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Dogarooski

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  1. What about using the caulk material? I never heard it get talked about but I thought it was a pretty good optimization.
  2. It worked perfectly. Thank you so much!
  3. Hello. I'm having a strange issue when trying to load a map through C++. It appears that when I run the game through Visual Studio, it can't locate my map file. The game just starts up and closes. However, when running the game through the editor or by double clicking the EXE in the project directory it works perfectly fine. The code I'm using to load the map is very simple. I have this in the App::Start method: /* Load Map */ std::string map = "Maps/main.map"; if (!Map::Load(map)) return false; One thing to note is that when I change map to "../../Maps/main.map" it works when running through Visual Studio but not if I run it via the editor or EXE. I think it's most likely a problem with the working directory of the application, but I don't know how I could address it. I guess for now I'll just have to build the project and run it through the editor. I'm on version 4.2 if that helps.
  4. I don't think you need to change it in your case (though I still dont know why it can't be changed). I think there is a specific collision group you can set on these objects. I don't know which one it is, but try all of them like Prop and Debris and whatnot. By the way, I watch all your videos on YouTube (my channel is lelsleyur)
  5. Dogarooski

    Key down

    You mean like the "Window:KeyDown()" function? If your window variable is global (which it is by default in the main.lua file) you can just call "window:KeyDown()" anywhere in the script.
  6. I do have the professional edition so I guess that's what I'll do. Thanks for the help!
  7. Hello. I've been working on my own FPS movement script and I've been having trouble addressing a few issues. The first problem I'm having is with wall collisions. Usually if you were to walk directly into a wall in an FPS game, you would stop. However, if you angled your camera's yaw a little bit, you would be slowly sliding against the wall. The problem is, when I do this in Leadwerks, it works for the most part but the camera is shaking a little and it doesn't glide smoothly against the wall. You can notice the same thing in the default FPS controller. Just keep moving into a wall at a small angle. My second problem is kind of hard to describe. Pretend you had a crate that the player could jump on. Let's also say you jump a little higher than the top of the crate, so when you jump from the ground to the crate you will be falling a little before you land on the top of the crate (I hope I'm explaining this well enough). That's what you would assume would happen in most games. Let's picture the same scenario with the default FPS controller. You would jump from the ground to the crate (you still jump a little higher than the crate) but instead of reaching your peak height a few inches above the crate, in Leadwerks the player's velocity is cut-off when he reaches the top. He just stops at the top when his feet reach the top instead of going up and then coming back down. I really hope I'm explaining this well, because I don't even know how I would draw a diagram explaining it either My final problem is probably the biggest issue because it's the most noticeable. I don't know how you would go about recreating this, but at completely random moments in the game the player's movement will become extremely choppy and it will look as if the game is lagging. At the same time I'm getting over 60 FPS and looking around with the camera looks completely fine. I've tried turning VSync on and off, putting the camera attaching in the "Update World" instead of "Update Physics" but it nothing works. I guess you could just run the example and walk around a bit. Other physics objects are completely fine and camera looking is smooth, so this is very strange to me. These bugs are all present in the FPS example controller so you can see for yourself what I'm talking about. Any help or suggestions would be appreciated!
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