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Arska134

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Everything posted by Arska134

  1. I think i managed to figure it out finally. Just skipping player creation if it's already done did the trick. I think. I'll keep this topic running if problems show up.
  2. I've been using "fw.Main.camera" everywhere in my code. It's created with framework, or am i wrong?
  3. Nobody knows? Or did i explained poorly?
  4. Hello! Long time no posting. Ok i faced new problem with my project and i tried everything to go around it but no... :/ I am trying to clear everything from memory and load new level. I know it's not best way, but everything else has failed. Problem is that when game loads second time after i cleared everything it crashes when creating new body and setting mass to it. To clear everything i have been using this "freeFramework(fw)". (Also tried to freeworld(), clearworld()) But always that body variable has been hanging around. What is best way to change level? (I am using LE2 with Blitzmax)
  5. Hello! As somebody already knows i'am programming multiplayer FPS game. I have some questions. 1. When syncing multiplayer game, it's necessaey make packets to get "old". What i mean is that new players who joining to server late won't be receiving these packages. (Gunshots, chat messages, etc...) Currently i use server time to determine which packages are way too old to be happened now, but it has little problem... When server time reaches maximum value of "int", server crashes. What would be better way to do this? 2. Next question is about syncing physics. How it's done in most of multiplayer games? Who calculates physics? Server or clients? If server calculates all physics for clients, what is best way to determine if physics entity was hit? Server side physic calculated would increase bandwidth, but it's accurate. There would be some laggy moving objects without network smoothing. If clients will calculate physics it can be very inaccurate, but bandwidth would be lower. For example if i choose to use client side calculations, how i can tell every player that something was hit, and then make it accurate as possible? So how it's best way to be done?
  6. Is it better to do some kind of "hitboxes" on players to register hits, or is this good way to go? Currently it's not really good because it's not working.
  7. Works nicely on my computer. Specs are in my signature. I agree with Gandi's improvement suggestions. Kind of boring when waves are coming and all i can do is watch. I don't play these kind games, but this is great because it's made with Leadwerks.
  8. I am trying to pick other players. When player joins game i do this: SetEntityKey( pp.model, "player", pp.nickname) pp.model is: pp.model = loadmesh("abstract::swat.gmf") So pp.model is mesh and it should be picked?
  9. Sometimes this code won't pick entity even though it's certainly picked. If GetEntityKey(mpick.entity, "player") then 'do stuff endif
  10. Arska134

    Ragdolls

    Thanks anyways. If someone knows if this is solvable let me know. Hopefully it isn't Leadwerks Engine bug. (is it? Does anyone have made bug report?)
  11. Arska134

    Ragdolls

    Daimour: I Have same problem as you expect with my "ragdolls" they disappear in close range. :/ Same LOD problem? Thanks SweptCollision() works.
  12. Arska134

    Ragdolls

    I turned debugphysics on and i realized that those bodies i put on bones are huge. When i made them smaller they go through terrain.
  13. Arska134

    Ragdolls

    Well.. i don't really know LUA, but thanks Daimour. If someone take a look my code and knows what problem might be. Let me know. And... how those numbers at end of the line should be set, and how do i know they need to be that way? CreateJointHinge( pelvisp, spinep, vec3(ppos.x,ppos.y,ppos.z), vec3(0,0,0 ))
  14. Arska134

    Ragdolls

    I played around with code and this is the "thing" what i came up... Here is code: http://pastebin.com/raw.php?i=8kqx9gXi Well... i am speechless...
  15. Arska134

    Ragdolls

    About CreateJointHinge... What is pin parameter and what values should i use when making ragdolls? Another question. Should my ragdoll work right if i only make one leg as ragdoll? I would really really appreciate some kind of example about ragdolls. I have no idea how these work. Edit: Here is my "Ragdolize" function if someone want to take a look: http://pastebin.com/raw.php?i=uN9xeAfK As pin parameter there is only Vec3(0,0,1) as in command example, because i don't know what it stands for. Yes, only left leg is tried to make ragdoll like. Edit 2: I just found that i misplaced global parameters in entityposition function. I fixed it and it looks little bit better, but it still can't be identified as human body. Edit 3: Looks like it's taking shape when i add more joints...
  16. Arska134

    Ragdolls

    Currently my code just stretches model in strange ways.
  17. Arska134

    Ragdolls

    This isn't right way to do ragdolls i assume...? Global ppos:TVec3 ppos = EntityPosition(soldier) ' LEFT LEG LThighp:tbody=createbodysphere(.35) positionentity LThighp,entityposition(LThigh), 1 setbodymass LThighp,1.0 entitytype LThighp,1 entityparent LThigh,LThighp setbodymass LThighp,10 SetBodyElasticity LThighp,0 LCalfp:tbody=createbodysphere(.35) positionentity LCalfp,entityposition(LCalf),1 setbodymass LCalfp,1.0 entitytype LCalfp,1 entityparent LCalf,LCalfp setbodymass LCalfp,10 SetBodyElasticity LCalfp,0 Lfootp:tbody=createbodysphere(.35) positionentity LCalfp,entityposition(Lfoot),1 setbodymass Lfootp,1.0 entitytype Lfootp,1 entityparent Lfoot,Lfootp setbodymass Lfootp,10 SetBodyElasticity Lfootp,0 LThighCalfJoint:tjoint=createjointball(LThighp,LCalfp,vec3(ppos.x+0,ppos.y+3+1.25,ppos.z+-.01)) LCalfFootJoint:tjoint=createjointball(LCalfp,LFootp,vec3(ppos.x+0,ppos.y+3+1.25,ppos.z+-.01)) Is there any examples about ragdolls?
  18. Alright, so i am now trying to find bones from soldier.gmf entity, but i am getting pretty strange results. This code: soldier = loadmesh("abstract::soldier.gmf") positionentity(soldier, vec3(-6, 2, 63)) Print "X "+entityposition(FindChild( soldier, "Bip01" )).X Print "Y "+entityposition(FindChild( soldier, "Bip01" )).Y Print "Z "+entityposition(FindChild( soldier, "Bip01" )).Z Is outputting this: X 0.000000000 Y 0.992219925 Z -0.0203169920 What am i doing wrong. Same thing occurs when i try to find child named "Bip01 Head".
  19. Thanks macklebee! I just noticed same thing when i was testing bulletholes to barrels. Thanks very much everyone! Now my bulletholes are finally working.
  20. I did some fixes you told me. So now i can make bulletholes to that part of model where is no textures, but if i shoot everywhere else, bulletholes won't appear.
  21. I was writing message while you posted it. Now it's kind of working What are those black lines coming top of the hole? And how can i get those holes working on picked entity?
  22. Looks like bulletholeMat variable was empty. After fixing, it now paints model faces blue. :/
  23. Thanks Daimour, but here is still problem. It is pointed to this line: AddMesh(am.bullethole, spick.entity) If i change it to this: addMesh(am.bullethole, TMesh(spick.entity)) No error, but no bulletholes either. :/ Is this Blitzmax bug or what?
  24. I am not programming with LUA, but here is BMax code: am.bullethole = CreateDecal(spick.surface, TFormPoint(Vec3(spick.X, spick.Y, spick.Z), Null, spick.entity), 20.0/16.0, 32); EntityParent(am.bullethole , spick.entity, 0) PaintEntity(am.bullethole , bulletholeMat) AddMesh(am.bullethole, TMesh(spick.entity)) And here is .dds and .mat files: http://www.mediafire...6qpqibdxq68qqx6
  25. Still waiting answers. Nobody else doesn't have this issue?
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