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Guppy

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Everything posted by Guppy

  1. This applies to "mini game mode" only right?
  2. Just notice that it does not yet work in linux, you can use window->maximize() to get more screen estate
  3. Google for "c++ on key release" or just use OIS and stop worrying about it
  4. That was the sandbox checkmark I was refering to yes
  5. Anyone with linux can download the very exciting plugin here; https://drive.google.com/file/d/0B7B0hlkpWcYWVmhkOEtaTFJ5bzA/edit?usp=sharing I put it in a subfolder named "plugin" but you can stick it anywhere - just adjust the path acordingly require("plugin/libLua-test") it exposes the functions "sayHi" and addTwo(....); System:Print(test.sayHi()) System:Print(test.addTwo(1,2,3,4)) _ This http://lua-users.org/lists/lua-l/2014-05/msg00267.html Seems to suggest that there is a missing define in the linux build
  6. I get "Lua Error: error loading module 'plugin/libLua-test' from file './plugin/libLua-test.so':|dynamic libraries not enabled; check your Lua installation" When I try to load my own library. This thread http://www.leadwerks.com/werkspace/topic/10566-require/page__hl__require suggests that turning off sandbox will do the trick - I've tried it both in the LE editor and in c++ neither makes any difference. Since he made it work I'm thinking this could be the linux version having different lua permissions? Or is removing the sandbox check mark and doing Interpreter::sandboxmode=false; in App::Start() before loading the map not enough to turn off sandbox?
  7. It this a windows feature? - because on linux it just crashes when for instance calling a function that doesn't exist
  8. but in a brand new project it doesn't happen ... :| time to delete code untill it stops happening I guess Well this was embarasing - somehow ( and I swear I've not changed it ) the debug build target lost the ".debug" extension so the LE editor was using an old version every time I hit debug. The crash you ask? well that is aparently how LE handles unkown functions - would have been really nice to get an error tbh.
  9. The capital b seems to be a paste error, I added the reset line just before loading the the start map and much as I suspected it made no difference ( being called from a script being run by the Interpreter the Interpreter should be initialized ). The most annoying bit is there is no indication of why it stops it just exits with "Error: Unkown client disconnected"
  10. Disclaimer: It's getting a bit late so maybe I'm missing something obvious I've been trying to figure out the Interpreter class and how to create custom lua functions, and it's going well quite apart from not being able to identify a register function on the interpreter class - so I cheated a bit there. static int addTwo(lua_State *L){ int argc=Interpreter::GetStackSize(); // equiv to lua_gettop(Interpreter::L) ? int i,t; for (i = 1; i <= argc; i++){ t=Interpreter::ToNumber(i); std::cout << "[C++]addTwo(" << t << ")=" << (t+2) << std::endl; Interpreter::PushFloat(t+2); } return i-1; } and in App::Start() lua_register(Interpreter::L,"addTwo",addTwo); In the fps player controller i added this a,b,c=addTwo(1,2,3) System:Print(a) System:Print(B) System:Print(c) to the pickup code rigth after "mass = pickInfo.entity:GetMass()" to make sure I can trigger it when ever I want. Now the strange bit is this works perfectly in Code::blocks - but by when I run it in the LE editor it instantly crashed when I try to pick something up. I've tried toggling sandbox to no avail
  11. Ran head long into much the same problem - I wanted to check if a specific key had NOT been set. In this case you would expect GetKeyValue to return nil - however it always returns a string and in the case of unset values it returns an empty string So if entity:GetKeyValue("unsetkey") ~= nil then System:Print('this will be printed'); end Where as if entity:GetKeyValue("unsetkey") ~= "" then System:Print('this wont be printed'); end Embarrassingly enough this is actually mentioned in the docs; http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygetkeyvalue-r773
  12. You would ofcourse do automatic backups of the versioning database...
  13. Given that you can set any old value with setKeyValue why not set a property telling your if it's destructible? :SetKeyValue("canBeMined",true) That way you can also have blocks that cannot be destroyed ( and comparing a bool almost certainly faster than doing string comparision )
  14. And note that the editor is only supported on ubuntu LTS
  15. I've been wondering about this - is there any reason projects are not auto updates automagically? ( LUA and C++ both )
  16. Last comment here; http://www.leadwerks.com/werkspace/blog/1/entry-1203-beta-branch-update-tons-of-art-pipeline-enhancements/
  17. The shader needs to be the animated one (there are several) and yes I mean in Leadwerks
  18. While solving having only one camera shared between c++ and lua I came across something strange - all lights seem to be registered as cameras as well. Now I suspect that this has "something" to do with the deferred rendering, I was just hoping somebody could shed some light on what that "something" is
  19. Please add the "Leadwerks/Include" dir to Additional Search paths ( Project -> Properties.. -> C/C++ parser options ) This adds full codecompletion to all leadwerks headders - very very handy <3 If somebody wants to do it them selves the path is /home/YOURUSERNAME/.local/share/Steam/SteamApps/common/Leadwerks/Include/ Then exit code::blocks and open the project again
  20. Like that of geany It's just very usefull to have
  21. Except that gtkparasite does just that... http://chipx86.github.io/gtkparasite/
  22. Firstly; Secondly have you tried launching it from the console/commandline to see exactly what locks it up?
  23. Is there some limit to what I can drag into the flowgraph editor? It says to drag from the scene tree, so far I've tried CSGs, the player object, boxes, barrels, etc but the cursor just turns into an X and notting happens. I'm fairly tired ATM so maybe it's down to user stupidity but how is it supposed to work?
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