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EvilTurtleProductions

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Everything posted by EvilTurtleProductions

  1. After about 4 seconds two of the lights go off, even though I set all four lights to go off. Check the code comments in App.cpp.
  2. I've made a simple demo, replicating the way the game builds levels (albeit just one node in this test) and modifies the lights and I get the same issue. See attachment for the project. All the code is in C++, I've commented it heavily so hopefully that is some help. The prefab objects are in the Prefabs folder & in the editor in scene/prefabs. LightsTest.zip
  3. The game is now on Steam: https://store.steampowered.com/app/1921130/Disinfection/ Wishlist that puppy
  4. In my procedurally generated levels I want to be able to turn lights on or off when, for example, the power goes out and thus all lights need to go out. The level is generated from CFG prefabs, which are then decorated with models and lights. The lights are parented to the CFG prefab. But I've been struggling with a strange bug, it seems only half the lights in the level go out. I've tried using SetIntensity(), SetColor() and Hide(). I've also tried unparenting, reparenting or not parenting at all. All create the same result. In the screenshot it's clearly visible: there are four lights close to the floor, two to the left, two to the right. When the lights are turned off the ones on the left indeed go off, but the ones on the right still seem to be there? Any suggestions what this could be? I'm quite lost right now. Is there some limit I'm hitting (there's about 100 to 200 lights in a level)?
  5. 2022 and I have had this issue twice now. Tried rebooting, updating drivers, restarting steam & leadwerks, deleting the CFG etc etc The strange thing is that Leadwerks will work fine and then suddenly it all breaks. I noticed the logging/debugging stops working completely too, I've been wanting to debug some value using System::Print but alas nothing appears in the log. Seems more like a general failure in the editor which affects the 3D view and the logging system. I also noticed the editor does not notice the game being closed. Another hunch I get from this is that the editor fails to hook into the the game thread or something? Just shooting ideas here, since it's a really annoying issue. It's hard to edit and debug things (debugging in Visual Studio has issues with the game's procedural level generator, so I can't always use that) and I'm getting stuck on fixing bugs like this :I
  6. Now that's what I call a jeep, hehe
  7. Animations solved with a custom animation manager. It turned out to be a good idea regardless since it gives a lot more control for case-specific things in our case. So, I turned my attention to the monster(s) in our game. The idea is that there's not so much a single monster, rather the entire environment and even other players can turn into your worst nightmare. One important effect I wanted to implement is making it look like the environment itself changes shape, into clawing hands, horrific faces and all that good stuff. For this I wrote a custom shader. The object itself is a simple plane which gets deformed in the shader using a texture that I baked in Blender. This texture contains vertex position information of a claw or face I sculpted in Blender. This has two major advantages: - I can make very detailed sculpts without loading player hardware with a bazillion vertices, since it gets baked to a texture and applied to a much less detailed plane. - It becomes very easy to animate the deformations since I can just blend textures to my desire, making it look like the claw/face actually grows out of the environment. Now I just need to make a system for the monster so that when it hunts it starts placing these deformation planes nearby on the environment, while it chases players so that it looks like the environment itself is coming after you, basically Also the Steam store will be live next week, keep an eye out for 'Disinfection'.
  8. Nah, you can just play the animation on one of the bones i.e. if you play an animation on the "right shoulder" bone the animation will only play on the right arm bones and not on the rest of the skeleton. So combining various animations this way, optionally with some blending, seems to work perfectly fine. It's just changing logic states when animations finish etc that is the problem right now Thanks for the kind words
  9. Making a new player model and it's coming along great. We're getting some fancy mocap animations for it too. Struggling a little bit with the animations in LeadWerks. Turns out EndAnimation() doesn't trigger when you play animations on an entities children, or any other part of the hierarchy that doesn't have the actor attached to it. Maybe there's a better solution for this? I'm going to need to have multiple animations playing on the model i.e. the lower half of the body playing a walking animation, while the right arm is holding up a scanning device and the left arm plays interaction animations. Otherwise I'm just going to write my own animation manager with my own version of EndAnimation
  10. Some more in-game screenshots, the interiors are starting to take shape. Hopefully we'll be able to make a short trailer for the game soon
  11. Another model done: the large computer core. Computer cores allow players to make data dumps, for bonus money, and perhaps more in the future.
  12. Here's some screenshots of our upcoming multiplayer sci-fi horror game 'Disinfection'. I'm working on this together with my girlfriend It features a fully procedural (random) level generator which is being eaten away in real-time by an infection. I also wrote lots of custom shaders from scratch for thi.s Such as a better PBR implementation that works well with the GI nodes in LeadWerks, as well as post FX such as anamorphic bloom and lens effects. Also effects for the infection and the monster. Most of it is still very early WIP, but the game is playable and we're hoping to release the game in Steam Early-Access sometime in April.
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