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tjheldna

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Everything posted by tjheldna

  1. It's probably something like that going on, you can close this. Cheers!
  2. Um Thanks, that is a valuable resource, but I know my code is quite solid not to mention is C++. The only thing that has changed here is an update of my projects. Here is a video of two projects with the issue occurring. The first is obviously my Mage's project the second is a project of an undisclosed nature that I tinker with from time to time...... https://www.youtube.com/watch?v=J4UnnAumD2Q&feature=youtu.be It's funny when fraps was running the jittering slowed down a bit, but I think I captured enough in the video. I took a look at the demo projects and they are smooth with the character controller, but forgive me if my eyes are playing tricks on me, but I believe the terrain example is a little choppy when looking at the ground and going downhill.
  3. My FPS has gone through the roof... 30fps to 120fps on my laptop. I have and issue since this build though. The character controller is jittery as hell no matter what slope it is on now. Using C++ project cleaned and rebuilt in release. I haven't done any changes between updating to the latest beta. When I get home I'm going to test some more to see what I can come up with and if needed do a report about it.
  4. Im typing 1 handed have a baby in the other!
  5. If you dropbox them to me I could do it tomorrow if you like? Dont think you can do it in .net
  6. This may not help you but if you have photoshop you could copy and pase the alpha into a new layer mask
  7. Can't wait to take a look at this and start integrating it with my code when I have a sec, thanks for doing that Rick.
  8. Thanks Shadmar, looks rad.
  9. I was doing a bit more testing so basically I'm emitting a sound on the character jump. Recently I've implemented mouse wheel zoom in and out for the camera which really highlighted the issue as the listener is set to the camera's position. The more times I jump the character out of range, the more sounds that are waiting for me when I'm in range.
  10. Hi Josh, I think I'll have to make a demo project to show this issue..... I believe there could be an issue with the Source object as this issue occurs if I create a sound in the game world via: Sound *jumpSound = Sound::Load("Sound/Game/gruntJump.wav"); Source *source = Source::Create(); source->SetSound(jumpSound); jumpSound->Release(); source->SetRange(10); source->SetPosition(entity->GetPosition()); source->Play(); OR Using entity->EmitSound() Example 1 (Works) - sound is played at 10m range from entity and listener is 5m from entity This works - sound plays at correct level compared to distance Example 2 (Works) - sound is played at 10m range from entity and listener is > than 10 m. This works - sound does not play Now... This is where the issue occurs after following example 2. The sound has played and we didn't hear it as we were outside the range. If I move the listener back within the range of the newly created sound, the sound plays like it was waiting for us to come closer! Hope this makes sense? Let me know if you need more info. Cheers
  11. Hi Josh, Just noticed this after doing a clean install of LE on my laptop, however I wont be able to reproduce this again as the project is now imported and updated. When you import a project I received the tick that the project was up to date when it was not. It's not looking like it does a check if it's out of date or not. Obviously this is not a real big deal, but thought I'd log it anyway. Cheers
  12. Hi Josh, Since updating to the latest I'm getting a crash on world->Update() here is the call stack... Cheers!
  13. Never mind, a complete re-install fixed
  14. Hi All I've been having issues with running Leadwerks on my laptop for some time now and really not sure what I can do to fix. Leadwerks working fine on my desktop which is what I mainly use anyway. The issue occurs when I run my game and get the error 'Map File Version 28 is not supported'. I've updated the project, cleaned and rebuilt project in debug and release, nothing I've tried will get if fired up (The map works fine in the editor)... any ideas to try? Cheers
  15. Ben Mathis I don't know him but I'm a big fan of his tutorials http://www.poopinmymouth.com/
  16. If you look here C:\Users\[username]\AppData\Local\Leadwerks Your .cfg file is probably still there so if you remove it or perhaps the whole folder it will reset. Cheers
  17. Just had a 2 second look and found a line it probably wont like local tag = self.entity:FindChild("j_gun") also the script animates in code so you will need to implement the animations to be played.
  18. Hi, These more than likely wont work by just adding them in to the demo as they have no affiliation to it. In fact they were made for a community project a while back. I'm not sure what's causing the crash as I haven't tried, maybe a node is being searched for and can't find it on my model or something. I could say I could make it work but at the moment with the latest addition to the family, time, sleep etc is out the window and have minimal time for even my project. If I do have a spare sec this weekend I'll try take a look, but I can't promise anything. Have you tried stepping through the code to see where it crashes?
  19. Things that I want to see are... - OSX Build - Performance - Some sort of editor plugin system. - Visual Shader Editor. Realistically we are limited to about 4 users here that can actually use the current method to its potential. - Improved Scene Graph as discussed in other threads - Substance Designer integration. - GUI Editor.
  20. I think you can delete your editors .cfg file and reload the app may work too. It's located here too C:\Users\[username]\AppData\Local\Leadwerks
  21. Dont forget you can view the fps and more via it this way too... c++ Context *context = Context::GetCurrent(); context->DrawStats(10, 10, false); lua (not tested) self.context:DrawStats(10, 10, false)
  22. Noticed these functions weren't in the documentation. World::SetLightQuality(); Texture::SetLoadingMode();
  23. Here is an example of a custom mover class I created and all the collision responses that go along with it. //Define collision types PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, Collision::Scene, 0); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, Collision::Prop, 0); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, Collision::Trigger, 0); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, Collision::Character, 1); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, kCollisionProjectile, 1); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, kCollisionCorpse, 0); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, kCollisionBorder, 0); PhysicsDriver::GetCurrent()->SetCollisionResponse(kCollisionMover, kCollisionMover, 0);
  24. Just looking at the code quickly (without compiling) and comparing a few things to my code you have done the responses correctly and I haven't noticed any bugs for this as of yet. Maybe the parenting is messing things up with two different collision types? camera->SetDebugPhysicsMode(true); may help you debug a little further.
  25. With your buildings you need to generate a physics shape. You can do this by going to the 'Assets' tab right clicking on the model and 'generate shape'->'polymesh'. You then go to the scene tab, select your entity->physics tab->shape file and select your generated shape. You would look at creating a prefab from this model so you never need to do this process again for that model. Particles are under 'Objects' tab->'Effects' in the first drop down->'Particle Emitter' for the second drop down. You now can click in the view port to drop an emitter. Hope this helps
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