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StOneDOes

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  1. Ok thanks for the repply, but how is it running in its own thread if I'm calling the Update() function? I guess this begs the question, of what happens if I do not call World::Update()? I'm not sure that this will be suitable for a game server, unless I don't understand correctly. I need to be able to simulate/update the world on command, and essentially pause simulation when I want, so that I can rewind play for things like lag compensation. If objects are still being moved around the world while I'm doing hit calculating then this would end badly. I hope I'm just misunderstanding here. Unless @Josh can you please provide a breakdown of how threads are handling things in the breakdown, thanks
  2. I'm not sure I understand the documentation for this function World::Update(). The first param is: frequency number of updates per second I would have thought that this would not be necessary, rather you would just call this function on each game frame? Think of a game server where you are essentially simulating the world, and likely capping the FPS to a suitable amount - lets say 100 frames per second. Do I call world->Update( 100 ) in some arbitrary place, or do I just called world->Update() on each frame, which is already capped out at 100 frames per second by some thread sleeping code that already ran in the given iteration of the game loop? What happens if I call world->Update( 100 ) on each game loop iteration?
  3. Will we also be able to customize the quality/size (and distance) of each cascade, at some point in time?
  4. Ok I exported it as a JPEG by accident. Made it a PNG and it works. Awesome!
  5. Josh, can you please provide some more info on how this can be done? I need this too. I did try doing this in GIMP with a alpha channel and mask, then played around with the material settings but couldn't get it to work.
  6. I think it would be useful to allow users with a certain number of posts or rep to add notes to the bottom of pages in the documentation section, in an effort to help keep things up to date or to point out any quirks that are found. Just a thought.
  7. You should also post the output from the debug window, assuming that it popped up? And perhaps be more specific about what project you built and run eg. was it a sample from the documentation page (and if not have you tried running something from there) ?
  8. Have you got a navmesh with debugging turned on? I noticed that gives quite a hit to your performance.
  9. Ah thanks for that! Was driving me insane - first thing I did after seeing it was upgrade to the latest which is 24.12.1. But it works when downgrading to 24.7.1.
  10. I've just come back from not using ultra for about a year and I've got issues with the editor. This is a new project, new map. After I insert anything into the map, such as a box, or create terrain, the editor locks up. I can no longer navigate or move in the perspective view, or any of the 2D views. I cannot create any new boxes, can't undo. If I press new map, and click don't save, it doesn't create a new map. I can still navigate through all of the controls but they appear to have no effect. I've reinstalled Ultra, after having deleted the whole folder and downloading it all again, and the same behaviour persists. Has anybody else seen something like this? Or have I just done something wrong? Running this on windows 10 with: AMD Ryzen 9 3900X 12 Core @3.8GHz AMD Radeon RX 6600 XT Corsair Vengeance RGB PRO 16GB DDR4 @3200MHz
  11. Yep the editor starts for me now with the latest update. Before it appeared to do nothing after showing the splash screen.
  12. Awesome; this was my next question about the editor, because I have a 6600 XT
  13. Since this was moved to bug reports, does this mean that you are aware of some issues already? Just wondering, because the reason I didn't create the thread here is because I'm not sure if there have just been changes and I'm now doing it all completely wrong. Thanks.
  14. Some 6-8 months ago I had successful navigation on terrain, but it seems that something has changed and has broken what I had working. I was originally working off what I had here in this thread: The first sign that something had changed was that Model::SetNavigationMode() no longer exists and had to remove it to make the program compile. So the issues I've found so far are: CreateNavMesh() has been changed and now seems to always create the same size mesh no matter the size parameter that I enter I have had to change around the order of positioning the model, nav agent, and attaching the nav agent to the model to make them not appear at pos (0,0,0) I have to position the objects above the terrain, and they appear to just hover, not actually sit on it like they used to Whether NavAgent::Navigate() returns true or false, the object does not appear to move at all Does anyone have a working sample of terrain navigation with the current release? Any help appreciated thanks.
  15. Dammit ... turns out its my McAfee virus scan being over protective again on Editor.exe. Although if anyone still has advice on upgrading project that would be nice thanks.
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