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Imchasinyou

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Posts posted by Imchasinyou

  1. Well done Josh! I successfully published a 20GB (90% of assets weren't even used) game level and ran it just fine on my rig.

    Like Tattie, I had several folders around 500 GB. Its an awesome start to part of the solution and Im sure you will get the other part figured out just as easily.

     

    Great job tonight josh. Take the rest of the evening off. I promise to leave you alone for the night! (This time)

  2. Im awesome at makign maps bigger than whats really needed so ill stand in line now for that update for the zip splitting and will be happy as a lark to test it out. You just say the word buddy, and Im there. Ill also be here later fopr the inclusive file selection part. Cant wait to see that one working.

     

    BTW, thanks for taking the time and helping us be more successful with the engine.

  3. When i view the character with the physics option on, I can see a cylinder at the character. really means nothign other than that character has collision. IF i make a CSG cylinder and attach it as a child and name it hit box and apply the invisable.mat to it, every thing works as it should. Now im wondering, if the hit box it automatically generated and attached, why am i having to do this?

     

    Before the implementation of the auto hitbox, I never had to do anything what so ever to make killing a character possible.

     

    EDIT: Apparently, I needed to add

    self.entity:SetPickMode(Entity.BoxPick,true)
    self.entity:SetPickMode(0,false)
    

    to my AI script to make it work. I didnt see this in the documentation on the function.

    I sure am glad the forums are here for me to work through my issues. I think Ive solved almost all of them on my own by posting here. . . . I guess thats what I get for playing in the sandbox after the cat has been here!

    • Upvote 1
  4. I can see your point on that. So the issue is a great conundrum but i cant see exporting every single model that is placed with in the project directory and importing every single model individually isnt feasible either. Nor is going back and deleting those that arent used when you import a "pack" of assets. You really dont know what will work in your map until you can actually see it as just looking at a blahblah.fbx file says nothing to me as to its appearance.

     

    How ever, Im sure we can continue to discuss this and hopefully come up with a solution that makes sense and works for every one.

  5. When I import a character and set him up, they function correctly but it seems as if the automatic hit box isnt there. Am I doing something wrong here?

     

    The character has the character controller, character collision, mass of 20 and angle of 180 which makes everything work except the hit box. If I set the swept collision to true, shooting them does nothing to him and setting to false does nothing. He is able to attack me if with in range.

     

    If I set him to a rigid body with out the character collision his animations play and he can be killed.

     

    Im using the latest release with the Beta participation if that makes any difference.

  6. So, in adding that functionality, why not add in that part that stops all assets in the project gettign exported as well. That way the projects stay small and IF needed, we can always lean on the multiple zip archives? Best of both worlds here and might be the best solution for now.

    • Upvote 1
  7. The best way to solve this is probably to just start a new zip file when the previous one reaches 1 gb. Then the editor would export data.zip, data1.zip, data2.zip, etc. and the game EXE is already set up to load all zip files in the same directory.

     

    How would I do this from a project using the publish function? Is this something that could be implemented in the publishing function.

  8. Ive managed to build my own in game HUD which has the functional health, ammo and non functional score in it and images. Id be willing to share this if any one was interested.

    Im currently experimenting with different textures and images at the bottom for the bar behind the text and images.

    post-12522-0-60521900-1420291447_thumb.pngpost-12522-0-82647200-1420303743_thumb.png

    • Upvote 4
  9. to make it transparent (invisable) you can apply the invisable material to the CSG box that is your death trigger. That material is in the Materials/effects folder and can be assigned by the scene view tab under appearance. I hope I have answered your question.

  10. It appears as if that has fixed the issue. Is there any reason for the consistent drop of my beta participation? When I replace the scripts in my current projects will this happen again? At the moment, the scripts that are heavily edited are the FPSplayer and App scripts and they are essential to remain the same unless there is somethign in those scripts that needs changed.

  11. yep, simple map, CSG box to walk on and a light source. I added in the shot gun pick up weapon from the DLC that I installed and ran the map. Everything went as expected. I then published the map and NOPE, I still can not pick up the weapons!

     

    So, let me ask this AGAIN, what was changed to fix this issue so that I might be able to compare it against what i have and see why mine dont work. I have edited FPSPlayer and app files and it JUST MIGHT be something there even though every time I update the files my scripts are over written. I did NOT add my scripts folder to the project so all scripts should be the same as what would be there from default, yes?

  12. What was changed to make this work?

     

    I have a fully updated project that works just fine in the editor but when you publish the game, i get the use icon and message but can not pick up a weapon. walking onto it nor pressing E will pick up the weapon. I know its been posted that it was fixed but apparently, mine wasnt updated or something because it just dont work. I was slightly embarrased to have some one test this map and it dont work :/

     

    I am able to post a video of this if needed but it would prolly be easier to just tell em what was updated so i can reference that script and see if mine reflects that change.

     

    Current build and on the Beta!

  13. If i call any of the stock textures, they work such as crosshair. I just cant figure out why mine wont work.

     

    Nailed it! After looking over the rest of the script, I wasnt calling it in the start function to load the texture.

     

    self.image.heart = Texture:Load("Materials/HUD/heart.tex")

  14. Ive been trying to get a simple hud at the bottom of the screen and mostly successful but In trying to get an image into it I keep getting error after error. Any help would be awesome and might help me learn something hopefully. Here is the bit of the code where I need help.

    When calling the heart image, i either get a nil value or a different of several errors.

     

    	 if self.health>0 then
    context:SetColor(0,0,1,0.5)
    context:DrawRect(0,1003,1920,40)
    context:SetColor(1,0,0,1)
     context:DrawText("Score: "..self.score, context:GetWidth()-150,context:GetHeight()-25)
    context:DrawImage(self.image.hand, 1700, 1005) --replace image with different
     context:DrawText("Health: "..self.health.."/"..self.maxHealth,context:GetWidth()-1850,context:GetHeight()-25)
    self.texture = Texture:Load("Materials/Hud/heart.tex")
    context:DrawImage(self.image.heart) (0,0,10,1005) --replace image with heart image
    			 if self.canUse==true and self.carryingEntity == nil then
    					 local pickUpX = math.floor((context:GetWidth() - self.image.hand:GetWidth()))/2
    					 local pickUpY = math.floor((context:GetHeight() - self.image.hand:GetHeight()))/2
    					 context:SetBlendMode(Blend.Alpha)
    					 context:DrawImage(self.image.hand, pickUpX, pickUpY)
    

  15. Id start with not publishing unused assets. I have a pack that is 1.03 GB, if i place that pack into the engine and use 3 things from it, its a night mare to remove all the unused things and that one pack eats half of what I need. Then the possibility of multiple archives or a completely different compression type. Josh has said its something that could be possibly fixed in the future. Im all for the bump as I think every one that is actually using the engine will easily surpass the size restriction.

     

    "When you create a compressed folder (ZIP file) that is larger than 2 gigabytes (GB), the file may no longer be readable, and may become corrupted. You do not receive any error message when you create the file, but you cannot read the file after you create it."

    Posted on a windows forum but this applies to Win XP.

     

    I use windows 7 Home Premium and from the reading ive done shows that the size limit is 6GB. 3 times as large as what is corrupting so, im lost on this again. This is somethign that should be a top priority along with further functionality.

    • Upvote 1
  16. Ive seen lua script builders elsewhere and something like that would be epic for the engine and would help sales skyrocket.

    Its basically a set of blocks you put together to create functions or actions. A user created one for FPSCR and it worked great. Since exploring Leadwerks, I havnt been back to see any of the progress of it.

     

    None the less, something like that would be a great addition or even as a secondary purchase.

  17. Further thought on this subject.

    It appears as if Leadwerks exports each and every single model in the project folder whether or not it is used in the game.

    Instance: Model pack of 20 models is imported into the engine, you use 4 of them. On publishing the game, the folder of those models will only contain MDL and TEX files BUT, every single model and texture has also been exported. There for, the files that arent even getting called or used in the scene are eating up space in the game that is so badly needed.

  18. From what I have found, there is a 4 gig limit on .zip files and 16 for ZIP64 files.

     

    So theoretically it should be able to contain a 4 gig game, which is quite a lot in my opinion.

     

    Your right if its used well. I have that game level that was published for external testing and its only 2.30 Gb and it just wont run. Same process as every other successful map published under 2.0 Gb and they all work :/

     

    Would be interesting to see if others have had any thing similar?

  19. I dont know if its with any one else but your final game size is important. Ive found if the final output is larger than 2.0 GB, it will not run as Josh pointed out the max limit for a zip file before it becomes corrupt is 2.0 GB. I have a map that is 2.30 GB and it just will not run and thats what Josh seems to think it is. Hopefully, there is a solution coming to rectify this soon :)

     

    I would just publish a simple game to get the idea of the process and then build somethign more playable. You can then publish the file to your desktop or where ever and use dropbox or google drive to share it if desired.

     

    Thats my opinion.

    • Upvote 1
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