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WSI

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Posts posted by WSI

  1. 7 hours ago, Thirsty Panther said:

    Sounds like you had 2 cameras. 

    The first was in the scene/map that you made to "walk" around.

    The second is generated in the fps  script that you attached to the player.

    This causes the black screen.

    If you just remove the camera in your map it should work fine.

    That's the weird part. I'd done that, and it was still not working. 
    I honestly couldn't tell you what I did differently. I couldn't reproduce the problem - not that I'm complaining of course.

    • Like 1
  2. 7 hours ago, Josh said:

    I don't know, I think I should just focus on giving you what you need to be happy.

    I will say that I always seem to do really well when the fake economy is in a downturn.

    Oh, I'm not suggesting you go out of your way to make anything happen. I agree... focus on what's best for the tools you're creating.
    I'm just wondering aloud if circumstances and timing could sorta steer things in that kind of direction, and if you had any thoughts on it. No biggie :)

    Re: Fake Economy.
    Ayep.

  3. Hello,

    I'm trying to get a character to walk around in the environment, and have followed the information here:
    https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_Character-Controllers
    and here:
    https://www.moddb.com/engines/leadwerks-engine/videos/tutorial-fps-character-controller-in-leadwerks
    ... which seem to concur with each other.

    But, for some reason, when I run the project, I just get a black screen and am unable to walk on anything. I've tried it in a blank project, creating my own platforms to walk on, etc. And again in a "First-Person Shooter" project template. It doesn't work in either case.
     


    image.png.76cb4a3d491c8cc67b8ccf3d08dc61b4.pngimage.png.aee92d85570fce57af188b42e159da46.png
     

    This is all attached to the "generic" character model.

    I'm noticing, too, that sometimes when I go back to the Script tab, the 'File' field is empty and I have to select the FPSPlayer.lua script again. This happens even if I save the project and re-open it.

    What would I be doing wrong here?

    Thanks

  4. Hey, @Josh... Do you foresee any long-term repercussions for Unity in the future, due to the big layoff they just had - apparently including core developers?

    I wonder if/how that might affect the quality and progress of the engine, and if that might lead to people beginning to look elsewhere - or at least to choose a new engine for future projects.

    That COULD work to UltraEngine's advantage, perhaps. Maybe. It's of course a big 'if' based on a big hypothetical 'if'. I've been thinking of how that could affect things overall, but particularly UltraEngine, given all you have planned for it.

  5. 1 hour ago, IceBurger said:

    Being someone that started with Blender, I find it hard to use other tools. However I would like to. Blender has disappointed me recently with lots of crashes, slow downs, and freezing. I have 3DCoat, which I am trying to learn as a sculpting program. I previously used it for UV unwrapping and retopology, which it is great for.

    I haven't really been a fan of anything from 2.8 on. Especially after they got that influence... I mean "grant money" from EpicGames.  
    I'm learning to use 2.9 since it's their LTS and so I know that it'll remain consistent at least for a while.

    I still prefer and use 2.79b, though. Nothing added after that benefits me or what I want to use it for in any way. Its layout makes more sense to me, too. I found the .cubin files needed to support Cycles on my 2070 Super online, which was the only thing "holding me back". So I'm all set.

    Anyhoo.. this thread is about pricing of UltraEngine, not 3D apps, so.. I'll stop derailing now 😛

  6. 2 hours ago, Josh said:

    That's a consequence of the one-time payment license, to some degree. I was able to take my time designing Ultra, and it is designed to be a foundation that can be built on for many years. I am very happy about the prospect of being able to just add features and steadily improve the same code base, instead of having to always come up with a new product. That can really only be done with a subscription model because it provides steady revenue that grows over time.

    In the badly drawn graph below, I can guarantee you Garage Games' income looked like the image on the left. This is why they had to always come out with a new and slightly different engine. There's absolutely no way Ultra Engine can be fully developed, much less me being able to hire more programmers, unless the revenue looks more like the graph on the right, which is what I am trying to do with the subscription model.

    Image1.thumb.jpg.7b21f23e26bb58a8e8517c85f62e79f1.jpg

    I'm paying for a 3ds Max subscription right now, and I am personally would prefer to just buy it outright, but Autodesk is adding new features I want, so it is worthwhile to me.

    So UltraEngine is planned for the long-term, then. That's perfect. Exactly what I was hoping to hear/see.  Great! Thanks for the confirmation!
    Also, those graphs are beautiful. Don't sell yourself short. :p. 

    That's interesting about 3DSMax. May I ask why you prefer to use it in lieu of the "obvious"* free alternative, like Blender?  Not knocking you for using MAX. It's a powerful software. Just curious, 'cause I know it's far from cheap, even to subscribe.

    * - I chuckle typing "obvious" regarding Blender, 'cause I started learning it years ago, before it went open source, and everyone was like "why are you using Blender? It sucks! Use a real 3D program, like Max or Maya".  It's cool to see it have come so far to where it's now part of major creators' pipelines... Just funny, considering where it started.

     

    • Like 1
    • Haha 1
  7. I'm not a fan of subscriptions for software in general. Moved away from Adobe completely when they changed to such an approach, etc.

    However, ~$10/month is not really a huge ask. I can spend that much on a single visit to McDonald's (and I'm sure UltraEngine won't contribute to my midsection... at least not directly :p). 

    My one concern is the long-term plans for UltraEngine once it's released.

    One thing that's kept me away from jumping into Leadwerks is how it seems the latest version is barely out the door when work and focus shifts to "the next version". I never felt comfortable jumping into the TorqueEngine for the same reason. GarageGames was constantly working on "the next game engine", leaving their existing ones effectively abandoned.  It's like trying to put down roots in shifting sand.

    I wouldn't even think twice about paying $10 a month to use UltraEngine, with the confidence that work on expanding and improving it would continue, instead of focus shifting to starting a new engine from scratch. 

    Is that the plan with UltraEngine, Josh? To focus on building and expanding on one platform - at least to the point that it's no longer feasible and a complete ground-up rewrite is necessary? If so, just show me where to sign up :).

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