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Einlander

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Everything posted by Einlander

  1. It was an April fools joke? Why not make it for real, or make an impromptu Leadwerks game dev jam where people make their own version of Darkness awaits? You just need to set a timeline and foals and objectives that must be in the game. It would allow new Leadwerks users to see how everyone can have the same idea and follow through differently to get a different outcome.
  2. That's good, I'll try it out when I get some time.
  3. I understand the wall thickness, but when you use a csg to create a building walls that approach 1wu starts to get huge unless we are scalling everything in the world up. This scene I can get away with vastly thicker walls, but I have a building that is made up of brick that needs to be the depth of a read brick. Are the World:SetLightQuality, and DirectionalLight->shadowstagerange[3] exposed to lua?
  4. This might help http://www.leadwerks.com/werkspace/files/file/517-gmf-sdk-source-code/ a mdl is a gmf with the extension changed
  5. Basically make a large enclosed room, add a directional light on the outside, and the light will bleed through the joints to the inside. Sorry the image is very dark.
  6. I would assume that leadwerks 2 was based on the same blitzmax tools, and it had plugins. So I would assume 3.x can support plugins eventually. Also you can't simply drop a plugin API, you need a stable code base that isn't prone to drastic changes, a predictable way for a UI to interface with the editor and a way to load into the game engine. Then it will need to be documented, and bug tested. I would start requesting a plugin API after all Kickstarter goals have been met and are stable. If you absolutely want some plugins now, get leadwerks standard edition and use that to interface with your map, or create models or materials that can be imported in real time to your map.
  7. It is most likely this bug http://www.leadwerks.com/werkspace/topic/8927-leadworks-editor-malforms-attributes-of-objects-added-to-groups/ it is supposed to have been fixed in 3.1, I haven't tested it yet though.
  8. The lua fps controller dies when it falls from a height. Its set to check on impact the players speed and if its higher than a threshold, kill them.
  9. For those still curious here is a smaller version of my map. If you do what I did in the video you should be able to replicate what I did. This time I was able to get it to happen at 200+fps. !!!!NOTE!!!! (wheres a blink tag when you need it?) Unzip the file in the root directory of a new project. The fpsplayer is the keyhost version from the download section The blue box is a ladder. W to go up, S to go down. Its very glitchy. If someone can make it work like the l4d2/counter-strike ones I would appreciate it. Slow Occlusion.zip
  10. Does thus all have to be automatic? Do the scripts have to be able to detect another scripts presence is, does the collision script need to find the text script? Or do you want to be able use the editor to attach the scripts together? Or do you want to use the flow graph? There are at least 3 different ways to pass values to other scripts.EDIT:On my phone so didn't see the second page, ignore the above text if you want. I'll give it a try when I get home in a few hours.
  11. I'll post the project files when I get some time. The occlusion is set to off on all objects. All objects shadows are set to static, and the 1 directional light is set to static shadows.
  12. Lol, totally forgot that was playing Aggor, its an old time radio mystery show, Nero Wolfe. Josh that brings up another issue, my performance in leadwerks has dropped drastically since the last few updates. Also on my new graphics card its astonishingly slow. From 60 -150 on an hd7770 to 20 -58 with an r7 260x. This weekend I will check to see if my old card still outperform my new ones.
  13. While testing one of my maps I found that Leadwerks was not keeping pace with the camera in certain areas. I was able to replicate the bug with a flat cube for the fps player to stand on, and a small box sized cube. Just walk away and quickly turn around and the cube will not be there for a few frames. video https://mega.co.nz/#!8Ak1lYBR!jnuBGoRTbRhjSWc43Dw5D_vVvHTo-iWywIsRSX0JnPM
  14. We should probably port the documentation to the wiki , fill in the blanks, and add some commands that are not in the documentation like the buffer class.
  15. I changed from dual 7770s to dual r7 260x's and my gfx performance has suffered in leadwerks. Its fine everywhere else. Also leadwerks will tend to stutter when a light goes into the view frustum, whether or not you see it. So I can make a room of lights and be a distance from it and not looking at it. When I turn around and look at the lights, I ca see in the debug screen that the lights are then being loaded for the first time. Over the next few months I think there will be some optimizations as the feature set gets finalized.
  16. Would setting the friction to 0 do anything? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetfriction-r142
  17. ZioRed, the question then becomes is the pay for asset store ran by steam or leadwerks. If its run by steam, do they allow tiered pricing. If so can you assign an item to multiple users? If leadwerks is running the store will it tie into steam like for example, Perfect Worlds Backlight Retribution game? That games store runs on their server and uses steam to process the payment. My proposal to solve this would be to sell a single item and to sell a slightly more expensive bundle. The expensive bundle would give the user 1*%quantity% items into their inventory so they can gift it to their team members. This is how the steam store deals with bundles and DLC, so is Josh asks the right people the right questions nicely this might be done. I think tf2 uses a system like this.
  18. Here us a free open source procedural texture generator that has a library that does almost the same thing as Substance Engine. Only downside is its written in java. http://neotextureedit.sourceforge.net/usage.html
  19. Think demoscene Yougroove. They are using the engine to at runtime, generate the textures. There would be no texture files to load because it would be generated on the fly. It would save space on a players hdd and and band with for the developer because the texture only exists as instructions. It is completely possible for people who are familiar with image processing to do this now in leadwerks now with the Textures class.
  20. Its especially noticeable in levels that have alot of textures. You see the screen flash once, then disappear and then watch as the script window lists all the textures its loading.
  21. Just wondering about complied lua stuff. As of now, I have no good reason to distribute compiled code. But it's going to be a pain to establish ownership of a script, and even more of a pain when updating a script when the end user modified it. Any chance we can use the workshop to distribute our games free in a non modifiable form like Gamemaker does? However the workshop turns out, I expect it will be full of awesome stuff within a week.
  22. Looks good so far. I probably make some more models for the workshop. Will it support scripts eventually? If so will the workshop give you an option to precompile it to prevent directive works? And I vote for bounding boxes/billboards for non free workshop items.
  23. You can do dll binding directly from lua using the luajit library (you're going to have to google that). It's already built into Leadwerks. Its a bit round about, but its possible. My adventures with leadwerks, lua and dll's: http://www.leadwerks.com/werkspace/blog/120/entry-1182-luajit-awesome-luajit-enet-loaded/
  24. You could always compile the lua code to byte code. Also you can have the password in a dll/lib and use luajit to load it. There are ways to obfuscate code in lua. It will stop the casual hacker. A determined hacker will get regardless. Plus it gives people a simple way to distribute dlc/download packs outside of steam, Ie:desura and distribute a key for the zip.
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