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Slimwaffle

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Posts posted by Slimwaffle

  1. 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.

  2. 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.

  3. 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?

  4. 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.

  5. 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.

  6. 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.

     

  7. 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?

  8. 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.

  9. I have a 2b nvidia card. My current game I am working on spawns exactly 1000 prefabs at the start of the game. They are randomly selected from a list of about 71 prefabs. But none of them are animated. This instantly drops the FPS from 60 to 24 and the game caps out at 24fps there is literally nothing I can do as a player to bring that FPS back up over 30 fps. If I set the graphics to high. It will drop to about 10 fps.

    I find it interesting that your also caps at 24 fps. So now I am left wondering if there is something we can adjust to frame-lock at 30 fps.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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/

     

    • Like 3
  15. Even if I simply use;

    terrain:SetScale(1,100,1)

    if window:KeyDown(key.PageUP) then

    terrain:SetHeight(512,512, 10)

    end

    Nothing Happens. On a 1024 x 1024 map this should be affecting 0,0. But there is no change. Even adding in;

    terrain:UpdateNormals()
    Time:Update()
    world:Update()
    world:Render()

    does nothing to help. Even if I system print the height for 0, 0 there is change but you can't physically see it in the world.

  16. I think it depends on your version of triple AAA. Triple A usually means made by a big studio. I have yet to see if there is a way to port from leadwerks to console. But for indie projects this engine works amazingly. I am currently working on an indie title for steam and love; how easy to use lua is, how easy to use leadwerks is (especially when creating custom textures and assets) and the community here is amazing (when I get stuck on some code I never have to wait more then a few days for a response).

    Apart from the console exporting I can't see any reason why it wouldn't be possible. But with the console porting thing I am not saying its not possible, I just haven't found a solution yet.

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