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Josh

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Everything posted by Josh

  1. I adjusted the calculations to fix the parent rotation. When you have an asymmetric scaling of a parent, the child matrix can become sheared when rotated, and the engine calculations force nonsheared matrices to avoid degradation from floating point inaccuracy. So it may not be possible to an asymmetrically scaled parent's child to turn correctly, but I will continue to try to improve the behavior.
  2. Please post your code. This was announced a few weeks ago. The serialization version is 220, the first integer of the file. Are you saying you had to do this recently, and now your files are not working? In the future, our own collision format will be implemented, since the Newton serialization thing is a pain whenever anything changes.
  3. Josh

    Persistence

    I don't think we'll need to go above 2.40, and that's with minor updates.
  4. Not completely. Although he did point out the filter was being called on entities that weren't pickable, he just happened not to run into any problems with version 2.31, the way he was using it. A single mesh in the scene with no parent and the right collision type could have caused a crash in his program. It's a good idea to always check if a parent exists before using it. So there was some small error on both sides, and now it's fixed.
  5. I recommend Avast. It's free: http://files.avast.com/iavs5x/setup_av_free.exe
  6. Yep. Find line 91 of road_node.lua. Change this: self.roadmesh:SetParent(self.model,0) To this: self.roadmesh:SetParent(self.model,1) Not enough information. I uploaded the missing sound files. What is your framerate when this happens? It could be a timing issue with the smoothing code used. This was recently fixed, but considering the size of your project, you might want to stick with version 2.31 for a few days while I get this ironed out.
  7. All I did was modify the code that mixes it in, so it isn't as heavy and only appears in darker areas. I think I got a pretty good effect with the bloom shader. I wanted to drive up the blurriness of those caged light bulbs, but also get a good sky bloom when the HDR kicks in indoors. It's difficult because the bloom shader works on the whole screen (which we want, because that gives us that "magical" looking glow from objects in sunlight).
  8. Josh

    Persistence

    Version 2.32 is the biggest internal change in the engine in a long time. It's also the last time version 2.x will undergo this extensive of additions. LuaJit2 was implemented for fast Lua execution. This initially caused some BMX programs to not compile with the included modules. The rendering buffer storage scheme was modified somewhat in preparation for a new feature that is unannounced. Roads and saved to and loaded from SBX files, so they don't have to be generated at runtime. This caused some problems initially, too. A really efficient scene management system was implemented. This allows the engine to scale for very large games, especially when lots of small objects are off screen. It's a pretty advanced system, and there were initially some problems that had to be ironed out. A lot of this is stuff I want to have in version 3.0. I implemented it in 2.x because I figured it would be easier to first write in BlitzMax, and then translate to C++ later. This was probably the most difficult release we have done. One thing that magnifies those problems is the number of ways we have you can use the engine. Executing scripts from the editor, generating Lua glue code, etc. These aren't bad when everything is working, but it magnifies problems when they arise, because there is more that can go wrong. In version 3.0, we have a more uniform design centered around C++ and Lua. You can still use other languages, but I think the process will be a little simpler for us and for you. Having a stricter separation between "edit mode" and "game mode" in the editor will also help. Thanks to everyone who provided useful feedback this week, and happy coding.
  9. Are you exporting an FBX file, or are you using the 3ds max GMF exporter? You'll get more help if you post the file in question. The 3ds max GMF exporter is a third-party tool. The FBX to GMF converter is the official modeling pipeline we provide.
  10. Eventually, but that's a different feature. It would make sense to be able to move instances back and forth between being a vegetation instance and an entity.
  11. Vegetation picking is not presently supported (but will be soon). I want to make sure everything else is working right before adding another feature.
  12. SSAO may not appear on billboards because their depth information is different than what you would get with real geometry. It's not a matter of enabling an effect for them, it's just due to the difference in what is being rendered. It would be possible to generate a depth texture for the billboard and write out the value into the depth buffer, but then you would lose early z discard, which would not be worth it. The fillrate requirements would increase by a lot, and I don't think whatever quality gains you got would be worth it.
  13. The filter would never be called with a null entity. I am not clear on whether this problem is resolved for you. Did my fix help you?
  14. It's McAfee's issue to fix.
  15. The debug and release versions have different code, so there is some combination of bytes in the release version the virus scanner mistakingly thinks is a virus.
  16. http://leadwerks.com/werkspace/index.php?/files/file/145-leadwerks-engine-sdk-232/ If you have a problem, please post a complete description and an example I can run to produce the problem. Thanks.
  17. 2.32r3 is available: http://leadwerks.com/werkspace/index.php?/files/file/145-leadwerks-engine-sdk-232/ The feedback in this thread is not as useful as I would like right now. If you are not able to post a complete description of your problem and an example I can reproduce, you might want to stick with 2.31 until this is ironed out.
  18. I mean they are inside a panel that isn't big enough to display them.
  19. I found two separate bugs that would cause culling errors.
  20. You might be able to use SetTarget() to link them programatically, but it's not an official technique.
  21. Give this DLL a try. engine.zip
  22. I think I know what's going on. The pick filter function is being called for entities it used to not get called on, like cameras or pivots, anything with a pickable subchild. The parent probably does not exist. So your filter previously had sort of an error, but the engine didn't make it come up. And it's not really necessary for those entities that are currently causing the error. The solution is I will fix the behavior in the engine, and you should fix your code to make sure a parent exists. Always write code with error checks like that, and you will save a lot of time, with any programming SDK.
  23. I believe there could very well be a problem you have found, but looking at the engine code, everything seems like it should be working, and I have found no problems in my own usage. I would like to see an example of the error.
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