
tumira
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Nice. What about the frame drops for the FPS Weapons DLC pack ? It may be the same with version 4.3. I just noticed it while testing 4.4beta. Anyway is it possible for you to improve the FPS scripts regarding this ? For example in FPSWeapons.map. No weapons -333fps After collecting all 5 weapons - 130fps My setup I7 2600k GTX970 1920x1080 2aa, lightquality=2, af=16, fullscreen. Should I make a bug report on the frame drops ? or is normal ?
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Awesome updates. Some feeback 1)In the AI and Event map, while walking up the stairs it felt kinda more bouncy than previous version. 2)I think there are some light flickering or glitches. Will report after more testing. 3)I noticed that the FPS Weapons dlc pack, it will cost more frames when you are collecting more weapons ? The fps will drops more as you are collecting more weapons. Is this normal ?
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Just doing some checking here and there. Seems like the indexing of some of the topic is wrong. For example Entity->Camera->SetFOV Shows wrong topic. It shows "GetRenderTarget". SetMultisample mode is also wrong. Tested on latest Firefox.
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It is not causes by the cheapwater. Found out that the billboards causes this bug for me ? If I disable the billboards on the trees, the bug is gone.(to any material using transparent and refraction shader) To reproduce 1)Create new project using the FPS template 2)Create new terrain and add dirt textures 3)Create two boxes 4)Apply materials to the boxes(use different materials each) 5)Change the material shader to transparent or refraction 6)Create tree vegetation (pine01) with billboards and paint a few on the terrain. with billboards disabled https://www.dropbox.com/s/mhj3ixfkl4ysmwq/transparent%20and%20refraction%20conflict%20with%20billboards%20disabled.jpg?dl=0 with billboards enabled on the trees https://www.dropbox.com/s/gzmwdue4wr3q6b2/transparent%20and%20refraction%20conflict%20with%20billboards%20from%20trees.jpg?dl=0 the map https://www.dropbox.com/s/j1bdrvhg1hxs41l/transparent%20and%20refraction%20with%20billboards%20bug1.map?dl=0
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Not sure if it is just me but when I tried the Cheapwater material from the workshop , I noticed that something is drawn on to the materials (A bush plant or something ?) https://www.dropbox.com/s/vn1wau04wv5qucg/Cheapwater%20bug.jpg?dl=0 It is still the same even when I created new project and new map. Please help
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Does the 4.4beta has the new GUI ? Im still using 4.3
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When will the new UI will be released ?
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Please add these also when doing your template tutorials 1)Menu system (Pause,Resume, Options (AA, effects and etc), Save game and load game) 2)Loading screen , maybe with progress bar before changing to next map ?
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Got a problem with my dual monitor setup with nvidia DSR enabled. The game will uses the max DSR resolution and not the native resolution and uses both monitor. Im using 2 1920x1080 monitors with DSR enabled. Got the same problem with A demons game. Need to disable DSR for it to work correctly.
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I think people in the middle loves C# very much. Lua is great but I would loves to catch my error at compile time rather at runtime and you cant really beat Visual Studio Intellisense and autocomplete. C++ might be a bit daunting but if you want to go to hardcore game programming that is the route.
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Another suggestions is to make a new category maybe called "community tutorials" ?. Make it separate from blogs category. Right now good and new tutorials are hidden into the blogs and forum topic and make it hard to find them.
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Some suggestion. Why dont you create store for us to sell our games (maybe people with other game engine can sell too ?)
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Why not just returns all unit in centimeters (code and editor) ? So it will standardize. I've been converting my Unity project and I noticed that Leadwerks value is way off. Turns out it returns value differently from the editor(cm and m). Its not a big problem, I just need to multiple the value that I got from codes to 100 to get it the same with the editor. But still In my opinion kinda odd to why not make it a standard for both editor and codes. Maybe to avoid breaking stuff up with current project ?
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I'm a bit confused about the return unit ? For example I set the camera at the editor at this position. x=0.0 , y=77, z=-27.0. When I use this code on the camera to get the z position, "self.entity:GetPosition().z" it returns -0.27 ? I need to multiply my position from codes to 100 to get the exact same value with the editor?
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@rick. I think there is quite a lot of fps games is saving this syle. Example halflife1 and 2, farcry series, quake series. Not sure about farcry3 and 4. Doom1,2 i think even doom3. Doom 4 is actually using checkpoint style. I guess leadwerk engine is suitable for checkpoint syle?
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Now im confused. Is there a way to grab the current entity animation frameNo or not with the new playanimation command?
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That frameNo15 is just example. In realtime how would you know which animation frameNo is playing ? We can save the state "attacking" by saving the state value but we could not know at which frameno it is playing to save.
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@Josh How do we make the entity continue playing the animation when it is loaded back or even save the animation frame? Example the crawler is playing attack animation at frameno 15 when it is saved. How do we get the frameNo for saving?
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Since we have SetAnimationFrame for entity, can we have GetAnimationFrame also ? This is for saving and loading. http://www.leadwerks.com/werkspace/topic/15738-saving-tables-and-variables/ Another questions is, is it possible to retrieve uniqueID for an entity ?
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@Genebris, Thank you for your reply. I think the unique Id for the crawler right now is their positions ?But if leadwerks is also exposing the unique id for the entity is better I think. Regarding the GetAnimationFrame, yeah its been bothering me for quite some time. Thanks again.
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Whoa a lot of information. Awesome!. May I ask how to 1)Get entity unique id ? If I have 10 crawlers how do we know which is which when saving and loading ? 2)How to get the animation state of a crawler and make it continue playing that animation after loaded. Example the crawler is playing attack animation and at the frame no15 , when loaded it back it should continue playing attack animation at frame no15.
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Where is this shader "drawing_minimap.shader" ? Please forgive my noobiness.
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Please bring back the performance update from the first 4.3beta if possible. I kinda miss shooting 15 zombies or 25 crawlers at a time with 60fps speed.
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@macklebee that is the reason I said better be careful. The license are not really clear. Anyway, the good news is, if you own Gameguru, tgc just released most of the packs in the the latest Gamepack expansion dlc as free. So you can use that with leadwerks or other game engines.