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Greetings everyone.

 

I've been sending e-mails to Josh at support at leadwerks dot com for a few days now, with questions concerning the cost of licensing and source, a description of my application and immediate needs/schedule, and some feedback/corrections on the tutorials associated with the LE2.5 evaluation kit. I've not received any responses yet. Should I be using another e-mail address?

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Josh daily online, so a maximum of less-than-a-day, depending on your timezone should get you a direct reply from him if you post on the forums.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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You usually get better "support" posting on the forums, anyway. I could probably guess at the answers to your questions.

 

The cost of the license is firm, and it will cost less to buy the LE license, then upgrade to LE3D later, than wait for LE3D.

 

Source Code is not available.

 

The tutorials are very much out of date, but they are still relevant.

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Source code costs a bit more, but not much. Everyone who has a real job can afford it. You don't really need source code though, because the main purpose to own source code is to backup your company investments, not to develop the engine.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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Of course, it's just not marketed very well, but it's actually a product like everything else. Source owners are not allowed to talk about the price, which is like what every other engine does too, so nothing new. You get your price if you are serious about it.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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Source code costs a bit more, but not much. Everyone who has a real job can afford it. You don't really need source code though, because the main purpose to own source code is to backup your company investments, not to develop the engine.

 

I prefer to interface my dynamic language environ VisualWorks Smalltalk (VW) to the Leadwerks C DLL functions, but this may be awkward--not sure yet; I need to see more of the API, and use it for a bit. On the other hand, having the engine C++ code would let me port the engine to Smalltalk, but, if Josh's new engine/framework works well, I don't need the headache of maintaining the engine code and my application layer. Also, Smalltalk doing call-outs and callbacks to/from the engine in a DLL will perform better than having everything in Smalltalk, even when the FFI's boxing/unboxing of floats is considered. However, if I need an engine fix, and Josh is not ready with it, I can do it myself, if I maintain my own engine.

 

My weakness: I'm very detail-oriented and will tend to start working down in the trenches (engine), instead of staying up in my application layer. I must stay in the application layer through the end of this year. Not having engine source might help me do so.

 

I have a specific simulation I must complete by summer. The simulation is completely programmatic--a math-model comprising several dozen classes. I will eventually use the editor to do some things, but don't foresee needing it short-term. I've hitherto used the fixed-function Jun OpenGL framework, but I'm tired of the look, and want to move on to a shader-based engine.

 

Concerning costs: Does LE3 cost $199.99 + $1000 = $1199.99? Does anyone know the cost of the LE3 source?

 

I worked through the basic demo app, the degenerate one producing the console window closed by a keystroke. I went on to code the following simple cube demo, but my call to Graphics(640,480,0,0,GRAPHICS_BACKBUFFER+GRAPHICS_DEPTHBUFFER) is failing. I'm trying to do this in VS 2010. Will this work? Is there a specific reason why I must use VS 2008? I'm running a FirePro 8700 with latest drivers. Can someone tell me how to use VS 2010 with the LE2.5 Evaluation Kit?

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The source code license is priced for professional studios, and the Leadwerks3D source license will be more so. However, you are unlikely to need the source, since the library is very flexible. I encourage you to try the evaluation version and ask any question you may have in the forum here.

 

 

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The source code license is priced for professional studios, and the Leadwerks3D source license will be more so. However, you are unlikely to need the source, since the library is very flexible. I encourage you to try the evaluation version and ask any question you may have in the forum here.

 

What is the difference between the "source code license" and "Leadwerks3D source license"? I thought that we could buy the LE2.5 with an added upgrade cost for LE3 when it becomes available. I assumed that a similar upgrade path exists for buying source, if needed.

 

As mentioned above, can someone help me move forward again with my eval? I can't get the basic cube demo to run in VS 2010. If there is a page describing how to do this, sorry, I've missed it. Most help refers to VS 2008. Must I use VS 2008?

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Can the price be communicated privately so that I can buy it? This is what was trying to determine with the e-mails sent to support at leadwerks dot com. The price of LE2.5 plus upgrade seems to be public information. I found the prices mentioned somewhere in the forum: $199.99 plus $1000 for the automatic upgrade to LE3. I could be mistaken. Was the $1000 upgrade a hypothetical figure or a real upgrade price?

 

The price for any form of Leadwerks3D has not been made public.

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Can the price be communicated privately so that I can buy it? This is what was trying to determine with the e-mails sent to support at leadwerks dot com. The price of LE2.5 plus upgrade seems to be public information. I found the prices mentioned somewhere in the forum: $199.99 plus $1000 for the automatic upgrade to LE3. I could be mistaken. Was the $1000 upgrade a hypothetical figure or a real upgrade price?

 

That figure is not real nor hypothetical. Josh has been very specific in that he is not announcing a cost yet for LE3. Any price thrown around about LE3 is strictly a made up number by someone on this forum and has no real grounding in reality.

There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?"

Let's make things happen.

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That figure is not real nor hypothetical. Josh has been very specific in that he is not announcing a cost yet for LE3. Any price thrown around about LE3 is strictly a made up number by someone on this forum and has no real grounding in reality.

 

Yes, I understand that LE3 proper has no specific price yet. But then should I conclude that the whole upgrade-price addition is a fiction? I thought the LE2.5 price plus upgrade price was something that developers could buy now. Can someone from Leadwerks please clarify? I want to know the price of what I can buy now. If an upgrade to LE3 is not included in the current offering, can you estimate when that will be an option? I have a schedule I must keep, and may need to make adjustments, depending on your response.

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LE2.5 works with all languages, including VS2010. Check your engine.log what caused the error with Graphics().

 

When I step across the Graphics call, I get the following errors.

 

 

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiglpxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atioglxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64version.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atigktxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64aticfx32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiadlxy.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64userenv.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wtsapi32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64psapi.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wintrust.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64crypt32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64msasn1.dll', Cannot find or open the PDB file

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64clbcatq.dll', Cannot find or open the PDB file

 

I copied the eight DLLs and the one .pak file to the debug directory under the project directory FirstLEApplication2. Is that correct?

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When I step across the Graphics call, I get the following errors.

 

 

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiglpxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atioglxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64version.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atigktxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64aticfx32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiadlxy.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64userenv.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wtsapi32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64psapi.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wintrust.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64crypt32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64msasn1.dll', Cannot find or open the PDB file

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64clbcatq.dll', Cannot find or open the PDB file

 

I copied the eight DLLs and the one .pak file to the debug directory under the project directory FirstLEApplication2. Is that correct?

 

You must mean "editor.log" instead of "engine.log". The one I found contained this

 

 

Leadwerks Engine 2.43

Initializing Renderer...

OpenGL Version: 3.3.10792 Compatibility Profile Context FireGL

GLSL Version: 3.30

Render device: ATI FirePro V8700 (FireGL)

Vendor: ATI Technologies Inc.

DrawBuffers2 supported: 1

16 texture units supported.

GPU instancing supported: 1

Max batch size: 32

Shader model 4.0 supported: 1

Conditional render supported: 0

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//query.vert", ""...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

Loading shader "", "incbin::../../TerrainColorAndLight.frag"...

Loading shader "", "incbin::../../TerrainColorAndLight.frag"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional_icon.dds"...

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading material "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

Creating class light_directional

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/guide.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//pointentity.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//pointentity.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/grid.frag"...

Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"...

Loading texture "incbin::noise.dds"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_bloom_hdr.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/bloomblurx.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/bloomblury.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/irisadjustmentblend.frag"...

Loading texture "incbin::Arial9.dds"...

Freeing class light_directional

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf".

Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node_icon.dds"...

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.lua"...

Creating class road_node

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.lua"...

Creating class environment_atmosphere

Loading material "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.mat"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.dds"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.frag"...

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

Creating class light_directional

Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient_icon.dds"...

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.lua"...

Creating class light_ambient

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/sobel.frag"...

Loading heightmap...

Loading texture "c:/program files (x86)/leadwerks engine sdk/maps/deserthighway_alpha.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smoothsand.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smoothsanddot3.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksand.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksanddot3.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rockwall.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rockwalldot3.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smallrocks1.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smallrocks1dot3.dds"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"...

Loading material "c:/program files (x86)/leadwerks engine sdk/materials/roads/road.mat"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/roads/road_dashedwhite2.dds"...

Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/roads/road_dashedwhite2dot3.dds"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"...

Warning: 2 mesh errors in surface tangent/binormal calculation.

Warning: 1 mesh errors in surface tangent/binormal calculation.

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"...

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_distancefog_bloom_hdr.frag"...

Freeing class road_node

Freeing class environment_atmosphere

Freeing class light_directional

Freeing class light_ambient

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"

Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"

Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/generic.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/sobel.frag||120".

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf".

Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf".

Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf".

Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf".

Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.frag||120".

Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.mat"

Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

Loading material "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"...

Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

Creating class light_directional

Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/roads/road.mat"

Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag||120".

Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"...

Freeing class light_directional

Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

Invoking

 

Note that the last line is incomplete. I cleared and saved the file, and reran the program past the Graphics call, but got nothing in the editor.log file.

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Yes, I understand that LE3 proper has no specific price yet. But then should I conclude that the whole upgrade-price addition is a fiction? I thought the LE2.5 price plus upgrade price was something that developers could buy now. Can someone from Leadwerks please clarify? I want to know the price of what I can buy now. If an upgrade to LE3 is not included in the current offering, can you estimate when that will be an option? I have a schedule I must keep, and may need to make adjustments, depending on your response.

 

The only thing we know that is fact is that LE2 + LE3 upgrade will be cheaper than LE3 outright. No upgrade price has been announced. All current pricing is for LE2 as is without an LE3 upgrade.

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There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?"

Let's make things happen.

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When I step across the Graphics call, I get the following errors.

 

 

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiglpxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atioglxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64version.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atigktxx.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64aticfx32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiadlxy.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64userenv.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wtsapi32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64psapi.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wintrust.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64crypt32.dll', Cannot find or open the PDB file

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64msasn1.dll', Cannot find or open the PDB file

First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64clbcatq.dll', Cannot find or open the PDB file

 

I copied the eight DLLs and the one .pak file to the debug directory under the project directory FirstLEApplication2. Is that correct?

 

I have used LE with VS2008 as well as with VS2010, but i never saw an error like that.

Apart from the dll's and the .pak you also need the Scripts folder and a noise.dds and wobbledot3.dds.

The dds files are located under Materials/Effects. This is the minimal amount of file to get LE running.

Note that you will also need the Entities folder located in Models, if you want to load an .sbx file that

comes with the engine.

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

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Yes, I understand that LE3 proper has no specific price yet. But then should I conclude that the whole upgrade-price addition is a fiction? I thought the LE2.5 price plus upgrade price was something that developers could buy now.

There is still for some reason a lot of confusion over this so to clarify once again:

  • There is currently no released price for LE3 (that is to be announced at some as yet unspecified point in the future).

  • Josh has specified on several occasions that for anyone buying LE2 prior to the release of LE3, the cost of the having bought LE2 and upgrading to LE3 will be less than if you had waited and bought LE3 on its own. In other words if you buy LE2 now, the final cost of LE3 will be cheaper for you.

  • The cost of the source code is an entirely separate thing and is a matter of discussion between any interested party and Josh. No assumptions should ever be made and until the price of LE3 itself is announced it's unlikely you'll get a price for the source code.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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I have used LE with VS2008 as well as with VS2010, but i never saw an error like that.

Apart from the dll's and the .pak you also need the Scripts folder and a noise.dds and wobbledot3.dds.

The dds files are located under Materials/Effects. This is the minimal amount of file to get LE running.

Note that you will also need the Entities folder located in Models, if you want to load an .sbx file that

comes with the engine.

 

Thanks for telling me that. I'll try putting the extra files and directories in place. I don't understand why the .pdb cannot be found; it's in the debug directory. I didn't see the need for the extra files and directories mentioned in the tutorial for setting of Visual Studio, though. Am I looking at old set-up instructions? I will do what you say above, but can you show me the published script you followed to setup VS? I may be looking in the wrong place for setup instructions.

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There is still for some reason a lot of confusion over this so to clarify once again:

  • There is currently no released price for LE3 (that is to be announced at some as yet unspecified point in the future).

  • Josh has specified on several occasions that for anyone buying LE2 prior to the release of LE3, the cost of the having bought LE2 and upgrading to LE3 will be less than if you had waited and bought LE3 on its own. In other words if you buy LE2 now, the final cost of LE3 will be cheaper for you.

  • The cost of the source code is an entirely separate thing and is a matter of discussion between any interested party and Josh. No assumptions should ever be made and until the price of LE3 itself is announced it's unlikely you'll get a price for the source code.

 

Thanks. I had a private e-mail with Josh about this.

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Thanks for telling me that. I'll try putting the extra files and directories in place. I don't understand why the .pdb cannot be found; it's in the debug directory. I didn't see the need for the extra files and directories mentioned in the tutorial for setting of Visual Studio, though. Am I looking at old set-up instructions? I will do what you say above, but can you show me the published script you followed to setup VS? I may be looking in the wrong place for setup instructions.

 

That just reflects what i found out while trying to get the engine to work in the first place smile.png

The safest method would be to place your compiled exe directly in the SDK folder (side to side with the editor.exe).

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

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That just reflects what i found out while trying to get the engine to work in the first place smile.png

The safest method would be to place your compiled exe directly in the SDK folder (side to side with the editor.exe).

 

I copied the .exe into the SDK directory where editor.exe is, double-clicked the .exe and it worked! Thanks. So why can't I just do this in the environment? The first error to be printed out when I run from VS is an access violation at location 0x00000000.

 

The only unusual thing I did was to install the SDK to C:Program Files (x86) directory, instead of to the default C:Leadwerks Engine SDK. Could a hard-coded path be messing things up? I really want to work inside of VS 2010, without having to copy the .exe manually every time, or write custom build step that does the copy.

 

Placing the two files and two directories you mentioned did not make any difference. Is there a proper setup script to follow? What does everyone do when he sets up LE2.5 Evaluation Kit in VS 2010?

 

...I still have a problem. The simple cube demo involves two windows, a console window with some status messages and the OpenGL window with the cube. I can't close either window. If I try to close the graphic window, it turns white in the task bar, and I can't access the window anymore.

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