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tumira

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Everything posted by tumira

  1. @macklebee , thank you!. All the rock material are missing Shadow shaders. @Josh This is still considered a bug on the DLC but not on the engine. I hope this is fix so that we dont need to do this every time importing this DLC into our projects. Thanks
  2. 1)Create new project (FPS Template) 2)Open "07-AI and Events.map" 3)Disable Vsync ( Main.lua line 81 context:Sync(false)) 4)Play the game, you will noticed that when the flashlight hit "controller.mdl" at certain angle the performance drop is quite big. These screenshots are at default settings and resolution (except vsync is off) 1)Flashlight on https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%201.jpg 2)Flashlight off https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%202.jpg 1)Flashlight on https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%203.jpg 2)Flashlight off https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%204.jpg If I change the resolution to 1920x1080, msaa=2, fullscreen , anisotropy filtering=16, vsync on and lighting to "2", it will easily drops to 45-48 ish at the same angle or room. If I turn off the flashlight, the speed will be 60fps. My spec I72600k 8GB 970GTX Latest driver Windows 10 64bit These screenshots are from (1920x1080, msaa=2, fullscreen , anisotropy filtering=16, vsync on and lighting to "2") 1)Flashlight on https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%206.jpg 2)Flashlight off https://dl.dropboxusercontent.com/u/65841566/Leadwerks/Leadwerks%204.2RC4%20Flash%20part%205.jpg This bug or performance impact causes some stuttering to happens. The performance drops will remain there until I turn off the flashlight.
  3. Windows 10 64Bit 1)Create new project (FPS template) 2)Open "08 Terrain.map" 3)Add Nature model pack dlc 4)On Terrain->Vegetation->Add "formation5.mdl" as the layer 5)Turn on shadows for the formation5 6)Paint on terrain 7)Delete the "formation5" layer after painting 8)Add new layer for example using "pine01.mdl" You will noticed that the previous painting on the terrain(which is already deleted) is retained and it is now switched from "formation5.mdl" to "pine01" Not sure if this is really a bug. But I was thinking that all information related to deleted layer should be cleared and deleted ?
  4. Windows 10 64Bit 1)Create new project (FPS template) 2)Open "08 Terrain.map" 3)Add Nature model pack dlc 4)On Terrain->Vegetation->Add "formation5.mdl" as the layer 5)Turn on shadows for the formation5 6)Paint on terrain Some weird shadow artifact will happen. I noticed there is no shadow on the rocks when you are near it. It does not happen when I just drag the formation5.mdl into the scene manually (not as vegetation) On Viewport https://dl.dropboxusercontent.com/u/65841566/Leadwerks%204.2RC4%20bug%20when%20using%20rocks%20as%20vegetation.jpg When playing the map https://dl.dropboxusercontent.com/u/65841566/Leadwerks%204.2RC4%20bug%20when%20using%20rocks%20as%20vegetation%20part%202.jpg
  5. Not sure if this is placebo or something. But Leadwerks 4.2 seems to have higher fps for me.
  6. What happens after 3 months and you dont renew subscriptions? You wont be able to access anything?
  7. Hi Wchris I got error "attempt to index global 'watershader' (a nil value)" error on line 28 in water.lua How can I fix this ? ***Woops. Copied to wrong folder.
  8. tumira

    Shifting to DLCs

    I would be dissapointed if you would just ignore current DLC. Other game engine like Gameguru are actively updated their current DLC with new content, fixes and optimization with the engine.
  9. tumira

    2016 Plans

    Mac platform supports ? and new UI system maybe ?
  10. @shadmar thank you ! Hopefully Josh can fix this for the official release 4.0
  11. Anyway I just created and uploaded a simple map based from the FPS Template. Here are the links https://dl.dropboxusercontent.com/u/65841566/GetKeyValuePrefab.zip The original FPS template player prefab name is "fpsplayer" and not "FPSPlayer". So I changed the codes to reflect this. Still same error occurs. Just jump over the platform to trigger it.
  12. It shows this for prefab Model - For the non prefab it shows this (I just change the property values and click "OK" to confirmed as non prefab instance.) Model - FPSPlayer This should be a bug correct ?
  13. Hi Bought the engine and been doing some tutorials. Awesome stuff. While doing some tutorial I noticed some strange stuff. Script.respawnPoint ="" --entity "Respawn Point" function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("name") == "FPSPlayer" then spawnPos = self.respawnPoint:GetPosition() entity:SetPosition(spawnPos) end end The above code does not work on prefab ? If I change some property values, then the warning comes up telling me that this is not going to be an instanced prefab. If I clicked "OK" the above code will works otherwise it wont work. (I tested multiple times to confirm this) I following tutorials from this guy. He is using version 3.1 and the same codes work on prefab (based from the video) Also I think I notice someone else having the same problem here, I think.. http://www.leadwerks.com/werkspace/topic/11631-incomplete-objects-with-collision-type-trigger-always-box/#entry84154 I'm using the beta branch(4.0). Thanks
  14. Hi Just bought Leadwerks. Still downloading.... Anyway can we sell items or assets at the store ? If so any tutorials to post at or upload to the store? Thanks
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