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Alienhead

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Everything posted by Alienhead

  1. 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 !
  2. Tnanks! I'm also happy to report that a fresh windows install and vstudio/vscode now has debug working.
  3. Reinstalling a windows 11 copy... back in a hour or so with a report!.
  4. Yah didnt work. Im pretty much locked out of Ultra now. client and editor and runtimes .
  5. 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..
  6. What packages do I need to select upon a fresh Visual Studio install ?
  7. Ah Oh, now i'm getting the same error when I attempt to launch the Ultra Engine editor. And the Client.exe
  8. Okay, reinstalling VStudio Community 2022 now.
  9. 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.
  10. 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
  11. From past projects I believe..
  12. 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. )
  13. 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
  14. 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
  15. Alienhead

    fog settings

    Outstanding
  16. Latest build: (4/12/2024 ) ( LUA ) I have deleted the 2 lua converter files you mentioned in tthe update category.
  17. Oops! We could not locate the item you are trying to view.
  18. Alienhead

    Thumbs

    thumbs working fine now. and no splash screen freezes.
  19. Not getting Pm's it seems
  20. I'm back with a new addition to the UAGC, Ladders! This is the first bolt-on module created for UAGC so there was additional time needed to layout the system that will be used for many future bolt-on modules. This module is a part of the UAGC baseline package. Usage: The asset comes with 3 prefab ladders, they are very basic but dropping a prefab unto the map will allow you to change out the ladder mesh to your liking, just swap the prefab mesh with your desired mesh, or use the bolt-on ladders - it really don't matter. The prefab's are preconfigured so placing one on the map the Controller will automatically interact with it. Nothing to code or do on your side but to design your play map. Features : 3 completely ready to use prefab ladders, small - med. - large. Ability to customize ladder mesh to your liking. Unlimited amount of ladders can be on a single map, including overlaps and 360 directional angles. Ladders aren't bound to a straight up down placement, rotate them anyway you see fit. Ladders are automatic, run the player into the ladder and he will automatically adapt to it ( no pressing USE or anything like most controllers.) Ladder climbing can be aborted but jumping off the ladder anytime you like. Pressing a directional key while jumping off a ladder will result in a jump in that direction from the ladder ( great for platformers ) . Ladders are automatically dismounted when reaching the top or climbing down to the bottom. Ladders can be of any size ( height ). Head tracking works on ladders! If there's nothing to track then the character will adjust his head to looking in an up or downward angle depending on the direction being traveled. Ladders support nav-mesh. ( later AI modules will be created to traverse enemies up and down ladders easily. Ladders don't have to be entered from the top or bottom only, jumping on any portion of the ladder mesh will force the controller to react. Numerous sync'd animations make up the motion needed to make ladder climbing seem more authentic. Configurable up and down climb speeds as well as animations speeds. Configurable start climbing delay, for that fine touch. Toggleable 'use run key' while on ladders ( for additional climb speeds ) Always RUN feature now works with ladder fast speed. Other Bolt-On modules planned - Mounts, riding, swimming, underwater swimming, diving, hang gliding, rock climbing, rope climbing, ledge and cliff hanging and a few more I'm thinking about but not decided on just yet.
  21. Outstanding, appreciated.
  22. I uploaded to your email 5 days ago..
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