-
Posts
682 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Marcousik
-
Thx I was thinking this too. "You can give just the parent object in the scene panel mass, but it doesn't make the object non-static." That's not complet true; if you add the parent object a mass and each segment an empty script, it will makes the torus static and stay together BUT falling through the ground... I think it's due to no existing single shape for compound model.
-
Hello, Is it possible to create for example a compound torus and give it a mass without that it falls through the map ground ? thx for help with this... The problem for me is that the shapes are giving only to he childs-segment so that giving a mass to the parent makes it falls through the map-ground..?
-
Great. thx for infos. Arteria are really making good prices. A few cents instead of 30,-or 40Eur: Well, very great sales !
-
As the title tells, do somebody know if we can detect the "Alt"-Key pressed with KeyHit() Funktion, what is the code for the Keys Alt and Alt Gr ? http://www.leadwerks.com/werkspace/page/api-reference/_/key thx
-
to the question 1) the collision checkbox activates the "pickMode" selected on your material to stop the bullet if you shoot with a gun. Without the checkbox activated, "pickMode" from material has no effect. Problem 2) The shape scale problem can be solved using Raycast (pick function) from the player camera; on this way the player movements collision can be detected and stopped ! (with "pickmode" on material and collision checkbox on terrain vegetation checked) By using this, the model doesn't need a shape (none). This may not be a solution as good as using a shape (more physics realistic) but until a better solution be found, it's usable
-
Well tested for 5 minutes, in 5 minutes ! This can be summed in one word: Great, simply great. Now making full big map is no boring anymore, like throwing model after model. Pretty nice new feature ! Edit: Only getting a problem with the model shape, not realy repoduced with the new tool: Player is going through my barrels, other shaped trees. Somebody else found this ?
-
I fixed the warning, so get the new upload. After 1000 tests, I get always same the problem: when creating/building over one vehicle in a map at the same time, the map will crash when calling world:clear(). Some tests demontrated the crash do not always occur, but sadly and strangely nothing stable could be found: Sometimes ok, same test on a new map ---> Bug occurs 2 boxes with both this little script added cause the bug: function Script:Start() self.Creating=0 end function Script:UpdatePhysics() if self.Creating==0 then --Create the vehicle self.entity:SetMass(1000) self.vehicle = Vehicle:Create(self.entity) self.Creating=1 end end function Script:Detach() if self.vehicle~=nil then self.vehicle:Release() self.vehicle=nil end end Fortunatly this is no big problem for my project; I will build and release cars each time the player will get in or out, on this way, if the map has to be changed, all cars would have been released earlier. TryTheStartMap.zip
-
If I build the vehicle [in start], player falls through the map immediately. I confirm this. Thatswhy I put the car-buid lines in UpdatePhysics(): No player Fall anymore. But strangely I do not get the world to crash... sadly can't tell what changed ... Edit1 I'm in not beta version. Edit2 Too crazy for me: Exactly the same map with exactly same elements in another project and I get the world:clear() crash ! Is there something like a load order that could cause such unstablil results ??
-
Thx a lot macklebee but I just do not understand my own problem anymore.. I was experiencing crazy game crash with this and for a few minutes, I can't find the problem anymore. Something strange with this. Please try this map: You should see the cars moving with this, and I get no problem to change the map through the trigger. start.zip
-
Crazy but the bug just disappears ! It seems writing a little modified script for this example just help to find the solutions: I built for this example the cars in function Script:UpdatePhysics() instead of start() and this seems to have solved the problems Have to test this longer..but very well ! Edit Only issue is a warning: << Possible reference count error for asset "d:/documents/leadwerks/projects/test/materials/effects/invisible.mat" >> Well thx for helping.
-
Okay I uploaded this start map and 2 scripts to add to the project-Template "Advanced FPS" (create a new project "Test" in project manager) in Folders "Test\Maps\" and "Test\Scripts\Objects\cars\" After this, load the start.map (well here the one uploaded) It will show you the bug. The blue box is the ChangeMap-Trigger to terrain.map. The 2 wood boxes are the ingame built cars. Only remove ONE script from ONE of the car, start the game, and the trigger runs ok. 2 different cars, 2 different scripts. TryTheStartMap.zip
-
Ok: I had this "self.entity:Release()" to see if it would solve the problem. But after all tests I can say it makes no difference, to add or remove this line just does/changes nothing in this example, same issue.
-
I had this question in my FPS game: The fighter should stop shooting if not facing the player. Well it's makable, just calculate the rotation of your character, and determine so if facing the opponent or not. For example between -45 and 45 he swings the sword, and if >45 or <-45, then SetAnimation(somethingElse). ok ?
-
I encounter this problem: I attach a script on ONE box creating ONE vehicle, ONE car, in a world, and I want to change the map ingame with the changemaptrigger script, that calls the world:clear() in main.lua Well, there's NO problem doing this, the world gets cleared. BUT when I put 2 cars, exactly the same, this crashes the game as the player goes in the trigger. No importance if the cars are same models or not, and no importance if the scripts attached are the same or not: It crashes. Anyone knows why ? Here is the script attached, creating the cars: import "Scripts/Functions/ReleaseTableObjects.lua" Script.SpeedMax=20--int "Vitesse(2-100)" Script.Reac=1--float "Virage(0-2)" Script.MyMass=1000--int "Masse" Script.Mass=100--int "Roue, poids" Script.Rayon=0.5--float "Roue, Rayon" Script.Epaiss=0.5--float "Pneus, Épaisseur" Script.LongueurAV=1--float "Axes,longueur Av" Script.LongueurAR=1--float "Axes,longueur Arr" Script.LargeurG=0.8--float "Axes,largeur G" Script.LargeurD=0.8--float "Axes,largeur D" Script.Hauteur=-0.5--float "Axes, hauteur" Script.SeeWheels = false --bool "Voir Roues" Script.Inverse = false --bool "Inversé" function Script:Start() --Create the vehicle self.entity:SetMass(self.MyMass) self.vehicle = Vehicle:Create(self.entity) --Add tires local tireradius=self.Rayon local tiremass=self.Mass local tirewidth=self.Epaiss local tireheight=self.Hauteur local material = Material:Load("Materials/Effects/Invisible.mat") self.tiremodel={} self.tiremodel[0]=Model:Cylinder() self.tiremodel[0]:SetScale(tireradius*2,tirewidth,tireradius*2) self.vehicle:AddTire(self.LargeurG, tireheight,self.LongueurAV,tiremass,tireradius,tirewidth,true)--,200,2000,1.2,20,100000,1.5,0.1) self.tiremodel[1]=Model:Cylinder() self.tiremodel[1]:SetScale(tireradius*2,tirewidth,tireradius*2) self.vehicle:AddTire(-self.LargeurD,tireheight,self.LongueurAV,tiremass,tireradius,tirewidth,true)--,200,2000,1.2,20,100000,1.5,0.1) self.tiremodel[2]=Model:Cylinder() self.tiremodel[2]:SetScale(tireradius*2,tirewidth,tireradius*2) self.vehicle:AddTire(self.LargeurG,tireheight,-self.LongueurAR,tiremass,tireradius,tirewidth,false)--,200,2000,1.2,20,100000,1.5,0.1) self.tiremodel[3]=Model:Cylinder() self.tiremodel[3]:SetScale(tireradius*2,tirewidth,tireradius*2) self.vehicle:AddTire(-self.LargeurD,tireheight,-self.LongueurAR,tiremass,tireradius,tirewidth,false)--,200,2000,1.2,20,100000,1.5,0.1) if self.SeeWheels== false then self.tiremodel[0]:SetMaterial(material) self.tiremodel[1]:SetMaterial(material) self.tiremodel[2]:SetMaterial(material) self.tiremodel[3]:SetMaterial(material) end material:Release() self.vehicle:AddAxle(0,1) self.vehicle:AddAxle(2,3) --Finalize the vehicle if self.vehicle:Build()==false then Debug:Error("Failed to build vehicle.") end --Stop the engine self.vehicle:SetEngineRunning(false) --Set the emergency brake self.vehicle:SetHandBrakes(5000) self.CarStop=1 self.BenzinCycle=0 self.BrakeTime=0 self.MyCar=0 end ------------------------------------------------ function Script:Detach() self.tiremodel[0]:Release() self.tiremodel[1]:Release() self.tiremodel[2]:Release() self.tiremodel[3]:Release() self.tiremodel[0]=nil self.tiremodel[1]=nil self.tiremodel[2]=nil self.tiremodel[3]=nil self.vehicle:Release() self.vehicle=nil ReleaseTableObjects(self.tiremodel) self.entity:Release() end
-
Leadwerks Character Controller Custom Shape
Marcousik replied to martyj's topic in General Discussion
I uploaded today a demo-map to this subject 'shaping and character controller' with FPS view that I would like to use in future project. If interested look at this: http://www.leadwerks.com/werkspace/page/viewitem?fileid=559812597 You can try to crawl/crouch under the constructions, at a point you have to crawl to do this or the crouch shape won't allow you. or this one, same own character controller in open world demo http://www.leadwerks.com/werkspace/page/viewitem?fileid=583447681 enjoy! -
Leadwerks Character Controller Custom Shape
Marcousik replied to martyj's topic in General Discussion
"The problem is that the shape is too tall. We should have the ability to add our own shape to a character controller." That's right that's why I wrote my own character controler for my Project, making the shape as I want, adding real crouching or lying or swimming shapes. And using the Physics functions to move the entity.(addforce()...) I make a sphere as foot and add a body as child, you can do the body as big as you want, adding the shape you wantThe result is not as exact as the original character controller but it's very playable. -
Great great great for a demo >100 FPS nvidia GTX 760
-
"failed to initialize graphics"
Marcousik replied to Thirsty Panther's topic in Leadwerks Engine Bug Reports
I sadly experimented in others softwares screens freezing since last win10 + Nvidia update .. Maybe I'd better do as you say. -
[SOLVED] Leadwerks Editor freezes by start ?!!
Marcousik replied to Marcousik's topic in Leadwerks Engine Bug Reports
ok thx for answers and Slastraf: your project looks promising, keep going. -
"failed to initialize graphics"
Marcousik replied to Thirsty Panther's topic in Leadwerks Engine Bug Reports
I too have no beta and no problem until yesterday, suddenly. I am now able to maximize the window so I can see the editor again, but all was frozen. I'll make more tests with this. Edit: everything runs now fine again.. well But I noticed this error by loading my map: "Syncing Workshop Items... Error: GetFileInfo failed. (15)" This is new. Can somebody explain what that is ? Somebody else having this ?? And I'm still not able to reduce or resize the main editor window... -
Cannot move in Perspective View
Marcousik replied to Angelwolf's topic in Leadwerks Engine Bug Reports
I think my bug is turning to same problem as here, since last win 10 update. My bug is for now so solved that I found how to get into the the editor but I can't move anything, everything is frozen ! I will work on this later. It was and still is the problem that I can only maximaize the window since the win10 update and can't resize any windows in editor.. something runs wrong -
[SOLVED] Leadwerks Editor freezes by start ?!!
Marcousik replied to Marcousik's topic in Leadwerks Engine Bug Reports
okay bug is so solved that I found how to get into the the editor but for now I can't move anything, everything is frozen ! I will work on this later. It was and still is the problem that I can only maximaize the window since the win10 update and can't resize any windows in editor.. Edit: everything runs now fine again.. well But I noticed this error by loading my map: "Syncing Workshop Items... Error: GetFileInfo failed. (15)" This is new. Can somebody explain what that is ? Somebody else having this ?? And I'm still not able to reduce or resize the main editor window... Edit: ok resize problem is solved. I think now that Leadwerks did not support the energy conserve modus by shutting down Win10 to economize energy. After this the editor window disappeared and did not came back, Well for this a only a very little problem, sorry for the alarm -
"failed to initialize graphics"
Marcousik replied to Thirsty Panther's topic in Leadwerks Engine Bug Reports
I'm saying I have a big problem: Can't start LW anymore, what else could have changed in one hour but an update ?? I tried steam verification, beta, vanilla, update Nvidia, but no solution. I'm very perplex I don't know what happens. thx for answer.. -
"failed to initialize graphics"
Marcousik replied to Thirsty Panther's topic in Leadwerks Engine Bug Reports
No but I cannot start the LW editor anymore, it freezes at directional light.tex I think there was an win10 update Vanilla Win 10 Nvidia GTX 760 ..?