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Team, I've done more testing... If I create a blank project or a first-person shooter project, the viewers work fine in Leadwerks 5. But if I try to import a project, like my FotoMuseo 3D game (made on Leadwerks 4.6), it doesn't work in the new Leadwerks 5. So I used the Betas tab to temporarily revert to Leadwerks version 4.6. I don't know if it's possible to import projects from previous versions of Leadwerks without encountering errors or losing data. Is it possible? Or do I need to take some preliminary steps to convert the project previously?
- Today
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Russell started following Why Leadwerks 5 shows nothing in the viewers?
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Hello team, Leadwerks finally updated to version 5 on Steam today. But when I opened it to familiarize myself with the tool, nothing loads/shows in the viewers. I've tried "verifying file integrity in Steam" and uninstalling and reinstalling Leadwerks, but nothing works for me. This situation applies to both new projects and imported projects. Is there anything I can try to get it working? Many thanks.
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angelson joined the community
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henryjohn joined the community
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Thank you, I wasn't sure if I had to manual include it
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No, the engine will load both scripts.
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Ok, is there something I need to do to include the script within the player script?
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You'd probably want a separate script that you add to each powerup object.
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Should powerups be made within the player script? or can they have their own script files to be called within it. Such as I create a entity that when collided with adds an effect on the player. I code that entity separate from the player script, and just call a collision with it within the player script?
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Josh started following "Invalid access token" , Leadwerks 4.6 is also available and DIffuse reflection dark
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If you want to use Leadwerks 4.6 for any reason, you can switch to install this version with these instructions: Right-click on the application in the Steam interface. Select the Properties menu item in the popup menu. In the Betas section, select the version 4.6 branch.
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DLC installation does not require a login.
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All works now, thank you. It might have been the change over from Ultra to Five. I restarted my computer and it all works again. This DLC Which works as well.
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Investigate this: https://discord.com/channels/1175951843118031049/1175951843612954786/1442661819054297151
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What do you mean by your DLC? What is that?
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FYI, you can download these items manually in the web interface. (Sorry if you already know that.) I will send you a private message.
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Thirsty Panther started following Migrating to Leadwerks on Steam and "Invalid access token"
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I get the above error whenever I try to download my DLC or anything from the downloads in the editor. I have logged out and back in again but to no avail.
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Which mouse button do you use to get a "tight click"? JK.
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d33terror changed their profile photo
- Yesterday
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d33terror joined the community
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siponen started following Is it possible to use C++ and Lua simultaneously in one project?
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Josh started following Do you have any plans? to translate the compiler to clang and Migrating to Leadwerks on Steam
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If you bought Ultra, you have Leadwerks 5 and the Leadwerks Professional DLC on your account now. Run that application instead of Ultra. All future development will take place there. https://store.steampowered.com/app/251810/ If you bought Ultra Pro you have the Leadwerks Professional DLC on your Steam account. To install it, right-click on Leadwerks Game Engine 5 in the Steam interface and select the DLC tab on the left.
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Sausage joined the community
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FullmetalPineapple changed their profile photo
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Thank you, I am very grateful to you.
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You should not create a new world in an entity script. The world is already created for you. MgetWorld = {} function MgetWorld:Start() self.pref = LoadPrefab(self.world, "pref/test_obj.pfb") if self.pref ~= nil then self.pref:Move(0.0, 0.0, 0.0) Print("MgetWorld : done") end end function MgetWorld:Update() end
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no, i make folder "Entity->guntils" . in folder. new script. if i not true coding. sry, i not pro :-) full code -- source_code: \test_lua_scene\Scripts\Entities\GUntils\MgetWorld.lua MgetWorld = {} local world0 = CreateWorld() local world1 = Entity:GetWorld() --MgetWorld.world1 = Entity:GetWorld() --function MgetWorld:Loader(mapNameExteriorList) --argv map -- --end function MgetWorld:Start() --if world0 == nil or pref == nil then -- Print("error : MgetWorld -> not path or world ") -- return 0 --end local pref = Entity LoadPrefab(self.world1, "pref/test_obj.pfb") self.pref:Move(0.0,0.0,0.0) Print("MgetWorld : done") end function MgetWorld:Update() end --RegisterComponent("MgetWorld", MgetWorld) --return MgetWorld
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Do you have any plans? to translate the compiler to clang
Josh replied to rudolf_iron's topic in General Discussion
We plan to support Linux in the future.- 1 reply
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What is the name of the Lua script file this code is placed in? Is this in main.lua or in an entity script?
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The mouse tool menus and shortcut keys are dynamically assigned, because the system is meant to support new mouse tools that are not coded in the core program. It might be possible to modify these with a script that runs after the program is loaded.
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flameseeke joined the community
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First of all, I would like to congratulate you on the release of the new version of the engine. You're doing great, you're doing great. do that. An entire corporation can't do it. microsoft Windows executives say. about the Windows transition to an agent-based system . they are closed to many countries . the ability to authorize the OS through an account. leading to endless authorizations. a lot of users can't use it. both ms windows and ms visual studio. mandatory use of the tpm download module. which is . This is how many people use simpler (cheaper and more reliable) solutions. without these modules . ms solutions leads to user migration . to other operating systems . related to this. ?
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A big thanks is due to @klepto2 for his help implementing the Scintilla text editor, nice bloom effect, and volumetric lighting!
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pls how true code , i bad coder. local world1 = Entity:GetWorld() --error 0 local pref = Entity LoadPrefab(self.world1, "pref/test_obj.pfb") -- true self.pref:Move(0.0,0.0,0.0) -- error 1