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cocopino

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  1. Hi Michael, Do you get better results using this alternative lua script? (note that you may have to click apply in properties to see your cables) cables_cablenode.lua
  2. The problem is not LUA but the way LUA is implemented. 1. The built-in script editor is bad. Yes, I use a separate "IDE" (Notepad ++) but to get it working I need to close and reload the script in Sandbox every time I make a change to make it work. 2. I want to know why, and even more importantly, where my script is crashing. A report saying "mymodel.lua crashed on line 86" would be the bare minimum. 3. When one of my scripts has crashed, this should not be able to effect any other scripts. If a model's script is failing this should not affect the loading of my scene or any other scripts. (This would be less of a problem of course if I actually knew what caused the failure in the first place, see point 2.)
  3. Thanks tkunze, the help file is looking like there's a lot of possiblities with this! But I get a "side by side configuration" error, I guess I'm missing a redistributable package. Can you tell me which one?
  4. cocopino

    GUI system

    I agree completely on a HTML GUI. ( C# users can use the Webbrowser control, although a bit overkill )
  5. Look over here: http://www.leadwerks.com/wiki/index.php?title=Entities#SetEntityUserData You can create your own custom class and circle reference this class in userdata, like (Bmax code): Type TCharacter Field Body:TBody Field Mesh:TMesh Field Health:Int = 100 Field State:String = "hostile" End Type myChar:TCharacter = New TCharacter myChar.Entity = LoadMesh("mychar.gmf") myChar.Body = CreateBodyBox(1, 1, 1) EntityParent(mychar.Mesh, mychar.Body) myChar.Body.userdata = myChar Funny enough, this will not crash and is very useful.
  6. Can't Newton be handled on a separate thread/core? It will eliminate the stuttering while also speeding up most games.
  7. Having access to the surfaces/materials of custom models is a great idea. Works great too. Thanks Icare!
  8. Your models need to to converted to gmf format first, and then placed in the "Models" directory. Restart the Editor and your models should be in the list. There should a fbx2gmf.exe and a dae2gmf.exe in the "Tools" directory. Also, you will need a texture (dds) and create a material for your model. You can try this tool for easy material creation.
  9. I'm not trying to be clever or annoying, I'm just used to testing applications for weird behavior and these were my results when stressing it As Pixel says, it's entirely up to NA what to do with it.
  10. I'm not sure about a shipping game, because it kinda feels wrong to oblige people to download and install a 300MB framework (even when most users will have it installed already) But for anything else (editors,tools etc.) C# is the perfect solution. Thanks for your hard work.
  11. Nah... Prefer C# (Visual Studio!) over Java any time.
  12. Yes, that's what I meant post #9: if the controller/character is in between two waypoints (distance controller->waypoint2 is smaller than distance waypoint1->waypoint2) delete the first waypoint and go straight to the second.
  13. Hey, you told me to test so I test But actually, when playing a Command & Conquer style game this can happen quite often. It does look a bit weird, doesn't it?
  14. Macklebee is right, I made a vid to show what I mean: http://www.cocopino.eu/download/CNA.avi As you can see the character is constantly returning to the previous node. This is probably not something that will happen when using the pathfinder for AI purposes, but when making a point-n-click/RTS/strategy game this can happen.
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