beo6
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Posts posted by beo6
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Okay. thanks for the clarification.
Is there a way to update parts of a navmesh?
For example, when placing a building in a RTS game. Can the Navmesh be updated so that newly placed building is an obstacle now?
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What are "fast navmeshes"? What is the difference to normal navmeshes and how to use them? I don't see a parameter for these.
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Seems better.
I still managed to crash it once, but that was probably because of a way too high value on terrain, since it just closed this time without any error message.But without terrain, it did not crash on me anymore.
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crashing sometimes happen on the first try to enter via keyboard, sometimes the second. but its 100% reproducible.
I hope that helps.
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No. I am running 0.9.2
I just updated to Build 309 to see if i can still reproduce, and sure enough, it still crashes.
Even without a Terrain btw. Just had to press the arrows for the TIles, Change the value to a higher one for X and then for Y. and then = Crash.I guess there is an issue when switching between using the arrows and entering a higher value directly. Not sure.
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When i created a NavMesh and resize it by changing the Tiles, it crashes the Editor with the following Error:
Steps to reproduce:
- Create a Terrain
- Create a Navmesh
- Go to "Map" Tab and select Navigation Mesh
- Resize Tiles X or Y via the up arrow.
- Resize Tiles X or Y via entering a value directly -
Sorry to write a bit late, but the last 2 updates broke the "AppTemplate.exe" and "AppTemplate_d.exe" file.
the one before this crashed when tying to open one of the window menu items "File", "Edit" or "Help".
And the last one currently available through steam just crashes right at the start.
I tried to run it through the command-line to see if it gives any debug output, but nothing is printed.Didn't tried to program something myself with it yet.
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i haven't tried it again if the issue is fixed, but if it is not, too bad Josh is ignoring my posts. Maybe someone needs to post the issue again in a new thread.
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I am getting the exact same issue at the moment when i try to reupload my notes script to the steam workshop because somehow an old version appeared again on steam. (however that could happen?)
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Leadwerks Editor
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Failed to update file.
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OK
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This is really not fun.
( see this thread: http://www.leadwerks.com/werkspace/topic/14232-amnesia-notes/#entry97877 too )
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it should work with any file as long as the .tex extension is included in the publishing dialogue.
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mhh. thats odd. I am 99% sure i fixed that once. Seems that an old version is up on the steam workshop again. :/
sorry for the late response. Was and still am ill laying in the bed. :/
For the time being here is the current script. (the text.lua files need to look a bit different in this so the fix works. But there is an example text.lua file included)
https://cloud.software-sl.de/index.php/s/sHbt6kKfMT926zi
Will see to upload that version again to the steam workshop.
//Edit: doesnt let me upload to steam workshop again. :/ i start to hate steam...
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snow shader looks nice. Just have no idea what i am doing wrong because i only get a black screen with it enabled as post effect.
//well. forget it. there was just no Vertex shader part in it.
Thanks
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Also never had this issue right after a clean reboot from Windows.
Only happened when i started and closed leadwerks. Had to restart steam to fix it most of the time.
Since i don't think you have leadwerks in autostart, look if you also don't have steam in autostart, check if you haven't this feature enabled where windows tries to resume applications after restart and try to make a real reboot. (not sure if windows really features a quick reboot)
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So far have only played a bunch of games with it like rocket league and left 4 dead.
It worked quite well for both games and once you have set the sensitivity to something usable in Left4Dead its an more "acceptable" mouse +keyboard replacement than any controller i tried before. Still not better than using a real keyboard and mouse though.
But the biggest issue so far is that for some reason the controller just stops recognizing movements with the stick or touchpads. So far it only happened in hectic situations in rocket league, but it was then most likely the reason to miss the ball. After going back to xbox controller, no such issue. If they fix that little annoyance, it's a pretty good controller i would say.
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maybe still the same issue i wrote about here, when the prefab is placed in the editor?
http://www.leadwerks.com/werkspace/topic/13055-prefabs-not-working-correctly/
I know i wrote there about 2 issues, but at first i thought they might be connected. turned out the first one was just a misunderstanding on my side.
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I guess there was a bit of misunderstanding. I had worked with the file reading stuff for the Leadwerks Player for the text loading of the notes script i have in the Steam workshop. Not on the footstep sounds.
Or what are you guys talking now about?
Sorry that i can't help a lot with footstep sounds. When i got to that problem in my small map i just added a collision box. But as already said. depending on the amount etc. it could clutter up the map.
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Do you have any backup zip in your Project folder?
Leadwerks first loads these.
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How would you do that? If you scale it bigger until the height fits, most of it on the sides will clip through walls etc. If you scale it smaller so it fits in the length and width, the height of the collider is way too big. And i haven't seen that much clipping in games for a long time.
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The script does work with N points.
It might give issues with less points though.
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Exactly the same issue I had here:
http://www.leadwerks.com/werkspace/topic/13175-lua-loadfile-not-working-with-zip-files/
I think you need to forget about trying to stay local with files that are loaded at runtime unfortunately.
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changing that setting does not seem to do anything for me. Is it working for you?
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Or another idea which I liked in some older games.
The menu where already ingame. I can remember an arcade bowling game where you controlled the bowlingball and selected the level with the game controls.
Or another example even though it also included a normal menu is Portal 2 coop where you land with your partner to select a level.
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haven't tried it, but i guess it should work that you export the terrain as *.raw file, open it in an image manipulation application that can open it, make the image bigger so it fits, save and import it into a 2048 terrain.
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There is no --out.
it was in a couple of scripts, and is still sometimes in my scripts but the proper way is
self.component:CallOutputs("Outputname")
--out does nothing really as far as i know.
Crash (Assert failed) on just selecting / unselecting Primitives
in Bug Reports
Posted
Test-Map:
test-crash.zip
Steps to reproduce:
1. Load Map.
2. Select the Translate function
3. Select one of the three Primitives in any order.
Could be related to the Navmesh. (i removed the terrain to keep the map filesize low. If i remove the navmesh, it does not crash anymore)