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Einlander

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Everything posted by Einlander

  1. I have an AMD gpu r9 270x. The buttons and doors flicker un the distance, but are normal when you get close.
  2. You can't set a character controls velocity though.
  3. I'm trying to recreate portals Areial Faith Plate. The faith plate has a constant velocity even with gravity in effect. In Leadwerks on the character controller there is allways drag unless you counteract it. So here is my question, How would I go about creating a launcher that would throw the player in a set arc at a constant velocity?
  4. Make sure you follow all of this tutorial. http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8
  5. It's horrible on phones. Some elements simply don't show up anymore like YouTube bids. I'm on a Windows phone running 8.1
  6. Want to see something funny? Put something heavy on your elevator, then jump repeatedly on it, it will fall out from under you. You can test this on the fps tutorial.that comes with Leadwerks.
  7. There are a few things about the character controller and the navmesh I would love to control. 1. Is the controller height. I would love to add a standing/crouching/prone ability to my game. And 2. The navmesh minimum height. If the headspace for a map is too low a nav mesh is not created. I would like to add airducts or walls the ai need to crawl under. It's somewhat trivial to do obstical avoidance, if a raycast hits object, jump over, if nav mesh area head height blocked but crouch height is not, crouch. Other than having the ability to change nav mesh properties, you could solve this by scaling all models by 2.
  8. I personally wouldn't use CSG's, they have little gotchas that appear in the oddest of places. Also texturing in the editor and in game is completely different.
  9. You should read this. http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf It has some AMAZING insight for Ai and pathfinding. As soon as I finish my fps controller, I plan on adding the climbing features and a secondary nav system to help them navigate ladders and ledges
  10. Still needs an installed tab, and an unsubscribe option in the install section.
  11. Today I used the Leadwerks game player for the first time since the new interface wan put in. I subscribed to some game player games through the Steam interface. Steam downloaded the games. When I launched the game player I was met with a page of games. No indication of what I have already downloaded, or what I'm subscribed to. When I click on a link I DO NOT WANT to download it, I want to know more about the game, see it's screenshots, watch the videos. As the game launcher currently is, It is a list of download links with a screenshot that may or may not tell you what you are downloading with no indication of what you already have and what size the file you are downloading is. I have Leadwerks and my OS installed on an ssd and I do not have the space to randomly download anything my mouse happens to fall on. TL;DR My Suggestions: 1. Have a section where all of the players subscribed games appear. Make it OBVIOUS that this is where they need to go to see their games list.For example. another tab for library ala Steam 2. Clicking on a link should take me to a page that shows me the information on the game. Clicking on a link should NEVER auto download things.
  12. In my opinion alot of the cluttered flow graphs can be solved with flow graph only script and and call outputs that can pass optional variables. You wouldn't need to use as many argument nodes, and if you pass the right data you can make certain nodes route data like a router.
  13. You should try not to use more then 4 corners when you model. 3d programs will convert them to quads or triangles and you get odd looking models.
  14. I would also like to use a second optional parameter to send a variable with call output.
  15. I was going to add this to the is request forum and still am after I do some prototyping. This would allow people to build MASSIVE libraries of code and allow a person to hook up nodes and never have to program. Imagine: You drop an entity and attach a node that exposes the default script functions. You then link a fps node to it, an inventory node to the fps node and a use item node to the inventory one. Now you have a fps player with an inventory where you can uses items. Add a ui node to the inventory, now you have a backpack that you can open.
  16. I have a feeling that if further worked on, it can before the basis of a texture quality control. You could have resize your texture in game and have property flags to make certain entitys/materials stay within a quality range.
  17. On the steam beta, when you quit it does not save the subsplitterposition. It just resets to 0
  18. Is it possible to have a direct link to the steam page on the games list? When I'm in my browser and on my phone I DO NOT want steam to launch anything. I may want to send the link to a friend, or just subscribe to the game from work and have it.ready when I get home.
  19. I'm not saying that we shouldn't have the automated system, I think it's good. I can auto import a bunch of characters like zombies and have it done and not worry about it. But for important Game characters, or specific game types (ie, FPS,Sniper Elite, or fighting games) where a hitboxes are the bible that the game is built on, the programer, designer should be able to make them custom. Some images showing models where there are less hitboxes then bones: http://s302.photobucket.com/user/yaznee/media/tank1.jpg.html
  20. Because sometimes one size doesn't fit all. And when it doesn't I should be able to fix it. Since we no longer can see an entities imported hierarchy things have become complicated if you want to do creative things to it.
  21. What I meant was generating a custom hitbox for each character in code is tedious, since you don't have immediate visual feedback of the edits. http://www.leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_rel_module=blogentry&attach_id=6826 In this image for example, some of the boxes are simply too big. The head is far to large, the upper arms are to wide, and the same with the hands. I don't want someone playing my game and shooting around the character and still hit it. As for wanting less hitboxes than bones, in that same image, you have a box for the wrist, I would have made that part of the forearm. The shoulder box would be part of the torso, the neck part of the head. Heaven forbid I should have eyes attached to bones, or the mouth attached to bones for animations (think of blenders advanced riggify tool). The boxes can get far to numerous quicky.
  22. I understand the coding, but it's kind of tedious to set the hit-boxes of many characters. Maybe one day Josh can add a hitbox option similar to the physics where I can add hitbox_head and parent it in my 3d editor
  23. Worked perfectly. For lua users remove 1 : System:GetProperty("sandbox") Returns: 1 If you are in the sandbox "" (empty string) if you are not
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