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Haydenmango

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Everything posted by Haydenmango

  1. I ran into this as well when making custom collision shapes for my trees. All my trees in my game (Hunt For Food) are un-collapsed just to keep their physics shape and I'm quite sure that is hurting performance. It would be ideal if the collision shape could be kept but the collision mesh child removed when collapsing a model.
  2. Yeah that could've been it but I did wait around 5 minutes to see if it would show up on the launcher after changing the visibility. It's definitely possible that I just didn't wait long enough though, I would need to test it again to be sure.
  3. Finally got my game to show up after deleting it from my workshop and publishing a new public version. What was weird was that the first time I uploaded my game as private it wouldn't show up (which is intended I guess) but even after changing it's viewing mode it still would not show up. Bug report can be closed I guess.
  4. I know that now but the way it works was unexplained until this thread existed which is why I was confused. The current documentation mentions nothing about slowing down on slopes so I assumed that my character controller was moving at a consistent speed.
  5. I published a private version of my game Snow Rider to the workshop but it is not showing up in the game launcher after 30+ minutes of restarting it constantly. The game is appearing in my workshop and I can subscribe to it and edit it. Is there a limit on the amount of shown games on the game launcher? I ask because there are 99 games showing for me currently which seems fishy... I am running in 3840x2160 resolution if that makes any difference. edit- tested game on friends-only and public viewing modes and restarted the game launcher each time but my game still doesn't show.
  6. I have learned that I should probably use simulated physics for snowboarding games instead of actual physics and will do that in the future. I did use physics for collisions with vegetation and rocks to hurt the player but that could probably be simulated as welI. Also it was simply easier for me to just use the character controller and it's commands rather than creating my own new system due to the time constraint of the tournament. I just thought that the character controller should move at a set consistent speed since there was no documentation saying otherwise. I believe that any slowing down on slopes should be handled by the user but am fine if this is the way it will stay. At least I know how it works now.
  7. All I have to say is I am using very basic character controller commands to make an arcade snowboarding game. It is not ultra realistic, it is just jumping and moving around so it really shouldn't require some super complex character controller. I do hope to see improvements to this issue in the future since it affects literally every project using character controllers for movement. The game will be published because it works pretty damn well even with all the issues. I should have it published later today or tomorrow. yes you do, go test it using the same script changes I did In the video I linked to you and you will get the same results. I doubt you will though, just seems like you want to be annoying.
  8. Watch this: Then read the response by Josh - You have this problem too, it's not on my end. Stop making baseless accusations.
  9. Alright so you don't want to do anything about this and are basically just saying this is intended. Close the bug report, it's done. I think you will be surprised how well the character controller works in my snowboarding game (even with all these bugs) based on how impossible you think it is. Also can you document this "feature" somewhere so people know what to expect?
  10. ........ thanks. I have a pretty good set up and this is the one major issue holding back my game so you telling me to completely rethink my game because you are unwilling to address this issue (that affects more than just snowboarding games) is very disappointing. You didn't even attempt to answer my question - Basically: Why is there some sort of invisible code forcing the player to slow down when slopes are above 20 degrees and can that be removed so that I can have more control over my game? If not could these things at least be documented somewhere so that people don't have to go through all the frustration of figuring out why their character is slowing down for no reason?
  11. Well slowing down to half of the speed you enter into SetInput shouldn't be ordinary because it ruins any game where movement speed is important. When going down the slope I can confirm you slow down while not being airborne. So that doesn't really make any sense. In my tournament game you are a snowboarder going down slopes and you slow down once the downhill slope gets >20 degrees. This ruins your momentum and it doesn't make any sense because you are going downhill. This specific bug (feature?) completely ruins my game. Basically: Why is there some sort of invisible code forcing the player to slow down when slopes are above 20 degrees and can that be removed so that I can have more control over my game? If not could these things at least be documented somewhere so that people don't have to go through all the frustration of figuring out why their character is slowing down for no reason?
  12. Well this happens when moving up hill as well so I'm pretty sure it has nothing at all to do with being airborne but go ahead and do some testing to prove me wrong if you want. The code snippet you posted only affects the playing of footstep sounds when airborne so I'm not sure how that affects player movement.
  13. Ok well I am testing it with the FPS controller terrain.map and some strange stuff is occuring. Using the fpsplayer model gives me different results than using a pivot (which is what I am using in my game). While using a consistent set input speed value of 15 the fpsplayers z velocity is 600 while the pivots is 15. I had to alter the terrain.map slightly to create a better testing area and found that I could recreate the slowing down issue on slopes>30 degrees when using both the fpsplayer model and the pivot as the character controller. I'm trying to download the new version of obs and set it up right now to record a video to show you what's happening. Do you want the altered terrain.map and FPSplayer.lua I am using for testing? edit- slowing down seems to actually become noticeable when the slope is >20 degrees edit- video demonstration uploaded - - beware headphone users -
  14. Will take me some time but I will try to create a simple example of this later today. Shouldn't be too hard since it happens 100% of the time.
  15. I've tried this. I am making a game where the player jumps off mountains so there are times when they fall through the terrain and their Y velocity is like -150 so when they are placed back on/above the terrain they just fall through the terrain again. I need to set the Y velocity to 0 without stopping the characters forward movement. Also it creates notable flickering when I place the character above the terrain making the game very unpleasant to look at. SetPosition() works fine without using SetVelocity as stated earlier. I am using it to correct the broken physics so I know that it works without physics support. SetVelocity() is under "Physics" and it isn't working! (that's what this bug report is all about) Also most of the commands to move a character are actually under "Navigation"
  16. I placed it in the UpdateWorld() function. With it in my game crashes but if I comment it out my game is totally fine. I was trying to use it to prevent my character from falling through the terrain like this - local pos=self.entity:GetPosition(true) local height=terrain:GetElevation(pos.x,pos.z) if pos.y<height then self.entity:SetPosition(pos.x,height,pos.z) local v=self.entity:GetVelocity(true) self.entity:SetVelocity(Vec3(v.x,0,v.z),true) end but you are using 4.1? I am using 4.2 so maybe this is another new issue.
  17. Using SetVelocity() on a character controller crashes the game. Is this function not supposed to work with character controllers? example: Using self.entity:SetVelocity(Vec3(0),true) or local v=self.entity:GetVelocity(true) self.entity:SetVelocity(v,true) will crash the game when used on character controllers.
  18. might be related to an issue I am having with character controllers slowing down on slopes - http://www.leadwerks.com/werkspace/topic/15436-character-controller-slows-down-on-steep-slopes/
  19. I am having this issue with a new project I am working on as well. It seems like this was a recent change because I remember being able to rotate without using movement in the past. Side note: I wish there was more detailed documentation on the Character Controller. It is one of the features of leadwerks that I use the most and have the most trouble with. Learning about the character controller is through trial and error or hunting down information as the tutorial for it doesn't mention detailed information about all of its perks and quirks. Things like the x and z rotation being locked, physics shape being preset and unable to be changed, a list of all of the script functions that work/don't work character controllers, etc. would be useful information to have all presented in one place.
  20. Steps to reproduce: Create Project Place heathaze.pfb, smoke.pfb, and softsmoke.pfb into the map with heathaze.pfb in front of the smoke and softsmoke particle emitters. Turn on Realtime Rendering
  21. I found that my character controller slows down drastically (almost to a complete stop sometimes - seems to be dependent on how fast I am moving) when moving on slopes above 30 degrees. I understand the character controller can't move on slopes>=45 degrees but slowing down > 30 degrees seems like a major bug. For example when moving down a steep slope I move slower! I can provide more information/my project and could make a video showing the behavior if it's needed.
  22. Yeah, I thought that re-using the vegetation billboard system would be good enough for a lot of cases. I do think a new LOD system that uses 3d models would be great as well because as gamecreator pointed out a lot of vendors sell LOD versions of their models but I'm not sure how to go about setting that up (maybe add LOD model versions directly into the .mdl files and use them when necessary).
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