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StOneDOes

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  1. Yep the editor starts for me now with the latest update. Before it appeared to do nothing after showing the splash screen.
  2. Awesome; this was my next question about the editor, because I have a 6600 XT
  3. 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.
  4. 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.
  5. 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.
  6. Hi guys, I haven't been around too much for a while, and having trouble building my project. Apparently I'm missing preprocessor.exe, so I try removing that from pre build step because apparently it is not used anymore. After that the next issue is: F:\Ultra Engine Projects\SG23\Source\UltraEngine.cpp(1,10): fatal error C1083: Cannot open include file: 'UltraEngine.h': No such file or directory Rather than me trying to work all these issues out individually, is there a simple way to upgrade that does not involve creating a new project? And honestly I'm not I even sure that know how to create a new project anymore; when pressing new project all I get is a folder with just Ultra.json in it ... I'm real bad at remembering things.
  7. I can attest to that. I've got a few things I've either bought or been gifted and never installed/played.
  8. I have no doubt about that. Its just a nuisance for when I'm trying to see what certain effects look like, like my placement grid here:
  9. Interesting. But it seems like more work than just a simple const accessor function?
  10. Oh what!? I swear my visual studio is broken. Ctrl+F found once occurrence of "kids" the first time ... but now I can see it lol. Thanks.
  11. Perfect, thank you. Can you please add a function that returns the element count of Widget::m_kids ? Because that member is protected. There is a Widget::CountChildren() but it is commented out.
  12. StOneDOes

    2D Depth

    Is there a way to reorder the depth of UI widgets such that I can choose what should appear at the frontmost of the view? At the moment it seems that widgets render in the order they were created.
  13. This is really cool. Is it Leadwerks or Ultra?
  14. I haven't really looked too much into the component system. I thought components would be more relevant if I was creating a world using an editor, such that I could change values and whatnot. But most of my things ingame are created by the user I didn't think it necessary. Correct me if I'm wrong? Each playable unit that moves on the ground has a NavAgent, and clearly they all work nicely together. I'm not sure if I like units punching straight through a stationary crowd to get to their destination but I'm sure I can fine tune that. Beyond that I have a unit manager in which every playable object needs to be checked each frame in order to update positions on the minimap and to make sure they correctly come to a halt when they are close enough to their next destination, and of course to auto attack enemy units if they come close enough. I'm open to suggestions if there are better ways.
  15. Thanks heaps for the fast response. Its looking good now. And almost chose the exactly colour that I wanted
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