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CJO Games

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Everything posted by CJO Games

  1. Here is the map pictured above with all the textures and mats attached also. You'll have to set up the mats as required to reproduce but it was the only way I could get it across to you within file size limits. 2016046418_MountainsandTarnsMap.zip
  2. Yes from my perspective it would appear to be. I will put a map together to send to you anyway so that you can see what I'm seeing if that helps?
  3. I knew there was something I had forgotten to do... :-) I actually thought this had been solved through an earlier update so had decided not to supply a map I can confirm that I haven't come across this in the last few weeks. Here is a screenshot of a similar scene taken today which shows that the grid-lines are not visible:
  4. I'm not sure how its related but I'm relatively certain that preview.exe shouldn't be running that many times(x4) when one instance of the client and one instance of the editor are running. What I can tell you is that this occurs when (as explained above) the editor crashes to desktop when adding materials to models or textures to materials or adding models to a map or adding textures or materials to maps or anything that seems to involve the preview.exe is invoked. Does that help?
  5. Please see attached for an example of this issue at its worst - note the high cpu useage and number of open preview.exe
  6. I'm on the dev channel so which ever version that is.
  7. Hi Josh, it is an MSI GTX 1650 4gb (ddr6) please see attached the Nvidia driver system information: NVIDIA System Information 02-14-2024 09-12-50.txt
  8. The engine is still continually crashing to desktop with an associated Preview.exe hang that is gobbling up resources on the CPU and RAM. This is usually as a result of adding textures to a material or adding material to a model and can occur on various types of texture and model formats. The preview.exe hang is particularly problematic as it is acting like a resource drain and has been causing my PC to hang even after the editor and/or client are closed - the only way to stop preview.exe after a crash to desktop is to force close through windows Task Manager. The crash to desktop is frustrating as any work up to that point is lost and is causing corruption of my maps meaning they will no longer open in the editor so hours of work are going missing or are lost. Cutting.zip Mountains and tarns 2048.zip
  9. Thank you for your comments they are much appreciated! :-)
  10. I suppose the point that was perhaps not clear is that all of these settings are stored in a JSON file and this could. presumably, be edited and added to to accomplish the look and feel that you require so I would, if I were you, start there...
  11. Hi (and welcome, if I may say so...) If there are short keys attached to specific actions they are stated in the toolbar view - for instance; at point 2 in your question you ask if there are short-keys for translation, rotation and scale - these do exist and they are also stated in their respective toolbar position: If you look under edit on the toolbar you will see each one towards the bottom of the context menu and next to each the short-key assigned. For reference these are Translate Shift + T Rotate Shift + R and Scale Shift + S. In terms of view-ports I have found it easiest to right click on the view-port and choose the view-port option from there - for instance if I want the 3D view-port to be the only one visible I would click on that view-port to select it then right click to bring up the context menu and choose Single view-port - its also possible to do this without selecting the view-port first but I'm used to doing this from Leadwerks and old habits die hard... You can move all of the windows about change how many are visible shrink and resize etc. and can come back to the engine with these settings effectively saved. I believe (please correct if this is wrong) that these settings are stored in the JSON in Program Data entitled settings.data Hopefully that is helpful, rather than waffle :-)
  12. Some more pictures of this map as its coming along nicely there are a few models still that are not wrapped yet as I'm reorganising my folders as I go to make things a little easier to understand and work with.
  13. Its been quite a while but here is a teaser screenshot of my current map which I will make available for Ultra Engine as a starter map like the maps that are available with Leadwerks - I'm toying with the idea of this one being a free demo to give people an idea of what you can expect from game ready maps. I'm designing these to be modular so that they could be added to and adapted. This map doesn't use any terrain at all its all CSG and models - most of which are freely available from various sources. The idea behind this is that a beginner could pick up the engine launch it and have a partially built map there and ready to go that could be added to and modded and adapted etc.
  14. Here is the map (without textures/mats) as of yesterday. I wonder if the issues still exists with this zip?Mountains and tarns 2048.zip
  15. Huh well if its not been looked at or fixed then the issue may have gone away from something else being fixed as there is a huge difference between the last time I tried this map and now - I can work with it and I couldn't so something has changed somewhere! If I find anything else I'll comment here again...
  16. Yep! Definitely working and it makes the editor soar! Wow! Thanks Josh exactly what I was hoping for...
  17. Thanks for the reminder this seems better - I've been using detail painting (paths etc.) on the map above and some others too and it appears this is fixed? :-)
  18. CJO Games

    ocean_wip

    Oh wow that looks good!
  19. Yeah you don't really want to reduce fans with water cooling and the main fan that you have built in to cooling is - if you buy the right one is much more powerful than a standard air cooler - more like a case fan - you still need to provide air flow into the case as well so in effect you are increasing air-flow - hence more dust!
  20. It'd be really useful to have a direct link to the project manager in the client rather than having to load the editor first - if you are working on multiple projects or if the project you have worked on last crashes for any reason it can be convoluted to get back to the project manager. When a crash occurs the only way to get the editor to reload is by removing the user.json & clientsettings.json files from ProgramData\Ultra Engine so that the Project Manager restarts.
  21. I had water cooling on my previous build (AMD FX-8350) and it was effective at cooling that super hot CPU but dust remained an issue - more so actually as the cooling radiator resembled the fins on the back of a refrigerator which made them harder to clean than a normal air-cooled setup. To see a benefit I think it really depends on the CPU and what type of load it is under. Water cooling was really the only effective solution for the FX-8350 CPU that I found but it was also noisy and needed a lot of ongoing maintenance. My current setup i3 10105f which is equivalent to the FX-8350 (four core - eight threads) but much less power hungry and never as warm is air cooled and I haven't found any issues with this yet. If dust is a problem I don't think the water cooling option will change that - only passive cooling will prevent that and for effective passive cooling you will need an under-powered CPU or an expensive case (or both)...
  22. Hi Josh, I can confirm that there have been no further issues with recent builds - thanks as always!
  23. Sorry Josh, this doesn't seem to have solved the issue. Even with an (admittedly very large) empty map it is still very slow... I have removed all textures so this shouldn't be an issue when you test your end but hopefully you will be able to reproduce this at your end - as soon as the terrain is selected for painting it becomes very slow. 1451298458_Mountainsandtarns2048.zip
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