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CJO Games

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Everything posted by CJO Games

  1. Hi (and welcome, if I may say so...) If there are short keys attached to specific actions they are stated in the toolbar view - for instance; at point 2 in your question you ask if there are short-keys for translation, rotation and scale - these do exist and they are also stated in their respective toolbar position: If you look under edit on the toolbar you will see each one towards the bottom of the context menu and next to each the short-key assigned. For reference these are Translate Shift + T Rotate Shift + R and Scale Shift + S. In terms of view-ports I have found it easiest to right click on the view-port and choose the view-port option from there - for instance if I want the 3D view-port to be the only one visible I would click on that view-port to select it then right click to bring up the context menu and choose Single view-port - its also possible to do this without selecting the view-port first but I'm used to doing this from Leadwerks and old habits die hard... You can move all of the windows about change how many are visible shrink and resize etc. and can come back to the engine with these settings effectively saved. I believe (please correct if this is wrong) that these settings are stored in the JSON in Program Data entitled settings.data Hopefully that is helpful, rather than waffle :-)
  2. Some more pictures of this map as its coming along nicely there are a few models still that are not wrapped yet as I'm reorganising my folders as I go to make things a little easier to understand and work with.
  3. Its been quite a while but here is a teaser screenshot of my current map which I will make available for Ultra Engine as a starter map like the maps that are available with Leadwerks - I'm toying with the idea of this one being a free demo to give people an idea of what you can expect from game ready maps. I'm designing these to be modular so that they could be added to and adapted. This map doesn't use any terrain at all its all CSG and models - most of which are freely available from various sources. The idea behind this is that a beginner could pick up the engine launch it and have a partially built map there and ready to go that could be added to and modded and adapted etc.
  4. Here is the map (without textures/mats) as of yesterday. I wonder if the issues still exists with this zip?Mountains and tarns 2048.zip
  5. Huh well if its not been looked at or fixed then the issue may have gone away from something else being fixed as there is a huge difference between the last time I tried this map and now - I can work with it and I couldn't so something has changed somewhere! If I find anything else I'll comment here again...
  6. Yep! Definitely working and it makes the editor soar! Wow! Thanks Josh exactly what I was hoping for...
  7. Thanks for the reminder this seems better - I've been using detail painting (paths etc.) on the map above and some others too and it appears this is fixed? :-)
  8. CJO Games

    ocean_wip

    Oh wow that looks good!
  9. Yeah you don't really want to reduce fans with water cooling and the main fan that you have built in to cooling is - if you buy the right one is much more powerful than a standard air cooler - more like a case fan - you still need to provide air flow into the case as well so in effect you are increasing air-flow - hence more dust!
  10. It'd be really useful to have a direct link to the project manager in the client rather than having to load the editor first - if you are working on multiple projects or if the project you have worked on last crashes for any reason it can be convoluted to get back to the project manager. When a crash occurs the only way to get the editor to reload is by removing the user.json & clientsettings.json files from ProgramData\Ultra Engine so that the Project Manager restarts.
  11. I had water cooling on my previous build (AMD FX-8350) and it was effective at cooling that super hot CPU but dust remained an issue - more so actually as the cooling radiator resembled the fins on the back of a refrigerator which made them harder to clean than a normal air-cooled setup. To see a benefit I think it really depends on the CPU and what type of load it is under. Water cooling was really the only effective solution for the FX-8350 CPU that I found but it was also noisy and needed a lot of ongoing maintenance. My current setup i3 10105f which is equivalent to the FX-8350 (four core - eight threads) but much less power hungry and never as warm is air cooled and I haven't found any issues with this yet. If dust is a problem I don't think the water cooling option will change that - only passive cooling will prevent that and for effective passive cooling you will need an under-powered CPU or an expensive case (or both)...
  12. Hi Josh, I can confirm that there have been no further issues with recent builds - thanks as always!
  13. Sorry Josh, this doesn't seem to have solved the issue. Even with an (admittedly very large) empty map it is still very slow... I have removed all textures so this shouldn't be an issue when you test your end but hopefully you will be able to reproduce this at your end - as soon as the terrain is selected for painting it becomes very slow. 1451298458_Mountainsandtarns2048.zip
  14. Try any of the standard model files copied from the Leadwerks editor into Ultra - it appears to happen when scrolling through assets from any source - granted I have a hell of a lot of assets in the editor but I was able to reproduce by copying over some Leadwerks editor models such as 'Modbuilder' from the workshop...
  15. Starting the editor or scrolling through the assets - I think its related to the editor's generation of .png images...
  16. Seek position outside of bounds - this occurs repetitively when starting the editor and whilst using it.
  17. Yeah, I've tried that, unfortunately - plus a fresh install but no luck.
  18. Suddenly today the client app seems to have stopped working. I'm unable to open the editor as I have a authentication error. Reinstalling the client hasn't worked.
  19. I might have raised this before so apologies if it's a duplicate... If the editor crashes to desktop the Preview app will continue to run in the background - if there are multiple crashes (which there are) then the preview app is running multiple times this will run CPU usage up to 100% until the app freezes - force ending the preview app solves the problem and the editor will recover.
  20. Sames as with the other bug report today...
  21. Nvidia GTX1650 DDR6 OC 4gb CPU is Intel i3 10105f RAM is Ddr4 16gb it's been consistent behaviour since launch and appears to get worse the more assets are placed in scene. It's not specific to Linux or Windows happens in both.
  22. The editor is continuously posting the above error (VK_Wait For Fences returned error -4). Its causing a hard crash at each instance to the editor the client and my PC. When the editor is restarted the work done up until that point is lost even when its saved at regular intervals.
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