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thehankinator

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Everything posted by thehankinator

  1. I reproduced the issue on LE stable, interesting thing is that if you change next_rot.x to 57.2, the value returned from GetRotation looks okay. Also the test script crashes because local windowstyle = window.Titlebar W in window should be capitalized I stripped out all the extra stuff, problem can be reproduced with the smaller Main.lua script below: local box=Model:Box(2,2,2) box:SetColor(1, 0, 0, 1) box:SetPosition(5.0, 3.0, 0.0, true) box:SetRotation(Vec3(57.250671, 9.541766, 114.50135), true) local next_rot = Vec3(57.493263, 9.582211, 114.986526) local rot = box:GetRotation(true) local diff = next_rot - rot box:SetRotation(next_rot, true) System:Print(next_rot) System:Print(rot) System:Print(diff) System:Print(box:GetRotation(true)) EDIT: For the love of god why wont the forum let me capitalize W in window.TitleBar? That probably explains why the original script had the problem in the first place.
  2. Working great for me! Anything notable in the new interpreter?
  3. I must be doing something stupid, reflectioncamera is nil. The code below always prints nil, what am I doing wrong? I also tried LE beta. local c = Camera:Create() System:Print(tostring(c.reflectioncamera))
  4. Works for me, but water is still broken, Will that shader also need to be modified updated?
  5. I looked more closely at femaleMedium, the animations do have any movement. no seperate ma files for different animations like the bird did.
  6. I opened one of the human models. Same thing, animations within the model file are junk. It looks like the animations are in those separate .ma files, they have different ones for different sets of animations for each model. Not sure how to combine the .ma with the model file.
  7. Using regular texture2D would give the best performance(and not penalize the Radeon cards not affected by this) but setting MSAA 2x for AMD hardware would probably be easiest!
  8. I posted a workaround in the thread that metaphorset is talking about, post #64 http://www.leadwerks.com/werkspace/topic/13273-graphical-glitch/page__st__60
  9. Yeah sorry, Character and Animals. Thanks for your help!
  10. I am using the models from the Humble Bundle, the bird in specific, just to figure out the process of how I would get them into LE.
  11. I am able to open the model itself but the model doesn't contain the animations, those are in a separate .ma file.
  12. The animations are in .ma format, anyone know how to convert that into something useful?
  13. Hidden cameras do not render a scene. If you hide the player player camera and show your cutscene camera there may not be a need to use the render target.
  14. Try calling Follow() only once. I think the intended use is to call Follow() to start the following, then only call it again if you change what the entity is following.
  15. I've had the same problem with Follow(), I can't remember what I had done to fix it... or if I fixed it at all. Two things stick out in my mind, 1) What does Follow() do when the player is suddenly unreachable? Like if they jumped onto a platform that the navmesh doesn't connect to. 2) Is your script continuously calling Follow()? It'd be nice if the Navigation API had a function like IsFollowing() so that you could detect when the path failed for some reason.
  16. I am pretty sure GetDistance() only takes into account the position of the 2 entities, ignores everything else. I think under the hood GetDistance is doing the same thing as: (entity1:GetPosition(true) - entity2:GetPosition(true)):Length()
  17. I decided to download Unity3D to try and reproduce the bug. I'm no expert with this engine but I verified "good" quality has MSAA turned off (1x) and I set the Graphics API to use OpenGL Core, which should be the latest API (I tried 3.3 also, looked fine). What are they doing differently to avoid this problem?
  18. I tried driver version 16.4.1, still broken.
  19. This is with the game(MyGame.exe) not the editor.
  20. Usually pegged at 60fps on my system, couple drops but those were pretty rare. Win 10, R9 380, Driver version 16.3.2
  21. I was trying to run a LE game("MyGame" with no modifications to start.map, NOT the editor) through gDebugger and I saw a bunch of errors concerning the function pointers for various functions. The error indicates that the function pointers are being setup for context #1 but not updated for context 2-4. There is a post with a pretty good explanation for what's going on and when it's important(below). gDebugger crashes when building up the shader program which is weird, but be related to the function pointers. Should be fixed regardless. gDebugger and MyGame.exe log below. Also, why are 4 contexts created(first 3 destroyed)? This issue may go away if only one was created. http://stackoverflow.com/questions/9663262/resetting-opengl-extension-pointers-in-windows-api Thread Created: 9964 DLL Loaded: C:\Windows\SysWOW64\ntdll.dll DLL Loaded: C:\Windows\SysWOW64\kernel32.dll DLL Loaded: C:\Windows\SysWOW64\KernelBase.dll Thread Created: 9388 Thread Created: 10420 DLL Loaded: C:\Windows\SysWOW64\ws2_32.dll Thread Created: 472 DLL Loaded: C:\Users\username\Documents\Leadwerks\Projects\MyGame\steam_api.dll DLL Loaded: C:\Windows\SysWOW64\sechost.dll DLL Loaded: C:\Users\username\Documents\Leadwerks\Projects\MyGame\lua51.dll DLL Loaded: C:\Windows\SysWOW64\advapi32.dll DLL Loaded: C:\Windows\SysWOW64\OpenAL32.dll DLL Loaded: C:\Windows\SysWOW64\rpcrt4.dll DLL Loaded: C:\Windows\SysWOW64\msvcrt.dll DLL Loaded: C:\Windows\SysWOW64\msvcr100.dll DLL Loaded: C:\Windows\SysWOW64\sspicli.dll DLL Loaded: C:\Windows\SysWOW64\shell32.dll DLL Loaded: C:\Windows\SysWOW64\cryptbase.dll DLL Loaded: C:\Windows\SysWOW64\windows.storage.dll DLL Loaded: C:\Windows\SysWOW64\bcryptprimitives.dll DLL Loaded: C:\Windows\SysWOW64\combase.dll DLL Loaded: C:\Windows\SysWOW64\nsi.dll DLL Loaded: C:\Windows\SysWOW64\shlwapi.dll DLL Loaded: C:\Windows\SysWOW64\psapi.dll DLL Loaded: C:\Windows\SysWOW64\winmm.dll DLL Loaded: C:\Windows\SysWOW64\user32.dll DLL Loaded: C:\Windows\SysWOW64\gdi32.dll DLL Loaded: C:\Program Files\AMD\AMD gDEBugger\spies\opengl32.dll DLL Loaded: C:\Windows\SysWOW64\kernel.appcore.dll DLL Loaded: C:\Windows\SysWOW64\winmmbase.dll DLL Loaded: C:\Windows\SysWOW64\winmmbase.dll DLL Loaded: C:\Windows\SysWOW64\SHCore.dll DLL Loaded: C:\Windows\SysWOW64\ole32.dll DLL Loaded: C:\Windows\SysWOW64\cfgmgr32.dll DLL Loaded: C:\Windows\SysWOW64\powrprof.dll DLL Loaded: C:\Windows\SysWOW64\profapi.dll DLL Loaded: C:\Windows\SysWOW64\ddraw.dll DLL Unloaded: C:\Windows\SysWOW64\winmmbase.dll DLL Loaded: C:\Program Files\AMD\AMD gDEBugger\GRBaseTools.dll DLL Loaded: C:\Program Files\AMD\AMD gDEBugger\GROSWrappers.dll DLL Loaded: C:\Windows\SysWOW64\oleaut32.dll DLL Loaded: C:\Program Files\AMD\AMD gDEBugger\GRApiClasses.dll DLL Loaded: C:\Program Files\AMD\AMD gDEBugger\GRSpiesUtilities.dll DLL Loaded: C:\Windows\SysWOW64\msvcp100.dll DLL Loaded: C:\Windows\SysWOW64\devobj.dll DLL Loaded: C:\Windows\SysWOW64\dciman32.dll DLL Loaded: C:\Windows\SysWOW64\version.dll DLL Loaded: C:\Windows\SysWOW64\dbghelp.dll DLL Loaded: C:\Windows\SysWOW64\imm32.dll DLL Loaded: C:\Windows\SysWOW64\msctf.dll API Connection Established: gDEBugger Servers Manager Thread Created: 10464 Process Run Started Thread Created: 10444 Thread Terminated: 10444 DLL Loaded: C:\Windows\SysWOW64\mswsock.dll DLL Loaded: C:\Program Files (x86)\Steam\steamclient.dll DLL Loaded: C:\Windows\SysWOW64\crypt32.dll DLL Loaded: C:\Windows\SysWOW64\msasn1.dll DLL Loaded: C:\Windows\SysWOW64\imagehlp.dll DLL Loaded: C:\Windows\SysWOW64\setupapi.dll DLL Loaded: C:\Windows\SysWOW64\IPHLPAPI.DLL DLL Loaded: C:\Program Files (x86)\Steam\tier0_s.dll DLL Loaded: C:\Windows\SysWOW64\winnsi.dll DLL Loaded: C:\Program Files (x86)\Steam\vstdlib_s.dll DLL Loaded: C:\Windows\SysWOW64\secur32.dll DLL Loaded: C:\Windows\SysWOW64\cryptsp.dll DLL Loaded: C:\Windows\SysWOW64\bcrypt.dll DLL Loaded: C:\Windows\SysWOW64\rsaenh.dll DLL Loaded: C:\Program Files (x86)\Steam\Steam.dll DLL Loaded: C:\Program Files (x86)\Steam\Steam2.dll Thread Created: 7524 Thread Terminated: 7524 Thread Created: 6964 DLL Loaded: C:\Windows\SysWOW64\dbgcore.dll DLL Loaded: C:\Program Files (x86)\Steam\CSERHelper.dll Thread Terminated: 6964 DLL Loaded: C:\Program Files (x86)\Steam\GameOverlayRenderer.dll DLL Loaded: C:\Windows\SysWOW64\uxtheme.dll DLL Loaded: C:\Windows\SysWOW64\dwmapi.dll DLL Loaded: C:\Windows\SysWOW64\opengl32.dll DLL Loaded: C:\Windows\SysWOW64\glu32.dll API Connection Established: gDEBugger OpenGL Server Debug String: gDEBugger OpenGL Server was initialized DLL Loaded: C:\Windows\SysWOW64\atiglpxx.dll DLL Loaded: C:\Windows\SysWOW64\atioglxx.dll DLL Loaded: C:\Windows\SysWOW64\atiadlxy.dll DLL Loaded: C:\Windows\SysWOW64\userenv.dll DLL Loaded: C:\Windows\SysWOW64\propsys.dll DLL Loaded: C:\Windows\SysWOW64\wtsapi32.dll DLL Loaded: C:\Windows\SysWOW64\wintrust.dll DLL Loaded: C:\Windows\SysWOW64\atigktxx.dll DLL Unloaded: C:\Windows\SysWOW64\atigktxx.dll DLL Loaded: C:\Windows\SysWOW64\atigktxx.dll OpenGL Render Context 1 Created OpenGL Render Context 2 Created Debug String: Detected error: The debugged process asked for an extension function pointer (glBindFramebuffer) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenBuffers) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenVertexArrays) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindVertexArray) from one render context, but called this function pointer in another render context (context #2) Checking for memory leaks - Context 1 deleted No memory leaks were found OpenGL Render Context 1 Deleted Debug String: Detected error: The debugged process asked for an extension function pointer (wglChoosePixelFormatARB) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (wglCreateContextAttribsARB) from one render context, but called this function pointer in another render context (context #2) OpenGL Render Context 3 Created Debug String: Detected error: The debugged process asked for an extension function pointer (glBindFramebuffer) from one render context, but called this function pointer in another render context (context #3) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenBuffers) from one render context, but called this function pointer in another render context (context #3) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenVertexArrays) from one render context, but called this function pointer in another render context (context #3) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindVertexArray) from one render context, but called this function pointer in another render context (context #3) Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteVertexArrays) from one render context, but called this function pointer in another render context (context #3) OpenGL Render Context 3 Deleted Debug String: Detected error: The debugged process asked for an extension function pointer (glBindBuffer) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glBufferData) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindBufferBase) from one render context, but called this function pointer in another render context (context #2) Thread Created: 10736 Thread Created: 11436 Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteBuffers) from one render context, but called this function pointer in another render context (context #2) OpenGL Render Context 4 Created Debug String: Detected error: The debugged process asked for an extension function pointer (glBindFramebuffer) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenBuffers) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glGenVertexArrays) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindVertexArray) from one render context, but called this function pointer in another render context (context #4) DLL Loaded: C:\Windows\SysWOW64\clbcatq.dll DLL Loaded: C:\Windows\SysWOW64\MMDevAPI.dll DLL Loaded: C:\Windows\SysWOW64\AudioSes.dll DLL Loaded: C:\Windows\SysWOW64\WinTypes.dll Thread Created: 10404 Thread Created: 7552 Debug String: Detected error: The debugged process asked for an extension function pointer (glActiveTexture) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glCreateShader) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glShaderSource) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glCompileShader) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glGetShaderiv) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glCreateProgram) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindFragDataLocation) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glBindAttribLocation) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glAttachShader) from one render context, but called this function pointer in another render context (context #4) Debug String: Detected error: The debugged process asked for an extension function pointer (glLinkProgram) from one render context, but called this function pointer in another render context (context #4) Second Chance Exception Thread Created: 4864 Thread Created: 11580 Initializing Lua... Warning: Lua sandboxing disabled. Executing file "C:/Users/username/Documents/Leadwerks/Projects/MyGame/Scripts/Error.lua" Executing file "C:/Users/username/Documents/Leadwerks/Projects/MyGame/Scripts/Main.lua" Setting breakpad minidump AppID = 480 Steam_SetMinidumpSteamID: Caching Steam ID: 76561197964459319 [API loaded no] Initializing OpenGL4 graphics driver... OpenGL version 451 GLSL version 450 Device: AMD Radeon (TM) R9 380 Series Loading map "C:/Users/username/Documents/Leadwerks/Projects/MyGame/Maps/start.map"... Loading material "C:/Users/username/Documents/Leadwerks/Projects/MyGame/materials/developer/orangegrid.mat"... Loading shader "C:/Users/username/Documents/Leadwerks/Projects/MyGame/shaders/model/diffuse.shader"...
  22. I agree with Rick, learn Lua first. Even if you needed to mod the engine, a lot of your game will likely still be scripted in Lua so it is a great place to start. Personally, I've not come up with anything I needed to mod the engine for. Also working with Lua, you will learn a lot about how the engine works before diving head first into the C++.
  23. When I did this for one of my games I used Collision.LineOfSight in the Pick() and set all the environment to Scene. Also, I would pass true to both GetPosition() calls, if they don't share the same parent they could be in different coordinate space.
  24. I've not had any trouble with any (non-LE) games but I can't be sure which games use DX or OpenGL (not to mention which version). However, I've been running GFXBench GL which is a benchmark utility specifically for OpenGL. I've run a number(focusing on OpenGL 4 tests) all of them run just fine.
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