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  1. Today
  2. Currently, the 'Y' cone angle cannot be set any higher than 90 degrees. I suppose normally this would be fine. However, in another program, I can set the spotlight to 170 degrees and I find this beneficial in some cases. For example, when you have something that looks more like a rectangular fluorescent light on the ceiling, placing a point light beneath it doesn't really work because the bright points, especially on reflective surfaces, on walls, floor, and ceiling, look like it's from a point light. However, in another engine, I simulated the broader lighting of a fluorescent light by using a spotlight set to 170 degrees and placing it very near the 3D model of the fluorescent light box. The result was a fairly nice wash of light on walls and floor with none on the ceiling. Currently, with only 90 degrees, I get a wider spot on the floor and maybe the lower parts of the wall (depending on how wide the hall or room is) and this looks worse than a spotlight. Thanks for your consideration.
  3. Yesterday
  4. It would be a great organizational tool if we could create custom folders in which to place stuff in the Scene panel. For example, I could create a custom folder and name it 'Control Room'. Then I could place all objects in my scene (brushes, models, lights, probes, etc.) that are a part of the control room of that level in that one folder. This would not only allow for better organization but also make the scene panel more readable. Instead of a giant list under models, for example, there would be folders that the end-user has set up to organize where everything is.
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  5. I'd like to see added the ability to lock brushes, models, lights, anything you place in a viewport. The idea is to make it so it cannot be selected/moved, etc. When designing a game in the editor, it gets busy in the viewports and it's very easy to attempt to select something and accidently select something else. Or you attempt to select something and you cannot because something is on top of what you want to select. Locked objects would not be selectable. For all intents-and-purposes, they would be 'invisible' to the cursor (even though visible in the viewport). This way, for example, you could lock all your brushes in a particular area and do a drag-select of all lights, etc. Locking and unlocking could be a tick box on the scene side panel when an object or objects are selected. Ticked to lock, unticked to unlock.
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  6. Thank you for the report. (First posts have to be manually approved to prevent the forum from getting flooded with spam.)
  7. I think I will probably end up getting rid of this requirement, and go back to using a Visual Studio property sheet where the path is stored. It's just easier not to have that information stored somewhere else.
  8. In the Leadwerks editor video list, selecting the "Lua Functions" video plays the Lua tables video instead.
  9. No worries. I'll find which export settings I need to get the scale correct for OBJ.
  10. rex, движок в библиотеке стима. если что будет как leadweks5
  11. Terrain grid in viewports can be distracting when lining up objects so ability to temporarily toggle display of terrain would be beneficial
  12. 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
  13. 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.
  14. after attempting to launch a project, it errors out saying "EXCEPTION_ACCESS_VIOLATION" and crashes
  15. 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
  16. 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...
  17. 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.
  18. P.S, I'm aware that I do not need self.window = ActiveWindow() in the powerup script. Just pretend it isn't there.
  19. 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.
  20. Running on proton experimental, Leadwerks 5 freezes when the popup to set environment variables comes up, and project files are never created.
  21. 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.
  22. Hmmm, I don't think that is possible right now.
  23. 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?
  24. 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.
  25. 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
  26. In the model editor, File > Load Static Collider or Load Dynamic Collider, then save the model.
  27. 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.
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