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CangoJoe

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Posts posted by CangoJoe

  1. Ok,

    I've installed the beta branch, updated the projects but unfortunately still having the same problem. I've also tried other ideas including; SetProjection(0), hiding the camera and setting it to nil when its not active. Yet my camera limit remains the same.

     

    Is there anything else I can try?

    I have an ugly work around in mind using a single camera but hopefully I won't have to resort to it.

  2. A game I'm working on is a camera intensive RPG that creates a mini-vignette whenever you interact with an NPC. It shows a previously hidden camera upon interaction with an NPC and hides the camera again when you're finished. There's also remote controlled vehicles that activate their own set of cameras. Whenever I operate vehicles, interact with NPC or combination of both, I eventually reach my 'camera limit' and the client crashes back to the desktop. There are no Lua script errors as far as I can tell.

     

    The attached test case is a distilled version of what I'm trying to accomplish. As you'll see, only one camera is active at a time.

     

    An alternative method to test this is to simply create a map with a bunch of non-Hidden cameras and try to run it - eventually an error is thrown.

  3. Hello,

    Not sure if this a bug, but Is there a max number of cameras a map can handle in memory?

     

    In various projects it seems the max number of cameras I can hide() or show() is somewhere between 6-8. Only one camera is active at a time (via show()), if I show more than 7 cameras my game crashes back to the editor with error

     

    Framebuffer incomplete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

     

    or

     

    Failed to set clipmap color texture.

     

     

    My System:

    Windows 10 64bit

    ATI Radeon R7 260 (latest driver)

    AMD Processor

     

    I've attached a test case.

     

    To test:

    Activate each control panel in any order to show() a camera for 2 seconds and then hide() it.

    At least for my system it can only handle show/hiding 7 cameras before crashing.

    If you have a powerful PC with lots of RAM,feel free to add more cameras and switches to where your game crashes as I suspect this is a memory issue.

  4. Hello,

     

    Is it possible to import data from an Excel .CSV file into a table via Lua? I was going to attempt to do this through a big ugly script but, thought I'd ask around first to see if some functionality like this already exists or if there's any caveats with Leadwerks/Lua that I should be aware of.

     

    Thanks!

  5. Interesting... so all variables, unless declared Local, are Global even between scripts. A little scary IMO but it explains some of my other scripting snafus. Guess I'll have to be more careful on variable naming and scope. Regardless, thanks for all the info - It sheds a lot of light on how Leadwerks and Lua work together!

  6. Excellent, that's what I needed - thanks!

     

    So with Lua and Leadwerks in general, in order to keep a script 'alive' does it always need to be attached to an element (like a pivot) in the scene? For instance if I wanted to create a script that tabulates what Journal entries the player has selected over the course of the game I would need to attach this 'tabulation.lua' to a something like a pivot - yes?

  7. Hi, I've been testing the Pause and Journal scripts following the provided instructions. I managed to get Pause to work fine but it seems that the Journal script creates a script error in Core.lua on Line 74 (attempt to index a nil value). For testing, do I simply attach JournalEntry.lua to a Model or am I missing something? I'm new to Leadwerks and Lua so please forgive any newb oversights.

    Thanks!

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