Raul
-
Posts
253 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Raul
-
-
Pixel Perfect, I really like this picture. A friend of mine saw it and asked me if this is a game similar to Gothic
-
Jetzt einfach, schnell und sicher bezahlen - mit PayPal.Zahlungen mit PayPal
I think is German
-
oh. well we are waiting anyway
-
Michael is going to make an app which will show us the models before buying them. Some kind of.. "demo"
-
As always nice work Michael. In the next weeks I really have to buy some models. How about that .exe you said you will make it?
-
@ArBuZ: Even if you would have the money to buy it... they do not sell to everyone. You must have a strong background in game development
And just a note: Unreal Engine 2 was estimated at $600,000 when it was first released
-
"blend shading" is my favorite too These way you can simply add details to the map and make non repetitive scenes.
-
Now with the right version of the engine (2.31) is working perfectly. I tried like 10-15 times and there was no issue. I HOPE is solved now.
Thanks guys for helping me. I was at the edge..
-
-
Thanks. Downloading 2.31
-
Is there another downloader for the 2.31 version? I only have this file: "LESDK2.3.exe" which was mailed me by Josh when I bought the update. I cannot find any other NEW downloader...
and in the old "developer" zones there are only old SDKs
-
I do not understand whats happening.
First I tried to compile your code (which is same as mine of course ) and I receive the following error message:
Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
in
inline TController CreateController(flt height, flt radius, flt stepheight, flt maxslope) { return leCreateController(height, radius, stepheight, maxslope); }
Second:
I saw in your exe that the player height is lower than in my original exe... :|
EDIT:
Also the engine.dll file is NOT the same as mine :|
Your dll is a little bigger than mine.
-
does not have any impact....
-
Yes Pixel Perfect. You describe the behavior exactly.
My friends pc has a dual core, 8800 gt and Win7 x86. And he can reproduce too (except the little freeze )
-
No, I do not use any raycasting..
I tried with the bodymass = 80 and 100 and the maxaccleration = 500 and even 15000
No difference. Same behavior.
I also tried the SweptCollision function: No difference.
-
I rewrote the whole application again and again. In the archive I uploaded there is also the source code. For almost 24 hours I try to understand how is this possible and no one can help me.. B)(
I do not understand why i have that freeze, why the collision are not working properly... why why why.. it's frustrating. :|
-
something I observed: After a while I used the engine (for example using the editor or even trying my code) I observed the problem does not reproduce anymore. If I do a computer restart then the problems appear again B)
-
I tested the application on my friend pc and the problem is reproducing: Sometimes when hitting the barrels, they are thrown away.
-
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?
-
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.
-
thanks
-
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
-
I've paid too.
Send the Easter Bunny.
Better end the Playboy Bunny :>
-
Arteria3d special 53% discount weekend for leadwerks community
in General Discussion
Posted
lol @ Michael Betke
I think they sell Blitz3D stuff )