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Posts posted by CangoJoe
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Excellent that sounds like the solution I needed - thank you!
How do I go about getting the update - do I need the beta branch?
I tried updating through the Project Manager and it said everything was already up to date. I'm using LE 4.x at the moment.
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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.
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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.
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That site seems to be a good Lua resource that I'll be referring to more often. I had some success with their example so far, I just needed to make some tweaks in order to import into a 2 dimensional table. Many thanks for the link!
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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!
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Just an FYI for anyone interested, the scripts are located in:
Public> Downloads Archive> Scripts : CameraShake.lua
Cheers
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Cool thanks much - I'll dig through those archives. Who knows, I might find some other useful stuff in there! (please Ignore previous mis-post)
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Hello,
Do you have an updated version of this script for LE4? The link above doesn't work again.
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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!
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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?
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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!
Max cameras per map? GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
in Programming
Posted
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.