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Marcousik

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Everything posted by Marcousik

  1. I will try to make a workshop car now for 4.6 because this car in video is from a downscaled world 1:4 - So proportional I calculated the last car I made can reach 140-180 km/h, after this it begins to shake little bit but it is ok as it reaches high speed. But this is I think enough for a little game. I used "fake" things to obtain this but who cares, it is invisible ! I did not use the angular speed, only joints.
  2. I tested 100 options to build a passable car and obtain this. Edit 09.03.2019 I obtained this little fun with cars, the normal size is downloadable in the workshop for free.
  3. Marcousik

    Back in Action

    You should maybe hire helpers ? It makes me always sad to know how much people do nothing while a few one should do too much ?
  4. You are sometimes kind of mysterious Josh ? but ok! I want to say: If you can make vehicles without shaking, it is worth to add them as feature, even if they don't reach ultra speed. Some users may definetly enjoy the possibilities, don't you think ?
  5. @Josh If you mean the angular mass or/and the update() functions.. Well I have no idea how to do that... Any tipp ? ?
  6. Yes, the files updated with the project manager on beta
  7. Using the LE player controller in a terrain with trees. I put a crate with 10 of mass. Game start -> Game crashes. I removed the mass of the crate: Game start -> Game runs. Edit, the bug does not occur if no trees (+ collision) with the vegetation tool on the map !
  8. That's what I obtained for driving experience with 4.6. For me it's ok, just the distance of the wheels to the cars are growing too much while getting speed. Sounds have to get upgraded too I add a video that show car driving possibilities in the down-scaled world I want to create with an own scaled character controller. The idea is to obtain with this a bigger world lol So everything is under scaled, the car too. It's not GTA 6 but it's very ok for what I expect because I like when the car you drive is shaking on the road, as too much polished is not realistic enough, as you could not feel the ruggedness of the world you are playing in . I think the cars in gta 5 are definitvly too polished as you cannot reverse them for example, making the game a way too sanitized. Progress of this update 02/2019:
  9. Actually it helps me a lot because I try toread the c++ functions. I'm actually wondering what is "mat" used for ? Vec3 scale = entity->mat.GetScale(); Then it becames mat[1], mat[2] and mat[3] but I can't find the definition of this. Can't find where does this "mat" comes out...
  10. Thx Josh, could you upload a little vehicle prefabs of your own containing an example script for us ?
  11. My workshop cars that I tried to optimize for 4.5 don't work with 4.6 anymore, any idea why ? Something must have change thx for any tipp...
  12. Okay yes, sure..little confusion. Something more: Do I have to replace the vehicles.h with the one you upload here ? What should I do with the .cpp file? Can I use this with lua ? Im a newbie to this sorry
  13. Josh, are you going to update the vehicles on 4.6 (or make a beta with what you found...) so that we can use slow vehicles ? (Very cool would be a prefabs of your car from the videos you posted)... Or upload on open code Project with that car would be great...
  14. Well seems only it is possible to get back to 4.3 if we want to play with cars. Bad news for now but ok. Please Josh let this possibility open to switch on 4.3 ! thx The options menu and the refraction shader are for my part what I'm going to miss, event though those options could be added to 4.3 without to break the vehicles, am I right ? Can I do this somehow, by deplacing the files from 4.6 to 4.3 ?? (would be so cool!)
  15. @Josh: Why should/did you expect something about Newton while you can do the vehicles with an own system, that promises to be good ?
  16. @Josh "What does SetString have to do with vehicles?" Well you recommended to use SetSpring() for vehicles suspensions in Juli instead of enabling the slider joints limit. I wanted to know if you disable the limit on the suspension and use SetSpring() in 4.6 ?
  17. Okay great. Did you manage to use SetString() or slider joint() for the suspension ? I could not find anything running ok with SetString() (well with 4.5) The climb effect looks very nice, I think better than simple joints let do. how did you manage this ? Any tipps ?
  18. This looks great. But I have to ask: It would have been so interesting for me (and maybe others) to know the issue on how to get a solid car when using the joints system a few members here worked on for a few months.. !! Could/is this now be possible ?
  19. Hey I played through the demo and I must say it is fun and well-done game. Let me tell you some suggestions, please don't see this as bad criticism, thx. Things I would improve: - I could not go through the jump.. Whatever I tryied, I died. - Your options menu is excellent, a publication of this (maybe sell it ?) would save me (and others) many time, keys remapping is excellent. Something here to improve is maybe the key alignment: - Fullscreen does not run (I could not find how...) - Shooting of those people before the cinematic runs makes a game crash: Sorry if I spoiled. Good luck
  20. Happy to hear about releasing 4.6 :)
  21. Up I'm interested in this too, Could it be possible with Leadwerks to diffuse a video ingame like .mp4 ? I imagine like you let it play a sound: local video = Video:Load(path) video:Play() Could this be possible ?
  22. Did you try that "Character angle" -> 180 or 90 or ... instead of 0 , I can remember it did it for me in the past...
  23. Oh sorry & thx for reminding me- I totally forgotten this... I did not even know you see this signature page when I write an answer...so I did forget this ! I have delete the signature. Please confirm it is ok now ?
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