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brndx

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Everything posted by brndx

  1. Lua. I'm also compiling it with the large address aware linker option. Strangely enough on a Liquidsky PC with 6GB of ram the game uses less ram and doesn't crash at all. When releasing the map the ram usage drops to 210mb consistently while on my laptop with 8GB ram the usage will first drop to 290mb and rise to about 700mb before plateauing. So when it gets to 700mb once it loads the map the ram usage is 1.2GB. On the Liquidsky PC the ram usage never exceeds 550mb.
  2. I'm aware the files will be needed in order to reproduce the problem but since they are quite large (~5GB) I wanted to first see if anyone else has come across crashes like this: Unhandled Exception at 0x00401DB1 : Fatal program exit requested I've attempted to debug the problem myself but as you'd expect with such little information it has been quite difficult. These crashes generally occur after about 10 - 15 minutes of play time either at the start or middle of a map.
  3. if tostring(self.entity:GetKeyValue("name")) == "Suspension0" then
  4. Hi, When attempting to launch my game some people have reported a crash with a bank resize error. There are other forum posts about this error but they seem to be occurring in the Leadwerks editor not when running a game.
  5. Ok. Is there anything other than the sounds / sound sources that aren't released by world:clear()?
  6. Do the variables holding the sound using Sound:Load need to be released or is it just the sound sources?
  7. The memory usage in my game appears to increase as the player progresses through more maps which leads me to believe that not everything is being released. This eventually results in a "not enough memory" error or vegetation / textures not loading. Are the sound sources released when world:clear() is called?
  8. Rather than just switching the music right away you could decrement the volume value then pause the first sound and play the second sound then increment the volume value.
  9. You can change the font and size by calling the correct methods. For example: myfont = Font:Load("Fonts/arial.ttf",14) context:SetFont(myfont)
  10. You're right I may need to just remove the splashscreen for the linux version as it isn't that important. My distro is Ubuntu 17.04 which I'm pretty sure is the most up to date. All the maps in the entire game use the same shaders which are also stock.
  11. Hi, Upon launching my game I receive an Assert Failed Error before the splashscreen is able to be displayed which uses Window.Center. This issue only occurs when running the Linux version of the game. The other crash is more mysterious as it occurs on both platforms but only for certain people. It occurs at one particular map but this map contains no unique scripts and there is no error logged rather just a "not responding" message.
  12. brndx

    Website Updated

    The new design is ok but nothing will ever top this timeless look.
  13. brndx

    Enshrouded World

    The flickering and graininess comes from a shader I used to convey a current of electricity passing through the geodesic domes so there's a strong feeling of artificiality in the environment and repulsion. It's much less noticeable in the actual game as the fog conceals most of it.
  14. Enshrouded World is a vehicular combat experience that features non-linear progression and survival elements not seen in the genre until now. These features complement each other and work to build a strong relationship between player and hovercraft that must be maintained in order to survive. The Story So Far The 21st century saw the dwindling of resources, large scale extinction and an overpopulation crisis that led to a desperate final effort to prevent further destruction to Earth‘s ecosystem. Rapid progression in the field of virtual reality offered the opportunity to escape from the increasingly dire conditions on Earth; an attractive proposition that saw millions migrate to a series of underground facilities. These facilities were provided with an independent oxygen supply generated by artificial environments housing a wide range of flourishing fauna and flora. Tensions rose between the limited law enforcement institutions on the surface and the disgruntled masses leading to the establishment of an autocratic entity known as the Watchdog. The Watchdog erected small police states that ensured the safety and security of the underground facilities providing them with the most sophisticated and lethal security devices available. As time passed and the Earth began to heal more rapidly habitable zones were established and now the time has come for everyone to return to the surface. Players assume the role of Jill, a botanist who has been plucked from a Watchdog police state and placed within a team overlooking the exodus from an oxygen production facility. The Watchdog’s intentions with Jill aren’t as simple or innocent as they may seem and while Jill’s life prior to Watchdog subsumption has been buried it’s beginning to catch up with her. Gameplay Outline Enshrouded World breathes new life into vehicular combat, a genre consisting mostly of action orientated racing games by incorporating survival elements and a unique approach to the way in which the player progresses through the world. The key components of Enshrouded World’s gameplay are combat, exploration, survival and management which are intertwined by a central relationship between the player and their hovercraft. Resources important to the player’s survival are scattered throughout environments that may only be scavenged outside the safety of the hovercraft. In this vulnerable state the player must manage their time wisely as a finite amount of oxygen and dramatically decreased defense against enemies await the player. The player always has a number of options when it comes to survival, confrontations with enemies can be evaded and focusing on obtaining certain items will offer more paths that lead to a greater amount of supplies in the long term. Since each environment in the game is connected to another in a web as opposed to a straight line there are many branching paths the player can take to progress in a non-linear way at the pace they want.
  15. Thank you so much your comment means the world to me. Its been quite a long journey at almost two years now and I've had several incarnations of the game miss the mark but I feel that now with feedback such as yours that I have finally made it. If you wish to find out more about the project you can visit its page under standalone games: http://www.leadwerks.com/werkspace/page/games/_/enshrouded-world-r67
  16. Here are a couple of screenshots for your viewing pleasure.
  17. SOLVED: A simple animated shader issue Hi, as you can see in the screenshot the mesh does not follow the bones. Does anyone know why this happens? The vertices were already assigned to the necessary bones in fragmotion.
  18. I've just finished some models for my game. The tentacles work to propel the alien weapon which is only one of many at your disposal in my shooter + stealth + strategy + exploration mash-up. http://www.leadwerks.com/werkspace/page/games/_/enshrouded-world-r67
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