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Slimwaffle

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Everything posted by Slimwaffle

  1. I will try to make it if I can but its at like 2am for me. In case I don't the things I wanted to ask about or bring up; Can we publish the games as a 64bit game and not a 32 bit? If not can you add it please. The number one thing I would like to see is a brush like the vegetation brush that allows the placement of prefabs with scripts attached. Also it could just be my game and code but; If I try to interect with anything below the level of my terrain my game crashes. Again could just be me but I get random collision errors often enemies collide with the terrain somehow and vanish sometimes causing a crash. Entity count; I have noticed I can have unlimited number without a hit to FPS. But the second I attach scripts FPS takes a hit. I would like to see some kind of system that when using the view range the game ignores entities that can't be seen. Sorry if this is the wrong place to put this. And by the way I am loving Leadwerks. This engine is amazing. I just found out today a guy was able to play my game on a pc with no dedicated GPU and the cpu handling it.
  2. This will sound stupid but what is instancing?
  3. I have been doing some testing my end. It seems to be some kind of scene overload. Non scripted entities I can have as much as I want with very little impact. But prefabs of the same entites with scripts attached slow everything down significantly. I can load 100 or 200 prefabs not a problem and still get around 40fps. But when I try to generate the 1000 or 2000 I am aiming for this halves. I think I need to come up with a way to make the computer ignore entities until they are in range. I am thinking some kind of distance check to show and hide them. I'm just not sure on the best way to do it. Because a world loop in the UpdateWorld function would also slow the fps significantly.
  4. Sure thing I will send you a steam key in private message. If you need access to the project itself let me know in private message.
  5. Even turning off shadows does nothing to boost FPS. I can get FPS to drop easily but it never increases past 30fps.
  6. Using context:Sync(false) causes crazy screen flashing because it affects all of the printed to screen commands in the post render (context) function and it messes with the menu. I just put the line of code in the world update function. Because when actually playing I want fps to unlock. When checked against task manager my game uses hardly any cpu and ram. And when I play it from steam. The more complex tasks that are memory dependant run super quick. Its purely FPS and GPU I am having issues with.
  7. Is there some kind of FPS lock or some code somewhere in the dafault scripts that is locking FPS. My game runs at 24 FPS on a 2gb card and exactly the same fps on a 4gb card. I need to find a way to unlock this framerate and let the gpu take over.
  8. So it worked? You sir are a legend. That puts my mind at rest. I was literally having a mental breakdown. Thank you so much.
  9. OMG your an absolute legend mate. Yeah I selected all possible redistributables just to cover my basis. Now I know it works I will adjust it to just theones it needs when I figure out which ones they are. Again thanks heaps mate. Out of curiosity what size GPU cpu and how much ram did you use? Is the framerate ok?
  10. Sorry it took so long to get back to you guys. I fixed some bugs and put up a more stable lightweight build to steam. As soon as the keys are approved I will private message you guys with the keys. And thanks for helping me out.
  11. If you guys want I will private message you guys Steam Beta keys allowing access to latest build even if its not yet approved by steam. You should be able to test it straight away.
  12. Well I must be using the right redistributable. I made steam install all the common ones. And the game actually opens for him. The problem is the game crashing when the call to load map is made. My game creates an empty map only containing the player and then add the rest after the map is loaded.
  13. Even publishing without the "only include option" doesn't help
  14. So I updated the build to install redistributables wasn't sure which ones so I selected all. On a friends PC he can get into the main menu and everything works. As soon as he selects new game which loads the map it crashes. For my two computers. One I built the game on runs fine downloaded through steam. Pc number 2 (intel gpu) crashes before reaching the splashscreen. I'm not sure how to add console prints. But it has steamworks initialised. And comes packaged with a steam_api.dll.
  15. Nah not yet. I have to resolve this before I set it as live. I am happy to give you a copy though once its fixed.
  16. I already had Open AL and all the visual c++ redistributes installed. It still crashes on launch. You can actually use steamworks to make it install common redistributables when installing your game.
  17. I uploaded my build to steam after using the publish as standalone in leadwerks. For some reason I can only play the game on the pc I built it on. All other computers it runs the task for the game then immediately shuts down. Is anyone able to help me?
  18. Slimwaffle

    GPU use

    I am having some weird issues. My game was running fine for about a week with no crashes. I haven't changed anything and now I am getting crazy gpu use in the task manager from the game. It is constantly spiking to 90+ % and the game crashes when ever I get into a fight with an enemy now. And no matter what settings I change to the options panel the FPS won't go above 30%. Even removing Shadows and water from the game does nothing to help.
  19. GetHeight works when I system Print. SetHeight works when I system print. GetElevation works using system print. SetElevation work using system print. SetScale is the only one I can see that actually changes in game. However I could be wrong. Because I think that I might not be converting. the player:GetPosition() correctly for accessing terrain.
  20. The only way I was able to make the code work an manipulate the terrain was with this ELPOS = self.entity:GetPosition() if window:KeyHit(Key.L) then raise = terrain:GetScale(true) terrain:SetScale(raise + 1) System:Print(raise) end But now I have to figure out how to rewrite it to do it only at my players location. And there is a bug that makes me fall through the map after terrain has be manipulated. But the only command that you can actually see the change happening is using terrain:SetScale() . Sorry for the lack of response. Been super busy prepping this project for release.
  21. Works perfectly thanks mate.
  22. aye thats not a bad way of doing it. Thanks mate. The whole thing is in the outback so pretty much flat terrain. With water only showing at low points. So I could definately see this working. Thanks.
  23. I can't seem to find the code for the settings in the root section of the scene. I want to create a pick that says if collided with water, print to screen (" Press Q to collect water") and then have on press add water to inventory. But I am struggling because I can't find any documentation that allows me to reference the water object.
  24. Hi guys. I have been working on this project for a few months now and my store page went live this morning. The game itself is still going to be a work in progress even after early access release. But I just wanted to let you guys know how much I appreciate you all and all the help you guys have given me and continue to give me. So I have decided on a powered by leadwerks splash screen. And over the next few weeks when I get some time I will be adding in a special thanks to the leadwerks community screen. https://store.steampowered.com/app/898460/Outback_Survival/
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