Jump to content

Alienhead

Developers
  • Posts

    815
  • Joined

Everything posted by Alienhead

  1. I'm working on some multiplayer scripts but have ran into a mystery. The two images below, then editor image shows my character model at X position 1716 In-game : local pos=player.ent:GetPosition() pos.x equals 17.5 as image shows.. whats happening here? My attempt at re-creating Anarchy Online is now on hold !!!
  2. I've got a simple server and client setup, all is good.. the client connects to the server/client as it should. I just cant get a chat or data packet from the connection. Im using this method: message.stream:ReadString() All is I get is a nil value on stream.. The connection is established and the incoming packet was retrieved since it tried to read the stream socket to begin with I've been over the simple chat app Josh posted, thats were the base of this code came from. To test I use this command from the server : server:Broadcast(MESSAGE_CHAT, "testing") But when the client receives this packet it crashes @ message.stream:ReadString() due to stream being a nil value.
  3. Yah I've been over and over that page but my character model isn't a brush nor a none model type.. it's the same geometry as the stuff I want the decal to stick to. I'll try some scales but I doubt that'll work since I still want the zone to hit the map geometry.. thanks anyways.
  4. On the topic of decals still - is there a clear procedure to prevent decals showing on some surfaces? Like say I don't want blood splats showing on my character entity, do I just assign the decal to a collision rule ? a rule that don't effect my character entity.
  5. I love this stuff.. my imagination is already at work playing with these upcoming abilities.
  6. JetBrains/Git - but deactivated it for a few months now.
  7. Somewhere, somehow this got added to my creation script - self.camera:SetMultisampleMode(0). My character creation script is well over 4,000 lines of code now, this was embedded within that block of code.. Might of been a copy/Npaste error or something, Sublime acts up from time to time. That's what was blocking the decals... not even sure where that line of code came from lol. Ty anyways.
  8. What could I had possibly added or changed that would knock out all decals across all maps? The decals appear fine in the editor, but dont show in the game field. Was working fine up until last night when I noticed it, I checked back on a 3 day back up and they were working. I've done a lot of stuff since then and I'm really just searching randomly trying to find what would cause them to not show up at all. Any suggestions ? Also, When I walk over the area the decal should be showing at, I get this on the camera. But goes away when I leave the area.
  9. I've had some people over on Syntaxbomb and IndieDB asking me for a video showing some of the gameplay I'm working on.. Thought I'd share the video here as well since it is a Leadwerks creation. I've got about 40% of the game systems in so far, about 6 maps nearly 75% complete.. So excuse the video if you see some unfinished gaps in the scenery. I got all the post processing turned off in this video, toon shading and ssao .. it was messing with my video capture
  10. Got a question regarding collision types. In the docs it reads ; collisiontype: the entity collision type. This can be any integer between 0 and 99. When reading the chart in the docs the types stop at 8. My question is 9 - 99 can be custom type collisions? if so do I need to declare these somewhere before attempting to use them? For example, say I had a vehicle and I set it's collisiontype to 51. Then I have a projectile type set to 50 that I do not want colliding or registering a collision to type 51. What is the proper way to declare this rule?
  11. Alienhead

    SSR + MSAA

    Really wanting to get my hands on Ultra Engine... all these screenshots
  12. Hey guys.. I finished up my command console integration this week. Thought I'd post a small demo. The console lets me control nearly all aspects of the game, from graphics, to script assignment and for development I'm able to command enemies from the console then save the commands ( if I liked the outcome ) so I can easily assign them back to an enemy on startup. This makes scripting Boss'es much easier and I can add characteristic details I never thought possible by just staring at a code editor. Anyways, this demo shows graphics and some shader control, I'll post a demo on controlling mobs and other game aspects later this month. This is a NON-GAMEPLAY demo.
  13. I'm guessing that the Publisher scans the script files for filenames.. so using something like this in code : img_per = {} for t=1, 100 do img_per[t] = Texture:Load("Imgs/ui/per/"..t..".tex") end gets bypassed.. I see now.. phew.. all working again.
  14. Okay this is quite disturbing ... I zipped up a set of LOGS from both the Editor and the Published version.. My published version seems to only be loading 50% of my media! where as the editor/enviroment logs runs fine and loads all media.. What's happening here... PS: Including all media seemed to stopped the crashes, my zip file went from 109mb to 276mb however logs.rar
  15. My compiled version refuses to run, runs fine in the editor but in published mode it crashes without notice right after it initializes the screen. The log file in the appdata folder shows this as the last two lines. Loading shader "C:/tempgame2/Shaders/Drawing/drawprimitive.shader"... Error: Assert failed.
  16. LOL, I always spend 3 or 4 hours and can't find the problem, then come here and post about it... then the next 5 mins I find it.. Problem was due to a local stream, a text file I had used to store names in. I moved it over to the published directory and bam. . . easy like Sunday morning. Oh while I'm here, is there a way to move the .cfg file from the appdata folder to the local game directory? I mean is there a way to force LE to read that cfg. file instead of the default .cfg file in the AppData folder?
  17. Okay, everything is right inside the editor.. Runs fine.. The published version however does not. It's goes through the setup, initializes the screen and then dumps out, no error. I do not use a start.map as I have a more conventional map naming system in play. What does LE 4.6 do differently than my code inside the dev environment? I use none of the lua templates that come with a fresh project by the way.
  18. Lol, I loved those days. I wasn't new to programming ( as it was called ) back then but I was brand new to 3D programming. I remember when I was making Beasts Online in Darkbasic vanilla, it was a mmorpg game but DB had no multiplayer or communication commands so I wrote a server then clients in VC and had to feed the DB application the packets via the Clipboard commands. Ahhh the ingenuity, and that was after DB had been around a few years, the clipboard commands were added later. I used the HD for packet control. lol. ( Sorry WSI, I got way off topic there... just that Halo... errrr. I mean Josh, brought back some fond memories.
  19. The actual LUA founders site is pretty darn good itself, although I'm sure you already been through that tutorial but if not here it is - https://www.lua.org/pil/1.html To me I always found the language wasn't that important at the start. Once you got a full grasp on any coding language, be it Dark basic, Blitz3d, Blitzmax, pascal, python.. anything.... once you understand the flow of coding in general then plugging in any language to that understanding is as easy as 'connecting a to b'.
  20. Easy way to force Lua into using CONSTANTS. Actually you can protect any table you create this way, doesn't have to be a table labled const. const = {} const.avar = 10 protect(const) ------------------------------------------ function protect(tbl) return setmetatable({}, { __index = tbl, __newindex = function(t, key, value) error("attempting to change constant " .. tostring(key) .. " to " .. tostring(value), 2) end }) end
  21. Alienhead

    screenshot0.jpg

    Leadwerks is full of wondrous little easter eggs as you will begin to discover in your quest. I honestly don't know how I've ever used anything but LE.
  22. I'm heading out of town for a week, so I thought I'd drop my latest screenshot off before leaving. The Carnage has begun!
×
×
  • Create New...