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Posted

Window and Context. There would be no doc on exactly doing this. If you are using Lua you can look into App.lua to see how the window and context is created. You would want to :Release() those (maybe it's :Delete() now?) and recreate them (:Create()) inside your UI that allows the user to pick.

 

If using Lua you can make some functions inside App to do that and then you can call those inside your UI, although that would kill your UI textures and everything, so you'd have to recreate all of those as well. Most of the work here is in how you structure your code to make this work seamlessly.

 

You might get an error when you release the context if you have textures and such still active, so you might have to release all the UI first, then the context/window, then recreate the window/context, then recreate your UI and place them back into the options UI like nothing happened.

Posted

Does that resize the context too? Isn't the context matching to the window size?

 

We should probably add something like this to the wiki along with a loading map bar.

Posted

I do this for the Tunnels game options menu in the workshop and the context seems to adjust to to it.

 

What you can do however is display an image before loading, and in the next frame you start the loading of a map. When the map is done loading, the image is no longer drawn.

  • Upvote 1
Posted

Okay. I thaught it should be some general setting.

A downside is that effects can't be globally activated/deactivated globally independently from cameras (you have to code it yourself).

 

Would be good to have at least one Lua example code in official docs smile.png

  • Upvote 1

Stop toying and make games

Posted

Do it with a menu ;) I used SQLite and LUA in LE2.5.

I think that LE 3.2 will do just fine with it :) just make it that the player is able to change the settings during render.

after that when game is up let the game check the SQLite DB or just tables if you prefer.

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