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Slimwaffle

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Everything posted by Slimwaffle

  1. What I ended up doing with my game was removing all the code that says what happens if the player dies. Then inserted my own code that says; teleport to respawn location, reset health, reset stamina, reset thirst, reset hunger, empty inventory. Using this method the player technically doesn't die but it simulates death. Then all you have to do is for your enemies is add code that makes thier target nil and tells them to search for new target. But as for your code the only thing I can suggest is set up a trigger value and then breadcrumb. So for example add something like; Script.trigger = 0 Then in your update world add; if self.health <= 0 then self.trigger = 1 end if self.health > 0 then self.trigger = 0 end if self.trigger == 1 then --Add the code here that triggers or references the change map. end
  2. Is it possible to tweak the nav obstacle feature maybe to extend the range at which it prevents you from stepping into the enemy?
  3. wow half a mill in polys seems like alot. My game doesn't have any models that use more then 30k polys.
  4. Thanks I got a temp fix by right clicking the published version and selecting the option that lets the exe handle DPI scaling instead of the system. But it still doesn't go to a true fullscreen because it has black bars now(that is on my gtx 1080). On my gt1030 which is a 2gb card everything works fine. I am wondering if there is an option somewhere in nvidia panel or windows that always allows the application to handle scaling.
  5. The 1080 seems to be working amazingly. I just have an issue with it and leadwerks. Its something to do with higher resolutions and dpi scaling. I posted another thread in general about it. Leadwerks as well as my published game aren't going into full screen properly and giving off weird resolution numbers in the game's menu.
  6. I need help guys. I am getting the weirdest bug. I replaced my gpu today to a better one. Now for some reason resolutions in my game aren't working correctly. The published to steam version and when I run it through leadwerks engine. Also full screen doesn't actually go full screen now. Its got to be some setting on my gpu. Because I haven't changed any of the games code. I am posting screens to show what I am talking about.
  7. I ended up getting the 1080 because it was only an extra 100 from the 1070. I got to look at my game for the first time today not on low settings and was actually pleasantly surprised.
  8. Hey guys I was hoping to get some advice with some physics issues I am having with Enemies in my game. Its been an ongoing thing for a while. So I am getting issues when fighting enemies in a melee fight. Something is happening where I think the player gets caught inside the physics shape of the enemy and this causes the game to crash. Is there anything I can do to prevent this or to push the player back outside the physics shape of the enemy?(To prevent this random crashing). Or even something I can add to the system to say when there is an error wait x amount of seconds before returning to normal functioning instead of crashing.
  9. Thanks mate. I think I might go with the 1080. You pretty much confirmed what I was thinking.
  10. So I am looking at upgrading my gpu specifically for building games. I want to get something that I can eventually use to make a VR game. What nvidia cards would you guys recommend for this? I was thinking a 1070 or 1080.
  11. You guys wouldn't happen to know the ETA on turbo at all? I am hoping 64 bit will help my game. I have noticed massive fps lag spikes in my game whenever it spawns enemies. Oh and I just noticed I can sub to the beta. Will this add it in steam under my leadwerks app the same way upgrading to professional did?
  12. Slimwaffle

    64 bit

    I have noticed when I publish that my exe is 32 bit. Is there any way I can make my game 64 bit. If it isn't a feature what would it take for me to make it 64 bit myself. I would really love for my game to be able to access more then 4gb of ram. There was an option in visual studio to change everything to 64 bit but when I did this alot of the leadwerks commands just threw errors.
  13. Thank you soo much guys. Absolute legends. Using this system of compressing sub-folders works perfectly. Now when I make a small change to the game it will only upload a few mb. Also using this system greatly reduces the upload time to steam after the initial build is uploaded.
  14. Thanks heaps mate this was actually very simple. I simply had to add my text for password to one line of code and then zip everything up myself. I will let you know how it goes with the uploads. Uploading to steam takes a really long time.
  15. Do you possibly have a link? Using search gives me alot of stuff to filter through.
  16. So I tried this and it worked great for fixing the patch sizes. But doing this way offers like no file protection. Steam say they encrypt files. But I can't see any evidence of that. Is there a way to keep my file protection and fix the patch sizes? So I had a look into how other games on other engines do it. And I think I came up with a middle ground that would work. But I'm not sure if its possible to do on my end. So I noticed other games create package files. These act almost exactly the same way as the data zip file created when I use the publish standalone feature in leadwerks. What I would like to do if possible is configure the leadwerks publish feature so that instead of creating a single encrypted zip file for all files in the project. It creates one for each of the sub folders in the main folder. For example, (My project Folder is called Waffles) configure it so that it creates a zip for; Addons folder, Prefabs, Scripts and so on and so forth until it has everything contained in a subfolder in an encrypted/compressed zip of the same name. That way when patching; Steam says that it can't scan any folder that is encrypted or compressed. But it should only replace the ones that have changed in size. Because it replaces folders and files that have changed in size. Is this possible? And would it even work?
  17. Ok yeah it does show under in the spots where the terrain is above the navmesh plain. In some spots the navmesh plain slopes upwards to cover hills (only on very long gradual slopes) and in others it doesn't and goes under (when slope is not so steep to create a hole but to steep for navmesh plain to raise up.). And on the steep slopes there is just a hole.
  18. Is there any way to adjust the slope setting or make each sqaure smaller? Because now that you have mentioned it. If there is a slope in a single square it creates a hole. Leaving large flat sections with a holes. For example in the pictures above. Around the player controller is flat except the slope into the river bed. The ideal solution would be having each square way smaller. So that the holes are only on the slope.
  19. Thank you so much mate. Massive help.
  20. ok because when I generate a build using visual studio to a folder on my desktop it just adds 3 files. Waffles.exp, Waffles (Application) and Waffles.lib So then I can add the rest of my project to this folder? And I just remove all my scripts? Because they are all in lua and the cpp files just launch them using the Interpreter. I am just unsure of which files you are referring to when you say Source code files.
  21. So with C++ I only have to include the exe?
  22. yeah ok. So my next question is how would I publish if I wanted it to use c++. Is that something I do through visual studio?
  23. How would I do this? Publish first and then replace the data folder with an uncompressed data folder? That way I have the extra files and the exe as well.
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