Jump to content

Gonan

Members
  • Posts

    186
  • Joined

  • Last visited

Recent Profile Visitors

6,161 profile views

Gonan's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

35

Reputation

  1. Hi Josh, I recently got Ultra engine, and have been watching your workshop videos. Im retired now, but still have an interest in programming. I would like to have a tutorial on how to set out my project file structure so that when I create my project source files they work with yours but would not be impacted by changes to your files as you update ultra engine. One for Lua and one for C++. I found this was one of my issues with Leadwerks, as I would edit your files, which would later be updated by a patch or new version. The more I put into creating my code the bigger the amount of rework required for each update to the supplied source code. While its useful for people learning to start this way, It quickly becomes a technical burden for anyone who starts to get productive. I think this would be a very usefull to put beginners on the right track, and give Ultra engine a better chance of becomming the engine of choice. I'm so pleased that you are close to releasing Ultra Engine 1.0. and really hope it goes really well for you. All the Best Gonan.
  2. Start by creating a general map loading function, use it where ever you load a map, add logic to that function to detect if a uniquemodel file exists for that map. If it doesn't load the map, create a dummy progress bar, then create a file of the uniquemodels currently loaded. Animate the progress bar. Next time the function is called for that map a uniquemodels file will exist, get all the entities loaded, counts the number of unique models, use this when animating a progress bar during this loading stage. The model list file could use the name of the map + "uniquemodels" . Once written the whole process could be automatic for future projects.
  3. try setting the account name to NickWashco rather than Nick Washco. I'm guessing the space is causing a problem for the shader loader.
  4. Create a new multiplayer project and the following files show up as Error: Failed to load after connecting to a new server on the debug log. 4.6 Leadwerks beta. Windows 10. …/Materials/HUD/crosshair.tex …/Materials/HUD/use.tex …/Materials/HUD/blood1.tex …/Materials/HUD/blood2.tex …/Materials/HUD/blood3.tex …/Materials/HUD/blood4.tex …/Sound/Player/flashlight_02_on.wav …/Sound/Impact/body_punch_03.wav …/Sound/Impact/body_punch_04.wav …/Sound/Player/pickupammo.wav …/Sound/Footsteps/Concrete/step1.wav …/Sound/Footsteps/Concrete/step2.wav …/Sound/Footsteps/Concrete/step3.wav …/Sound/Footsteps/Concrete/step4.wav …/Sound/Footsteps/Concrete/jump.wav These files do not exist in the C:\Program Files (x86)\Steam\SteamApps\common\Leadwerks Game Engine\Templates\ Common or Multiplayer Game folders. But they can all be found in the First-Person Shooter folders.
  5. I saw the Google Stadia announcement, cloud gaming, and its running on Linux, with Vulcan graphics, Havok. They seem to be talking about 2019 launch. Do you think this will be a game changer, will it make Linux more popular, and require more devs to be familiar with using a Linux platform?
  6. Over a period of time, these forums will collect lots of data. That data may remain relevant and be useful, or irrelevant and obscure relevant data. If nothing is done the irrelevant data will be more prevalent than the relevant. Thus making forums less useful to users. A knowledge management solution can help, but it needs some sort of data maintenance where user feedback keeps useful items, and relegates unhelpful items. Have you considered a knowledge management solution?
  7. Hi, I was wondering if anyone had combined animation sequences, with selecting bones to become controlled by ragdoll physics, as the character sustains injuries to arms, legs body and head. The existing character controller, simply reduces total health, and the dyeing sequence is selected when it drops below 0. However none of the injuries are fedback to the viewer, which would make fighting zombies more interesting.
  8. http://www.leadwerks.com/werkspace/topic/11065-monsterailua-function-scriptendattack-bug-fix/ This problem occurs when more than one monster is attacking you. Not sure if it was ever fixed.
  9. if you want to create a function that will not be sharing variables with other functions with the same name, are you thinking of having a using namespace convention?
  10. hi Josh, I can't find any reference to Actor in the API documentation, is this intentional?
  11. use a small radius point light source just in front of the light, so that it illuminates the headlight.
  12. sorry I assumed that each task was on a thread, running independently. I was suggesting that if you had more active threads than cpus, you would experience contention for those cpus. You would see this in the performance stats, as context switches, which will cause the current context to be saved, and another loaded. If this happens a lot you are loosing useful cpu processing power.
  13. as each thread is doing a smaller subset of the work, you are probably getting more cache hits, are you also using thread affinity on your busiest threads to stop them context switching.
  14. Have you tried turning off lua sandbox mode? Then are you getting the same results?
×
×
  • Create New...