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Version 2.32r4


Josh
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The installer 2.32r4 does not have the layer.cpp, framewerk.cpp and render.cpp (CPP directory). The link is a full installer?

Yes, it is a full installer.

 

The framework commands have been added directly into the engine command set.

My job is to make tools you love, with the features you want, and performance you can't live without.

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The new engine.dll (232r4v2) is completely broken, I can't see ANY objects when I load the scene, and then they randomly appear and disappear again.

Yesterday everything still worked (it was the old 2.32r4v1).

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
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Can you post the contents of your editor.log file?

 

[Configuration]
Trilinear_Filter=0
Anisotropic_Filter=1.00000000
FOV=70.0000000
TextureQuality=1
Physics_Quality=2
modeldetail=0
ShadowQuality=1
reflectionquality=2
VerticalSync=0
terrainshadows=0
grassshadows=0
Godrays=0
SSAO=0
Antialias=0
HDR=1
Bloom=1
run=1111111111
DOF=0
doffarrange=500.000000,1000.00000

[uI]
ShowSidepanel=1
ShowToolbar=1
Main_Menu=ui\main.mnu
Script_Menu=ui\scripteditor.mnu
MainToolbar=ui\toolbar.tlb
ScriptBackground=255,255,255,0
ScriptForeground=0,0,0,0
ScriptKeyword=0,0,255,0
ScriptNumber=255,128,0,0
ScriptString=128,0,128,0
ScriptComment=0,128,0,0

[uI]
Window=64,64,64,0
WindowText=90,192,254,0
Gadget=96,96,96,0
GadgetText=218,218,218,0

[Paths]
Game_Path=
Scene_Path=Maps
Script_Path=Scripts
UI_Path=UI
GameScript=C:\Leadwerks Engine SDK\Scripts\Games\fpscontroller.lua
RecentFile0=C:/Leadwerks Engine SDK/Maps/train.sbx
RecentFile1=C:/Leadwerks Engine SDK/Maps/terrain_arctic.sbx
RecentFile2=C:/Leadwerks Engine SDK/Maps/deserthighway.sbx
RecentFile3=C:/Leadwerks Engine SDK/Maps/tunnels.sbx
RecentFile4=
RecentFile5=
RecentFile6=
RecentFile7=
RecentFile8=
RecentFile9=
RecentScriptFile0=
RecentScriptFile1=
RecentScriptFile2=
RecentScriptFile3=
RecentScriptFile4=
RecentScriptFile5=
RecentScriptFile6=
RecentScriptFile7=
RecentScriptFile8=
RecentScriptFile9=

[Controls]
MouseLookSpeed=2.00000000
MouseLookSmoothing=0.200000003
CameraMoveSpeed=0.500000000
CameraMoveSmoothing=0.500000000
CameraPanSpeed=0.100000001
MouseWheelSpeed=2.00000000
CtrlKeyMultiplier=0.300000012
ShiftKeyMultiplier=20.0000000
maxcreationdistance=100.000000
cameracollision=0
AlignCreation=0

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2.32r4 now working ok for me including firepit problem.Most of my problems with updates seem to stem from having my projects folder outside of the sdk folder , but thats how I like it.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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After downloading the version 2.32r4 of the engine, passed the scene of old version editor for this version. But when we initialize the visual studio, not had the skybox. By deleting all models in the scene, begin to show the skybox. And when added a model on the scene, to a certain area, it not appears, only in the editor.

 

inside editor:

143ghoy.jpg

 

in same place, but dont editing:

15nb0ad.jpg

 

But if putting the same model in the center of the scene, appears on both times:

 

33e0ktz.jpg

 

 

This is the code, that we using for tests to scene:

 

#include "engine.h"

int main(int argc, char** argv)
{
       Initialize();
       RegisterAbstractPath("/projetos/rally/sdk"); 
       Graphics(800,600);

       AFilter() ;
       TFilter() ;

       TFramework framework=CreateFramework();
       TLayer layer = GetFrameworkLayer(0);
       TCamera cam=GetLayerCamera(layer);
       PositionEntity(cam,Vec3(0,30,0));

       //Set Lua variable
       BP L=GetLuaState();
       lua_pushobject(L,framework);
       lua_setglobal(L,"fw");
       lua_pop(L,1);

       // Setup Initial Post Processing FX
       SetGodRays(1);
       SetHDR(1);
       SetSSAO(1);
       SetBloom(1);
       SetAntialias(1);
       SetStats(2);

       //TEntity retorno=LoadScene("abstract::deserthighway.sbx");
TEntity retorno=LoadScene("abstract::pista1.sbx");

       // Setup spectator
       TBody spectator=CreateBodySphere();
       SetBodyMass(spectator,1);
       SetBodyGravityMode(spectator,0);
       SetBodyDamping(spectator,1.0);
       EntityType(spectator,3);
       SetBodyBuoyancyMode(spectator,0);
       PositionEntity(spectator,Vec3(0,5,-10));

       TVec3 camrotation=Vec3(0);
       float mx=0;
       float my=0;
       float move=0;
       float strafe=0;

       HideMouse();
       MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);

       // MAIN LOOP
       while (!KeyHit(KEY_ESCAPE))
       {

       mx=Curve(MouseX()-GraphicsWidth()/2,mx,6);
       my=Curve(MouseY()-GraphicsHeight()/2,my,6);
       MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);

       camrotation.X=camrotation.X+my/10.0;
       camrotation.Y=camrotation.Y-mx/10.0;
       RotateEntity(cam,camrotation);

       move=KeyDown(KEY_W)-KeyDown(KEY_S);
       strafe=KeyDown(KEY_D)-KeyDown(KEY_A);
       TVec3 force = Vec3(strafe*10.0,0,move*10.0);
       force=TFormVector(force,cam,0);
       AddBodyForce(spectator,force);

       PositionEntity(cam,EntityPosition(spectator));

       // Update timing and world
       UpdateFramework();

       // Render
       RenderFramework();

       // Send to screen
       Flip(0) ;
       }

       return Terminate();
}

 

And the file to download (.sbx and 3dmodel):

 

http://www.4shared.com/file/AWLYyG1b/scene_error.html

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I get a humming sound when near to a cagelight. Is that intentional?

Yes, the bulbs aren't energy efficient.

 

After downloading the version 2.32r4 of the engine, passed the scene of old version editor for this version. But when we initialize the visual studio, not had the skybox. By deleting all models in the scene, begin to show the skybox. And when added a model on the scene, to a certain area, it not appears, only in the editor.

I suspect you are using the shaders from a previous version with your project.

My job is to make tools you love, with the features you want, and performance you can't live without.

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no, i'm using the same new version. You want me to post, the mesh.frag and the mesh.vert?

 

remembering, we tested with the scene deserthighway.sbx accompanying the engine, and gave the same problem ..

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Guest Red Ocktober

so far no issues with r4... download went without a hitch...

 

installed over previous release... no apparent problems...

 

editor works fine... snappy and responsive... everything seems to load...

 

issue with player/flashlight wobbling has dissapeared...

 

testing lua and bmax code now... so far, all works well except oilcan physics when starting bmax app (hydro.sbx)... same scene loads ok and oilcans don't fly off in compiled lua app...

 

looks like 4th time's a charm :P:huh:

 

 

you may allow yourself a brief respite... then you've gotta put the bullethole decals back in... and add some decent refraction back to the water...

 

and then the macinstosh build... :P

 

--Mike

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Someone tried in r4 that we report above? We migrated everything to R4, and is not working in c++. We checked all, shaders.pak. Until we made another installation, but the problem continues for objects away from center of scene. In editor is worked, only in c++ that nots work. Someone could test this, to see if gave the same problem??!

 

thanks

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Guest Red Ocktober

I have some problems with editor crashes if I update vegetation. reported to josh with a sample and I hope he can track down the problem.

 

i added vegetation to a scene then pressed the update button... addes some more and did the same... no crash... i'll keep an eye open, but so far no issues this end... sorry Mike...

 

--Mike

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So what happened to Framewerk? I had several Framewerk pointers all over my code because several different classes needed access to it but its now gone. I think I read somewhere that it has been integrated with the engine. How do I access it now?

simpleSigPNG.png

 

Programmer/Engineer/Student

www.reikumar.com

 

2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM

C++ - Visual Studio Express - Dark GDK - Leadwerks SDK

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I can't even install. I click "run" and this pops up:

filesarecorrupt.png

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
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I have filed a ticket with the forum software vendor and I am attempting to resolve the download issue.

 

no, i'm using the same new version. You want me to post, the mesh.frag and the mesh.vert?

I would like to know your graphics card make and model, and if the problem persists I would like a demo containing all the files that shows the problem. I really think your issue is due to old version shader files, because I know that would cause behavior like you describe.

 

New users should please use version 2.31 since we are currently unable to distribute the files correctly due to problems with the forum software.

 

I apologize for the inconvenience.

My job is to make tools you love, with the features you want, and performance you can't live without.

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