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rudolf_iron started following 'Leadwerks.h': No such file or directory
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rex, движок в библиотеке стима. если что будет как leadweks5
- Today
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Terrain grid in viewports can be distracting when lining up objects so ability to temporarily toggle display of terrain would be beneficial
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An example. I create a set of box brushes. I select the last box brush I created and add it to the top of the list above the others (right underneath the folder). I try once, it doesn’t move it. Try a second time and boom it crashes to desktop. Happens every time so definitely persistent bug
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Unable to face-select either end face of a cylinder. Only workaround is select the entire cylinder object then go on to face-edit mode, deselect all faces apart from the two end faces. Very small objects also have this issue. Creating a 1x1x128 box brush for example, neither end face can be selected directly.
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KurzGedanke joined the community
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'Failed to initialize Steam' when trying to run Leadwerks on Steam, Whisky, MacOS
Palo replied to Palo's topic in Bug Reports
after attempting to launch a project, it errors out saying "EXCEPTION_ACCESS_VIOLATION" and crashes -
'Failed to initialize Steam' when trying to run Leadwerks on Steam, Whisky, MacOS
Palo replied to Palo's topic in Bug Reports
i installed leadwerks 4.6 through steam beta, and i've gotten so far to the new project window i'll keep updated to see if the editor works -
Agent 00997 joined the community
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I'm not a Mac user but I do use Wine on Linux and have found this error with older builds of Proton. A quick search of Whisky suggests that it is no longer actively maintained. Have you tried to run this through Steam Proton (if that is an option on Mac(?)). It's worth pointing out that Leadwerks 5 (or Ultra as it was when it did work with Linux) hasn't worked since the graphics back-end was changed to OpenGL from Vulkan. When launched through Steam the app will launch to the project manager and the introduction videos will show but it will crash to desktop when a project is chosen. The long and short of it is, as far as I know, that Leadwerks 5 will not yet run for reasons unknown. Leadwerks 4 will run and on Linux works best with Proton Experimental on the X Windowing system - although can run with problems on the much better Wayland. Hopefully that is useful...
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REX-RUS started following 'Leadwerks.h': No such file or directory
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Yes, the dialog box is not displayed if ULTRA Engine was previously installed on the system, because a variable with the same name was created in it. I think it's worth adding a variable value check in one of the next updates to fix this error.
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P.S, I'm aware that I do not need self.window = ActiveWindow() in the powerup script. Just pretend it isn't there.
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I have the script working the way I was expecting to. I just want to post what I have so others can view it. I welcome any feed back, it helps me learn. Maybe there is a better way? or maybe this way will lead to issues later? Your feed back will help with this, and help me by preventing bad habits. Here is my powerup script. slowedSpeed = {} slowedSpeed.name = "slowedSpeed" function slowedSpeed:Start() self.window = ActiveWindow() --set the trigger properties self:SetCollisionType(COLLISION_TRIGGER) end function slowedSpeed:Collide(entity) if entity:GetCollisionType() == COLLISION_PLAYER then inventory.slot1 = 1 end end function onEffect() slowtimer = CreateTimer(5000) ListenEvent(EVENT_TIMERTICK,slowtimer,effectTimer) myPlayer.speed = 5 end function effectTimer() slowtimer:Stop() myPlayer.speed = 10 inventory.slot1 = inventory.slot1 - 1 end It creates the effect, but stores it for later use, I created a inventory table within my player script that holds the value. inventory = {} iventory.slot1 = 0 Below is how I went about using the powerup in my player script. I first check to make sure if I have a power up available. If so, when the player presses the T key, the powerup script is executed for the set duration. -- player effects if self.window:KeyHit(KEY_T) and inventory.slot1 >= 1 then Print("Buff Active") onEffect() end Ignore the Prints, they are just there for debugging purposes. If there is at least 1 power up stored in inventory.slot 1, the onEffect() function from the powerup script is called.
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dekonfrost26 joined the community
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CountJJ joined the community
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ignore that, I'm an idiot. This is was an issue within my player script, I did infact have a global variable, myPlayer.speed = 10. The issue was that I was never using it. The above code does infact work.
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Hmmm, I don't think that is possible right now.
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I'm a lost ball in tall weeds. Josh, would I just need to add a collision function to the powerup entity? such as slowedSpeed = {} slowedSpeed.name = "slowedSpeed" function slowedSpeed:Start() --set the trigger properties self:SetCollisionType(COLLISION_TRIGGER) end function slowedSpeed:Collide(entity) if entity:GetCollisionType() == COLLISION_PLAYER then myPlayer.speed = 140 end end I have the myPlayer.speed = 10 at the top of my player script. Obviously this isn't right because its not working. Am I going about this the wrong way?
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Thanks. I just (like a moment ago) found this out. Is there a way to control that collider mesh? Let's say it comes in too large, too small, or not centered, etc. I didn't see a place to select it to adjust it. Thanks.
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'Failed to initialize Steam' when trying to run Leadwerks on Steam, Whisky, MacOS
Palo replied to Palo's topic in Bug Reports
thanks for the reply! i get that linux/mac isn't officially supported, but do you know if there are any workarounds to get the Failed to initialize Steam error message to go away in Wine/Whisky? other software ran through whisky/wine run fine, including games through steam i'm on mac, by the way -
In the model editor, File > Load Static Collider or Load Dynamic Collider, then save the model.
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'Failed to initialize Steam' when trying to run Leadwerks on Steam, Whisky, MacOS
Josh replied to Palo's topic in Bug Reports
We currently do not support Linux, so it's difficult to consider this a "bug", although I understand your point of view here. I don't have a release date for a native Linux build, but I can tell you I have never seen this much interest in Linux in my life, and not just online. -
hi! i'm having a bit of an issue i've seen people say leadwerks works fine with proton steam, but i'm on mac so instead i'm using whisky with windows steam instaleld i installed it but whenever i try to launch the software it says "Failed to initialize Steam." every other game i have works fine though
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Palo joined the community
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OrochiSlayer joined the community
- Yesterday
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RenWils joined the community
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Monkey Frog Studio started following Custom Collision Meshes
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For many of the models I've created for games, I've created custom collision meshes (simplified meshes for collision only). I would love it if I could select Mesh as a collision type and then have the ability to select another mesh to use just for that collision. Thanks.
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I'd like to see the ability to 'lock' scale so that the end-user can enter only ONE number and all three update. Typically, I need to scale a model equally along all three axis and currently I have to enter the same number three times, once for X, Y, and Z. It would be nice to be able to lock these three together when needed and 'unlock' them when not needed. Thanks.
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Hello, I'm trying to force the engine. use unpacked folders. project files. I want to write scripts and maybe mods. under a different OS . by transferring the build ?pls add offline doc and sample. in engine folders pdf or html.
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Currently, when you slide the File Preview Size slider to make the file preview larger, the Leadwerks editor 'forgets' the setting on a restart. It would be nice if the UI remembered the setting so it wouldn't have to be reset each time. I work on an ultrawide monitor, so having the preview icons larger is beneficial to me. Thanks.
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I'd like to suggest a means of easily changing the grid colors. Currently, for me, the grid is too visible and gets in the way. I'd like to make it 'fade' more into the background, so to speak, by being able to select colors for the minor and major grid lines. I found the JSON file that controls the UI and made a few minor changes there, but there was nothing there to control the actual grid lines seen in the three 2D views. I'd love a setting to be able to control the color of these. Thanks.
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I'd like to suggest a few features for snapping in Leadwerks 5: 1 - The ability to turn on/off snapping via keyboard shortcut 2 - A button on the editor UI to turn on/off snapping 3 - A place to set snapping values by entering a number, not just using the brackets to enlarge the grid 4 - A place to set snapping values for rotation snapping Thanks for your consideration.
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yes, i download and translete. for pop in my country. my opinion: the engine. it has disadvantages. There is nothing in the universe that I want to call perfect. at the same time. it is one of the best that uses lua. I would like to tell you about him. in my country. lua for my generation and the older ones . people should know about it. Corporate search engines don't give you a chance. for popularization purposes . products that have no commercial advertising. speaking of disadvantages. I believe that you will succeed. I bought leadwerks 4 pro a long time ago. and I am watching with great interest. for the development of the engine. a year and a half ago . I thought the project was dead.