xtom
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Posts posted by xtom
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I really like setting the new physics options in the model viewer and it really helps streamline the process of placing models into the level. I was thinking it might be good to also be able to set other default settings for a model in the viewer such as nav obstacle, collision type etc, so you wouldn't have to change them each time you drag in another copy of the model into the level. But keep the existing settings too so you can change/overide them on different instances if you need to.
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I've worked past this by cropping my 12min/131MB music down to 2min/22MB. It's danger/action music so hopefully the first 2min should be enough but if ogg allowed more game memory in general it would be nice for sure.
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After adding some more objects to my level I'm getting this error message and game won't run..
OpenAL: AL_OUT_OF_MEMORY
I have a .wav music file 12min/131MB which has been fine up to now and removing this seems to free up enough memory for the game to run again. I also have another ambient wav file 15min/150mb loading in and I think these wav files must be big memory hogs. I'm wondering if smaller ogg files would be better and free up more memory for more game assets in the level?
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Yep I know but the problem is for example when installing a workshop pack that puts .mdl/.tex/etc. files into your project root folder. And if the pack for example contained a readme.txt would that overwrite my own readme.txt that I had already in the root folder? I'm not sure if something like that is possible but I was worried after I saw all the files go into the root folder.
Also for example after installing a variety of workshop packs you end up with models and other files scattered in different places in the root folder, in sub folders off the root, in sub folders in models etc. It just seems a bit inconsistent and hard to find things. I know everybody has their own way of organising their files before uploading to the workshop so you'll never get everybody sticking to the same format but I think the addons folder was a good way to normalise it on the receiving end, if you know what I mean.
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I know this was changed so workshop items could be installed into any folder/most appropriate folder but I think I prefer the way it was at first ie. installing workshop items into the addons folder. When you download a workshop item at the moment it is sometimes hard to find where it installed to and sometimes where it installs to is not ideal. For example some assets installed into the root project directory which is a bit messy and I worry it could overwrite a file with same name either from another pack or maybe my own file, especially if it doesn't create it's own sub folder.
I thought having them install into the addons folder kept everything tidier file management wise and it was easier/quicker to find what you just downloaded and you could always move stuff out and around if you wanted to use it.
Maybe if there is no subfolder specified in the download it should auto generate one or something in the addons folder.
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If you want to publish game to steam workshop you need to opt into the leadwerks beta in steam and then go to File -> Publish in the editor.
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The two times I've published an update to steam I've had to wait about 24hrs for that message to go away and for the game to work again through the launcher. It definately sucks, hopefully it gets improved.
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I'm not sure if this helped but I unsubscribed to the game in the workshop, then started the launcher and when I click the game I am playing the new versions now. I can see the green hand in your game josk so must be latest version of your game. Also just downloaded an update to the game launcher beforehand so could have been that too or some other unknown steam behaviour. Looks like I need to fix my splash screen.
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I don't think you should delete it and ideally just update the existing one. I managed to publish an update to mine yesterday without any editor crash but at the moment the game is not loading from the launcher, says "Failed to download Workshop item". So I'm waiting to see if this clears up or if I need to try uploading again.
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I should hopefully have a new version up soon just to fix this.
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Josk, I could not upload anything close to or above 200MB. No idea why but smaller uploads worked fine so the only thing I could do was reduce the filesize of my game. If you have any big files you could try stripping them out for the moment and see if it works, then maybe add them back in later.
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Hopefully it's even scarier the first time you hear that closed door opening
I'll get the fullscreen code changed, thanks.
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I just have it set to 1920x1080 fullscreen for now, this is the code I have at the top of app.lua , glad you like it
--Initialize Steamworks (optional) Steamworks:Initialize() --Set the application title self.title="One More Day" local windowWidth=1920 local windowHeight=1080 local scaleScreenRatio = windowHeight/1080 --Create a window local windowstyle = window.Titlebar if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end windowstyle=windowstyle+window.FullScreen self.window=Window:Create(self.title,0,0,System:GetProperty("screenwidth",windowWidth),System:GetProperty("screenheight",windowHeight),windowstyle) self.window:HideMouse()
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Strange, I just downloaded it through the player and it's loading fine for me without any error?
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Ok my 175MB version has published properly and there are no errors are in the log file. Finally, I think there should be a publish first game achievement.
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Shaved 20MB off my game, uploading 175MB version. All my fingers crossed.
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Tried uploading a test 160MB project and it went up fine. Tried game again at 194MB still failing to publish.
In leadwerks.log I see..
Error: RemoteStorageFileShareResult = 9
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I had long fences about 2000 long by 8 wide and I noticed the navmesh was creating paths through the ends of them. Maybe it was the same problem.
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I installed it and leadwerks started fine so looks good.
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I've given up trying for now. I notice sometimes when it fails to publish I close the dialog and leadwerks itself and then it seems to upload it all over again in the background but still doesn't make it to the workshop. I even tried removing sounds to bring the data.zip file size down to 198mb but no luck.
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I've been trying to upload my game but I keep getting failed to publish. My crappy internet connection isn't making it easy, 2hrs uploading @ 512kbps
Edit: just thinking is there any upload limit? my data zip is 340mb, maybe it's too big or no?
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I got 'muzzlelight' nil crash when I died with machette in hand.
in FPSMeleeWeapon.lua I just changed..
function Script:Hide() self.entity:Hide() self.muzzlelight:Hide() end
to
function Script:Hide() self.entity:Hide() if self.muzzlelight ~= nil then self.muzzlelight:Hide() end end
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+1 for native ogg support
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I think even without the animations something should happen. In the script dropdowns is he set to Team Bad? It looks like he might be set to neutral or same as player Good.
New AMD driver - Models not rendering
in Leadwerks Engine Bug Reports
Posted
I have the same problem and I just updated to latest amd drivers too. What is strange is that if I play an already published game pretty much everything except the terrain disappears but if I run the game from the editor it seems fine.