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xtom

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Everything posted by xtom

  1. 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.
  2. Shaved 20MB off my game, uploading 175MB version. All my fingers crossed.
  3. 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
  4. What!? No way, prefabs are mega useful Shrink wrap looks great.
  5. 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.
  6. I installed it and leadwerks started fine so looks good.
  7. 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.
  8. 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?
  9. 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
  10. 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.
  11. Hopefully I will have something to put up soon. I'm going to roll back from beta for now while I work on my game and then I'll try the publishing through the beta.
  12. Not really, at the moment I find it quicker to move and find things in perspective with Shift + Mousewheel. You can cross a full terrain in no time like that. But it takes me much longer to find anything in the scene tree, it just ends up a long wall of text that makes it hard to find anything when you have lots of stuff in the map. With the filters it will be a bit better to organise and find things but you would really need grouped objects in a filter too or something or it will be a bit messy in a different way.
  13. That's an interesting point. The editor kind of guides you into using it because it's the same tab that also shows an objects properties and is/was only way to group stuff and also make prefabs. Do we really need it? Is it just a distraction that slows down productivity, tempting us to scrutinize and manage the scene tree all the time. I'm trying to imagine working without it but I think I'd need to be able to switch it off so I'm not tempted to look at it and see if I actually miss it for anything. Usually for picking stuff in the editor it's quick to just buzz over to it in perspective view anyway to make sure you select the right thing. But you would need to be able to save prefabs somehow without it.
  14. Will grouped objects be gathered together in the scene tree maybe under a group filter? Right now they add to clutter in the scene tree vs using the hierarchy.
  15. 1) Create a box 2) Hollow it 3) Drag all but 1 part as children of the other part in scene tree 4) Select the parent object in scene tree 5) Move the object in perspective move The object moves but without texture lock. Also happens if you have ignore groups turned on and select the parent object and move. Also if you just create 2 boxes and make 1 a child of the other, same problem with child box no texture lock. Seems to be problem with no texture lock on children.
  16. Looks like the hollow thickness prompt will let you set the wall thickness. So make a box or a cylinder and then hollow it with preferred wall thickness. Then you could carve out windows and doors from in those walls. Circular rooms etc. made easier, very nice. The new changes on the scene panel look very useful. I'm going to export my current project first and then take it for a proper spin.
  17. I have a question about the resolution settings. Will that automatically set the games to run at those settings or are they passed onto the game and then it's up to the game to handle the passed on settings?
  18. Maybe isolate the problem door into a blank map and post it up for people to check. Check that your physics/collision are right too, my doors act possesed if I forget to switch them from prop to scene collision.
  19. Ah right, that's pretty cool
  20. xtom

    Buildings, Doors & Zombies

    Yes that's pretty much what I've ended up doing - build and test in leadwerks and then export to obj whatever parts might be better as models. I use the convex decomposition on the furniture models and it's very good. But sometimes for example with the picket fence model I just select the box collision.
  21. I think it would be very handy if the pick material also copied the texture offset and scale so when you click the apply material button you don't have to manually type the values in. eg. useful for texturing walls. If you wanted to ignore copying those values you could possibly use the pick material and then drag from asset library to not apply the copied offset/scale.
  22. Here's hoping the amd/mantle connection could be good news for folk like me on integrated graphics amd apu.
  23. Looks like it always shows automatically. Make sure you haven't slided the window all the way over to the left or the right.
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