM THERE enter something to the searchbox OR If you just enter something to the searchbox and then in the results on the left above (below "By content type") choose "Website" and below that (below "By section") choose "Documentation".
  17. So, Josh, is it really intended, that you can't simply render two different worlds/cameras, etc. over one another (with alpha)? I think, the ability of doing that was a great feature in LE2.5. Especially the ability of rendering first only the layers without lighting and then AFTER that rendering the lighting seperately (calculated only once from screen-space, as explained in your own document: http://www.leadwerks.com/files/Deferred_Rendering_in_Leadwerks_Engine.pdf). (The part about the lighting is really important for performance). The lack of this would be quite a drawback, imho.
  18. Might be, you are mistaking the Leadwerks-Project folder inside your Documents folder for the Leadwerks install folder. The former one contains only the projects (+ Backup and Screenshots). The install folder should be the one entered to the Leadwerks-updater. (Should be somewhere in your Program Files folder, I guess).
  19. CodeBlocks actually already has the ability to import a VS-solution: File -> import project -> MS Visual C++ Workspace / MS Visual C++ Project / MS Visual Studio Project / MS Visual Studio Solution I haven't tried any of those yet but this might be worth a shot.
  20. @ScrotieFlapWack: You need the one for Windows Desktop. The other one is for Windows 8 Apps (Ugh!). @all: This is already builtin for VS2013 Express. Just right-click on the scrollbar and choose "Scroll Bar Options..." and then select "Use map mode for vertical scroll bar"
  21. There is a button called "Topic Moderation" above on the right, between "Follow this topic" and your post, which you can use to delete the thread....
  22. Ah, that's pretty good news. So I can use the function to see whether there is some memory leak in a method that is called quite often (which is indeed the worst kind of memory leak ), but I can't see, whether I have allocated memory once and forgot to free it, or where the leaking memory was allocated, which makes troubleshooting really hard. It doesn't show any files/line numbers for me (even for the memory leaks I built on purpose for testing)... Did you only add the "_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );" or also any other defines? In case of the defines, it depends on, where it is done. Having a define of "_CRTDBG_MAP_ALLOC" before including Leadwerks.h leads to an error in the file "DetourTileCacheBuilder.h" (from LE), which defines some kind of free itself. Having it below this include doesn't show me the additional info. So what did you do for this to work? EDIT: I guess, there is no possibility to disable LUA, is there?
  23. When trying to use the guide below in order to use the CrtDbg Library for detecting memory leaks, I found, that it showed me leaks beyond count. I then tried it on a fresh c++ project (created from the wizard within the Leadwerks-Editor), and noticed, that the leaks were there even on this new project. The guide I followed: http://msdn.microsoft.com/en-us/library/e5ewb1h3(VS.80).aspx I noticed the includes and define were already in Leadwerks.h so the only thing one needs to do, is call the following line: _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); Also, the Output sadly didn't show, in which files and line-numbers the memory got allocated (Although I defined "_CRTDBG_MAP_ALLOC" and tried various different things). I therefore also tried Visual Leak Detector (http://vld.codeplex.com/). From what I saw, a lot of the memory seems to be allocated during various LW-functions, like the context-syncing, loading of the map or rendering, etc. Did I do something wrong? Do these tools maybe measure the memory too early? What really bothers me is that I can't really check my own code for memory leaks this way, as I simply wouldn't find them amongst the ~2000 (the exact count varies) number of leaks that are already there. Does anyone have a suggestion, what to do here? P.S.: Visual Leak Detector worked fine with LW2.5
  24. I guess you forgot to add the not-already-customers of Leadwerks 3.0 who pledged $200+ to the section for the receivers of the 3.1 upgrade.
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