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  1. For some reason, the editor freezes if there is no activity for a certain amount of time.
  2. Reported to Valve here: https://steamcommunity.com/groups/steamworks/discussions/0/6699728899097329588/
  3. Hello guys! Check it out, I've been developing a game for a few months and I'm finally releasing it, it's my first game on Steam so don't hesitate to check it out! It is a psychological horror game in escape game mode. I did a first version so when I say "700" hours it's more like my learning, development and all the things around because I did the majority of 3D (90%), 2D assets (85%, the 15 % left are modified things like pixelisation), the Sounds & Musics (searching and implementing) etc.. So yes I'm proud of this game ! If you are interested it's : A psychological horror escape game with a PS1 aesthetic. There are puzzles/enigmes and a beautiful loud voice-over So thanks to all the cummunity because I used the script of note (that I modified a lot to correspond to my project for example I did a keypad or a map), the Trees pack, rock pack and blood decals pack !! Thanks for your comprehension and if you check the game ❤️ Steam : https://store.steampowered.com/app/1987900/Ante_Mortem/ Itchio : https://coffeeinteractive.itch.io/ante-mortem Trailer : https://www.youtube.com/watch?v=xL-Ubn_PNNw
  4. How can I check if the Steam Overlay is active? I can't see anything that looks relevant under the Steamworks class.
  5. Hello, I purchased Leadwerks on Steam and from what I have seen about version 5 it looks very promising. I wanted to know if v5 will be made available to Steam Leadwerks owners either with a free upgrade or a DLC upgrade. A friend told me that v5 will not be on Steam and it is a fully separate thing. If that is the case and I want to use Leadwerks v5, then buying the C++ Professional version DLC on Steam would be a waste of money because I would have to buy it again for the Non-Steam edition of Leadwerks v5. Can someone who fully knows how v5 will be deployed clarify this issue for me? Thank you!
  6. Hello, I just wanted to leave a quick suggestion; It would be nice to see a better implementation of the steam achievements used. Maybe ones that unlock after following certain tasks throughout the tutorials ect.
  7. CorzaX24

    Emitters

    Hey team! So I've been using Leadwerks for a while now, and coming along nicely. But for the life of me, cannot figure out how to get a good "authentic" looking emitter effect. Particularly with a fast jet of steam, or sparks. Anyone good with emitters? Have any good settings that work well? Much appreciated!
  8. First post here in a couple years... Unfortunately, not a good thing. I have an interest in Leadwerks again, but unfortunately, I no longer have access to the Steam account I purchased it with, or the email tied to that account. I've tried contacting Steam support and they have given me no response. So I'm asking you guys for help. Is there anything I can do about this? I've lost a $200 value (I had the Professional Edition DLC), and I really want to use Leadwerks for my next project. Anybody have any suggestions or ways to help? (JOSH READ THIS PART) I still have my original purchase receipt for both Leadwerks and the Professional Edition DLC. If there is any way you can get me a copy of Leadwerks if I show them to you, (or help at all), I'd be infinitely grateful. Thank you. I hope everyone has a great rest of their day.
  9. Hello All, I was looking on the Leadwerks workshop just browsing packs and thinking about making my own. To my disappointment all of the packs that are available for purchase seemingly cannot be bought. Where the price should be is just these two hash marks "--". When I click on the pack and click the "buy" button it takes me to the home > Oops steam page and tells me an error has occurred. If anyone could help me figure this out it would be greatly appreciated! Thanks!
  10. Hey guys! I am a new user looking to get into Leadwerks, however I want to try playing around with the trial version before I commit to purchasing it, just to do the tutorials, etc. I already have a background in game design but I wanted to see the capabilities of this software to create a game concept that I have had for a long time (Leadwerks looks awesome!) I tried downloading the Indie Edition Demo off last night off steam and I installed it on my computer, however before the engine even loads I just got an error that the trial expired right off the bat? What gives? I read around, seems like some other people were having this issue so I am not the only one perhaps, but I just really want to dig in and try this thing out, haha. Hope I can get this fixed or some light shed on this situation, thanks all.
  11. Hi. Do you have plans to implement Matchmaking in Leadwerks Game Launcher? It would be great if we could publish small multiplayer games in the Workshop.
  12. Hey guys I got the Steam edition and started a New project to do a bit of experimentation, wanted to go back to the tutorials but I can't find where the sample files are located. With Steam do they save in another location for Leadwerks? Ok got the answer to this question, for anyone else new, they will show up depending on what starting template you choose. Thanks!
  13. I just purchased the "Downloadable Content" from the STEAM store and it finished installing. I opened up Leadwerks and the FPS WEAPON PACK, LGE:Standard Edition, SCifi kit, Zombie pack did not install. I created a new project to see if it would help and i even "Verify Integrity of application cache" in steam options. Still nothing. Please Help
  14. Hi! I noticed a while ago that the Leadworks editor prints the following Setting breakpad minidump AppID = 251810 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198024704964 [API loaded no] Is there actually any way to make use of this? Like, load the ID into a variable or use the API in any other way since it says "API loaded no"? I know that Steamworks is probably impossible, since it's for C++, but yea... Thanks, KraXarN
  15. Hi, If you purchase leadwerks indie edition and standard edition on steam are their any additional steps you need to take to access the documentation on this site. A few external websites link to documentation here but when I try to access them I get permission denied. I suspect they are either expired links or I missed a step in setting up my account but couldn't find anything related on the forms
  16. If I use the TriggerChangeMap script without any weapon equipped it works fine. When I pick up a weapon from the dlc FPSWeapon pack or start with autopistol prefab I get an error " Lua error: stack overflow " when trigger is activated. I also noticed an error with the dlc melee weapon equipped and trigger map change I get an error "attempt to index a nil value Line 268. " I corrected it by changing the second self.emitter release number from [1] to a [2] in the function script:Release() section of the FPSMeleeWeapon script. Thank you for all help in advance, Kirk
  17. I tried that now several times and TreePack is empty what's the solution here ?
  18. as it says in the title Main reasons for it is that script interoperability is not guaranteed in fact, also when restoring (removing non-working scripts which were rather basic) the project was completely broken down having to redesign from scratch too often.
  19. Hello everyone and thank you for having a look at the issue I'm having! I am trying(<-emphasis) to make a game that starts out on a spacecraft and then (via disaster and escape pod) crash lands on earth. At this point in time I am watching the tutorials and learning as I go on how to use the editor. This issue I'm having is with a material in the SciFi Interior Construction Kit, in particular 'windowb.mat'. When I am using the material as a window I cannot see far enough to see the engines of the spacecraft, and when I just delete the wall I can see them, below is what I am on about: WINDOW: NO WINDOW: I'm sorry that the images are so large! Anyway, I hope that you can see the issue that I am having and I hope that there is a solution! Please and thank you for all and any help that I receive PS: I mentioned the two lines of backstory as I will be posting here if I get stuck again...
  20. Hello again everyone, I am having an issue with the editor whereby it works absolutely fine in the textured render mode but as soon as I try and run the game or if I render a window in textured+lighting I get the error: Framebuffer incomplete: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT Now I have been looking at the forums for a while now and it seems that this has happened before but the solutions proposed (deleting objects + computer restart) do not seem to be working... This wasn't a problem before until I added lots of lights to my game... I am making an inside level so exclusively using Point Lights and Spot Lights rather than a Directional Light (which I was saving for later to act as the Sun (The game is in Space at the moment). I started with floor lights from the Sci-Fi constructors kit and added spot lights to them and this seemed to work fine but I wasn't keen on the type of light so I swapped to Point Lights. This is when I started having issues, when I replaced all of my spot lights with point lights I started getting the crash and the above mentioned error. (I did this manually) Does this mean that the engine doesn't support lots of Point Lights (as the Spot Lights worked fine)? Have I messed up somewhere? In Debug mode it highlights the render world function (I haven't touched any scripts yet) PS: It's worth noting that I made one light and then saved it as a prefab and then Ctrl+Dragged it so that I had the same light all over the place... We are talking 50+ lights and counting... Should I make directional lights inside the rooms and put a 'fake' light model in to reduce the amount of lights? PPSS: My PC specs are in my signature. THANKS!
  21. I am wondering if there is a way to keep the file structure when downloading a asset from the steam workshop. I was making a asset pack and I made it so it had a nice directory structure as I wanted the packs that I am making to become pretty large giving time and it would make it a lot easier to find what your looking for etc etc. I uploaded the first pack with a nice directory structure but when I tested it and subscribed to my pack the directory structure was gone and everything was in one directory. I have deleted the pack and have started uploading the assets individually but I really would like to produce these assets as packs to keep things easy and structured.. Thank You
  22. Can you publish on steam after you finish making your game? if yes then how do you correct the files ready to publish? Thanks Alexander
  23. So I reinstalled ubuntu to get rid of the Steam client, but now I'm getting an error when trying to compile the default C++ project. The log: I don't remember the Steam client was one of the system requirements, but could be wrong.
  24. Good day. A little while ago I bought the Standard version of the leadwerks tool from the website, but I am interested in moving it to the steam version so that I can use the workshop capabilities of the tool. I saw in another post that Josh said it was possible to do, but I can't find anywhere to accomplish this, since the details weren't mentioned in that post. I believe it has to do with deactivating my current license and getting a new one. I do have a question about it though. Are the features the same for both versions? I would assume so, though it is a valid concern. I don't want to end up with less options, though more options are more than welcome. If anyone has any ideas, let me know.
  25. Whenever you copy and paste things in leadwerks 3.2 it tends to offset it a bit. Not only does it offset it, but it doesn't stick to the grid. This makes it very complex to copy and paste,(expecially with CSG's). Could you change it so that when you copy and paste it locks onto the grid? Would be nice.
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