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Everything posted by martyj
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What is the best way to release an object loaded with Asset::Unmanaged? Using Object::Release() causes a crash in my game.
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I wish leadwerks units between the editor and the programming were the same. A position of (-300, -200, 100) in the editor is far different than in C++. I think at least though, 1 unit in the editor is 1 meter.
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Odd issue with player character screen flickering
martyj replied to BES's topic in Leadwerks Engine Bug Reports
I'd consider this more of a feature! Adds an extra challenge to your game. Try shooting your enemy with the world spinning!. 360 No Scope! -
Anyone know of another reason why it could be failing?
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I wonder if Josh's new UI stuff would work for this. I believe he is adding draw functions on the Window itself.
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Yep. It's in the file list.
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What reasons would Steamworks::Initialize return false? I have someone trying to run my game and Steamworks::Initialize returns false. They have steam running at the time as well. Do they have to have the Leadwerks Game Launcher installed for this?
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@Shadmar, Assets::Unmanaged works for me.
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You have to call Model::Load with additional parameters. Model::Load(path, , Asset::Unmanaged); This will allow you to have a unique instance of each model. Only use this for models that you wish to have a custom skin for. Otherwise you're just wasting resources.
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Do you know if this is X11 forwarding supported?
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I've thought about doing this with Java. Nice work on Python! Would love to give it a go myself if you wouldn't mind sharing your libraries.
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My game is pretty big in size. To update a small portion of the file with the generated data.zip would require the users to download the whole 2gb. It would be nice if the package deployment of leadwerks were either more modular, or the ability for us to have an "update.zip" where we can deploy any new file changes on our own.
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Leadwerks Encrypted Package & Asset Loading
martyj replied to martyj's topic in Leadwerks Engine Bug Reports
So here is what I have found out so far. On the beta branch ------------------------------ If my published my game via Leadwerks: If the zip file is larger than I believe the size of a signed integer (2GB), the data.zip file will not load. If the project contains multiple exe files, it will make one of them a folder. Using Package::Load with a password does not work. If the zip file does not have a password, it works Publishing as long as I maintain a small zip file works on the BETA branch. * It would be nice to have an included folder, not by extension. I want to include everything in my UI folder such as png, jpg, but not all PNG, and JPG in my project. But I can live without For me I believe this may now be a low priority issue. -
Leadwerks Encrypted Package & Asset Loading
martyj replied to martyj's topic in Leadwerks Engine Bug Reports
Sorry I guess I need to be more descriptive. I can be lazy at times and forget the details The first file. The project. The second File. Test Deployment with my own zip. The third file. Another zip that was giving me a Bankstream error on my World Factions project. The problem is at the moment mainly with the second file. When I have a published file, it tries to load the asset not from the virtual file manager, but from the file system itself. When I run Curves.exe I get this error You would expect this file to pull from the zip file. I have two Zip files in there. Data.zip uses ZipCrypto encryption format. DataAES.zip uses AES encryption. Both files don't work. Yet it says the Package::CountFIles() has a value of 154. I'll continue to test some things out some more with this in a couple of hours. I would really love to get this resolved this weekend if possible. I noticed the "publish" feature works with my test Curves project, but not my larger World Factions project. Thanks for looking at it btw. Greatly appreciated. -
Leadwerks Encrypted Package & Asset Loading
martyj replied to martyj's topic in Leadwerks Engine Bug Reports
Test Project http://martyj.net/Curves.zip Test Deployment with Self-Zipped assets http://martyj.net/DeployTest.zip I am unable to get the Bankstream error from my test project, but here is the ZIP generated from my World Factions project http://martyj.net/data.zip -
The way I do this, and it might be a terrible way, is to separate the clothes into their own models. Then just attach the model as a child entity when you want to wear it.
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Wow. Wish I would have saw this like a year ago. Nice work Roland.
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Leadwerks Encrypted Package & Asset Loading
martyj replied to martyj's topic in Leadwerks Engine Bug Reports
That doesn't work at all. When the package loads, it has data. package->CountFiles() returns a correct value. -
I'm having a hard time deploying my game as a stand-alone project. When I run the standard deploy, I get a "Bankstream overrun error" I tried creating my own zipfile with my own password using Package::Load(filename, password) The problem is, when I call Map::Load("Maps/grid1.map"), it appears to try to load the file from the file system instead of the asset package. Any idea on how I can deploy my project with an encrypted zip? Also what encryption does leadwerks use for the zip? AES or ZipCrypto? Thanks, Marty
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To get the color of the sky, they calculate what an atmosphere does to light of the sun color. See totalMie function in the shader. I believe this is the paper Shadmar built this shader upon. http://developer.amd.com/wordpress/media/2012/10/GDC_02_HoffmanPreetham.pdf There's a comment on line 485 in the shader relating to star position. "//stars" Although the original source is no longer found at the link "http://glsl.heroku.com/e#18186.0"
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If I had to guess, it's referring to Elastic Collisions and not rubber bands. https://en.wikipedia.org/wiki/Elastic_collision For example, a car would have a small elastic coefficient as when cars crash, they usually go in the same direction together. Where as a bouncy ball would have a higher coefficient. Id guess this would be a value between 0 and 1. Where 1 is 100% elastic and 0 is non elastic. ----------- Looking at the physics API leadwerks uses, http://newtondynamics.com/wiki/index.php5?title=NewtonMaterialSetDefaultElasticity You can see it is a value between 0 and 1.
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From my understanding, it works off of math calculations. Not by having an image rotate. To change the color of the sky, you'd have to change the math behind it. Look at daynight.shader. Shadmar was very kind to comment it nicely.
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You have to use a sphere with his shader as the skybox.
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You can't pass entity objects from Lua to C++. I recommend setting a UUID field on the Key map for Entities and loop through all entities in World to get the entity in C++.
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@CangoJoe. What was the filesize of your original data.zip when you got this error? Also what was the filesize when you changed your audio to 8 bit instead of 16 bit? I believe this is the last barrier I have until I can deploy my game. Thanks, Marty