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burgelkat

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Posts posted by burgelkat

  1. 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)

  2. 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?

    post-13719-0-03647600-1465660587_thumb.jpg

    post-13719-0-61110800-1465660621_thumb.jpg

  3. 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.

    post-13719-0-20385600-1465462546_thumb.jpg

    post-13719-0-93870900-1465462579_thumb.jpg

    post-13719-0-35781800-1465462598_thumb.jpg

    • Upvote 3
  4. Ok.. now it function in the game-launcher cool.png

     

    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 :)

    • Upvote 1
  5. @Crazycarpet: Wow ...first, thank you very much for your feedback . Learned something again. I will try it. Your feedback definitely makes sense biggrin.png. 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) happy.png. Whenever I think I understand something with Lua I notice that I know nothing rolleyes.gif

    • Upvote 1
  6. 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. smile.png

  7. 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 :)

    https://www.dropbox.com/s/lvat7payk7spd9f/TestSky.zip?dl=0

  8. 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

  9. That was the only thing that worked well with the scripts. unsure.png

    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!!

     

     

    ---------------------------------------------

     

    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")))

     

     

    ________________________________

     

    so far so good. Now I just have to change the additional load of a new texture in another script

  10. 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

    post-13719-0-30811800-1463567384_thumb.jpg

    post-13719-0-89630700-1463567437_thumb.jpg

  11. 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)

  12. 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)

    post-13719-0-76241800-1463210221_thumb.jpg

    post-13719-0-65272400-1463210461_thumb.jpg

  13. 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)

  14. 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

    post-13719-0-17851300-1460887527_thumb.png

  15. 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.

  16. 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 smile.png

    post-13719-0-94062100-1459578858_thumb.png

  17. 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)

    test.rar

  18. 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

    • Upvote 2
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