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imjustacowlol

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Everything posted by imjustacowlol

  1. 17th of june --Update 14-- It looks like the debug mode will not crash when the imported .fbx file is inside of the terrain (the one you generate, and you can paint on with those tools). ps, To avoid any misunderstandings: This all is about Leadwerks Game Engine: Indie Edition.
  2. --Update 4 (15th of june 2014)[Pre-Engine Update]-- When exporting the game with Vsync on, and then export the game, it still will only show cmd, load all the files, show a black screen with windows loading icon and then just shut itself down again. I think it might be related to the .exe files. I also forgot to mention (because I noticed this later then the rest): Debugger crashes at any time. --Update 5 [post-engine update]-- The game will not crash anymore if launching it from Leadwerks in the not-debug mode. If you launch it in debug mode it will still crash. I tried exporting the game, and here is when I figgured out something odd. When installing (from the .exe file) and then launching the game, on a normal world without any imported .fbx files (which are converted to .mdl) or textures the game launches just fine. When trying to load a level with imported files to leadwerks (models, textures and whatnot) the game at first will load everything quite fast (looking at cmd), but halfway or so it starts loading 2 files/second which is really slow. Before it went really slow it also already loaded imported files. Another bug here? --IMPORTANT UPDATE 6-- I figgured out that the debug crashes, and the game not launching is because of the .phy files I attatch to the .mdl files I imported to leadwerks from .fbx files. Removing the .phy file from the object (so it has no physics) fixes it. Perhaps the .phy file is outdated, going to create a new .phy file now to see it it fixes it. --Update 7-- Deleting the old .phy file, and generating a new one will not fix this bug (for me atleast). Going to try to reimport the .fbx file and regenerate the .phy file. --Update 8-- In a attempt to import the .fbx file, it does create the .mdl file but it says 'failed to load' when adding it to the scene. --Update 9-- Appearently the .fbx file I attempted importing was 0 bytes which is weird because I never toutched the file since i imported it about 2 months ago. Fortunately I had a backup map with the original file in it, importing that worked. --Update 10 (Files I used + confirmed .phy problem)-- After reimporting the original .fbx file, and generating a convex hull .phy for it, the game still crashes. So it is confirmed that the problem lies within the .phy file. Just to be complete, the .fbx file I used in the scene has been attatched to this message. .phy files can not be uploaded because 'You aren't permitted to upload this kind of file'. Here is a .rar file containing all the files related to this problem (as far as I know): https://www.dropbox.com/s/vl6talxcpqzot5l/Nieuwe%20map%20%284%29.rar --Update 11-- Just figgured out that the game will only crash when you are actually toutching the object with the .phy file attatched to it. as long as the player stays away from it, there is no problem. --Update 12-- Perhaps the bug is not .phy related at all. When I remove the .phy file, and I replace it with an object with any material attatched to it the game will also crash. I think there is a problem with imported .fbx files toutching csg's made in leadwerks. Proof that it is not a problem with the individual csg's: when I remove the imported .fbx file and just walk over the LE csg itself, the game does not crash. When I remove the csg and only have the .fbx file in (without .phy file attatched to it) the game does not crash when walking through it (you can not stand on it due to no .phy file). --Update 13-- Sidenote: VSync does fix the debug crash (chances are 40% debugger still crashed, but better then .0000001%). Without vsync the program just simply crashes without the error I had at first. I am not entirely sure what fixed that windows time-out error in the end, but its quite odd. Anyhow, everything summarized: VSync fixes debug crash, its all in Window.FullScreen, if you assign .phy to a .fbx file that's imported it crashes when you walk over it, game crashes when you put a object inside your imported .fbx file as a replacement for the .phy file, game doesn't load properly when published (shows up the cmd screen with everything loading then screen turns black and then crashes). MainPlatform.fbx
  3. Yep, I'm having the same issues also when not loading new maps.
  4. (14th of june 2014) Sup guys, I'm getting the following error continuously when I put my game on 720p to Window.FullScreen (fullscreen window). In the past I never ever had this problem, but since I started using Leadwerks the last week again (haven't been around for about 1-1.5 months) I got the error a lot, and in fullscreen it is unavoiddable. The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue. The application must close. I dont know why it is happening, since I haven't had it previously. But just to make this topic complete, here are my specs: 8gb ram, windows 8.1, nvidia gtx650ti, intel core i5 3470 @ 3.2ghz. Yes, I have got the latest graphic drivers installed for my graphicscard (337.88 nvidia driver version) and Leadwerks is up to date. I'm not using the Leadwerks beta version either. If you need any more details, please tell, if I am screwing something up myself then please tell as well --Update-- Outside LE the game won't even bother to start up: it just opens cmd, loads the stuff, then shows black screen with windows loading circle, and then closes again. Going to try to create a new project, import files from my previous project that I need to play the map, and see if it works then. --Update 2-- Creating a new project, and importing the old maps and the required textures/materials/models for them does not fix it either. Is there a way to limit the max. framerate of your game to reduce the load on the graphics card? --Update 3-- Vsync fixes this. The odd part here is, is that when the game freezes and then crashes, it says the fps was around 8 right before the moment it crashed. This is probably because the next game-ticks haven't processed yet, nor did the new fps 'benchmark' or however you call that.
  5. But GetPosition will track where it's current position is. So then I would have to make something similar to this: entity:GetPosition() if self.position==x,y,z then entity:SetPosition(x,y,z) end Would something like that make sense? & btw, lua looks similar to c++ in leadwerks, c++ is just a lot more advanced and there are still some small diffrences in the same code.
  6. Hey guys, I'm bussy creating a small video game with a background that is constantly moving from the top of my screen to the bottom. The problem is, as soon as it has completed its simple task of moving from one direction into another, it disappears from the screen. I've been trying for about an hour to get the object back to the top of the screen again, so it can start over moving down again, but unfortinately my poor coding skills haven't managed to do so yet. What I basically want, is that the object gets 'rolled back' for a specific distance when it gets past an imaginairy line. And when it has been rolled back, I want it to start over with going to the bottom of the screen again. And when it gets back to that line, it must role back again etc. etc.. To give you a basic idea of what I want, imagine it like the tracks of a tank if you look at it from the side: 1 segment of the track will go from left to right over the wheels of the tank, as soon as it gets to a specific distance (the last wheel) the track goes down and then it will go from right to left. All segments of the track will do this, and they will all stay perfectly lined up behind each other. Now I do not want to create tank tracks in my game, but the movig background I want could use an similar idea. The script I am using right now to just move it from the top of my screen to the bottom of my screen (might be in diffrent directions for you) is attatched to this post. There are a few not needed lines in there, but that's because I am still working at it myself as well. If you have an idea of what i want, and if you know how to code it then all help would be very much appreciated -Wes Backgroundmovement.lua
  7. -Sorry that the App.lua wasnt in attatchment before. I did select it but I did not select attatch it as file.-
  8. Hey guys, in the App.lua script Window:Create is bugged out atm. When you for example put in Window:Create(0,0,1280,720,Window.FullScreen) it will launch the .exe file but it does not show the window itself. You can't alt tab into it either. I removed Window.Fullscreen, did not work, so I guess it has to do with the change of resolution. In the attatchment is the App.lua script I'm talking about. App.lua
  9. I've been observing all solutions, and I'm sorry for my lack of reactions, but none of the solutions unfortinately have helped yet. Aggror's solution causes the game to crash upon map switch with self.world:Clear() again. and xtreampb, in what script should I put that piece of code?
  10. Noise.lua is in the attatchment of this message. When I put Script:Delete() even anywhere in the Noise.lua script, it gives me an error: Script Error attempt to index global 'Script' (a nil value) Line 24 Noise.lua with the Script:Delete() is in the attatchment. When I replace Script:Delete() with Sound:Delete() or sound:Delete() it gives an error for the Delete part (doesn't matter if I write Delete or delete, gives the error anyway): Script Error attempt to index global 'Delete' (a nil value) Line 24 Noise.lua
  11. Didn't work to get rid of the music. The music is attatched to an object with the Noise.lua script, and the object reaches throughout the whole map so everywhere you go you hear that song. When I either use Clear() or Release() in App.lua it doesnt delete the music. it's like something in the engine is registering that you are still in the previous map ánd in the new map that you loaded with the map-switch.
  12. It does say it is deleting things yeah. But when I deleted the release parts in the player script, it still crashes for some reason. Perhaps I missed something, i'll take a look at it. The part where it goes wrong is actually after loading the next map 0_o --edit-- okay found another release part in player script, deleted that and still crashes with self.world:Release() but I fixed it by doing this: function App:ShouldSwitchLevel() if self.mapFile ~= "" then self.world:Release() self.world=World:Create() Map:Load(self.mapFile) self.mapFile = "" end end First self.world=World:Create() was not in the script, because that got advised earlier on. But by putting it back it did fix the crash. Here comes the new issue: The music from the previous level (There was music playing in that level) does not get released/deleted. Do I need to put an additional command in the ShouldSwitchLevel part to do so?
  13. I'll take a look at it Still crashes if my ShouldSwitchLeve() is this: function App:ShouldSwitchLevel() if self.mapFile ~= "" then self.world:Clear() Map:Load(self.mapFile) self.mapFile = "" end end Next to that, the fpsplayer script is the default one by leadwerks.
  14. I was but not anymore, doesn't work on either the beta or the normal.
  15. Hey, I posted this same topic at programming but I figgured that would be misplaced so I post it here, epic copy and paste: Hey guys, So quite a long time ago I had issues with switching maps at the part of clearing a world. Several weeks ago a update game because there was something missing in the engine itself, but when I switch with the same scripts I used before the 'fix' the game crashes without giving a reason. The scripts involved within map switching are App.lua and LoadLevel.lua. I don't see anything weird at the output tab in the debug editor, the general output tab does randomly say Error: Unknown client disconnected. I have no clue why the map switch works for others and not for me. I tried making a new project and the game would still crash. Here is a link to one of my main projects (it is 1.5gb yes, but I'm using most of the files in it so yeah..) https://www.dropbox.com/s/68ldy91jccykpdb/TestProject2.zip if you know the solution please let know
  16. You can download my project here, its a significantly smaller file https://www.dropbox.com/s/68ldy91jccykpdb/TestProject2.zip still crashes upon clearing/releasing the world.
  17. I'll make a smaller testmap for you today. Just came back from school so yeah ;/
  18. Hey guys, So quite a long time ago I had issues with switching maps at the part of clearing a world. Several weeks ago a update game because there was something missing in the engine itself, but when I switch with the same scripts I used before the 'fix' the game crashes without giving a reason. The scripts involved within map switching are App.lua and LoadLevel.lua. I don't see anything weird at the output tab in the debug editor, the general output tab does randomly say Error: Unknown client disconnected. I have no clue why the map switch works for others and not for me. I tried making a new project and the game would still crash. Here is a link to one of my main projects (it is 1.5gb yes, but I'm using most of the files in it so yeah..) https://www.dropbox.com/s/68ldy91jccykpdb/TestProject2.zip if you know the solution please let know
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