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tjheldna

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Posts posted by tjheldna

  1. If you run the project and set a break point in app.cpp where my code starts you will see that Context::GetCurrent()->GetWindow() does not return the newly created window as it did before the update.

     

     

    https://drive.google.com/open?id=0B5DSbhngU7c5amVpbzkwQjdNZzg

     

     

    I went to try out the new GUI system too and ran into this issue around a week ago, but I just put that down to early development.

  2. Dino Land Progress Update:

     

    - Rick posted about his advancements in AI, eating and drinking from a too.

    - Shadmar's new water updated.

    - Dinosaur Call code animation and sound.

    - Game time.

    - Helicopter drop off.

    - Scoring based on camera position, Scor overlay

    - Stealth

    - Crouch

    - Dino Animations Updated.

    - Fps Hands With Camera and animation

    - Photo screenshot rendered with animation

     

    post-5086-0-80217800-1471262530_thumb.png

     

    post-5086-0-95794300-1471262546_thumb.png

    • Upvote 2
  3. Summer Games 2016 Tournament entry by Rick Shadmar and Tim.

     

    The purpose of this game is a little different than usual. After a round of discussion we decided to set the game from a documentary point of view. Armed with an SLR camera you go round this uncharted island photographing the wildlife that time forgot.

     

    What we have done so far:

     

    - Rick posted about his advancements in AI and is implemented in its infancy in this project (Standing, Running away, eating, drinking).

    - Shadmar's post effects with new water.

    - Camera zoom with auto focus (using DOF)

    - Taking photos (shutter, sounds, screen overlays etc)

    - Two Dinosaurs: Stegosaurus and Triceratops

    - Vegetation models

    - Scoring based on camera position

    - Animations

    - More foliage

    - Island collision blocking

     

    Still to do:

     

    - FPS Hands with Camera (Partially done)

    - Improvements to the AI (Dinosaur call, wont be detected by character stealth)

    - Improvements to animations

    - More level sounds

    - Stealth

    - At least one more Dinosaur

    - Artefact pickups.

    - Save photos taken

     

    post-5086-0-64279300-1470575696_thumb.png

     

    post-5086-0-37913600-1470575748_thumb.png

     

    post-5086-0-80217800-1471262530_thumb.png

     

    post-5086-0-95794300-1471262546_thumb.png

    • Upvote 11
  4. This release adds an assortment of new features. The main feature is a craft-able cabin, which you can walk inside. The cabin still are some areas that need attention(code and model) but it's functional.

     

    PLEASE NOTE: DO NOT USE FULLSCREEN MODE FOR THIS BUILD IN THE GAMEPLAYER

     

    In the gameplayer navigate to urWorld Click the 'Settings' Tab-> Uncheck 'Fullscreen'.

     

     

    Click to download the July urWorld release.

     

    July Update

     

    - Cabin Crafting menu page is now select-able.

     

    - Craft-able Cabin. Can place the 'construction site' down. The cabin will change color (red/green) pending a suitable location.

     

    - Crafting ghost shader that progressively goes opaque as you build your structure.

     

    - Open/Close the cabin door.

     

    - Tool wear and tear. Now you will need to craft another tool once the tools health runs out. To see how much it has to go there is a progress bar located in the inventory under each item.

     

    - Help menu button, located in the bottom RHS

     

    - Crafting Window Cabin Icon.

     

    - Various new Icons for Inventory item.

     

    - Fishing system updates.

     

    - GUI item scaling.

     

    - Pressing 'ESC' no longer exists the game. Due to not having a menu system as of yet we decided to just make it windowed mode to exit the game for the time being.

     

    - New stat HUD icons. There is a definite improvement here but they will be worked on further.

     

    - Bug fixes.

     

    Hope you enjoy playing this latest release and as usual if you have any comments good or bad. Feel free to do so.

    • Upvote 2
  5. Also have you put a break point in debug mode in there to see if it's entered? If your expecting to show a loading screen during the load hook nothing will happen as Draw isn't called during that process. You need to draw a loading screen a frame before you load.

  6. Hard to say with the little snippet of code bit it looks right. Is the map file name is correct?

     

    This is taken from my code, it may help you, it works...

     

    void StoreWorldPointsCallBack(Entity* entity, Object* extra)
    {
    long type = Utill::StringToType(entity->GetKeyValue("type"));
    
    if (type != 0)
    {
    BaseObject *object = (BaseObject*)GameFactory::CreateObject(type, Vec3(), 0, false);
    
    if (object) object->entity = entity;
    }
    }
    
    GameWorld::GameWorld(std::string path) : BaseWorld(path)
    {
    if(Map::Load(path, StoreWorldPointsCallBack))
    {
    }
    else System::Print("ERROR: Failed to load world");
    }
    }

  7. Change the name of the collision to 'collisionmesh' and see if that works.

     

    If there is a .phy file generated for your model (same folder) you will need to delete it as there is a bug where an existing user collision mesh wont overwrite a existing .phy file. If you modify your 'collisionmesh' you will need to delete the .phy file each time before you see it update.

     

    Bug report from the issue. I Dont think I tested to see if it works:

    http://www.leadwerks.com/werkspace/topic/12832-dont-think-collisionhull-is-working-anymore/page__hl__collisionhull

     

    Existing bug report for phy file:

     

    http://www.leadwerks.com/werkspace/topic/12881-collision-hull-reimport/page__hl__collisionhull

     

    I really wish that would be fixed.

  8. This month brings the world to life with animals roaming the lands and swimming the rivers. This will all tie in with the hunting for food further to fulfil your hunter/gatherer instincts. A few species are already wandering with more planned in later releases. Fish swim the waters which you can catch by crafting a fishing rod, but there is no way to hunt a rabbit just yet so there safe for now. More scenery items also added for more variation in the world.

     

    Click to download the May urWorld release.

     

    New Features

     

    - Craft able fishing pole.

     

    -Fishing line to float drawn.

     

    - Craft able Spear.

     

    - Fishing, you can now catch fish with the fishing rod.

     

    - Ground cover flowers (scenery only).

     

    - AI Code.

     

    - Crafting help display on mouse hover.

     

    - Rabbit with basic AI and animations.

     

    - Salmon Model with basic AI and animations.

     

    - Fallen hollow logs (scenery only).

     

    - Placement and rotation of non squared items in world generation.

     

    - Place holder ground click identifier.

     

    - Loading Screen, loading progress bar.

     

    - Fish item icon.

     

    - Cook Fish on fire.

     

    - Days are longer and nights are faster.

     

    - Rain does not occur within the first 3 hours of game start.

     

     

    Known Issues

     

    - Pre cache models visible in level.

     

    - If you cancel fishing by walking away the fish disappears.

     

    -Zooming can get stuck.

     

    - No fire sound on a 2nd camp fire.

     

    - Evil eyes dont work with more than 1 camp fire.

     

    - 2nd camp-fire doesn't provide heat.

     

    - Some objects spawn close to waterways making them look like their floating.

     

    - If you have an item mounted then try to switch to another different mounted item. nothing mounts until the second click.

     

    - Sometimes when you start you can be trapped by trees.

     

    - Shovel can be used to chop down a tree.

     

     

     

    post-5086-0-73998700-1462225522_thumb.png

  9. Hi neseir,

     

    My overall opinion of it is really good, but don't think its a quick fix for animation. You still need to go in and edit/fix/optimise the mocap data and this in itself is a skill. If you want to see some mocap it's done I used the glove for 'The Borrower' in the workshop.

     

    Havant had much issues with the wiring. I have had problems with removing the sensors though as in some slots they have got jammed and have put nice little scratches while doing it (as you are supposed to remove them). I'm pretty sure as time goes on these faults will be addressed or already have.It also takes a while to get suited up so I don't use it all the time.

     

    Saving data to a memory card isn't available yet (memory card slot hardware is though) so for now you are limited to the radius of your wifi or usb connection. Once saving to the memory card venturing out will then be possible. All can be hidden by clothing except the head and gloves.

     

    That all being said it produces better results than I can do by hand and feel like it was money well spent. As a caveat I was in the first 100 to kickstart it so I got it at a ridiculous cheap price. I've never used decent a camera system for mocap so I can't compare sorry.,

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