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Ywa

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Everything posted by Ywa

  1. Nope that's all really. XML view here: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2013-03-05T19:41:22.000000000Z" /> <EventRecordID>86310</EventRecordID> <Channel>Application</Channel> <Computer>Jarno-PC</Computer> <Security /> </System> <EventData> <Data>Leadwerks.exe</Data> <Data>0.0.0.0</Data> <Data>5134cb38</Data> <Data>Leadwerks.exe</Data> <Data>0.0.0.0</Data> <Data>5134cb38</Data> <Data>40000015</Data> <Data>00218bf5</Data> <Data>2e0</Data> <Data>01ce19d969556a07</Data> <Data>C:\Leadwerks\Editor\Leadwerks.exe</Data> <Data>C:\Leadwerks\Editor\Leadwerks.exe</Data> <Data>a812671d-85cc-11e2-b9fe-00241d7887a1</Data> </EventData> </Event>
  2. wh1sp3r, this is the result (translated from Dutch): Application: Leadwerks.exe, version: 0.0.0.0, timestamp: 0x5133eb6c Module with error: Leadwerks.exe, version: 0.0.0.0, timestamp: 0x5133eb6c Exceptioncode: 0x40000015 Erroroffset: 0x00218bf5 Id from proces with error: 0x734 Starttime from application with error: 0x01ce190b64121151 Path: C:\Leadwerks\Editor\Leadwerks.exe Path to module with error: C:\Leadwerks\Editor\Leadwerks.exe Rapport-id: a74c1bda-84fe-11e2-9684-00241d7887a1 I'll try to reinstall the demo. Edit: Didn't help either. Josh, could you look at above debugging info? Thanks.
  3. Still having this issue. I have VS2010 C++ Express (SP1) already installed on my PC, but not on my laptop.
  4. You need to wait 'till Josh accepts your LE3 subscription. Might take a couple hours (he's asleep now I think).
  5. Managed to find the proper DLL files. Issue still unresolved though. Dependancy Walker says this: "Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module." Edit: LE3 Editor works fine on my laptop (with a similar Windows installation). But yeah, still want to get it working on my desktop.
  6. Used dependancy walker on Leadwerks.exe and it missed some DLLs which I now copied from other folders into the Leadwerks folder. However, 2 DLLs seem to be different from the architecture that's being used. I either need the x64 editions of gpsvc.dll and sysntfy.dll, or the x86 one. I think I've tried the x86 ones myself, but unsure. Any help on this?
  7. Hi guys, I'm unable to launch both the Evaluation Kit Editor and the paid Editor of Leadwerks 3. The Darkness Awaits game works fine when launched directly as EXE. This error pops up: "This application has requested the Runtime to terminate it in an unusual way." (Microsoft Visual C++ Runtime Library) The Leadwerks2 SDK Editor works fine. What I've tried already: Install VC++ 2010 redist (both x86 and x64) Update OpenAL Reinstalling it to the default location (C:\ drive instead of a different one) Using Windows 7 SP1 x64. AMD processor and AMD Radeon HD 6950 graphics card (Catalyst 12.10) What could cause this error? Thanks in advance.
  8. Well CC-like debit cards aren't popular here. There's one company who offers CC-like debit cards in Holland, but it's limited to 150 euros every month. We have our own card-system which works pretty much the same as what you see as debit cards, but it's faster & pretty much the standard in Western Europe. However, it doesn't support online payment. Online payment is done by using localized banking systems which are instant and are way more secure than CreditCards (no CC leaks possible). On top of that: Soon there'll be one online payment system in whole Europe named MyBank. Instant internationalized online payment without data leaks being possible. That was my quick introduction about the European payment systems.
  9. In pretty much whole Western-Europe the creditcard isn't as standard as in America. So Germany is not alone in this.
  10. 2.5 worked fine. The included demo game from LE3 works fine too. Installed it to a different drive at first. Then moved the directory back to C:\, didnt do anything. And a clean install on C:\ doesn't fix the problem either. I bought a license, waiting for it to be accepted. Hopefully that edition works better.
  11. Tried that. Didn't help. Updated, and doesn't help either.
  12. I'm unable to launch the Editor on Windows 7 x64. Darkness Awaits demo works fine though. Error I'm receiving at launch (yes, I installed the C++ redist files): "This application has requested the Runtime to terminate it in an unusual way." (Microsoft Visual C++ Runtime Library) Anyone knows what could cause this? Thanks in advance.
  13. Emailed Josh about it too. I think he'll add it once he wakes up.
  14. Why aren't you using a dual-monitor setup Josh? I'm sure that any coder (or any PC user ) agrees with me that it boosts productivity. Cool office
  15. Quick video demonstrating the minigame. Player sync clearly needs more optimization (and you can't see it properly in this video anyways). Oh and it's kinda boring, so I need something to spice it up.
  16. I expect major lag with 16 players, seeing it's not really optimized yet. Physics are happening at both client & server. Where the server overrules the client. There is an 'entity manager' which makes sure all clients have the same entities as the server. That means that everything is synced.
  17. I decided to pick this up again and worked on it off-and-on. It's now a 'minigame' for up to 32 players. Situation: local player died, remote is still going Environment: Some Super Mario remix as background song, fog colour changes regurarly This will be combined with other minigames into some sort of simple game (nothing serious). Any minigame suggestions are welcome. (fun & simple modes are preferred). Edit: If anyone cares. This is how the server output is like (yeah I joined twice with same name):
  18. I remember you posted it's sourcecode (of that class, together with the vehicle-class). But I can't find them on the forums anymore. Do you want to republish them? Could come in handy, even though I'm aware it doesn't use the simulator.
  19. I tried Metatron's suggestion. Didn't work. Josh, this code doesn't work either (called every frame), either nothing or alot of Y-rotating happens. 50.0 is the mass. SetBodyTorque(vBody.Entity,(CalcBodyOmega(vBody.Entity,Vec3D(0,fCameraAngleY,0))*50.0),1); How did you solve this issue in your controller-class?
  20. Hi there, I'm trying to keep a body (cylinder in this case) upright while being able to set the velocity & change Y-rotation. I tried to set the X & Z-axis to 0.0 every frame. This kinda worked, however, setting the velocity caused weird effects like sudden slowdowns. Setting the center of mass real low (0.0 -50.0 0.0) didn't help anything. The reason I want to keep it upright is to mimic controller functionality (control it as a player). Who can help me with this? Thanks in advance.
  21. Tried to use a work-around. Simply by adding the halve of the body height to the Y-position. Result is that the body (+ non-parented model without physics) still shake a little bit:
  22. That would explain it. Still strange the server seems to work fine.. How can I create a cyllinder body at the bottom then?
  23. Edit: BEFORE READING THIS:You might want to skip this and go to post #4 immediately. Hi guys, I'm struggling with some, apparent, physics related issues in a networked multiplayer environment. The local client is a controller, which sends it's position to the server. The server places this position on a body etc. (which works fine). Every 100 ms I send out the server body position to the other clients. The client receives the correct position. However, the cylinder body (0.4 radius, 1.8 height, same as original controller) on the client places the body into the floor for some reason. I've had this issue on the server-side first, and it was related by not calling the Flip command, however, the client already calls this function properly. Both server and client work from the same directory (and media files) and loads of code is shared. The code which loads the floor is shared too, and the position of the floor doesn't differ on the client/server. Does anyone know what is causing this strange behaviour? Thanks in advance. Screenshot of the body which is partly through the floor.
  24. I know they do that for a reason. And you have no clue how much time and effort I've put into the vehicle stuff. Lowering the centre of mass doesn't solve the problem fully. But anyways, it's my problem and not yours, and I'll figure it out someday.
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