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Einlander

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Posts posted by Einlander

  1. Want to see something funny? Put something heavy on your elevator, then jump repeatedly on it, it will fall out from under you. You can test this on the fps tutorial.that comes with Leadwerks.

  2. There are a few things about the character controller and the navmesh I would love to control. 1. Is the controller height. I would love to add a standing/crouching/prone ability to my game. And 2. The navmesh minimum height. If the headspace for a map is too low a nav mesh is not created. I would like to add airducts or walls the ai need to crawl under. It's somewhat trivial to do obstical avoidance, if a raycast hits object, jump over, if nav mesh area head height blocked but crouch height is not, crouch. Other than having the ability to change nav mesh properties, you could solve this by scaling all models by 2.

    • Upvote 1
  3. Today I used the Leadwerks game player for the first time since the new interface wan put in. I subscribed to some game player games through the Steam interface. Steam downloaded the games. When I launched the game player I was met with a page of games. No indication of what I have already downloaded, or what I'm subscribed to. When I click on a link I DO NOT WANT to download it, I want to know more about the game, see it's screenshots, watch the videos. As the game launcher currently is, It is a list of download links with a screenshot that may or may not tell you what you are downloading with no indication of what you already have and what size the file you are downloading is. I have Leadwerks and my OS installed on an ssd and I do not have the space to randomly download anything my mouse happens to fall on.

     

    TL;DR

    My Suggestions:

    1. Have a section where all of the players subscribed games appear. Make it OBVIOUS that this is where they need to go to see their games list.For example. another tab for library ala Steam

    2. Clicking on a link should take me to a page that shows me the information on the game. Clicking on a link should NEVER auto download things.

    • Upvote 4
  4. In my opinion alot of the cluttered flow graphs can be solved with flow graph only script and and call outputs that can pass optional variables. You wouldn't need to use as many argument nodes, and if you pass the right data you can make certain nodes route data like a router.

  5. i would agree, but it would still be nice to also use flowgraph scripts without first attaching it to a pivot.

    Why would i need to have for example a timer needing to be attached to an entity?

     

    I was going to add this to the is request forum and still am after I do some prototyping. This would allow people to build MASSIVE libraries of code and allow a person to hook up nodes and never have to program. Imagine: You drop an entity and attach a node that exposes the default script functions. You then link a fps node to it, an inventory node to the fps node and a use item node to the inventory one. Now you have a fps player with an inventory where you can uses items. Add a ui node to the inventory, now you have a backpack that you can open.

  6. Is it possible to have a direct link to the steam page on the games list? When I'm in my browser and on my phone I DO NOT want steam to launch anything. I may want to send the link to a friend, or just subscribe to the game from work and have it.ready when I get home.

  7. I'm not saying that we shouldn't have the automated system, I think it's good. I can auto import a bunch of characters like zombies and have it done and not worry about it. But for important Game characters, or specific game types (ie, FPS,Sniper Elite, or fighting games) where a hitboxes are the bible that the game is built on, the programer, designer should be able to make them custom.

     

    Some images showing models where there are less hitboxes then bones:

    http://s302.photobucket.com/user/yaznee/media/tank1.jpg.html

  8. Why waste time and make things more complicated trying to optimize something that isn't a bottleneck? Is this really what we should be focusing on?

     

    Because sometimes one size doesn't fit all. And when it doesn't I should be able to fix it. Since we no longer can see an entities imported hierarchy things have become complicated if you want to do creative things to it.

    • Upvote 1
  9. Wait, you want to manually create hitboxes yourself, but manually creating them yourself is too tedious???

     

    What I meant was generating a custom hitbox for each character in code is tedious, since you don't have immediate visual feedback of the edits.

     

     

    Why?

     

    http://www.leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_rel_module=blogentry&attach_id=6826

    In this image for example, some of the boxes are simply too big. The head is far to large, the upper arms are to wide, and the same with the hands. I don't want someone playing my game and shooting around the character and still hit it.

     

    As for wanting less hitboxes than bones, in that same image, you have a box for the wrist, I would have made that part of the forearm. The shoulder box would be part of the torso, the neck part of the head. Heaven forbid I should have eyes attached to bones, or the mouth attached to bones for animations (think of blenders advanced riggify tool). The boxes can get far to numerous quicky.

    • Upvote 1
  10. I understand the coding, but it's kind of tedious to set the hit-boxes of many characters. Maybe one day Josh can add a hitbox option similar to the physics where I can add hitbox_head and parent it in my 3d editor

    • Upvote 1
  11. As of the latest beta build is there any way to create custom hit-boxes? I would like to have FAR LESS hit-boxes than I have bones in my character. Some of the things I need custom hitboxes are for finer control over damage areas on a character. I need to make them named so I know what part I'm hitting.

  12. if you have multiple floors you could change the water height as soon as you enter a floor as a workaround.

     

    Wouldnt this cause all non static entitys with weight to float? When you come back , nothing will be where you left it.

    • Upvote 2
  13. I'm looking to see if there is a way to detect if the game is running in the lua sandbox (example: in the game player) or as a standalone game? I would like to detect this so I can use IO to read and write settings in standalone and load the defaults with the sandbox enabled.

  14. I guess I never really considered this a problem needing solving. Maybe because I'm just used to using LE for so many years but now that I see these functions it does seem like it would be easier to work with. Thanks for sharing.

     

    I've been writing my own FPS controller and I have abstracted away the key commands. I load the key config from a file into a named table. To test for a key I do:

    if InputHit(keybinds.attack) then
    

    Since the key is user defined it can be a mouse button (in this case it is the left mouse button). This allows me to have 1 command to test for both mouse and keyboard. I'm experimenting with the mouse wheel.

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