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Everything posted by Imchasinyou
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I dont know if its with any one else but your final game size is important. Ive found if the final output is larger than 2.0 GB, it will not run as Josh pointed out the max limit for a zip file before it becomes corrupt is 2.0 GB. I have a map that is 2.30 GB and it just will not run and thats what Josh seems to think it is. Hopefully, there is a solution coming to rectify this soon I would just publish a simple game to get the idea of the process and then build somethign more playable. You can then publish the file to your desktop or where ever and use dropbox or google drive to share it if desired. Thats my opinion.
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Ive been playign with Aggrors FlowGUI a bit and here is something I threw together as an experiment. The great thing about the flowgui is that it is basically a map that a player would play. This allow me the easiest ability to make it my own with out a lot of coding which im unable to do very well. Im still trying to figure out how to make the start button and the quit button work but once I do, Ill rebuild this to make it smaller as size is apparently extremely important. https://www.youtube.com/watch?v=I2sBI40GEpA
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I removed 90% of that map and all of the other maps and republished the file. There was absolutely no change in the size of the final published game. Im at a loss here.
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Not really looking for a definitive answer right away bud. Just trying to help here. I cant see any realistic games coming out under 2.0 GB. Especially the Helo Gunnery with all that stuff going on there. a blank map with a single player prefab with a map size of 1024X1024 is 300MB by itself. This is my way of working through problems by trying stuff and reporting back. Works for me. Im still removing stuff to get that map under 2,0 GB to see if that makes the difference. so far Ive removed half of the stuff in that map, trees and half of the buildings and its still 2.01 GB so Im almost there. Just trying to help you help me and maybe together we can find a solution. TBH, I had no idea about the zip file being limited to 2 GB until you showed me that.
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So, Im assuming that we need to explore other compression formats for the engine? I can only assume this as I get the error straight from the published file. Maybe Im wrong. I can try to get the file smaller but Im not too sure what else I can remove that hasnt already been removed. Second level maybe? Ill report back.
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All the files are there. It looks the same as another published and functional level ive done. From the editor it runs just fine in debug mode with zero errors. Ive sent it to Josh to see if he wants to look it over and see if there is a reason the published games exe cant seem to find the App.lua file.
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Very nice.
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Prefab will no longer be a prefab if changed.
Imchasinyou replied to Gonan's topic in General Discussion
saving the new entity as a prefab only means next time you set it into the map, it will be the same as the first. There is no performance loss. You just wont have to set it as "good" or "neutral" again as a prefab. As a prefab, it has all the parameters set so you dont have to reapply them again. Thats the only benefit to saving it as a new prefab under a different name -
are the correct shaders applied? Make sure they are the animated shaders and not the normal shaders. I dont know if I have any of their zombies to test with but Ill look. I just hate using their stuff. . . . .
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This is an ongoing issue with this map. It seems to happen to almost all of my projects at one point or another and I just abandon them for a new one and end up in the same boat. So, i guess im getting close to the definition of insanity. So, the published game is 2.0 GB, the map to load is set correctly in App.lua. After publishign the game, Ive tried to run the game and all i get is a small black error screen for about a tenth of a second. Ive packed up the file and sent to a few friends to see if its me or if it happens with them as well and it does. I use the Indie version (Beta) not that it should matter. It run perfectly fine from the project folder in My Docs. Here is the error I get
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What future packs do you think you will be assembling? Characters are probably the hardest for users to obtain and make look right in the game. If other character packs come in the future, will they rely on the AI script that is already used or will there be the possibility of more detailed scripts coming with them?
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This would be useful and especially if one could carry 2 weapons. primary and secondary weapon and if another weapon is picked up, the other of that "class" would be removed. carrying an entire armory just isnt feasible.
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Ive published a test game and used the inno set up compiler to make it an exe as the published file just isnt good enough to run as a game for what ever reason. None the less, Ive gotten it to successfully install and launch the game ONE time. Sadly, it loaded a map version that is about 2 weeks old and long gone. Figure that one out! Any reasoning to this would be helpful but ive since removed any and all other maps and back ups to a different drive leaving only the working map in the maps folder. Now when I try to make the game, it pops up a small black window for about 1 millionth of a second and clicking on it repeatedly i was able to read the error line that says somethign about not being able to read the app.lua file. Please tell me what Im doing wrong. . . .
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A book would have to be updated constantly. This would pull away from further development unless some one was willing to do it for the engine that isnt involved in the development. I dont know how big the team is so I cant even say that its worth it. You can easily find alot of information either by asking for specific help (condescension will come) and searching the forums and youtube. Theres alot of Tutorials out there by Rick and Aggror (the 2 Ive used the most) Almost every one here will help you if we understand what you are wanting to do. I am a complete moron when it comes to game development (I have no dreams of making anything from what i work on) and have been able to impress myself. The community is weak in alot of areas but with the right questions, you will surely be able to produce something and get help as needed.
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More awesome constructive tips. Its great that these things get brought up as it will hopefully help others I did say its a WIP so Ill continue to plug away on it. To me as a hobbyist at least, will add in all the pretty pretty stuff later once I am ready for that. I understand that point though. For something I have no intentions of releasing to any one other than maybe here in the workshop, theres no point to hire any one but I understand that as well. I do get assistance here and there. The road does need work but its how it is and looks the same in every engine Ive put it into. I have a pretty nice script for the AI but since I haven't put any in yet, there wasnt any point to using it. The crawlers are place holders and were there for tinkering and testing. In no way was I offended nor would I have been by some one comments. I was how ever caught off guard by the rudeness of the comment. I couldnt see any point in taking the time to be so rude when all some one had to do was press the back button on the browser. compared to other engine forums in this nature, these forums are dead and I just thought id post something that might help / inspire / or spark an idea aside from getting feed back from those that do frequent the forums. Im a very open person and Im always open to suggestions, feedback and comments until they become rude, obnoxious or just flat out demeaning to some one. In these days of the internet warriors, you cant post anything with out some one having something negative to say. Ill take the info Ive gotten from here thus far and use it to the best of my ability fully and wholesomely.
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Great info Nick. Thanks
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I seen in his profile where he complains about josh removing his posts and after seeing that, i just knew the snot nose was just trolling again! Ill definately give this a try and see what happens. Im thinkign since there are so many CSG boxes and so many different textures that it might be the problem. There are just sooooo mnay CSG's in that map. Ill run my map in debug to get the metrics and post but its mostly when I am facing the prison and inside the prison. Id hate to bring the 2 levels down to only 1 because then Ill just end up makign it wider and longer lol. Its like crack, once you get going, its hard to get stopped!
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I think the player can carry as many different weapons as you place into the scene. Ive carried 5 at once and just scrolled through them with the mouse wheel. Id limit the actual nimber of weapons the player could carry at one time if I knew how. . . . I think 2 is fine but possibly 3 would work as long as its one of 3 classes so a knife, a pistol and a heavy or primary weapon. would be really nice to set it up if the player picked up another weapon of the same class, the first weapon dropped onto the ground and could be retreived but its all in the scripting of which I cant do so Ill have to hit up some friends for that
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I think what you need to do is what i show in my video. Add a pivot, adjust it to the tip of the barrel of the gun and name that pivot "muzzle". Make that pivot a child of the gun so that it follows the gun or look throught all the parts of that model of the gun in the model editor (double click it in the asset browser) and see if there is some point made at the barrels end and rename it as the muzzle. In the script provided by josh with the DLC weapons pack, it is looking for the muzzle tip in order for it to create the flash of the gun firing and create the "bullet". Hopefully this helps but take a few minutes and watch my video. It just might help. Please let us know if you get this resolved.
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I believe this is a 2048 map. Id hate to do it BUT I could try to rebuild it as I dont think I can just resize the map can i? I mean once you set it in the terrain settings at the beginning of the set up of the map, you cant resize it? One option I guess id have is to have the driving scene in a different map as there will be areas to stop at and explore (atleast thats the plan for now). So, then I could trigger a map change for the prison setting and then on from that point to a different map if I was to go that far.
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Wow, thanks man. I think its awesome to be so critical of something that is a WIP and done by some one that cant script for **** or create his own models! The environment is supposed to be dark, Ive yet to add in my own enemies get really detailed. I guess i have to be like the rest of the community and just be rude here but l'll assume you failed to read any of the comments ive made above and put the whole thing in context that the "dumb navmesh enemies" are the crawler created by or for Leadwerks and would be placeholders for testing as they resemble nothing of a prisoner or human for that matter. Im pretty proud of this given my skill set is non existant in this area of my hobbies. Thanks for the Constructive criticism.
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Here is something I have come up with. Just putting it out there for suggestions or criticism.(constructive). KEEP in mind I am not a scriptor nor can I create models. Im just a hobbiest tinkering around and entertaining myself! The idea is that you will start off in a village that you can explore a bit and then drive to the prison where you will have to gain control and take out the prisoners. You must enter the prison. You must gain control or you WILL die. You start by entering the front doors, enter the weapons repository, Grab something that might be of use and begin your journey. Every cell can be opened and you just might find something in there. Will you be cornered? If you survive this much, you can make your way to the yard by passing the death chamber. Is some one there? Will you witness an execution? Im not too sure yet. In the yard you will encounter more adversaries that just want you to die! Will they get what they want? Nothing serious for a release but it entertains me to produce maps and see what ideas come to me as I work on them. A lot of times, a whole new game will emerge. Lets see where we go from here. Performance is low at the moment as I work on this but hopefully, Ill figure out how to get it running better. Ive already reduced the prison from 3 levels to 2, removed almost all shadows from everything and reduced the number od lights used and changed the viewing range of almost everything from far to medium.. Not a real big fan of this as sometimes the walls disappear as you move around but Ill continue to plug away on it.
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New update just in time for Thanksgiving! Ive added a bit, removed one level of the pison, turned off almost all shadows and im finally getting my playability up. I have to thank Shadmar for the car from the workshop and HaydenMango for the help in the scripting areas. Check out the latest update. . . Dont forget to go to HD and fullscreen
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Fixed the switch to open the cell doors. it actually moves like it should. HOORAY for me! Now I have to figure out how to make it stay down. . . . . Not that it matters as the player should only see it once in the game. Ive set most of the walls to a medium view range in hopes of better performance (seen that suggested somewhere). Ive begun the creation of the yard. Im not too sure where im going after all this. I was kind of thinking I could use Shadmars car and Haydens mods to have the player drive to the prison from some where. Ive got lots of road and bridge pieces. . . . Several buildings in various LOD's to add flavor along the ride. I built my navmesh but it appears as if the cell doors cant be passed by any AI's so Im gonna have to find a different way. Open to suggestions if you have one on any aspect of the project.
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You must enter the prison. You must gain control or you WILL die. You start by entering the front doors, enter the weapons repository, Grab something that might be of use and begin your journey. Every cell can be opened and you just might find something in there. Will you be cornered? If you survive this much, you can make your way to the yard by passing the death chamber. Is some one there? Will you witness an execution? Im not too sure yet. In the yard you will encounter more adversaries that just want you to die! Will they get what they want? Nothing serious for a release but it entertains me to produce maps and see what ideas come to me as I work on them. A lot of times, a whole new game will emerge. Lets see where we go from here. Performance is low at the moment as I work on this but hopefully, Ill figure out how to get it running better.