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burgelkat's Achievements
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I bought and installed the Ultra Engine again, this time as a standalone version (not the Steam version). I don't know why, but now both versions are working. Both the Steam version and the standalone version open again under Beta 0.98e. The only problem now is that when I activate tessellation, and i build a terrain the FPS drops to 10 ( 512x512) in the client 3D view. ( 64x64 fps 39) So, at the moment, I can only work with tessellation turned off. Projects are up to date in the project manager. But for the moment i am happy to work again at my project.
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Unfortunately, the issue remains unresolved for me, and I don’t know a solution. Here’s my problem again: Since version 0.98e, the "Editor" in UltraEngine no longer opens. When I switch back to version 0.97, everything works as usual. I was previously on the beta, and as mentioned, the beta worked fine until the update to 0.98e. When I start the editor in version 0.97, the editor, including the project manager, opens, and I can start my project as usual. However, when I switch to beta 0.98e, only the project manager opens, but not the editor. After activating the project, UltraEngine shuts down and closes. I can only press "start" again. What I’ve noticed is that under version 0.97, I can start the Editor.exe from the system folder. However, under 0.98e, I get an error message saying, "Failed to initialize Steam." What I’ve tried so far: I uninstalled and reinstalled the Nvidia drivers. I uninstalled and reinstalled Steam. Installed and reinstalled Ultraengine severals times and start new Projects. I checked if Bitdefender was blocking anything (it’s not). I’m out of ideas now. If anyone has any suggestions, feel free to share. Otherwise, I can only work with version 0.97 and hope that the official 0.98 version will work, meaning I’ll have to wait until then. As you can see, in my latest screenshot 0.98d works
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Ok, but as i said . I deinstalled Everything. Then i installed Ultraengine again. If i use 0.97 Everything is fine. I create a new clean Projekt. if i update it to Beta Version only the Projekt Manager opens. There is the alert to update the Projekt. After that i click on the blank Projekt . The manager close. In Steam i can only start again the same procedere. Same if i create a clean Projekt in 0.98e before 0.98e it also has no Problems. And the 0.97 Version has no Problems too. sorry, it seems only i have that Problem.
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by the way, if i start Ultraengine (Editor.exe) from my instalations folder, there is with the latest Beta an Error "Failed to initialize Steam" if i go back to 0.97 it starts without problem
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sorry, dont work. I deinstalled everything and deleted all folders. then i reinstalled all new. If i start a plank projekt, the client closes with no error. Only if i install the 0.97 version everything is fine. but without the new fine updates
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burgelkat started following Latest update 0.9.8.e and Project won't load
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If i use the last achived version. The material is strange. I think because of the new tessilation
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The client only works if I use the 0.96 archive version or don’t use the beta.
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I updated the project every time the warning icon popped up. If I create a new project, the same issue occurs. I also uninstalled the engine and reinstalled it, even on a different hard drive.
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Hi josh, no i have a msi rtx 3060 driver is the latest game ready driver
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I’ll post the problem here since it fits the latest beta version. My client simply closes on startup without any error message (Steam version). When I start it from Steam, the Project Manager opens. However, when I click on the project, it closes without any error message. If I load the last archived version, the client does open, but there’s an error with the MDL files, saying that MDL 303 is not supported. Everything was working fine in the version before the last beta update. I’m sorry I can’t provide more information since no error occurs.
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burgelkat started following Screenshot 2024-11-09 083703.png
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i have fun with that .. now i have a flock of fishes with avoid collision and different movements. at the moment there is a flicker in pitch or in avoid collision . maybe i find a solution later or someone find a solution Flock = {} Flock.name = "Flock" function Flock:Start() world = self.entity:GetWorld() self.boxes = {} self.boxProperties = {} self.offset = self.entity:GetPosition() -- Position of the pivot used as offset -- Define Y-axis limits self.minY = self.offset.y - 2.0 -- Minimum Y limit self.maxY = self.offset.y + 0.5 -- Maximum Y limit -- Initialize random seed (per instance) math.randomseed(os.time()) InitializeBoxes(self) end -- Define constants Flock.radius = 5.0 Flock.numBoxes = 8 minDistance = 3 -- Minimum distance to avoid collision avoidanceStrength = 0.2 -- Strength of the avoidance force -- Movement pattern functions movementPatterns = {} function movementPatterns.circular(self, angle) local x = self.offset.x + self.radius * math.cos(angle) local y = self.offset.y + self.radius * math.sin(angle * 0.5) -- y-movement added local z = self.offset.z + self.radius * math.sin(angle) y = math.max(math.min(y, self.maxY), self.minY) -- Clamp Y within limits return Vec3(x, y, z) end function movementPatterns.elliptical(self, angle) local a = self.radius local b = self.radius / 2 local x = self.offset.x + a * math.cos(angle) local y = self.offset.y + b * math.sin(angle * 0.5) -- y-movement added local z = self.offset.z + b * math.sin(angle) y = math.max(math.min(y, self.maxY), self.minY) -- Clamp Y within limits return Vec3(x, y, z) end function movementPatterns.spiral(self, angle) local r = self.radius + angle * 0.5 local x = self.offset.x + r * math.cos(angle) local y = self.offset.y + r * math.sin(angle * 0.5) -- y-movement added local z = self.offset.z + r * math.sin(angle) y = math.max(math.min(y, self.maxY), self.minY) -- Clamp Y within limits return Vec3(x, y, z) end function movementPatterns.zigzag(self, angle) local amplitude = 2.0 local frequency = 2.0 local x = self.offset.x + self.radius * math.cos(angle) local y = self.offset.y + amplitude * math.sin(frequency * angle) -- y-movement adjusted local z = self.offset.z + amplitude * math.sin(frequency * angle) y = math.max(math.min(y, self.maxY), self.minY) -- Clamp Y within limits return Vec3(x, y, z) end function AlignBoxWithMovement(box, previousPosition, newPosition) local direction = (newPosition - previousPosition):Normalize() -- Calculate yaw (rotation around Y-axis) and pitch (rotation around X-axis) to face the movement direction local yaw = ATan(direction.x, direction.z) -- Yaw around Y-axis local pitch = ATan(direction.y, (direction.x^2 + direction.z^2)^0.5) -- Pitch around X-axis -- Adjust yaw for model orientation if needed yaw = yaw + 180 -- Ensure pitch and yaw are numeric types before setting rotation pitch = tonumber(pitch) or 0 yaw = tonumber(yaw) or 0 -- Set the rotation of the box (yaw and pitch ) box:SetRotation(pitch, yaw, 0) end function InitializeBoxes(self) for i = 1, self.numBoxes do local patternNames = {"circular", "elliptical", "spiral", "zigzag"} local patternName = patternNames[math.random(#patternNames)] local movementFunction = movementPatterns[patternName] local speed = math.random() * 2 + 0.5 local angle = math.random() * 2 * math.pi local position = movementFunction(self, angle) local box = LoadModel(world, "H:/UltraEngine/New Project/Models/Diverses/Fish.mdl") -- or CreateBox(world,1) box:SetPosition(position) self.boxes[i] = box self.boxProperties[box] = { movementFunction = movementFunction, speed = speed, angle = angle, patternName = patternName, lastPosition = position -- Store the initial position as last position } end end function AvoidCollisions(self, box, newPosition, otherPositions) local smoothingFactor = 0.1 -- The factor by which to smooth the Y-axis movement for _, otherBox in ipairs(self.boxes) do if box ~= otherBox then local otherPosition = otherPositions[otherBox] -- Use previous position instead of current position if otherPosition then local distance = newPosition:DistanceToPoint(otherPosition) if distance < minDistance then local avoidanceDirection = (newPosition - otherPosition):Normalize() local horizontalDistance = ((newPosition.x - otherPosition.x)^2 + (newPosition.z - otherPosition.z)^2)^0.5 if horizontalDistance < minDistance then if newPosition.y < otherPosition.y then newPosition.y = math.max(newPosition.y - smoothingFactor, self.minY) -- Smooth downward movement else newPosition.y = math.min(newPosition.y + smoothingFactor, self.maxY) -- Smooth upward movement end end newPosition = newPosition + avoidanceDirection * ((minDistance - distance) / minDistance) * avoidanceStrength newPosition.y = math.max(math.min(newPosition.y, self.maxY), self.minY) -- Clamp Y within limits end end end end return newPosition end function UpdateBoxes(self, deltaTime) local newPositions = {} for _, box in ipairs(self.boxes) do local props = self.boxProperties[box] props.angle = props.angle + props.speed * 0.003 local newPosition = props.movementFunction(self, props.angle) if newPosition then newPosition = AvoidCollisions(self, box, newPosition, newPositions) newPositions[box] = newPosition end end for _, box in ipairs(self.boxes) do local newPosition = newPositions[box] local props = self.boxProperties[box] if newPosition then AlignBoxWithMovement(box, props.lastPosition, newPosition) box:SetPosition(newPosition) props.lastPosition = newPosition end end end function Flock:Update(deltaTime) UpdateBoxes(self, deltaTime) end RegisterComponent("Flock", Flock) return Flock
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ok thanks .. thats my solution not yet perfect but for now ok .. the boxes will be change with a fish model
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new one.. but there is a problem with "otherbox" ^^ attempt to call a nil value (method "GetPosition") also math.atan2 dont works