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Slimwaffle

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Posts posted by Slimwaffle

  1. 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.

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  2. 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.

  3. 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.

  4. 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?

  5. 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.

  6. 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.

    • Like 1
  7. 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.

    • Upvote 1
  8. 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?

  9. 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.

  10. 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.

  11. 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.

     

  12. So I found what I think is a bug. My game that I uploaded to steam and is for sale on steam forces the customer to download the full size of the game whenever I upload a new build. It shouldn't be doing this because steam should scan the game files and determine which ones have changed. Then I came across something interesting in the steamworks documentation saying that if the game uses encrypted or compressed files/ folders steams scanning won't work. And I know that when I publish with leadwerks standalone that it compresses the game files/folders to a zip file.

    Is there a way to make leadwerks not compress /encrypt these files. Because customers downloading the full game each time is excessive.

    Here is the info from steamworks;

    Building Efficient Depots for SteamPipe

    The old Steam content system would patch updates on a file level, which meant that if a single byte in a file changed, the entire new file would be downloaded by all users. This was especially inefficient if the game used pack files, which are collections of game content files in a single big file. Pack files can easily exceed 1 GB, so updates often led to unnecessarily large downloads. A common way to avoid these large downloads was to add new pack files that overrode content of already shipped pack files. That worked for updates, but it hurt new users long-term, since they ended up downloading unused, already-patched content.

    The new content system fixes this problem by splitting each file into roughly 1-MB chunks. Each chunk is then compressed and encrypted before being distributed by the Steam content system. If the game content has large redundant parts, these chunks are reused and the user only has to download each repeated chunk once. However, the real strength of this system is building efficient update patches. While the system is building a patch, the new content is scanned for already known chunks. If it finds them, it reuses them. This means if you change or inject a few bytes in a big file, the user only has to download the changes.

    This works well in most cases, but there are still a few pitfalls that need to be avoided when designing the content layout of a game. Do not compress or encrypt your game data. This is already done for in-flight downloads and retail discs by the Steam content system. If you do it too, you will reduce the effectiveness of delta patching. If you package multiple data files in a single pack file, make sure that with each re-packaging, no unnecessary changes are made. One problematic practice is including the full name of the original source files on disk, because the names may change, depending on the build machine. Another bad pattern is including build time stamps for each file. If possible, always add new content to the end of your pack files and keep the order of existing files. Also, keep your pack file’s metadata (offset and sizes to individual files) in one place and don’t intersperse it with content files. Use a binary diff’ing tool like BeyondCompare to look at two builds of your pack files to make sure that hundreds of unwanted changes don’t show up.

    If you follow these rules you will minimize patch sizes and only new content will need to be downloaded. Your customers will thank you for that and you will be able to increase the quality of your product by shipping more updates.

  13. 17 minutes ago, Einlander said:

    replace that line with this 

    
    if event.source == Storage.but1 then

    Your Storage variable was created as a global variable. It is not local to the script that created it.

    I did this but the button still isn't printing to the system.

  14. I fixed one of the collision errors myself. Enemies that sometimes randomly collide with you and cause like a super death. (Using leadwerks default scripts and workshop scripts).

    Change this;

    function Script:Collision(entity,position,normal,speed)
    	if speed>20 then
    		self:Hurt(100)
    	end
    end

    To this;

    function Script:Collision(entity,position,normal,speed)
    	if speed>100 then
    		self:Hurt(0)
    	end
    end

    Stuff still randomly collides with you. It just doesn't cause death now.

    • Like 1
  15. Hey guys.

    I need help on this one. I am trying to create a script for storage containers in my game. 

    So far I can walk up to the container, Press Use and it launches a GUI.

    But for some reason I can't get the button to work. I can click on the button. But it doesn't process button events. To print the command to the system. I will paste my code below.

    test1 = 0
    function Storage() 
    	local Storage={}
    	local scale = 1
    	
    	--GUI
    	gui = GUI:Create(context)
    	
    	gui:SetScale(scale)
    	local widget
    	Storage.gui=gui
    	Storage.context = context
    	gui:GetBase():SetScript("Scripts/GUI/Panel.lua")
    	Storage.but1 = Widget:Button("Testing",10,20,80,30,gui:GetBase())
    	gui:Hide()
    
    function Storage:Update()
    
    	self:ProcessEvent(Event(Event.WidgetAction))
    	while EventQueue:Peek() do
    			local event = EventQueue:Wait()
    			if self:ProcessEvent(event)==false then return false end
    		end
    		return true
    end
    
    function Storage:ProcessEvent(event)
    
    				
    		if event.id == Event.WidgetSelect then
    			
    
    			
    		elseif event.id == Event.WidgetAction then
    			
    
    		if event.source == self.but1 then
    
    		System:Print("Button Working")
    
    
    
    		end
    	
    end
    
    return true
    
    	
    end
    return Storage
    end
    
    function Script:Start()
    Storage()
    end
    
    
    function Script:Use()
    test1 = 1
    gui:Show()
    Time:Pause()
    mlook = 1
    context:GetWindow():ShowMouse()
    end

     

  16. I spent all day on this and from what I can gather. In order to use the steam api commands I need to rebuild as a c++ game. From what I can gather. I need to re-write main.lua into app.cpp and re-write menu.lua as menu.cpp. And then systematically change all my lua files to cpp files. I could be wrong though not entirely sure. 

    I also noticed that when I click run in the editor it launches from lua files and I have to use visual studio for the cpp files to launch. How do I make it launch cpp files from editor? Also is there anything special I need to do when publishing as standalone to make it use the cpp files?

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