xtom
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Posts posted by xtom
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I'm not getting this problem anymore. I had one missing .wav file that a prefab was trying to load so that might have been connected to the other failed to read file errors somehow. Although when I tested in the editor it never crashed so not really sure if that's what the problem was, maybe it was something else. Anyway it's restarting ok now it in the launcher without crash when I tested it again.
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Just tried this and was stuck in the cell for a while but managed to get out Looks great and nice atmosphere but I get <10 fps for some reason. Not sure what would be causing such a big hit.
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Ok I understand but the leaderboard table just isn't showing at all for me in the launcher since I updated the game. On first upload it was showing fine at the start screen but instead now it lags like it's continuously trying to connect to it but fails. So I have since added a retry timer on fail to help eliminate the lag. I might try changing the name I'm using for the leaderboard next time to see if that gets it working again.
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Ah cool, I noticed it would only update the leaderboard after a restart too but wasn't sure why. For some reason since I updated my game on the launcher it can no longer get the leaderboard, at least when I test it here. It seems to work ok when I test it via editor but no longer in the launcher, no idea why.
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I'm using the standard changemap way in main.lua - only change I made is I removed the ..".map" bit here because the restart script where I choose the the path to the map file uses the full filename start.map
--Handle map change if changemapname~=nil then --Clear all entities world:Clear() --Load the next map Time:Pause() if Map:Load("Maps/"..changemapname)==false then return end Time:Resume() changemapname = nil end
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I notice when I try to restart my Halloween game after dieing on the launcher it sometimes crashes with "Failed to read file" errors in the log. Mostly it can't find the map, other times a prefab and other times it just restarts fine. It loads fine on launch everytime and testing the standalone locally the restart loads the map fine everytime too.
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Wasn't sure I'd be able to put anything together in time for the Halloween comp but I've managed to get a playable game going. Nothing too complicated, just a simple collect the pumpkins game with wait-for-it zombies! I wanted to try and avoid guns/weapons for this and make it more of a light-hearted fun game, kinda like pacman-ish. Although with the zombies and the general look it will probably end up somewhere in-between. I added the leaderboards code in too and it seems to be working which is pretty cool. I think this will be called Halloween Pumpkin Run.
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It's good fun but you should make it a bit more forgiving, one hit going back to the start is a bit harsh. Replace the ball with an animated fun character and replace the dev art and it would be a great game.
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Trees almost look like hands/fingers, extra creepy
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Anyone seen/tried Marvelous Designer? Looks pretty nifty but very expensive..
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Low res terrain is now showing for me in the editor with Textured+Lighting but still invisible with Textured only rendering. Also when I run the game it doesn't look low res/blurry like in the editor, it's much sharper and seems to be displaying at medium or high res.
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Does the shader "Shaders\Terrain\terrain_lowres.shader" compile without errors?
It says "Failed to link shader." after it - not sure what that means but I checked that the file exists and it does.
Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/stamp.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/updatenormals.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/clear.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/clipmap.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/terrain.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/terrain_lowres.shader"... Failed to link shader.
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Oh sorry, still invisible. In the editor I can see the terrain in wireframe and solid but not when rendering with textures. Only invisible if set to low resolution, medium and high settings display the terrain textured.
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Yes AMD indeed. I updated the project and made a new project from scratch to be sure.
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When I try setting terrain res to low it makes the terrain invisible in textured perspective view.
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How do you put terrain on low settings?
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I dunno, the steam workshop page correctly says the game was updated Sep 8 but the launcher is still for me playing the previous Aug version. I didn't touch any files this time to see if it would self-right, but it hasn't. What if it also checked for dates on the local downloaded files in the steam folder or something?
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My game was republished under the new system but I've run into the same problem again today, ie. the launcher still plays an older version of the game instead of the latest update.
I published/uploaded the game update successfully and steam straight away downloaded the new workshop file for the game launcher. So in my local folder Steam\SteamApps\workshop\content\355500\504084706 is now the latest data.zip (at 339mb 8 Sep 2015)
But the game launcher still plays an old version of the data.zip which seems to be located in Users\Tom\AppData\Local\Leadwerks\Workshop\355500\Asset_504084706_76561197968420771_One More Day.zip (395mb 24 Aug 2015)
The last time I tried removing file in the appdata folder and it then brought over and played the new version. I don't how it is supposed to work but my guess is it must be supposed to copy the file over locally from one folder to the other at some point and this isn't always happening.
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You can use the eyedropper to quickly do this. But it probably would be handy if somehow all materials used on the current selection could be listed (even across multiple objects/brushes). Also going in the opposite direction a right click on a material to select all objects using that particular material would be useful for hunting down rogue materials being used on hidden brush faces. Probably wishful thinking though and not sure how any of that could be even displayed
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Looks like the filepath might be missing the Maps/ bit.
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In latest beta..
1) Create a box
2) Select a face and apply a different material
3) Click the Select Object tool or deselect the object
All the faces on the box go back to showing the first material.
If you re-select the object and click on the select face tool it shows the different materials on the faces again.
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I notice that the caulk texture doesn't have the same effect on uncollapsed brushes as it does collapsed. I guess it's just intended for collapsed csg so I'm thinking if using a view range on uncollapsed brushes (which I'm now doing on my outdoor map for interior walls/floors/steps) it's best to keep them all the one texture and don't bother with caulk as it just increases the surface count. So I'm going to try this and leave my external walls/bigger brushes as collapsed with caulk.
I'm noticing another increase in fps in the map and editor with this update which is great, maybe +2 to +5 or so but now I need to go and edit a lot of my uncollapsed brushes to suit.
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I've been trying hard to optimise my game some more and here's what I've done since the last version.
1) Checking view ranges I noticed shadamars script also effected csg entities (so csg is like a simple entity?) but csg doesn't obey the view range setting in the editor and always ends up max so I created a mini script to set these on internal csg walls. Not sure if that's advisable and it didn't make any noticeable difference to fps although I can see it working in the game with wireframe view.
2) I went through all the textures being used in the game and changed/removed some big ones. This didn't make any difference to fps but did save me about 100mb in video memory and the publish data.zip is now 50mb smaller. So that was worthwhile and maybe contributed to half a frame.
3) I went through all the models being used and collapsed some after understanding the surface/batches thing a bit better. I think this might have helped the most and I think it made some small improvement to fps.
4) I converted some more csg in the map to models eg. banisters in the houses, fence/wall poles and the sheds are now models. This didn't make as big a difference as I hoped but with less entities I think it helped reduce editor memory use by 100mb or so. The map currently uses 1GB in the editor so I guess that was worthwhile for that reason at least.
All in all I've gotten at most an extra 5ps after doing all this and the game does feel a little bit smoother. Without enemies the map now runs for me at about 15-30fps depending on location and with enemies about 10 to 25fps. So for now still <30fps gameplay on my system anyway. I'll spend some more time on it but not sure if I'll be able to squeeze much more performance out of it without sacrificing map content.
indie edition and standard edition
in General Discussion
Posted
Standard edition is if you want to code in c++ and indie edition is if you only want to code in lua. I think standard is an upgrade dlc so you have to get the indie version anyway.