Jump to content

Haydenmango

Members
  • Posts

    434
  • Joined

  • Last visited

Everything posted by Haydenmango

  1. Hey everyone I have been having trouble finding animal sounds for my game Hunt For Food. I have already looked on freesound.org and haven't found enough. If anyone knows a place where I can get some good quality animal sounds let me know it would be much appreciated!
  2. Sometime this week I will try to publish the newest test version of Hunt For Food. I just need to lock off some heavy wip content and what not.
  3. I am also unable to start Leadwerks (beta) after it updated earlier today so you aren't alone.
  4. I am in the beta (because I can't revert to the default branch) and after this update my terrain textures look extremely blurry and my fps dropped from 30 to 10. I am not using the water so something else in this update has caused my performance to drop immensely. Also if the water worked by attaching a water shader to CSG it would be much more useful; the current system is only useful for oceans/groundwater. --edit It seems there is a new terrain_lowres.shader that is being used for whatever reason, I am guessing that is the cause of my issues. What is that shader for?
  5. Ever since I opted into the beta build earlier today I have been getting some strange bugs when I initially load up a map in my game. An extra light is being loaded and my character (or maybe my camera) is stuck underground. Once I load another map my game works fine, more details in the video. I am using the Indie Edition and wasn't getting this error until I opted into the beta earlier today. Let me know if you need my project to look at. Video Link - https://www.youtube.com/watch?v=fyyQzORQvn0&feature=youtu.be
  6. Out of the two options I would say art is harder for me to obtain. In general I would say that the performance and memory management of the editor are my biggest issues. It's possible I'm doing something wrong somewhere though.
  7. I use globals and my game works fine. There are some things that globals are actually useful for. For example I can make my main player a global labeled player then every time I need to access my main player I can easily use the global. Yeah this is the main thing you need to look out for when using globals. You probably shouldn't create to many globals because you will have to keep track of them all but using a couple globals isn't a big deal. One other thing I ran into was when changing my map I have to reset most of my global values (especially if the global is equal to an entity) otherwise the global value will point to something that doesn't exist which will crash your game.
  8. No this isn't a bug, it was related to this bug report - http://www.leadwerks.com/werkspace/topic/10954-post-effects-stay-in-memory/
  9. I just found these free medieval weapon packs and I remembered this post. There is some other cool stuff on the site as well. link - https://www.gamedevmarket.net/category/3d/objects/weapons-and-tools/
  10. I changed the auto save to every 30 minutes because it freezes the editor temporarily and that gets annoying when it happens every 5 minutes. Yes I do have backups but none of my backups from yesterday work, I get this error every time. The only backups that work are the ones from a previous session. Backups don't fix everything sadly.
  11. Just lost all the work I did today to this error. Very bummed, I need to take a break it seems. I can send my project if it needs to be looked at. I am in the beta and got the latest update today. I will probably roll over to the standard build at some point to hopefully avoid these constant issues... Video - https://www.youtube.com/watch?v=Kla8iBMS2eQ&feature=youtu.be
  12. Looking good! The road to the prison was cool, I liked the bridge especially. The layout of the prison is coming together as well, it will look awesome once you replace the crawler enemies with prisoners! Keep up the good work. @DudeAwesome There is a difference between constructive criticism and just being rude. It seems like you are just being rude. Try using better adjectives, "weird" and "dumb" are really vague and the developer can't take anything useful from that.
  13. A work around is to make a pivot your character controller then make your model follow that pivot using SetPosition() as well as SetRotation(). That way you can alter your models x and z rotation while still using a character controller for movement.
  14. I am running into a lot of physics bugs ever since the latest update I received earlier today. The bugs include - models (that have proper collision types and collision shapes) are falling through my CSG ground, my character controller can walk through some models that have physics and a Scene collision type, my elevator platform has some sort of invisible barrier over it and when I enable the elevator it flies away. These issues occur 100% of the time even after changing many things like physics shape, collision type, and even replacing models. Also none of these issues occurred before the update earlier today. I will send my project to Josh to examine these issues if that is needed. I am using Leadwerks Indie Edition and am in the beta. edit-- I tested my other projects (Hunt For Food, Rise Of The Pumpkinheads) and they are also suffering from these issues.
  15. I found that the issue only really occurs with this model so here you go - example.zip You can place the map and the model into the MyGame Project and it should run. Walk towards the model and you will hit the invisible barrier, click P to turn on Debug Physics Mode and you won't see the invisible barrier.
  16. Yeah give me a few minutes and I'll post it here.
  17. The physics were not visible in my case. If you want to test it this happened when I gave a child a physics shape while the parent didn't have a physics shape.
  18. Ok so I went through all the objects in my world and found that some of my objects had children with physics shapes, after changing those objects to make the parents have the physics shape the invisible barriers went away! That makes me assume that when the game started the parent actually inherited its childs physics shape which led to giant invisible barriers. Thanks nick.ace! So it isn't a bug but it is something to look out for!
  19. I thought that would be the issue at first as well but even after hiding every object in that corner the invisible barrier is still there. The stairs and railings have children but the parents have the physics shape.
  20. I am running into invisible barriers while playing my game. I checked the area around where the invisible barriers show up but there is nothing there. I tried hiding all objects near the invisible barrier to see if they were the cause but it made no difference. I tried using Debug Physics Mode but the physics for the invisible barrier doesn't show. I can't seem to find any reason for why this is happening. I don't want to post my map to the public but I can send it to Josh if it helps.
  21. Good to know! I normally put a script on all my particle emitters that will release the particle emitter after a certain time so not having to put scripts on one shot particle emitters is cool.
  22. Do I need to Release() particle emitters once I am done with them or do they Release() themselves once they finish playing? It seems like I am supposed to Release() them manually and that is what I have been doing but when I look at the FPSgun.lua I can't see where the emitters being created (smoke emitter and blood emitter) are destroyed. Is this an issue with the FPSgun.lua, do particle emitters Release() themselves, or am I just missing something?
×
×
  • Create New...