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Posts posted by shadmar
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Ran smoothly on my system, but I have no idea what game is about or what to do.
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Very nice!
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Good job!
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AFAIK only lua sandbox games can be published to steam workshop.
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It's default on a laptop. Mouse is an accessory, I even play some games using the pad
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Seems to apply to touchpads, not mouse.
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I can only do one at a time it seems..
local window = Window:GetCurrent() if window:MouseDown(2) and window:MouseDown(1) then System:Print("You pressed both") end
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You should report it as a bug in the bug forum, or it will probabaly not be fixed.
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Very fun game, good looking too
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In the crawler's appearance tab change the view range to near, medium or far.
That actually works, so this has to be a bug.
It only applies to point and spot lights, not directional.
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Maybe you should post an example map using the crawler so we can have a look.
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Are the model using static shaders or animated ones, (how does the material file look like?)
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And you just need it when you click Build Navmesh, after you can delete it.
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1. Start this map as is, hit F11 and look at fps
2. Adjust billboard slider from 100 down to 10 or so. start map and look at fps.
If you untick billboards all togheter it's also faster.
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If I have a island with water all around, my AI would run into the ocean.
It would be great if we could restrict navmesh to the area painted on the terrain, like a color or something
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If sandboxed (and you want to stay in the player) you can use
math.randomseed(Time:Millisecs())
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Nothing happens when you type map dem01 in console
Also on my norwegian keyboard Ø seems to start a console not ~
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Here is the GLSL equivalent (just for fun)
#version 400 uniform bool isbackbuffer; uniform vec2 buffersize; out vec4 fragData0; float RoundRect(in float radius, in vec2 fragCoord) { vec2 halfSize=vec2(buffersize/2.0); vec2 distFromCenter=fragCoord.xy - halfSize; return clamp(length(max(abs(distFromCenter) - (halfSize - radius), vec2(0.0))) - radius, 0.0, 1.0); } void main(void) { vec2 tcoord = vec2(gl_FragCoord.xy); if (isbackbuffer) tcoord.y = buffersize.y - tcoord.y; float pct = RoundRect(100.,tcoord); fragData0 = mix(vec4(1.0), vec4(0.0), pct); }
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doulebuffered seems to work very well
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Yeah it's pretty old and not UGC.
I can republish, just close.
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When launching urWorld via Game Launcher on ubuntu (which takes some skill to do atm :-) ) it crashes in map Map version 41 not supported error. I suspect it might not be working for other games aswell.
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Little Dagon - Summer Games 2016
in Showcase
Posted
Very cool game!