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Imchasinyou

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Everything posted by Imchasinyou

  1. Im less concerned about winning. Im more concerned that its supposed to be "easy" as it is advertised. NO one knew that this was happening and when i sent the project to josh and he found out what was happening is when I opened the subject. IM trying to make it easier for those users that arent expert coders. Hell, I can barely mod a current script to make it what I want it to be. Yes, thats my fault but the coding stuff is not easy for me. Its not a tangible item I can hold and inspect to figure out. MY brain doesnt work that way. I know several people that have seen the engine and went elsewhere due to the fact that there is so much coding necessary to make anything work. I try to interest new ppl to the engine, alot of friends on my steam account of nearly 180 ppl wont even consider trying it out as its just too much. There are options out there and if i could, id like to narrow those down and bring more users to the community. Is this my job or my responsibility? Absolutely not but when it comes to something I like and enjoy, I stand behind it whole heatedly, other than my friend Jamison, whom usually leaves me on the floor, alone. Damned green bottles I tell ya, their mean! I feel like if I have helped some one, Ive done something worth while for the day. Hell I even made a few tutorials that are on my YouTube page that contain the entire scripts needed and several responses have come back thanking me for them. It makes me feel good knowing some one got use from it. Ill step down off my soap box now and let others talk knowing Ive made a difference in some ones use of the engine today!
  2. Im leaving this conversation to die other than to reply to constructive commentary. Im not here for the fight, Im here for the "community" its guidance and any help I can offer others. Maintaining a clean folder as suggested is a great idea, Im not saying it isnt but for me and the way i do things, its impractical when you import several folders, 20 GB in my case in one project, to see what of those assets work and use those assets to manually go back and remove them is just too impractical. I could see this happening to others that may be new and if we can do something here to alleviate the issue, were all better off. As far as marking things that would get loaded by code, I can see the dilemma with that but if you could maybe right click the asset in your asset browser and set it to "export with project" because you know you need it in your map and are calling it by script would be an easy fix and easy to do on the end users part. Then it gets exported with the project and all the others will get left behind. Now, I have no clue how hard that would be or if thats something reasonable. Its just the thoughts rattling around in my head.
  3. Just ignore my posts there bud! You and I have run around the tree before! No point in doing it again. Personally, it's your attitude and the attitude of those that think they are building a AAA game that causes problems. Please, ignore me, I have NO useful suggestions or input here.
  4. Such resistance to change that isnt hurting anything or any one. Sad really. Im kind of looking out for others that WILL run into this problem. All the comments only came about the subject after Josh made a change you didnt seem to see a reason for. I didnt think Josh was developing the engine for a specific set of users with your massive AAA game building skills. I guess it makes more sense to import a project, use some of its assets and then try and go back through several folders to try and find the ones you didnt use. where as having some kind of function LIKE EVERY OTHER ENGINE that would assist in this process. BTW, it isnt hurting you one bit, is it? The following is from the Leadwerks store page on Steam "Leadwerks is the easiest way to make your own 3D games." Which is hardly true as FPSCR is way easier, the community is way more supportive and there are several FREE scripts and models readily available! As a current user of that software, I must say that only the assets that are placed are exported, hjas an integrated HUD element that can be changed, MP support and several other KEY features straight out of the box! For me, making something more practical or EASIER for the end user is only going to strengthen the engine. Have you noticed the flood of questions from NEW users lately? I have! Now, Im here because I like the software and like the learning process involved albeit slow for me as this stuff is very difficult for me to figure out. Now if you cant take my suggestions and the fact that somethig is gettign done about them, Im sorry, I have nothing to say to you!
  5. hey josh, would there be a way to auto tag and also manually tag things that should be exported in the game? That might fix everything as non used items wouldn't get exported during publishing and those that call things from script could tag them. Just a thought I had today at work.
  6. The issue is that we aren't actually making games that big but when you import assets as a group, when you publish the project, every asset imported is published as well whether or not it's actually in the scene as we have described above.
  7. Oops! Oops! I meant 500MB folders. Lol
  8. Well done Josh! I successfully published a 20GB (90% of assets weren't even used) game level and ran it just fine on my rig. Like Tattie, I had several folders around 500 GB. Its an awesome start to part of the solution and Im sure you will get the other part figured out just as easily. Great job tonight josh. Take the rest of the evening off. I promise to leave you alone for the night! (This time)
  9. Im awesome at makign maps bigger than whats really needed so ill stand in line now for that update for the zip splitting and will be happy as a lark to test it out. You just say the word buddy, and Im there. Ill also be here later fopr the inclusive file selection part. Cant wait to see that one working. BTW, thanks for taking the time and helping us be more successful with the engine.
  10. When i view the character with the physics option on, I can see a cylinder at the character. really means nothign other than that character has collision. IF i make a CSG cylinder and attach it as a child and name it hit box and apply the invisable.mat to it, every thing works as it should. Now im wondering, if the hit box it automatically generated and attached, why am i having to do this? Before the implementation of the auto hitbox, I never had to do anything what so ever to make killing a character possible. EDIT: Apparently, I needed to add self.entity:SetPickMode(Entity.BoxPick,true) self.entity:SetPickMode(0,false) to my AI script to make it work. I didnt see this in the documentation on the function. I sure am glad the forums are here for me to work through my issues. I think Ive solved almost all of them on my own by posting here. . . . I guess thats what I get for playing in the sandbox after the cat has been here!
  11. I can see your point on that. So the issue is a great conundrum but i cant see exporting every single model that is placed with in the project directory and importing every single model individually isnt feasible either. Nor is going back and deleting those that arent used when you import a "pack" of assets. You really dont know what will work in your map until you can actually see it as just looking at a blahblah.fbx file says nothing to me as to its appearance. How ever, Im sure we can continue to discuss this and hopefully come up with a solution that makes sense and works for every one.
  12. When I import a character and set him up, they function correctly but it seems as if the automatic hit box isnt there. Am I doing something wrong here? The character has the character controller, character collision, mass of 20 and angle of 180 which makes everything work except the hit box. If I set the swept collision to true, shooting them does nothing to him and setting to false does nothing. He is able to attack me if with in range. If I set him to a rigid body with out the character collision his animations play and he can be killed. Im using the latest release with the Beta participation if that makes any difference.
  13. So, in adding that functionality, why not add in that part that stops all assets in the project gettign exported as well. That way the projects stay small and IF needed, we can always lean on the multiple zip archives? Best of both worlds here and might be the best solution for now.
  14. How would I do this from a project using the publish function? Is this something that could be implemented in the publishing function.
  15. Ive managed to build my own in game HUD which has the functional health, ammo and non functional score in it and images. Id be willing to share this if any one was interested. Im currently experimenting with different textures and images at the bottom for the bar behind the text and images.
  16. Beta participation is required for this to be fixed. I had the same issue and after opting in for the 7th time now, it is fixed once again. I keep getting bumped from participation for some reason. I might need to learn how to play well with others first.
  17. to make it transparent (invisable) you can apply the invisable material to the CSG box that is your death trigger. That material is in the Materials/effects folder and can be assigned by the scene view tab under appearance. I hope I have answered your question.
  18. If i call any of the stock textures, they work such as crosshair. I just cant figure out why mine wont work. Nailed it! After looking over the rest of the script, I wasnt calling it in the start function to load the texture. self.image.heart = Texture:Load("Materials/HUD/heart.tex")
  19. Ive been trying to get a simple hud at the bottom of the screen and mostly successful but In trying to get an image into it I keep getting error after error. Any help would be awesome and might help me learn something hopefully. Here is the bit of the code where I need help. When calling the heart image, i either get a nil value or a different of several errors. if self.health>0 then context:SetColor(0,0,1,0.5) context:DrawRect(0,1003,1920,40) context:SetColor(1,0,0,1) context:DrawText("Score: "..self.score, context:GetWidth()-150,context:GetHeight()-25) context:DrawImage(self.image.hand, 1700, 1005) --replace image with different context:DrawText("Health: "..self.health.."/"..self.maxHealth,context:GetWidth()-1850,context:GetHeight()-25) self.texture = Texture:Load("Materials/Hud/heart.tex") context:DrawImage(self.image.heart) (0,0,10,1005) --replace image with heart image if self.canUse==true and self.carryingEntity == nil then local pickUpX = math.floor((context:GetWidth() - self.image.hand:GetWidth()))/2 local pickUpY = math.floor((context:GetHeight() - self.image.hand:GetHeight()))/2 context:SetBlendMode(Blend.Alpha) context:DrawImage(self.image.hand, pickUpX, pickUpY)
  20. Id start with not publishing unused assets. I have a pack that is 1.03 GB, if i place that pack into the engine and use 3 things from it, its a night mare to remove all the unused things and that one pack eats half of what I need. Then the possibility of multiple archives or a completely different compression type. Josh has said its something that could be possibly fixed in the future. Im all for the bump as I think every one that is actually using the engine will easily surpass the size restriction. "When you create a compressed folder (ZIP file) that is larger than 2 gigabytes (GB), the file may no longer be readable, and may become corrupted. You do not receive any error message when you create the file, but you cannot read the file after you create it." Posted on a windows forum but this applies to Win XP. I use windows 7 Home Premium and from the reading ive done shows that the size limit is 6GB. 3 times as large as what is corrupting so, im lost on this again. This is somethign that should be a top priority along with further functionality.
  21. Ive seen lua script builders elsewhere and something like that would be epic for the engine and would help sales skyrocket. Its basically a set of blocks you put together to create functions or actions. A user created one for FPSCR and it worked great. Since exploring Leadwerks, I havnt been back to see any of the progress of it. None the less, something like that would be a great addition or even as a secondary purchase.
  22. Further thought on this subject. It appears as if Leadwerks exports each and every single model in the project folder whether or not it is used in the game. Instance: Model pack of 20 models is imported into the engine, you use 4 of them. On publishing the game, the folder of those models will only contain MDL and TEX files BUT, every single model and texture has also been exported. There for, the files that arent even getting called or used in the scene are eating up space in the game that is so badly needed.
  23. Your right if its used well. I have that game level that was published for external testing and its only 2.30 Gb and it just wont run. Same process as every other successful map published under 2.0 Gb and they all work :/ Would be interesting to see if others have had any thing similar?
  24. Couldn't you use the height setting in the terrain pane to start with and then begin sculpting?
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