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Everything posted by mdgunn
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The sections above are clearly a work in progress so if anyone were to integrate with the map above they would probably need to work on a separate map, which it could remain, but would probably be best if it was brought back in to this one so may be best if elements of that map are prefabs sections which can be brought in more easily than having to reassemble in this map.
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Copied and pasted from discord and reworked a bit so it is in both places. Had to type this quick so may not make the most sense but can perhaps respond to any comments here and refine where we are. --- Currently I am trying to rework the ship interior and also exterior as well. I might be have something to show to help illustrate where I'm up to soon. I'm also still working on integrating switching between the cryo and vr level so we can finish this off. I'd never really been that happy with the hangar area or parts of the cryo room so I'm working towards reworking this (the rooms rather than the pros) to be more like separate areas probably with some small corridors between it. To do this to is quite a big step, essentially scrapping the current level but I'd never got round the errors I'm getting trying to save the current cryo level so don't really have much choice. Something else for Slas to do COULD be a cave level of sorts. Personally I'd prefer if this was done in a modular fashion. So, a few wall /roof meshes, floor meshes, elements to hide mesh joins etc. so these elements can be used flexibly, especially if there is only limited time to get something done. The cave would be an alternate route from the outside the ship to outside the front of the temple as was mentioned on the forum that I was holding off from doing. It could be made that this bridge above the lava which was going to be from the hangar exit from the ship is not extended or something and they are forced to locate the other exit through the caves which would be in the area above showing the ship exterior (and lava column) ....the lava hexagons might make way to a more traditional cave or whatever. Not sure what might be there. Originally I had been thinking there would be some natural hazards such as a poisonous fungi releasing spores or spider, I mention a few creatures in the doc. The temple bit (other screen) was going to be lead of to more of a factory area of a corridor of the main temple entrance which could be caved in or inaccessible. I'll post an image below. Neither the specifics of the cave or temple/factory are specced out much so there is scope for things to be picked up there. I've avoided speccing out in favour of working towards a conclusion on what we have so far. In the factory part of the temple I had imagined there might be a droids assembly line (unmanned but probably manned in the past). The droids would not be enemy droids but just droids - the invading virus subverting ship and droids to 'enemy. After exiting the ship I am imagining subverted droids from ship might give chase and emerge from ship and then emerge from other points withing the temple (but as if they subverted droids from ship not some existing enemy force in the temple). Temple to Factory Area then on to possible cave then surface of temple. The corridor of in the middle right above was to lead to factory area then possible cave then to surface, near where ramp on left would otherwise lead to if not blocked.
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Additional prop for use on ship. Not yet in repo. May refine a little more. chari_and_desk.mp4
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I don't have any objections. I think you can go ahead.
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Just noticed I am actually on 4.5 right now - I keep switching mainly for this project - so the error I was getting about mass not being set (see platform.lua) was not a 4.6 thing. I would be interested to know if you see any problems with 4.6 again though as if there are no reasons not to it is probably better that we are on current otherwise it is a pain to have to switch between versions for different projects as Leadwerks does not really support this well. If you prefer we stay on 4.5 then I can try to do that too if you feel now is not a good time to switch though I'm a bit concerned that if I have other projects on 4.6 locally then if I forget to switch back to 4.5 and work on this it may have re-written files and messed things up a bit.
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It might not be obvious which thing is nil, which might help understand which link in the command chain went wrong. I would temporarily split each bit into a local assignment and see where the problem occurs. Like this... local currentWorld = world local boxA = currentWorld:FindEntity("BoxA") boxA:Hide() Also be aware that if the item you are trying to find is a prefab it may not find it as it is not an instance and I think I had a situation that it would not find it until I made it an instance.
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I spent a good chunk of time looking around your level. In general I think it's very good. It reminds me a good deal of a game called Kairo. The level design complexity in that game is very effective for how simplistic the graphics are. If you have not played that game I highly recommend it or check out a video. It may give you some ideas about simple things that could be added that might not take long, or I could help with. If you want to of course. It could add much time to put even apparently simple things in place. I think some people would not like Kairo it but I just think it is so effective in the simplicity of the levels but the feeling that is carried by those spaces. I think you will probaly find them similar to your level as I think you can tell a bit from the video and images below: I think you have identified most of the elements that need work above (lack of waypoints for example - but I think you plan to already put these in). It's nice that there are some vertical bits. I think I got about 3/4s of the way up the tower. Think I probably tried about 5 times before exploring elsewhere. The other bits feel about right in degree of challenge and the tower is too I think. If there was something interesting at the top then the pay-off would be quite satisfying. I think I found the collapsing blocks a bit frustrating. Now that there are just a few of them it might seem a little mean that they look identical to the others. It might be better if they were slightly different somehow so you knew you were doing such a section. I think partly it is because I find the LeadWerks FPS controller code to sometimes feel a little spongy or unresponsive in jump situations and sometimes when you want to jump it feels like it is not doing it. I think this is especially the case when ground is falling away from the feet as in a downwards slope or a descending platform. I think I have 4.6 loaded currently and it threw errors from the blocks that have platform.lua on them so initially was throwing exceptions and refusing to load. I'm not sure if they are required in the level. They probably are (one seemed to be somewhat hidden between 2 other blocks and I wasn't sure that was on purpsoe). Might be worth you checking against 4.6 (current release) and if you think things are now fine then we can both stick on 4.6. In general I think the level is heading in the right direction. If you want any more feedback or have other questions about my experience or want me to try something specific let me know.
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As part of working to completion on opening cinematics I wanted to have something interesting occur. Putting these things together requires a certain amount of work - remodelling cube, rigging it, animating it and then scripting it. It might not seem worth it for a few seconds of game but it's also part of me getting better at certain aspects of Blender, which is one of my main reasons for putting quite a bit of time into the project. As such I feel it's an important part of the path I want to take in this project. The sequence below would be when the cube lands outside the ship. It doesn't represent the final form but rather completion of a good chunk of the technical requirements to get it working.
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I usually try to keep things exposed to the editor so things that are possible to do there *can* be done there. To get access to the same things via code you can loop through the world objects and look for a named object or a certain property (e.g. a property set up to specify the type). Looping through all objects is of course expensive but it should just be done once on level load and then you have the references you need (stored in a lua table for example). For example I (and I think others) usually have a line in the items lua script to set the itemType like this.. Script.itemType="cryo_pod" if you look through all world objects and check if they have self.itemType=="waypoint" for example then you would have a list of all possible waypoints. However, this has not been stated for developers to have to use this name or do this step so it could be that some one else has done Script.type or Script.item or something similar but not quite the same.
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Sounds great. If no waypoints yet then I think they will be necessary yes. If you need any discussion on how to approach then let me know. I will check out the level.
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OK. I think it must be OK then. Thanks.
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Below is a log of what I get. Is it supposed to show menu or go straight to the map? I think it is working but I have to go to menu first and then new game and it ends up on the right level. PS G:\WORK\LEADWERKS\forth> .\forth.debug.exe +loadlevel 3 Initializing Lua... Warning: Lua sandboxing disabled. Executing file "G:/WORK/LEADWERKS/forth/Scripts/Error.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Main.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Serializer.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Configuration.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameWorld.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Island.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameState.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GuiManager.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Menu/MainMenu.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/Dialog.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/DialogManager.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Reader/Reader.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Console/Console.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/SpellSelector/SpellSelector.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GenericTextUi/GenericTextUi.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel1a.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel3.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsHandlersLevel3.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/LevelsIntro.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Timer/SimpleTimer.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel2.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Missile.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Objects/Physics/globalFunctionsForSpells.lua" Initializing OpenGL graphics driver... OpenGL version 461 GLSL version 460 Device: Radeon RX Vega Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke.mat"... Loading shader "G:/WORK/LEADWERKS/forth/shaders/particles/default.shader"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke_particle.tex"... test: 3 Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawprimitive.shader"... Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawtext.shader"... Deleting script "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua" Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Fire Orb2.tex"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Water Orb3.tex"... INFO - Loading new map : GameMaps/menu/level Loading map "G:/WORK/LEADWERKS/forth/Maps/GameMaps/menu/level.map"... Loading material "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Editor/skybox.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.tex"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Common/bfn.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/materials/effects/tracer.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/tracer.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading model "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.mdl" Loading material "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal+specular+emission.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/white_dot3.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/grey.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette_emission.tex"... Loading material "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.mat"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.tex"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col_dot3.tex"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_emn.tex"... Loading shape "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.phy"... Loading model "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/planet.mdl" Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal.shader"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.tex"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_normal_map.tex"... Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+alphamask.shader"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/menu/title2.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/title2.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.tex"... Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua" Loading sound "G:/WORK/LEADWERKS/forth/Sound/Music/forth_menu.ogg..." Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Deleting texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex" Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Misc/occlusionquery.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/Shadow/shadow.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/directionallight.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/spotlight.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawimage.shader"...
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I sometimes mess around with music. I created this for title menu/and or cinematics until start of game. It's a first stab and as I made it can be tweaked, balanced or scrapped. forth_menu.ogg
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Had rather a busy week last week and then been away for a few days. Here is the content of gworld do local _={player={1,{y=0,x=0,z=0},{ry=0,rx=0},{sy=0,sz=0,sx=0},{rsy=0,srx=0,rsx=0,sry=0}},level1={},level2={},nrislands=2,level01a={tele2status=0,tele1status=0,allclipsreadstatus=0,genstatus=0},level3={},islands={{name="Principium",id=1},{name="Secundus",id=2}}};return _;end Remeber I copied the files that failed on my AMD desktop to my Intel laptop and it worked OK so this is why seemed more than just a code issue though maybe it we change what it's doing somewhere it will correct it for both somehow.
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Unfortunately the +levelload command doesn't seem to work for me. It starts up but I just end up on start.map. Maybe some AMD issue is somehow still having a problem. I'll see if I can figure it out.
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How to realease things properly in Leadwerks is not well documented and something I'm a bit unsure about. In general for 3D assets I hide them wait a while then release them. For sounds, not sure what the rules are too well. If you still have trouble let me know and I'll have a dig around.
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Thanks. It's Marmoset Toolbag 3.
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Wasn't really going to model this out. Just wanted a stand-in for some tests but went a bit further. May do a v2 and scrap this one but thought I'd post here anyway. I'm not sure how clear it's been (I have a bad memory and sometimes I think I mentioned something maybe I didn't - just though about ) but I have considered that the cube carries a sphere and it is the sphere that breaks in and travels down the tube from outside to try to take over ship (by whatever means, virus, physical electrical damage etc.). Not terribly happy with the first attempt but here it is anyway....
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It odd that it is AMD not Intel/Nvidia yes. Hard to tell what is cause. Probably something to do with differences in the way graphics are re-initialised with context and other things I don't know too much about. If publishing can work it can be useful. It figures out which assets are in use so if there are some unused ones it will avoid packing them....though sometimes I suspect it may get this wrong and this can lead to failure, though I may well be wrong. I will keep the possible need to rebuild the project in mind.
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Did some more tests. I tried out the console on my laptop which is intel gfx and intel CPU and it works OK there so it does seem to be some weird CPU or GFX AMD issue. Are you @Fritz or @aiaf on Intel/Nvidia? I tried out Publishing project and that does not load on either Intel or AMD. Can others confirm? I am thinking that eventually we may need to strip this project down and rebuild afresh with any not needed stuff removed. I always find I need to do this in my own projects and quite often operate a TEST project and a Real project and try to keep the release project very clean. I also often keep non LW assets out of the LW folder in an assets folder. My typical structure would look like the image below with leadwerks stuff in the src directory. Maybe we can hold of on stripping down and reorganising for now (and maybe for all time) , but it may become necessary and I don't mind doing it if we have to. We DO need to get the publishing thing fixed though and when I've been in similar situations before the lack of information means that I've been forced to basically start from scratch and re-import EVERYTHING in bits making sure that the Publish is working after each bit. I don't mind doing this if need be so just letting all now. The problem with console crashing out on AMD makes it more difficult to integrate cryo with VR as I can't get to it in the right state. @aiaf Can you suggest an alternate to console that will let me load up VR without conole and for VR to be in the right state? I think there was a previous method with states?
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Most of my sounds I make up myself in a music sequencing program and VST plugins which I've gathered over many years. Usually they are stock presets from the VST with maybe a simple note change. The VST used here is BioTek 2 which I happen to have. I usually just try to find something roughly suitable as a quick stand-in - that might be OK - but sounds can easily be changed later.
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Finished VR Unit with script. Script is currently setup to work with nodegraph for ease of use. See test map 'Maps\Test\VR\test-vr-unit.map' for use and hook-up - the light is of course just for test purposes. I think I will be the one using this in my maps anyway.
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V2 - wanted to reduce the space it took up a bit.
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First attempt at VR headset and unit. Headset is not really low poly. May redo but these may do as standins for now. Not yet checked in.
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I see the cinematic as triggering on a new game. The aim is to try to help make clear what might seem a confusing situation (e.g. they would naturally think the space ship is in space) The aim is to try to convey the following information: The cube is a mysterious device of some ability - it can locate and navigate to ship There is a landscape out there beyond the ship The ship is buried - rather than being in space as the user would otherwise naturally assume. The ship is connected to the surface through some temple like structure The cube managed to locate an external entry point - the gripping arms and delivery tube. The cube is attacking the ship with electricity, the cube splits in half and the sphere emerges and tries to hack in with a manipulator tool (unless I get the cube to do that but I think it will be the sphere). The electricity then links with the electricity that I showed in the AI level that I need to add in (if I haven't lost the copy of the level I put it in). There is a ship AI trying to wake player - I will after this move camera into ship through window to near head position of cryo tube and fade to white there, with AI message either before the fade so we know what is going on from point of view of situation outside sleep in real world. I think I will end things that the cube is attacking outside, the sphere is trying to get in but is not yet in and the ship is trying to wake player up. Sphere will later get further inside later I think so there is an extra bit of action/emergency. Any comments just let me know. Over the weekend I will try to find time to do some combination of: VR unit (made a bit of a start on this). Probably consider mechanism of how cryo room sets values that vr room can see. I guess I just set something in the global object that I think you have. Make sure I can physically activate the key story points that we've been discussin to get between levels and move story along. I have a simplified level where I will put each of the objects that can trigger things (e.g. regain health, trigger level from VR etc.). You can see it below (it is in maps/test/storypath/test-story-path-1.map) though may not be latest version. Further tie together cinematics. Further flesh out the ship to surface/temple/factory bit which is still mostly block-in. Think I may avoid linking in my additional extension to this level until this more complete Rebuild cryo level. Unfortunately I still find it crashes if I try to change it. I'm thinking of splitting it down into a few smaller rooms anyway. This will take some time but I think I'm going to have to do it as I think it will make things better and help keep frame rates up by reducing max viewable items at any one position. Possibly some ship decals (possible) play with remodelling tank bot some more I think that would also be the rough order though things might be done.