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Raul

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Everything posted by Raul

  1. I tested the application on my friend pc and the problem is reproducing: Sometimes when hitting the barrels, they are thrown away.
  2. I tested on my laptop (Intel Core 2 Duo, T5800 @ 2GHz, Nvidia 9200 M). I run it like 10 times and there was no problem. Now I am waiting a response from a friend of mine. I assume there is a problem on my pc then. But what can be? I just installed the windows before buying the 2.3 B) Maybe is a hardware issue?
  3. It seems the problem is not solved. I worked in the last days to my map so I did notice until yesterday. I have created a very simple map to test it. Only a terrain + the SDK Oildrum. I attached the full source code + exe in the rar archive. Simply running the exe you will see sometimes there is a wrong behavior with he barrels when they are hit by the player. This happens only sometimes. It's a random behavior. Like 1 from 3 tries. Also I noticed I have a little freeze after starting the application. Immediately after I run the exe (1-2 seconds) I have a small pause, like 1 sec, then the app continue. I think this is wrong too.
  4. I am trying to "translate" the fpsshooter.lua script to c++ code. I need this to create a nice FPS control + weapon + light... My first "milestone" is how to limit the X angle (because right now you can rise up and down your head up to 360 degrees) In cPlayer.h I have: float CameraPitch; float CameraYaw; In the cpp::UpdatePlayer, I have: CameraPitch = Min(CameraPitch,90); But I receive this error message: 'Min' : 3 overloads have similar conversions
  5. Click here. This is a normal female... Other one And the last one
  6. If their is a supra natural force somewhere in this Universe then: THAT FORCE BLESS you Lumooja Thanks you to all for helping me. You to Josh
  7. I have uploaded 2 little movies about my problem. Also this is a simplified version of my code: PLEASE I really want to know where is the problem. I simply cannot make anything with this issues ( #include "engine.h" void InitLeadwerks() { Initialize(); SetAppTitle("Game"); Graphics(1024,768,0,0,GRAPHICS_BACKBUFFER+GRAPHICS_DEPTHBUFFER); RegisterAbstractPath("data"); SetTextureQuality(1); TFilter(1); AFilter(MaxAFilter()); } int main(int argc, char** argv) { InitLeadwerks(); CreateWorld(); //The Framework TFramework framework=CreateFramework(); TLayer myLayer = GetFrameworkLayer(0); TCamera frameworkCam=GetLayerCamera(myLayer); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); TController player=CreateController(1.8,0.4,0.5,45.01); EntityType(player,1); SetBodyMass(player,10); PositionEntity(player,Vec3(0,10,10)); DebugPhysics(1); // Setup map/scene LoadScene("abstract::map1.sbx"); Collisions(1, 1, 1); Collisions(1, 2, 1); HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); SetWorldGravity(Vec3(0,-20,0)); float move=0.0; float strafe=0.0; //Main loop while(!KeyHit(KEY_ESCAPE)) { move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); UpdateController(player,0.0,move*3,strafe*3,0,40); //RotateEntity(frameworkCam,myPlayer.PlayerRotation); PositionEntity(frameworkCam,Vec3(0,5,0)); UpdateAppTime(); UpdateWorld(AppSpeed()) ; //PositionEntity(frameworkCam,myPlayer.PlayerHeadPosition); UpdateFramework(); RenderFramework(); Flip(0); } //Stop the engine and free the dll from memory Terminate(); return 0; } In the videos you can see how the objects are simply jumping around like crazy. This happens sometimes to my controller too. I tried all kind of mass settings. No result.
  8. You will receive an email in maxim 24 hours with full details.
  9. After you create the terrain select from the Tools menu (in the right side of the screen) the Paint option. Read this pdf, here you will find more: http://leadwerks.com/werkspace/index.php?/page/resources?record=16
  10. Her legs are still to long.
  11. Raul

    normal mapping

    You must use the Material Editor to create .mat files. Anyway you need the diffuse texture + normal map before creating the mat.
  12. Raul

    Terrain physics

    I do not thing the terrain is the problem. When you generate the Controller whats the Y pos? You must have the Y Pos a little higher otherwise the controller could be generated under the terrain and fall off.
  13. I see. Same behavior happens to me. Sometimes I fall out my map too. I have just one updater, mailed me by Josh 4 days ago.
  14. Raul

    Terrain physics

    Actually when I had that problem I used 2.0 SDK. After loading my map I had to call the Collision() function. Nothing special. After installing 2.3 I had no issues regarding the terrain collision.
  15. Negative. Same thing. Imagine 2 cars coming with full speed one into another. This is happening with me and the objects when touch them.
  16. EDIT: same behavior. even if I use 30 or 60 or any number. Sometimes the Controller is throwing away, sometimes the objects are...
  17. with 30 is awful. I put 60. Its better but still my controller is shaking when hitting any object. Its shaking and from time to time is throwing me away (
  18. Nope. Its not that. I made a short video (sorry for the 50mb length but i have no converter..) showing my problem: www.rvlgames.com/bug.avi
  19. You should see this... I changed the box mass to 5 from 10. Now when I hit it, sometimes is throwing me away, sometimes the box is jumping and flow in the air :| until I hit again. I have the gravitation set to 0, -20 , 0 p.s. The player has the mass 80
  20. @Lumooja: your code is working (at least is an alternative to my simple Curve utilization) BUT no head bobs effect is present. I dont really want this effect but I am just afraid I am doing something wrong. Also another strange thing happen. I have a crate (an ammo box). If I set its collision to "Prop" when I go near it, it simply throw me away through walls for a long distance
  21. @Rick: this function helped me when climbing up the stairs to not have a violent climbing.. @Lumooja: I will try right away your code.
  22. Rick: I removed the Curve and now its ok. Where is the problem in this case? I still want to use this function (Curve) Rick + Lumooja: The fence is taken from the Assets gallery. But the problem is that I have that "jumping back" also when hitting a wall which is not 0 mm Its true is not as bad as fence back but is still there. But why playing the editor is working fine and smooth and in my game sucks? p.s: The physic bodys are not 0 mm.
  23. After doing the wiki tutorial and read one more time the article from Resources I thought I managed the Controller. But there are some problems: I made a little scene in the Editor. Testing with the fpsshooter script is ok. The character is correctly moving and sliding. The coll detection works fine with all the object. In my game the controller is jumping back when hitting a wall/fence and sometimes is going through them. This is my code: Create Player: PlayerController=CreateController(1.8,0.45,0.25,46); EntityType(PlayerController,1); SetBodyMass(PlayerController,10); Update Player: mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); PlayerRotation.X=PlayerRotation.X + my/10.0; PlayerRotation.Y=PlayerRotation.Y - mx/10.0; PlayerMove=KeyDown(KEY_W)-KeyDown(KEY_S); PlayerStrafe=KeyDown(KEY_D)-KeyDown(KEY_A); if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) { if (!ControllerAirborne(PlayerController)) { PlayerMove*=2.0; PlayerStrafe*=2.0; } } float PlayerJump=0.0; if (KeyHit(KEY_SPACE)) { if (!ControllerAirborne(PlayerController)) { PlayerJump=6.0; } } //Set controller input UpdateController(PlayerController,PlayerRotation.Y,PlayerMove*3,PlayerStrafe*3,PlayerJump,50); PlayerPosition=EntityPosition(PlayerController); PlayerHeadPosition=PlayerPosition; PlayerHeadPosition.Y = Curve(PlayerPosition.Y+1.8,PlayerHeadPosition.Y,4); PlayerHeadPosition=Vec3(PlayerPosition.X,PlayerHeadPosition.Y,PlayerPosition.Z); I alos tried the technique from the script (calculating the Strafe and Move using the Curve) but in that case the controller cannot be controlled. It simply goes trough objects Also I noticed a thing. My controller has 1.8 height. If set the PlayerHeadPosition.Y = PlayerPosition + 1.8, when in debug mode I saw the head (also the camera) is in the middle of the controller..
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