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Posts posted by burgelkat
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i will try this with the next upload
http://www.leadwerks.com/werkspace/topic/13944-error-map-file-version-40/
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Yes it is.
World:SetTerrainQuality((System:GetProperty("terrainquality","2")))
if i change in the editor the settings from high to middle then it look like the game.
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This morning I wanted to try my updated version of Mortifer . Now I get this error ?
My Project is updated.
Initializing Lua...
Lua sandboxing enabled.
Executing file "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Scripts/Error.lua"
Executing file "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Scripts/Main.lua"
Executing file "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Scripts/GameRules.lua"
Executing file "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Scripts/Specials/WidgetSprite.lua"
Executing file "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Scripts/Specials/WidgetVolume.lua"
Initializing OpenGL4 graphics driver...
OpenGL version 451
GLSL version 450
Device: AMD Radeon R9 200 Series
Loading map "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Maps/start.map"...
Error: Map file version 42 not supported. Update this project in the project manager to get the latest executable, or recompile your game.
Process complete.
(Stand alone Game function without error)
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Hallo,
in the Leadwerks Editor --> Perspective View the texture Looks Picture 1
if i start the Game it looks like Picture 2
What I have to adjust , so that the textures look like in the editor ?
in my FPSPlayer Scritpt i added this codes so the game looks better
but the terraintexture has pixels
self.camera:SetMultisampleMode((System:GetProperty("multisample","4"))) World:SetTerrainQuality((System:GetProperty("terrainquality","2"))) World:SetWaterQuality((System:GetProberty("waterquality","2"))) World:SetLightQuality((System:GetProperty("lightquality","3"))) World:SetTessellationQuality(4) Camera:SetHDRMode(1) Texture:SetTrilinearFilterMode(3)
Can someone help? It must be something with the terrainresolution.
thanks and greetings
Edit: It seems i can´t use Terrain Qualitiy high in game?
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Mortifer V0.2
Akt1_V1.0
WASD - Move
E - Use
Space - Jump
It is not finished by far .
Akt1_V1.0
- After you get all Quest-Items, you can use the black car for end Akt1 or the blue car for Akt2 (still under construction)
Akt2_V0.2
For enter Akt 2 use the blue car. (i enabeld it at start so you don´t play akt 1 through)
for changing the sky to night then use the ground of the tend (its enabled after using the fishing rod)
follow the small road then you came to the fishing town.
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Ok.. now it function in the game-launcher
in my player-script i put in:
--Create a camera self.camera = Camera:Create() self.skybox = Texture:Load("Materials/Sky/TropicakSunnyDay.tex") self.camera:SetSkybox(self.skybox) self.camera:SetFOV(70) self.camera:SetRange(0.05,1000) self.camera:SetMultisampleMode((System:GetProperty("multisample","1")))
and i changed this in my script with that i will change the sky-texture (instead of:
local player = self:FindEntity("fpsplayer")
i use
local player = self:GetPlayer("fpsplayer")
______________________________________________________________________
function Script:GetPlayer() for i = 0, world:CountEntities()-1 do if world:GetEntity(i):GetKeyValue("type", "") == "player" then return world:GetEntity(i) end end end function Script:Change()--in self.skybox = Texture:Load("Materials/Sky/SunSet.tex") local player = self:GetPlayer("fpsplayer") --"fpsplayer" in this case would have to be the name of the player in the editor. if player ~= nil then player.script.camera:SetSkybox(self.skybox) end directionallight = DirectionalLight:Create() directionallight:SetRotation(-18.83,-54.375,-118.364) directionallight:SetColor(1.68,0.67,0) world:SetAmbientLight(0.02,0.02,0.02) return true end
A upload of the correct version is now published.
thank you so much
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@Crazycarpet: Wow ...first, thank you very much for your feedback . Learned something again. I will try it. Your feedback definitely makes sense . Feedback later.
@Macklebee: Thanks for your Feedback too. You are right, because my entry with "world-Command" function in the stand alone version of the game and in the game engine without an error.... i did not thought about it to define world. (I hope you understand what i wrote).
I will try your booth solution.
By the way I am glad that there are someone like you who gives the right "food for thought" (Denkanstoß) . Whenever I think I understand something with Lua I notice that I know nothing
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Mortifer V0.2
Akt1_V1.0
WASD - Move
E - Use
Space - Jump
It is not finished by far .
Akt1_V1.0
- Use the Scoreboard for the first instruction
- After you get the certificate, you can use the car or you can play around at the shooting-range
Akt2_V0.1
For enter Akt 2 use the blue car. (i enabeld it at start so you don´t play akt 1 through)
At the camping place:
follow the instructions.
for changing the sky use first the fishing rod
for changing the sky to night then use the ground of the tend
follow the small road then you came to the fishing town.
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Mhm, in the game engine everything seems ok and the skybox changes the texture.
But in the game launcher if i play it then i get a error
Lua Error: [string "xxxxxxxxevening.lua"]:17: attempt to call method 'SetSkybox' (a nil value)
what i do wrong?
(Edit: It seems i cant work with world:SetSkybox(self.skybox) in the game launcher.)
I build a test-scene. in this scene the script function. Wy not in the game-launcher?
i hope someone can help me
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ok . And this is the other script
function Script:Show()--in
self.skybox = Texture:Load("Materials/Sky/SunSet.tex")
world:SetSkybox(self.skybox)
directionallight = DirectionalLight:Create()
directionallight:SetRotation(-18.83,-54.375,-118.364)
directionallight:SetColor(1.68,0.67,0)
world:SetAmbientLight(0.02,0.02,0.02)
return true
end
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That was the only thing that worked well with the scripts.
I know the link you postet.
But I did not know how to start here. I get error here.
Do I need to install this line of code in the Script FPSPlayer ?
Edit: ups my mistake!! The Texture has different Name as my Material.
!!Thanks a lot!!
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In the FpsPlayer- Script:
--Create a camera
self.camera = Camera:Create()
self.skybox = Texture:Load("Materials/Sky/TropicakSunnyDay.tex")
self.camera:SetSkybox(self.skybox)
self.camera:SetFOV(70)
self.camera:SetRange(0.05,1000)
self.camera:SetMultisampleMode((System:GetProperty("multisample","1")))
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so far so good. Now I just have to change the additional load of a new texture in another script
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I have a problem with my skybox.
After I was not satisfied with a created sphere with a sky texture (and then change it with show and hide) I wanted to create a skybox in the fpsplayer script . This works well so far . If I activate another script then the sky texture changes . but as you recognize the pictures I have now a problem with the reflection . What am I doing wrong?
If i look straight to the horiziont then it looks ok (1. picture)
If i look down or in the sky then the mirrow effect is away (2. picture)
This is the Code i put in the fpsPlayer Script
--Create skybox
sky = Model:Create()
--just render a plane and project cubemap onto it
local surface = sky:AddSurface()
surface:AddVertex(-0.5,-0.5,0, 0,0,-1)
surface:AddVertex(0.5,-0.5,0, 0,0,-1)
surface:AddVertex(0.5,0.5,0, 0,0,-1)
surface:AddVertex(-0.5,0.5,0, 0,0,-1)
surface:AddTriangle(2,1,0)
surface:AddTriangle(0,3,2)
--position in front of camera but far out to near camera clip plane
sky:SetPosition(self.camera:GetPosition())
sky:SetRotation(self.camera:GetRotation())
sky:Move(0,0,self.camera:GetRange().y-50)
sky:SetScale(self.camera:GetRange().y*10)
sky:SetParent(self.camera)
-- and paint it
skymat=Material:Load("Materials/Sky/Tropical.mat")
sky:SetMaterial(skymat)
And this is my script with this i change the (directional light, skytexture and ambientelight)
function Script:Show()--in
skymat=Material:Load("Materials/Sky/SunSet.mat")
sky:SetMaterial(skymat)
directionallight = DirectionalLight:Create()
directionallight:SetRotation(-18.83,-54.375,-118.364)
directionallight:SetColor(1.68,0.67,0)
world:SetAmbientLight(0.02,0.02,0.02)
return true
end
If you have a different solution especially how I change the texture of the scene-root ( skybox ) I would be very happy .
thanks for your help
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Solved
Edit: directionallight:Release()
(But first I have to specify the direcitonallight in the other script)
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Hallo,
i need some help. I build a Script with release the existing (from scene root) directional light and after this the script created a new one with another light color (evening ambiente). What should I do , so that the light generated by script and by pressing a different scripts , the color changes or the light is also quite released (for night ambiente)?
I hope you can follow my question
thanks for any help.
Edit: directionallight:Release()
(But first I have to specify the direcitonallight in the other script)
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Hallo,
after i crashed Mortifer by my self, i have startet from scratch. But over all it was not so bad. I have a littel performance winning with this. And i learnd a little more in writing scripts. So the scripts increasingly not just copy paste made but also with a little more understanding were created (sorry for my english)
Mortifer V0.2
Akt1_V1.0
WASD - Move
E - Use
Space - Jump
It is not finished by far .
Akt1_V1.0
- Use the Scoreboard for the first instruction
- After you get the certificate, you can use the car or you can play around at the shooting-range
Known issues
- The Guard wont stop if the meanwhile scene is playing. You have to run after the scenes are played
(I dont know (not yet) how i can pause the waypoint script so the guard wont stop for the scenes)
-My idea is the weapon to hide and only show at the shooting range, but at this time i have no idea to start with that in the player script.
Next Steps:
Work on Akt2
And testing a little with Akt3
Some objects are from the workshop . Thank you at this point to everyone who created this .
Feedback is welcome!!
I hope you have a little fun
(Screenshot 1 = Akt 2 )
(Screenshot 2 = Akt3 Bunker-Entry)
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solved. It was because of the SoldierAI script associated with an certain
animation (shooting). Shooting never stops. So i changed
self.animationmanager:SetAnimationSequence("Shooting",0.02)
to
self.animationmanager:SetAnimationSequence("Shooting",0.02,1,1,self,self.EndAttack)
then i changed the Script.burstdelay to 2200
now there is time between the shooting sequence for the hide button.
whether it is really correct what I did , no idea but it seems to work . (sometimes if i am fast with the button)
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Hi,
thats my script for the execute to show
Script.enabled=true--bool "Enabled"
Script.soundfile=""--path "Sound" "Wav Files (*.wav):wav"
function Script:Start()
if self.soundfile then
self.sound = Sound:Load(self.soundfile)
end
end
function Script:Use()
if self.enabled then
if self.sound then self.entity:EmitSound(self.sound) end
self.component:CallOutputs("Use")
end
end
function Script:Enable()--in
if self.enabled==false then
self.enabled=true
self.component:CallOutputs("Enable")
self.health=1
end
end
function Script:Disable()--in
if self.enabled then
self.enabled=false
self.component:CallOutputs("Disable")
self.health=0
end
end
function Script:Release()
if self.sound then self.sound:Release() end
end
-- activate objekt
function Script:Show()--in
if (self.entity:Hidden()) then
self.entity:Show()
end
end
-- deactivate objekt
function Script:Hide()--in
if not self.entity:Hidden() then
self.entity:Hide()
end
end
--> thats the flow graph
to your first note, you are right ('entity' table) i deleted it
Edit: it appears to have something to do with my soldierAI script . If my soldier is dead, show and hide function with no problem
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Hallo,
i need a little help. I build a short script for a DummyTarget for the Shooting-Range
Script.teamid=2--choice "Team" "Neutral,Good,Bad"
Script.health=100--int "Health"
entity = {}
-- activate objekt
function Script:Show()--in
if (self.entity:Hidden()) then
self.entity:Show()
end
end
-- deactivate objekt
function Script:Hide()--in
if not self.entity:Hidden() then
self.entity:Hide()
end
end
If i Hide the Dummy at the beginning, my soldier is in idle position. If i now show the dummy (with a button or trigger), my soldier begins shooting. thats all fine so far. But if i hide the dummy again. the
dummy is shortly hidden then the dummy is again visible by self. What is wrong with my script?
Thanks for your help.
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Some of my downloads are all in the main folder. Not all Downloads install in the Addon folder
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Mhm ... thats strange.. if i put static shadow on .. i have only 20 fps..
(newest crimson driver)
My Akt1 of Projekt Mortifer has only 15 fps if i play it..
i cant look in the debugger mode any longer since the last driver updates because i get an OpenGL error ...
I have a sneaking suspicion that something is wrong at my leadwerks installation.
I'd put Act 1 for disposal , but the zip file is always damaged during export .
anyway.. thanks for looking
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Hallo,
I'm a little test on the performance of Akt1 . In the small test map I have a loss of 30 fps .
Why is this so and what's wrong ? what i have to do differently? and why it is so wrong as I designed it?
Many thanks for your help
(I hope the attached file funktion)
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Update Akt1_V0.8
WASD - Move
E - Use
Space - Jump
Right Mouse - Weapon Zoom
i - Inventory
It is not finished by far .
Akt1_V0.8
- Use the Scoreboard for the first instruction
- After you get the certificate, you can use the car or you can play around at the shooting-range
- the inventory has no realy a function. I will use it with a quest where you collect the item for the camping day (tent, flashlight, weapon, first aid...)
Known issues
- The Guard wont stop if the meanwhile scene is playing. You have to run after the scenes are played
- Text-Labels are not all good sized.
- The Pistol from the fps Weapon-Pak is not good placed if you zoom in
- you shoot if you are in the inventory and click on a item
Next Steps:
If i have time.. fine tuning in Akt1 .. and begin akt2
Some objects are from the workshop . Thank you at this point to everyone who created this .
Feedback is welcome!!
I hope you have a little fun
greetings
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Listener Pivot Range indicator
in Suggestion Box
Posted
Would it be possible that listeners pivot get a visuell distance /range indicator analogous to lights?