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VicToMeyeZR

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  1. Welcome. Can't wait to see your work.
  2. have you looked at http://kickstarter.com ?
  3. What if your using a remote client call, and have your server tell the client to close its connection? I realize you would be in effect "accepting" the connection first, but then immediately closing it with your client check function.
  4. VicToMeyeZR

    No SOPA

    People who pirate, are not perspective customers, therefore, there is NO lose in income for that product. Therefore SOPA is only about a "screw you factor" and nothing about regaining that lost income. It was never lost. More than that, it a threat against youtube, facebook, and ANY website or company that allows the public to post a comment about anything.. I applaud you Josh for taking a stand against it.
  5. and there in lies the problem with LE2...
  6. I got that, but when I run the game from a c++ compile, it doesn't load them.. well it does, but half do not work. Like the player start, the 3rd person camera, character controller, none of them load except the daylight script.
  7. My biggest problem right now, is I don't know how to access the entities I have in the editor in the code... For example, I have the playerstart in the editor, but the game doesn't load the player start, but it loads the day/night.. I think this is why I got frustrated before with LE, there is no direct tie between all the lua coding and the game when it runs..
  8. Im not 100% sure at this point, but that what trial and error is for.
  9. Its a good idea, but I don't want the animations. I think to much could get out of wack with animations. It will be a long process, but I think my original idea, to reload new assets with the new textures is the best at this point. I may of course come back to this, but we shall see..
  10. I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles. Not everything has to be so static all the time.. So, i am sure this will be done in Lua.. (I think) Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is. Each time the day night cycle completes it adds 1 to the current day.. Simple enough right? So then its just a matter of changing the models, so how do we access the models? How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random? I think we need a single controller. This controller will determine each of the sub components and tell them when to change. It must communicate with the SQLite AND the model controllers. It must also communicate with post processing (after all we want it to rain, snow, hail, etc....). If we are going to have seasons, then we need seasons. So off to learn/research, and test.. wish me luck
  11. I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles. Not everything has to be so static all the time.. So, i am sure this will be done in Lua.. (I think) Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is. Each time the day night cycle completes it adds 1 to the current day.. Simple enough right? So then its just a matter of changing the models, so how do we access the models? How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random? I think we need a single controller. This controller will determine each of the sub components and tell them when to change. It must communicate with the SQLite AND the model controllers. It must also communicate with post processing (after all we want it to rain, snow, hail, etc....). If we are going to have seasons, then we need seasons. So off to learn/research, and test.. wish me luck
  12. I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles. Not everything has to be so static all the time.. So, i am sure this will be done in Lua.. (I think) Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is. Each time the day night cycle completes it adds 1 to the current day.. Simple enough right? So then its just a matter of changing the models, so how do we access the models? How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random? I think we need a single controller. This controller will determine each of the sub components and tell them when to change. It must communicate with the SQLite AND the model controllers. It must also communicate with post processing (after all we want it to rain, snow, hail, etc....). If we are going to have seasons, then we need seasons. So off to learn/research, and test.. wish me luck Source
  13. VicToMeyeZR

    S-M-R-T

    Josh, you shouldn't take offense to community asking for extendability, you should take it in a positive note... We support you enough that we don't want you to have to do everything... It seems you take this as a slap against you. Its not, at least that's how I take it... Most just see what downfalls there are in LE2 and don't want to see them in LE3.. The editor being one of them...
  14. VicToMeyeZR

    S-M-R-T

    This must be what your previous status was about. lol.... I love how the thought progression goes... Always ends up coming back to K.I.S.S
  15. Is it done yet? exciting stuff Josh..
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