-
Posts
127 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Everything posted by TattieBoJangle
-
Black box around pistol muzzle flash
TattieBoJangle replied to Vaelek's topic in Leadwerks Engine Bug Reports
Many thanks shadmar i didnt even think of removing the skybox as i thought it was reliant on it Now Fixed! -
Black box around pistol muzzle flash
TattieBoJangle replied to Vaelek's topic in Leadwerks Engine Bug Reports
I had the same problem one beta it was fixed the next it wasn't i have informed Shadmar and sent him a test reproducing the issue so we will have to wait to see if he will be kind enough to have a look at it -
beta & very low frames per second with zombie
TattieBoJangle replied to MarkusR's topic in Leadwerks Engine Bug Reports
my fps has always been low with the zombies anymore than 4 my fps drops below 60fps -
Selective file inclusion (continued)
TattieBoJangle commented on Josh's blog entry in Development Blog
Works great Josh and many thanks! -
Take your time Josh we haven't demanded anything now hurry up ko . This has to be one of the strongest minded forums i have ever came across lets face it leadwerks is still missing alot of simple features so suggesting one shouldn't be taken as its not broken don't fix it it could be because there are so many different levels of people on here so the guys with the knowledge get frustrated with the guys with little knowledge and vice versa.
-
The problem with that is when you have a big project you would have to remember everything you used and for each and every level you have to be able to remove the stuff you didn't use. Also the way i like to work is have all my media ready to place to see how it looks/feels sort of thing and the constant moving files into the project see how it looks the if you don't like it remove and repeat it get a bit tiresome most engines only take the entity's used saving time and all the hassle i know this wont come anytime soon but i think it would make a nice addition to leadwerks.
-
--SOLVED-- I removed the AI plus scripts and no longer get the crash but i still get patches when nav meshing but the AI still run over it so it all good. Will go over the scripts
-
I am getting this on a blank map just terrain also not sure if this will be any help
-
Map file sent.
-
Error after building Navmesh and test game crashes Assertion failed: npath < m_maxPath, file ..\..\Source\Libraries\RecastNavigation\DetourCrowd\Source\DetourPathCorridor.cpp, line 506
-
2Gb is nothing now days you get patch fixes bigger than that
-
EDIT Works great for me but does not split at 1gb data 523mb data1 600mb data2 580mb data3 552MB
-
Thanks Josh will look forward to the selective file inclusion update in your own time of course as long as it is coming
-
Thanks for the reply Josh this would fix the size of the zip files but does nothing for your project size it still publishes every singe item you have even on a blank map there must be a way to only publish what you use. Any other engine i have used does this no questions asked
-
60GB wow I was hoping Josh would read this or he has and hasn't had time to reply due to the move and all I am hoping something gets sorted for this as i made a blank map today nothing but terrain and published it to show a friend who is interested in Leadwerks, but it publishes every single model you have even on a blank map. I could copy all the models back and forward but i have over 1Tb in Models and it takes a while. So i am hoping when Josh has time so it can be made to copy only assets that are in use.
-
Could it not just export what was in the Scene root instead of taking all folders from assets, this one has got me a little put of with leadwerks as i was also wondering why my game was so big i never thought it would be packing everything that i don't use i then tried to go in and del anything i didn't use and it is a nightmare i believe something needs done with this.
-
I don't mean to jump on your post here but i agree it is just crazy why it would take every model texture in the folder when say you only need some. I like to import and get a feel on how something looks in the engine and may use it or parts of it and going back after its published to del files is a nightmare. As i said i have never came across this before in an engine normaly it only takes what you use ect unless of course this is a bug.
-
vegetation would be great! as for me that is a big thing the engine is missing.
-
Will there ever be a Vegetation system for leadwerks?
-
cant wait
-
EXCEPTION_ACCESS_VIOLATION
TattieBoJangle replied to TattieBoJangle's topic in Leadwerks Engine Bug Reports
Thanks Josh as i said its getting bad now with that crash even with nothing but fresh windows drivers and leadwerks. -
EXCEPTION_ACCESS_VIOLATION
TattieBoJangle replied to TattieBoJangle's topic in Leadwerks Engine Bug Reports
Hi guys thanks for the reply's i have tried everything i can think of even wet as far as formatting my computer with a clean install of windows My graphics card is desktop AMD Asus R9 running latest drivers 14.4 When i get this error i closes leadwerks all together it is random so i can say what is causing it is there a crash report leadwerks creates when it does this ? -
I am getting this almost all the time now any idea what it is as its got to the point it is making me not want to use leadwerks it is random so i cant pin point it it can happen when building nav mesh or when simply saving or even when i click run.
-
Failed To Set Shadowmap Texture
TattieBoJangle replied to Haydenmango's topic in Leadwerks Engine Bug Reports
I am also getting this and leadwerks just closes for me it is when am in the characters animation and i saved.