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Alienhead

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Posts posted by Alienhead

  1. 16 minutes ago, Josh said:

    I do not know what those all are. You only need the file I linked to. Installing repackaged redistributables from a third party that "removes bloat" is highly suspicious.

    Installing Visual Studio Community Edition 2022 is also a guaranteed way to get it installed right.

    Okay, reinstalling VStudio Community 2022 now.

  2. 6 hours ago, Josh said:

    If you are running in debug mode it should tell you more information about the error.

    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 

    image.thumb.jpeg.e7b49ae7b1896613d11272d85b8e308f.jpeg

     

    This shows I have the debug exe inside the directory.

    image.thumb.jpeg.1bbc6b88507b768d40c719a2d65e4d09.jpeg

    This demostrates the linker properly working --

    image.thumb.jpeg.4fe0977c335382ae87856005ee416346.jpeg

    And here is where the good times end - 

    image.thumb.jpeg.3d69920ea4aa6f9e9289cd9c1a97087a.jpeg

    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. )

     

  3. 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

     

  4. 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

     

  5. 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.

     

     

    • Like 4
  6. ( LUA ) 

    I'm trying to preform a few simple tasks with no luck whatsoever.

    1) Get and Set an Entities NAME.

    2) Cycle through a worlds Entity list.

    3) Create a custom Collision Type

    4) Get a single Entities TAG (  collidedEntity:GetTag() ) does not exist or collidedEntity:GetName() or something. 

    5) When using World:GetTaggedEntities() what suffix is the handle in the LUA table ?
     For example:

    self.UAGCLadders = world:GetTaggedEntities("UAGCLADDER")

    Theres no example or documentation telling me what handle this data is stored under in the table. Ex:  self.UAGCLadders.WHATGOESHERE ?

    I can cycle the table like self.UAGCLadders[1] but its much easier not keeping track of table lengths. #self.UAGCLadders.

            for t=1, #self.UAGCLadders do
            end

     

    Appreciate any help you may be able to give. I've been stuck on these for a few days now.

     

  7. Added Poi head tracking: Point of Interest head-tracking.

    Drop a Poi.componet on any object in your map (or multiple objects) and set a distance. The player controller will preform a head track on that POI location. I will add smoothing to this as soon as POINT/Rate is working.

    This is a great feature for such things as grabbing the players attention towards powerups, ammo boxes, signs or anything else you would like. You can even attach the component to an animated enemy for immersive head tracking during combat situations.

    Pulling angle locations and limits on the headbone was more of a task than I originally thought it would be,. This was a tricky feature to get working and even more tricky to get looking right but it's in and working now!.

     

     

    • Like 4
  8. Not sure if this helps any, but I think the problem goes beyond loading sound clips. Pretty much anything new I try to add to the project - be it materials, models, posteffects, even adding a new blank component file all result in the same thing - app freeze on startup. So maybe instead of just concentrating on loading a 28th sound - it could be a more system wide problem, environmental space or something. 

    If it'll help you any, I'll zip up the entire project and send it to ya. 

     

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