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beo6

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Everything posted by beo6

  1. was anyone able to have lighter shadows with only one light? I would like to have shadows which are not completely Black but without adding a second light source because that gives me a second shadow too. The color option in the calculate lighting window seems to do nothing.
  2. looking forward to it.
  3. You only need to use that workaround for CSG Level Geometry that you want to access in code. All other entities are accessible straight away. Also nothing against Ricks tutorial but the save and load tutorial by Aggror is a bit more complete in that part. including a full list of all entities in your map.
  4. One question about not being able to use CSG brushes purely in code: I was thinking about creating reusable blocks with prefabs that would include CSG and being able to place these premade blocks with code. Will that be possible and will the pathfinding still work since the CSG is already inside the prefab?
  5. I would say since the Cylinder is just a placeholder you should replace it with your own model. The character controller physic shape is already a cylinder anyway.
  6. Hi Josh, first i need to thank you so much. I tried your Project and it compiled and was running perfectly on my android device. I checked the code and noticed that you also typecasted the hook methods to (void*) so at least i was not completely wrong with my idea. Then i started to remove line by line of my code on loading a map to see what is causing the Crash "Fatal signal 11 (SIGSEGV)". I came to this part where i check the filesize of the map-file: if ( FileSystem::GetFileSize(mapfile) > 0 ) { //map loading stuff } As soon as i removed that line and loaded the map without checking filesize it didn't crashed. So it seems the method "FileSystem::GetFileSize()" causes a Segmentation fault on Android. Thanks for being so patiently when i looked for the error in the wrong place.
  7. i am using only torque to move the ball. but that shouldn't matter. Looking forward to your test results.
  8. have this html tags too. E-Mail has the "Content-type: text/plain" header. But i haven't even noticed it until i saw your post so i do not really care since the most important thing is that it works.
  9. Hello Aggror. Can you also check the size compared to the cylinder of the character-controller that is shown when you enable physic-debug in editor? My ball very much exactly the size of the width from this cylinder.
  10. The problem would be that steam networking will most likely not work on mobile devices. I hope mobile will not be forgotten in the future.
  11. why are you setting friction for your walls or ground? i think it is better to use csg for the walls and only change the settings of the ball. Do you scale your ball model in the engine? I had an issue in a previous version of Leadwerks that the physic was going crazy because i scaled the model. I think it is fixed now but i am using a properly scaled model now and haven't tested it again.
  12. Source: http://code-i.de/LE3/Source.zip as i have written in the chat: It does not compile on Android when i stick with the tutorial. It only compiled when i typecasted the hook-method to (void*) but it crashed on my android device as soon as i started the game. On Windows it always compiles and runs without any crash. And i have seen in the main.cpp in the c++ project template that you typecast a hook method yourself to (void*) on line 25: Leadwerks::System::AddHook(System::DebugErrorHook,(void*)DebugErrorHook);
  13. Hi Aggror, for me friction makes a huge difference. I set the Friction in my Lua script for the Player entity: function Script:Start() self.entity:SetFriction(1,1) end when i set it to SetFriction(0,0) it behaves as it would roll on ice.
  14. If you need the project i could send it to you. It might just take its time to upload. Or maybe only the source. To give some more information to possibly help to find the issue: The GameObject in my project is exactly as in the tutorial. The Player Object however i only added an entity parameter to the constructor. Player::Player(Entity* setEntity) { entity = setEntity; entity->SetUserData(this); //Enable the hooks this class uses entity->AddHook(Entity::UpdateWorldHook,UpdateWorldHook); entity->AddHook(Entity::CollisionHook,CollisionHook); entity->AddHook(Entity::DrawHook,DrawHook); } since i have seen other people here doing it this way and that it is working on windows i think that is ok. Thanks anyway for looking at it.
  15. I haven't changed the gameobject class and when I keep it just like in the tutorial it is working on windows when I compile with visual studio. but the exact same code won't compile with eclipse for android. //edit: just noticed. I have posted this in programming but I should have posted this in the android forum i think.
  16. I got it to compile now. I typecasted the methods to (void*) in AddHook entity->AddHook(Entity::UpdateWorldHook,(void*)UpdateWorldHook); entity->AddHook(Entity::CollisionHook,(void*)CollisionHook); entity->AddHook(Entity::DrawHook,(void*)DrawHook); i don't like this way because i am pretty sure it is dirty and is causing the crash when i try to run it. 06-04 02:44:56.058: A/libc(8712): Fatal signal 11 (SIGSEGV) at 0x00000018 (code=1), thread 8738 (Thread-567) But i have still no idea how to solve it. Because everything is working nicely on Windows and i have mostly just followed the tutorial from Josh http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38
  17. There is a "stretch to fit" button for textures. See here: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/objects-panel-r680
  18. beo6

    Rolling - Game Demo

    sorry. yes it is the last level. there are currently only 3 maps i created. i don't like the current textures myself. So i will change this in the future. //Edit: i wish we could have a clean map-editor that we are allowed to give to someone who can make maps. Or at least to be able to save in the map format so we could create our own map editor.
  19. i would like such a button. But the more realistic way would be to team up with someone who can do the stuff you can't do yourself.
  20. beo6

    Rolling - Game Demo

    Nothing special there. It is a very low poly sphere 3d model with Mass and Friction set to 1.
  21. Hello, since more and more are showing what they have created so far i wanted to do the same. Since i am bad in texturing and such it looks a bit too much black & white but i want to change that later. after i felt a bit limited with a Lua project i started to convert it to a C++ project. I still have the Lua only project which is exactly the same. It is planned as a mobile game, but i can't compile the C++ project for Android at the moment. Controls: only the arrow-keys. In Level 2 just roll over that odd looking platform on the ground. known Bugs: - crash when closing the window after the first map. - very fast game-speed after loading a map. Will return to normal speed after some time.
  22. Like Josh said i would not recommend using it since it is not official. The Api can always change in these parts and then your game would stop working. I am also not sure if ENet is really usable for an MMO. MMOs are really hard.
  23. ah. that could be the issue. I currently have the camera created in the map instead of in code. Thanks for that hint.
  24. As far as i have seen there is ENet already included with Client and Server Classes. But i think is only used for making the local debug connection at the moment.
  25. thanks. For me it crashes at world->Render(); as soon as i use world->Clear(); I suppose you are creating a new world and switch worlds with SetCurrent()?
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