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Josh

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  1. @jussi I am not sure how to make this error occur. Is it possible to upload the map you created that caused this? I just need the .map file. You can compress it as a ZIP and add it to your post as an attachment.
  2. A similar report was created and fixed for 5.0.2 beta. Maybe this is already fixed?
  3. I am confused about the expected behavior here. Declaring a Vec3 value called "rotation" on the script table will not rotate the entity. The way you would do this in code is like this: function Sheep:Start() self:SetRotation(0,5,0) end Velocity is not available in the entity properties interface because it would be very rarely used, and there are already a lot of physics properties to display.
  4. Removed from documentation.
  5. There is no sample on this page, so I don't know what code to try.
  6. I tried producing this error but could not. playercollision.zip Does this occur with the built-in player physics? Or does this only occur with your own player physics you created?
  7. 5.0.2 beta Although our BC7 compression is 100 times faster than Visual Studio's or any other routine I have ever seen, it still takes some time to compress large textures. Since most people don't know or care about the difference between BC7 and DXT5, in this build the editor will default to using DXT5 compression for most textures. This will give you faster texture import, but DXT5 format can display compression artifacts, so it isn't as high quality as BC7. I think for most people this won't matter, and they will just prefer for it to be faster, especially when converting large batches of files. You can change this setting in the Tools > Options > Material Generation > Compression format setting if you still want to use the slower BC7 compression routine. Both formats take the same storage space, and I don't think there is any difference in rendering performance.
  8. Maybe the best solution is to fix this bug?
  9. Script you can run from the editor when you need it: path = RequestDir("Open Folder", program.project.path.."/") local files = LoadDir(path) local n local count = 0 for n = 1, #files do if FileType(path.."/"..files[n]) == 1 then if Lower(ExtractExt(path.."/"..files[n])) == "png" then local pixmap = LoadPixmap(path.."/"..files[n]) if pixmap then if pixmap.size.x > 2048 or pixmap.size.y > 2048 then if pixmap.size.x > pixmap.size.y then pixmap = pixmap:Resize(2048, 2048 * (pixmap.size.y / pixmap.size.x)) else pixmap = pixmap:Resize(2048 * (pixmap.size.x / pixmap.size.y), 2048) end pixmap:Save(path.."/"..files[n]) count = count + 1 end end end end end Notify("Resized "..tostring(count).." images")
  10. Josh

    Nerva

    Well, I am honestly on the dumb side when it comes to gaming. I liked the idea of Rainbow 6 (the original one), but it was too technical for me. I bought one of the Jane's flight sims, but had no idea how to play it. However, some people love those kind of things.
  11. Are you entering your email address, not your user name?
  12. This is the information I have. First or Returning indicates whether you have entered a tournament before, and will affect the prize you receive. Please correct me if anything is wrong. Also, please ensure your name and address are listed here, for shipping: https://www.leadwerks.com/community/clients/info https://www.leadwerks.com/community/clients/addresses Knucklebones mdgunn returning Lybernum MollenKoffee first Ingenuity Legacy Yue first SnowBall VR reepblue returning Deakon's Mod Deakon first Penultimate Pyre DooMAGE returning Robot Concept GarlicWaffle returning Leadwerks Survivor Guido892 ? Nerva aiaf returning Escape from Vostorg yurembo first
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  13. Josh

    mesa

    Great job. I have seen the strafe speedup trick used in a lot of Defrag videos (Quake 3 mod).
  14. Josh

    Winter Games 2025

    Thanks for playing! Here are the results: https://store.steampowered.com/news/app/251810/view/506225182828923451
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