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Alienhead

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Everything posted by Alienhead

  1. Alienhead

    Locals

    One last LUA question, and this one puzzles me. I have a file Require() I use for general utility stuff.. Inside the file is a bunch of functions. I can add a sprite to the table like so.. it prints the name fine. function AddSpriteLabelToTable(sprite) if splabel == nil then splabel = {} end table.insert ( splabel, { sprite = sprite, }) for t, s in ipairs ( splabel ) do consolepad:addtext(s.sprite,name) end end When calling an update function that access this global table I get all kinds of trouble. Usually always resulting in nil or missing table. function UpdateSpriteLabels() for t, s in pairs ( splabel ) do consolepad:addtext(s.sprite,name) end end These functions are located in the same Require() file, but oddly trying to access the table created in the AddSpriteLabelToTable function results in error. Do all my tables need to be created on the top level in order for the entire project to access them? be it Require() files or component scripts? LE allowed this kinda of access, I was just wondering if this is something new and if so where do I need to define global tables that all scripts can access?
  2. Alienhead

    Locals

    I see, I see... good to know.
  3. Alienhead

    Locals

    I wasn't for sure if this was a bug or if it is by design so I figured I'd ask here: Creating anything inside a Require() file or a component with the keyword Local results in the creation not showing. Be it a mesh, sprite, model or whatever.. Example: This is inside a Component script file. -- label if self.ynCreateDebugLabels then local sp = CreateSprite(world, self.font, "This is a sprite !", 14, TEXT_CENTER) sp:SetPosition(self.UAGCSliders[t]:GetPosition()) end It never shows up in the world. But it does exist as the SetPosition command never throws an error. This does: work as one would expect but only after declaring it as a Global. -- label if self.ynCreateDebugLabels then sp = CreateSprite(world, self.font, "This is a sprite !", 14, TEXT_CENTER) sp:SetPosition(self.UAGCSliders[t]:GetPosition()) end
  4. Josh, running debug in any project, even my controller project, results in this same thing - I dunno what the heck it's running:
  5. ( LUA ) I'm just putting this here for a reminder, I know you've told me in Discord it's declared but I can promise you it's not working in LUA.. At least not in my build. It hangs on the IntersectsPoint command. The command Brush::IntersectsPoint is in and working.. But haven't got aabb working. The lack of this command has me held up currently, but hopefully it's an easy fix? box=CreateBox(world) aabb = box:GetBounds(BOUNDS_LOCAL) aabb:IntersectsPoint(Vec3(1,1,1))
  6. Back in the saddle after a little delay with squaring away UltraEngine ( thanks Josh for the help ). This update features a new Bolt-On component: ROPES ! Ropes are another means of climbing or gaining height on your play maps. The setup process could not be any easier. You simple create a Empty game object on your play map and Position it where you want a rope to hang. Then attach the uagc:Rope component to it and define your height and segments! The Controller builds the rope meshes on map load and the player controller interacts with any rope module it comes into contact with. How's that for easy setup? Features and Info on ropes: Ropes can be of any size, length or thickness Physics based rope segments Player can enter ropes from any location Player can exit ropes from any location. Player can exit rope and enter new ropes or other objects on the map. Definable rope speed for climbing and descending. New animation sequences added for rope climbing bringing the total to 63 animation seqs. AI enemy modules mapped out for rope climbing, yes those pesky mobs will be able to traverse by rope. Rope strength and weakness settings, give the player something to worry about! weak rope! Rope sounds for climbing and strength of Rope coming soon ( waiting on more Ultra fixes ) Event command can be sent to any rope to break it apart in mid or idle! Think of the possibilities. And a short demonstration with Ropes: I'm thinking about starting weapons next, at least get the foundation started for Range weapons ( rifles, machineguns etc.. ) then move on to melee, magic and unarmed. More later !
  7. Back in the saddle after a little delay with squaring away UltraEngine ( thanks Josh for the help ). This update features a new Bolt-On component: ROPES ! Ropes are another means of climbing or gaining height on your play maps. The setup process could not be any easier. You simply create a Empty game object on your play map and Position it where you want a rope to hang. Then attach the uagc:Rope component to it and define your height and segments! The Controller builds the rope meshes on map load and the player controller interacts with any rope module it comes into contact with. How's that for easy setup? Features and Info on ropes: Ropes can be of any size, length or thickness Physics based rope segments Adjustable Mass setting for stiff to swaying ropes. Player can enter ropes from any location Player can exit ropes from any location. Player can exit rope and enter new ropes or other objects on the map. Definable rope speed for climbing and descending. New animation sequences added for rope climbing bringing the total to 63 animation seqs. AI enemy modules mapped out for rope climbing, yes those pesky mobs will be able to traverse by rope. Rope strength and weakness settings, give the player something to worry about: "weak rope!" Rope sounds for climbing and strength of Rope coming soon ( waiting on more Ultra fixes ) Event command can be sent to any rope to break it apart in mid or idle use! Think of the possibilities. And a short demonstration with Ropes: This has been by far the most difficult feature added to the controller. I think I'm ready to try some simpler things before taking on another difficult process. I'm thinking about starting weapons next, at least get the foundation started for Range weapons ( rifles, machineguns etc.. ) then move on to melee, magic and unarmed. More later !
  8. Tnanks! I'm also happy to report that a fresh windows install and vstudio/vscode now has debug working.
  9. Reinstalling a windows 11 copy... back in a hour or so with a report!.
  10. Yah didnt work. Im pretty much locked out of Ultra now. client and editor and runtimes .
  11. I just installed all of it, got about a 14gb install of visual studio on the way.. if that don't work I'll just flash install windows 11 again... thank God for ssd's..
  12. What packages do I need to select upon a fresh Visual Studio install ?
  13. Ah Oh, now i'm getting the same error when I attempt to launch the Ultra Engine editor. And the Client.exe
  14. Okay, reinstalling VStudio Community 2022 now.
  15. Reinstalled those Im sure as I have a (2) in my download dir. but I did it again. these are the three errors I'm dealing with.
  16. Okay getting somewhere now... I got this - but I just used the https://www.majorgeeks.com/files/details/visual_c_redistributable_runtimes_aio_repack.html last nigth in attempt to fix any vcruntimes. So it's got to be there.. hmmm
  17. From past projects I believe..
  18. Ohhh trust me, I wish nothing else but other than that I was running in debug mode. Here we can see I have the launcher json This shows I have the debug exe inside the directory. This demostrates the linker properly working -- And here is where the good times end - Some things I've tried - Completely removing my Firewall, reinstalling VScode, reinstalling VCRuntime's , testing debugger with Unity ( works ). PS: Are projects bound to the documents folder? Only thing I can think of is I use an alternative directory for projects ( I try and avoid the documents folder at all costs. )
  19. Hmm okay I suppose. Here is the very next command i tried. Am I correct in assuming the command IntersectsBrush() is non exist? It's a hang command in my editor. self.abox=CreateBoxBrush(world) self.reachpivot=CreateBoxBrush(world) if self.reachpivot:IntersectsBrush(self.abox) then note("hit") end
  20. I did a straight one to one copy from the docs. But sadly, it errors out at the CreateBallAndSocketJoint command. I haven't tried any of the other physics commands yet. But I have no reason to believe they are working either.. local displays = GetDisplays() -- Create a window local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) -- Create a framebuffer local framebuffer = CreateFramebuffer(window) --Create a world local world = CreateWorld() --Create a camera local camera = CreateCamera(world) camera:SetClearColor(0.125) camera:SetPosition(0, 0, -6) --Create light local light = CreateBoxLight(world) light:SetRange(-20, 20) light:SetRotation(35, 35, 0) light:SetColor(3) local parent = CreateBox(world) parent:SetColor(0, 0, 1) local child = CreateBox(world) child:SetPosition(4, 0, 0) child:SetMass(1) child:SetColor(0, 1, 0) child:AddForce(0, 0, 100) child:AddTorque(100, 0, 0) local joint = CreateBallAndSocketJoint(parent.position, parent, child) joint:SetLimits(0, 360) while window:Closed() == false and window:KeyDown(KEY_ESCAPE) == false do world:Update() world:Render(framebuffer) end
  21. Alienhead

    fog settings

    Outstanding
  22. Latest build: (4/12/2024 ) ( LUA ) I have deleted the 2 lua converter files you mentioned in tthe update category.
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