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Alienhead

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Posts posted by Alienhead

  1. 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. 

     

  2. Just add to this Josh, and hopefully this helps you in some way, ALL the mats in the Materials/Developers folder freeze the app on RUN as well but for one, the Grid01.mat does not hinder anything, all the others will apply just fine in the editor but pressing f5 the screen locks up as in the prior videos. Once I remove those materials then f5 works just fine.

     

  3. A quick amendment to alpha 2, I've been working on this feature for a few days now but didn't feel good about including it the last alpha because I wasn't happy with it.  After much trial and error I finally got it to do what I had envisioned at the start: player mesh head tracking! A toggle on/off and your players will track the direction of the controller, left, right up and down.  Also I'm working on PoI tags, you can drop a PoI ( point of interest ) component on any object in your play map and when the player gets close to one of the tags he'll auto track it as well, assuming nothing else is  happening that requires his attention. :)

    That will wrap it up for my alpha 2, back next week with a whole slew of new and fresh features!

    • Like 2
  4. I decided to go ahead and just make two videos showing you this as it happens. 

    First, Posteffects, one or two of them load fine in the editor. The others just go black. None of them whatsoever work in Run mode, I even tried loading them with code. Just get app freezes.

    Next is Skecthfab or gltf, glb models in general.  I cannot load a single one of them. I have tried about 15 different models across the internet and everyone of them lock up my game when I hit f5.  Only way I can get any models to not lock up my run mode is to convert the fbx with leadwerks and import the mdl files.

    Hope this help ya some, I sure want it to be working. :)

     

  5. Alpha 2

    This past week saw a lot of mechanics added to the controller,  really making way for what's to come. I can now easily add scenario's ( Modules ) and better control the modes the player is in. For example, say the player has died,  a mode designated for death is triggered; inside this mode restrictions are applied; such as No Player Movement, Death Music.. etc..etc.  I should be able to make unlimited amounts of modes as they are needed, I have also designated 100 slots for user-defined modes as well so making a scenario in a custom game should be no problem at all.

    I started a module for Mounts in this update, it is no where near complete yet, but the controller will eventually handle riding mounts, as long as the mount contains a set of specified animations then any mount model could be used. I'll provide a few mounts on release but downloading a mount ( animal ) and retargeting one of the skeletons I will provide - will make it painless to add just about any type of riding mount you can dream up. More on this later as I work out some details.

    • Added master pivot, player meshes now follow the master pivot ( for better control and wider range of possibilities ( flying, underwater swimming etc.. ))
    • Player mesh can now be lowered passed the master pivot to prevent 'floating on surfaces' as seen in nearly all game controllers. ( feet are planted more firmly on the ground ).
    • Animations moved to the controllers new Animator Module ( handles all situations and picks the proper animation for whatever player mode is currently active)
    • Implemented the 'Modes' module, this module will handle ALL game situations tossed at the controller and allows for easy expansion or even adding your own customizable game situations.
    • Added a DebugCamera/Freeflight mode, hitting PageDown or a predefined key will exit the controller mode(s) and place the camera into free flight mode. You may toggle this feature off for distribution builds. You may define which key or key-combo invokes the free/debug mode. 
    • Added Footstep Sound controller , adjusts pitch per velocity of the players movement,  smart switch turns off during non-footstep situations.  Airborne etc.. etc..
    • Added ability to detect fall distance, so falling off a cliff is not the same as jumping and falling, fall distance is divided into soft landing, med landing and hard landing, each with their own animation and configurable sound effect as well as configurable damage to player.  Double and triple jumps will not invoke the damage system unless jumping from a mountain top or building etc.. etc. or unless you turn on [x] All Fall Damage.
    • Added more sound effects for jumping , soft landing and hard landing.
    • Added LUNGE feature ( on/off toggle ).  Controller can lunge forward with a tap of the forward KEY while initiating any jump. Lunges will not process if the player is simply falling off an object, a JUMP must be initiated in order to lunge forward. This feature can be toggled OFF if you so wish.
    • Added Backflip, Frontfilp and Freefalling animation sequences, triggered in certain situations.
    • Double jump must be initiated before 1000 millisecs() passes after the initial jump or else the controller will begin the free falling mode. ( this prevents cheating from jumping at HIGH altitudes then double jumping just before hitting the ground to save from a nasty landing.. )
    • Added 'Air Brakes' feature - If turned ON; during a jump;  if the player isn't pressing the forward or backward directional keys  then the decline in jump height is accelerated.  ( makes for more precise landings ( arcade style ) at the cost of slightly less realism, feature can be turned ON/OFF)
    • Jumps and fall heights are now measured in real-world feet ( ft. ).  Accurate adjustments to limits like damage from falls, water dives and distance to ground can be better calculated now.
    • Started implementing the Vitals Module, this module will handle predefined stats such as health, Stamina and mana points etc..
    • Added - Damage Module; damage adjusters for jump/landing and fall/landing can now be set to your liking. Damage adjusters work off precents%. Example:  Defining a damage modifier JumpLandingHard = 25 would cost the player 25% of their total health when a hard landing from a jump occurs. etc..  More Damage modifiers  for many other events coming soon.
    • Added player UI interface, Health, Stamina and Mana bars, these can be turned ON/OFF.  Player vitals can be accessed anywhere in your code via the class variables: player.curHealth, player.curStamina, player.curMana ( for those who wish to create their own UI ).  This module was added for quick development stage, you may wish to create a custom UI using this template when your game project is finished
    • Added configurable HOTKEY to Show UI / Hide UI.  Default F12 will toggle the UI interface On or OFF.
    • Added toggle for MALE / FEMALE player controller (  sounds the controller plays will base off gender, hurt, death, grunts etc.. )
    • Added toggle for sound play on TakingDamage event, 4 sounds can be defined and one will randomly play on 'taking damage'. ( start out sounds included in asset! )
    • Added RENEGENERATION Module.  This module will allow you to define such things as Health regeneration per game tick, Stamina, Mana etc..  You can turn this feature off if you so choose.  Each game tick ( measured in 3 second intervals ) the controller will regenerate 'x' amount of vitals as defined.
    • Added 'Controlless Falls' toggle, you can now turn ON/OFF controlless falls. If true, when the controller falls 'x' amount of feet ( set by variable controllesFallFT) an out of control fall begins..  If false, then all falls are controllable and not subject to freefall.
    • Controlless Fall distance can now be set in the settings; controllesFallFT = 30ft, when a fall proceeds this amount a 'freefall' event is fired. Also known as a ControllessFall. NOTE: ControllessFalls must be turned on before this value has any effect.
    • Added turn-animations for Idle rotation of mouse, camera and player mesh.
    • Added camera tilt left and tilt right on turning, also added camera head bobbing on running sequences. These can of course be toggled OFF if you so wish.
    • Added Crawl/Crouch mode - default hotkey is 'C' but it's configurable if you wish to change it.

     

    • Like 3
  6. ENTRY1.thumb.jpg.eeeea08f72a9145f228b1a66a3f93b1b.jpg

     

    Ultimate Action Game Controller ( UAGC ) - One game controller for all situations. 
    Ranged, melee, hand to hand, thrown and magic combat game controller.

    With UAGC, the developer can select from First-person, Third-Person, Top-Down and Point & Click game controller setups.
    Each mode features it's own unique style of gameplay made just for that particular gaming situation.  The component is designed
    with ease-of-use in mind,  just attach the component to your game player inside the editor and configure the options as you see fit.

    Follow the worklogs right up until release!

     

     

    • Like 1
  7. Works fine in C++ but in LUA it would seem only 27 unique sound files can be loaded, the 28th stops the runtime window from responding.

    Here's some sample code.

     

        sounds = {}
        for t=1, 28 do
            sounds[t] = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav", LOAD_UNMANAGED )
        end
        sounds[28]:Play()

     

  8. How many unique sound files can be loaded? I seem to have hit a cap at 28. Trying to load the 28th sound clip freezes the app.

    For example: ( LUA )

        sounds = {}
        for t=1, 28 do
            sounds[t] = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav", LOAD_UNMANAGED )
        end
        sounds[28]:Play()

     

  9. Hmmm after investigating it further, it's just messed up somewhere.. I get random freezes when I attempt to turn the camera on it's z axis..  some values work.. others lock it up.. dunno. 

  10. Oh and to take that one step further, 

    self.camera:Turn(0,0,0,true) hangs the app too.

    self.camera:Turn(0,0,.01,true) works.

  11. Something not quite right with Entity:Turn

    My app kept hanging up and i couldn't figure out why,  after a few hours of tracing where it was locking at I came to this.

    self.camera:Turn(0,0,2, true)

    I eventually got it to work with this work around

     

                        local anum = Vec3(0,0,2)
                        self.camera:Turn(anum, true)

     

  12. No real code to show, but LUA seems to have no way to remove or delete a widget or interface.

     

    LUA dont allow SetParent(nil)  on the widgets, tried that yesterday.  Just errors out at runtime.

    Unreferenced widgetVar = nil never removes the widget.

     

    • Upvote 1
  13. ( LUA )

    What's the proper way to remove/delete a Textlabel widget ( or any other widget )  from an interface?  Or even better yet remove an unused interface completely ?  Tried setting it to nil and removing references but no good.

    All my attempts at it have failed.

  14. If anyone else was looking for this info,  the custom functions need to be defined in the json file. :)

            "inputs":
            "outputs":

    Look at the SlidingDoor example if you need further examples.

  15. I'm wanting to write some custom functions inside a lua component.

    My question is what is the proper syntax for creating a custom function and more so how to define it and or call it?

    Example:

     

    UAGController = {
    blah blah 
    }
     
    function UAGController:Start()
       UAGController:ScanMap()  <--- this would be the custom function call
    end
     
    function UAGController:ScanMap()
      this is the custom function
    end
     
     

     

  16. A quick cheat, but I'm certain theres a more proper way to do this.

        self.entity:SetInput(self.camera.rotation.y, movement.z, movement.x, jump, crouch)
        self.entity:SetRotation(0, self.camera.rotation.y + self.modelangle - 180, 0)
     
  17. In leadwerks, the player controller physics collider had a physics angle assigned to it, for flipping the direction of the character. 

    I haven't been able to duplicate this in Ultra yet, all my attempts at creating a controller with a custom player have resulted in my characters being backwards.  Coming out of mixamo i don't have the ability to simply turn my axis in a modeling software.

    How to achieve this ?

    flip.thumb.jpg.86d9c3c4e6427f5fad0198a454ec87f9.jpg

     

    Would you suggest using a cube for the actual player physics and just have the player mesh tag along ( giving me the ability to rotate it 180 ) ??

  18. Since I seem to be having problems that no one else has been reporting, I've decided to reinstall my copy of windows this morning. 

    So far none of the BS I listed above has occurred.

    • Confused 1
  19. Entering the slightest typo or a syntax error in lua code causes me a total system shutdown. I have to power boot the computer to get it back up ( everytime ) .

    Also some commands entered correctly cause a power boot on my computer as well.. 

    Example::  When this code reaches the self.camera:Move() command  my system hangs and I have to power restart to get it back up. 

     

        ---->> Setup Camera
        self.camera = CreateCamera(self.entity:GetWorld())
        self.camera:SetPosition(self.myPosition)
        self.camera:SetRotation(self.myRotation)
        self.camera:Move(0,0,-1)
     

     

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